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Some Assets' LOD were not generated or not loaded in the game


Radongas

Question

I encountered an issue with lods: in my world space, some assets' lods were not generated or were missing while all the others worked well. These assets are all scaled up to 10.0 times size of the original size. Will it be the possible reason that their lods are missing, because they are not expected to be so large in the world space? Also, the Dyndlod plugins are initialized successfully as the popping-up message indicates in the game.

Edit: Fixed

My issue is actually an out-of-space floating objects issue. I found the solution from the DynDOLOD website. It can be fixed by adding rules to use Mesh Mask.

Edited by Radongas
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I got my restrictions of attaching images and log files removed now. Here are the updates of the images and debug files: 

 

Edit: Fixed

My issue is actually an out-of-space floating objects issue. I found the solution from the DynDOLOD website. It can be fixed by adding rules to use Mesh Mask.

 

 

Edited by Radongas
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On 2/8/2024 at 10:53 PM, Radongas said:

I encountered an issue with lods: in my world space, some assets' lods were not generated or were missing while all the others worked well. These assets are all scaled up to 10.0 times size of the original size. Will it be the possible reason that their lods are missing, because they are not expected to be so large in the world space? Also, the Dyndlod plugins are initialized successfully as the popping-up message indicates in the game. 

 

 


It's possible that the scaling of the assets could be causing issues with LOD generation. LODs are typically based on distance from the camera, so if the scaled assets appear much larger in world space, their LOD transitions might not be triggering as expected

Edited by vefaxoc282
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On 2/20/2024 at 11:28 PM, Radongas said:

Sorry about describing the issue so vaguely. I am new to here. I just tried to make a mask reference following a solution in Something-does-not-have-lod page. But I still cannot get my scaled-up objects LODs to work. The link includes some images showing what my DynDLOD settings and the object I am using look like and the logs of DynDLOD. Also, I include the logs of DynDLOD after a generation. I took a look at it and tried to search for the nif that this object is using. But I cannot find it in the object log. It seems that it is not generated for some reason. In addition, I used different models in the same position before and I got the same case. They had no LODs also.

https://drive.google.com/drive/folders/1pEpcpoQ4Ua9TJTJ34xhwA5plQ4iLFluE?usp=drive_link

Btw, it seems inserting images in a post is kind of annoying. Is there a way other than URL to embed screenshots?

 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console.

https://dyndolod.info/Official-DynDOLOD-Support-Forum
While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required.

Unfortunately, the DynDOLOD debug log does not seem to show the session of interest anymore.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant
The rule is only applied if a LOD model is found and assigned for mesh mask rule or reference form id. If no LOD model exists the rule is ignored.
That means, if no LOD model exists, do not check the VWD flag if the rule is supposed to apply.

As far as I can tell from the logs, there is no LOD model for azurafloorhex02.nif installed in the load order.
So either uncheck VWD or create a properly named LOD model and let the automatic last slash rule take care of it.

11 hours ago, Radongas said:

I believe these are the exact same files that you already uploaded to the google drive.

You should fix the nonsensical LOD distance settings. Restore default Skyrim INIs.

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24 minutes ago, vefaxoc282 said:

It's possible that the scaling of the assets could be causing issues with LOD generation. LODs are typically based on distance from the camera, so if the scaled assets appear much larger in world space, their LOD transitions might not be triggering as expected

This is not how it works and this question has already been answered couple weeks ago at https://stepmodifications.org/forum/topic/19395-some-assets-lod-were-not-generated-or-not-loaded-in-the-game/?do=findComment&comment=277261

https://dyndolod.info/How-LOD-Works

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