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Posted
1 hour ago, mostwanted11 said:

My game keeps using Dyndolod models for giant camp fires instead of fully rendered ones and hence it sometimes comes without the fires burning out of it..

https://easyupload.io/xjwta5 My logs, sorry had to pack them in a rar because both logs are 200mb each and my internet is too slow >:(

SkyrimSE_cs752grSch.jpg

SkyrimSE_466MAEsU3w.jpg

The screenshots show that the model being used is GiantCampfire01Burning.nif which is the filename of the full model and not a LOD model (that would be giantcampfire01burning_dyndolod_lod.nif for example).

A mesh mask rule was specifically added to replace the existing references with a dynamic LOD reference using the full model.
mesh mask: giantcampfire01
LOD4/8/16/32: None
Grid:FarFull
Reference: Replace

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

It is not clear what the visual problem with the full model is or how is it visually different from the original reference / base record. It should look just the same, just render further.

Posted
46 minutes ago, sheson said:

The screenshots show that the model being used is GiantCampfire01Burning.nif which is the filename of the full model and not a LOD model (that would be giantcampfire01burning_dyndolod_lod.nif for example).

A mesh mask rule was specifically added to replace the existing references with a dynamic LOD reference using the full model.
mesh mask: giantcampfire01
LOD4/8/16/32: None
Grid:FarFull
Reference: Replace

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

It is not clear what the visual problem with the full model is or how is it visually different from the original reference / base record. It should look just the same, just render further.

the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire

Posted
35 minutes ago, mostwanted11 said:

the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire

Report which mod the full model is from.
Report which plugin overwrites 00084DB3 and which plugins the base record is from and which plugin is the last to overwrite it.
Report which plugin overwrites 000680FF and which plugins the base record is from and which plugin is the last to overwrite it.
Report which mod the mesh rule is from or if it was added manually.

Posted
4 minutes ago, mostwanted11 said:

full model is from embers XD

00084DB3 is being overwritten by Dyndolod.esm (pic 1)

000680FF is being overwritten by dyndolod.esp (pic 2)

mesh rule is pic 3

00084db3.png

000680FF.png

DynDOLODx64_j8zfozTZgF.png

https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
If not everything of interested fits into a single screenshot, do several to show the whole record, scrolling to the bottom, too.
Do not trim anything. Do not filter anything, make sure everything is shown. Unfold elements (in particular when they link to other records) in case their content is not shown in the folded view.

Lookup the base records 00051577, 4A13010E, and the ones in DynDOLOD.esm 22014813, 2201CABB Post unfiltered screenshots of those.

Posted (edited)
10 minutes ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
If not everything of interested fits into a single screenshot, do several to show the whole record, scrolling to the bottom, too.
Do not trim anything. Do not filter anything, make sure everything is shown. Unfold elements (in particular when they link to other records) in case their content is not shown in the folded view.

Lookup the base records 00051577, 4A13010E, and the ones in DynDOLOD.esm 22014813, 2201CABB Post unfiltered screenshots of those.

I can't find 22014813 through xedit

BTW parallax txst is from parallax blending fixes mod

2201CABB.png

4A13010E - P2.png

4A13010E - P1.png

00051577 - P2.png

00051577 - P1.png

Edited by mostwanted11
Posted
8 minutes ago, mostwanted11 said:

I can't find 22014813 through xedit

BTW parallax txst is from parallax blending fixes mod

2201CABB.png

4A13010E - P2.png

4A13010E - P1.png

00051577 - P2.png

00051577 - P1.png

22014813 is the base record reported in the first screenshot.

Report with version of Embers XD you have installed. Version 3.0.3 does not contain a giantcampfire01burning.nif with a CRC of 61BB8719 as reported in DynDOLOD_SSE_Object_Report.txt

Posted
2 minutes ago, sheson said:

22014813 is the base record reported in the first screenshot.

Report with version of Embers XD you have installed. Version 3.0.3 does not contain a giantcampfire01burning.nif with a CRC of 61BB8719 as reported in DynDOLOD_SSE_Object_Report.txt

i'm using 3.0.3 yeah

Posted
Just now, mostwanted11 said:

i'm using 3.0.3 yeah

Did you maybe change the full model with NifSkope or CAO? If so upload it. Otherwise doublecheck the source it came from.

Provide xEdit screenshot(s) of base record 22014813 that is used by the reference in the first screenshot.

Posted (edited)

apologies about those references, they're older screenshots from the dyndolod output right before the current one, although they both have the same issue. I uploaded recent screenshots of the same 2 campfires with an SS of the base and the references. one of the campfires has fire and the other does not. As for which model I'm using, I'm using the one by https://www.nexusmods.com/skyrimspecialedition/mods/103807. However, the model got modified by Parallaxgen https://www.nexusmods.com/skyrimspecialedition/mods/120946. Not sure if this affects things? Should I try running dyndolod with both mods disabled or is it unrelated? (they both have fires as long as dyndolod is disabled)

 

The FYX Fire Reacts to Wind file: https://fastupload.io/337ad0b8ed5b60a6

The same file but edited by Parallaxgen: https://fastupload.io/8a3d43e38ab7f0b4

SkyrimSE_NJBGOHNmrk.jpg

SkyrimSE_KwfqFuyslc.jpg

SSEEdit_qd1OTwZfAR.png

SSEEdit_jOCy3i4Wcu.png

SSEEdit_35yMnCh5Xn.png

Edited by mostwanted11
Posted
8 hours ago, mostwanted11 said:

apologies about those references, they're older screenshots from the dyndolod output right before the current one, although they both have the same issue. I uploaded recent screenshots of the same 2 campfires with an SS of the base and the references. one of the campfires has fire and the other does not. As for which model I'm using, I'm using the one by https://www.nexusmods.com/skyrimspecialedition/mods/103807. However, the model got modified by Parallaxgen https://www.nexusmods.com/skyrimspecialedition/mods/120946. Not sure if this affects things? Should I try running dyndolod with both mods disabled or is it unrelated? (they both have fires as long as dyndolod is disabled)

 

The FYX Fire Reacts to Wind file: https://fastupload.io/337ad0b8ed5b60a6

The same file but edited by Parallaxgen: https://fastupload.io/8a3d43e38ab7f0b4

SkyrimSE_NJBGOHNmrk.jpg

SkyrimSE_KwfqFuyslc.jpg

SSEEdit_qd1OTwZfAR.png

SSEEdit_jOCy3i4Wcu.png

SSEEdit_35yMnCh5Xn.png

Change the mesh mask rule Reference setting to "Original" to see if the issue also happens without the references being replaced.

If that is the case, search https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=posts for discussions about iMaxDesired.

https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/Particles
You can change the setting also in the game with setini "iMaxDesires:Particles" x

For the vanilla fires DynDOLOD Resources includes dynamic LOD models with removed/reduced particle counts. Using lots of full models that are not optimized in that regard for LOD might be the problem. For vanilla meshes, the flames are usually not particles either.

Posted
7 hours ago, sheson said:

Change the mesh mask rule Reference setting to "Original" to see if the issue also happens without the references being replaced.

If that is the case, search https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=posts for discussions about iMaxDesired.

https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/Particles
You can change the setting also in the game with setini "iMaxDesires:Particles" x

For the vanilla fires DynDOLOD Resources includes dynamic LOD models with removed/reduced particle counts. Using lots of full models that are not optimized in that regard for LOD might be the problem. For vanilla meshes, the flames are usually not particles either.

Solved it, it was Mists of tamriel's distant animated fogs. Sorry for wasting your time

Posted
1 hour ago, mostwanted11 said:

Solved it, it was Mists of tamriel's distant animated fogs. Sorry for wasting your time

Don't worry about it. Is raising iMaxDesired not helping at all? Only disabling the (animated) fogs?

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