sheson Posted May 24 Author Posted May 24 32 minutes ago, dionysist said: I thought I shared DynDOLOD_TES5VR_Debug_log.txt, but I guess I didn't: https://mega.nz/file/mqATBJyb#Wa-nwXpSpnG8N0S4hP-B69XlaQSIXDsnuE1FDLUgUOU Regarding the DynDOLOD.log file. I've just regenerated and it looks the same: https://pastebin.com/v6vMNxSQ Are you guessing the reference form ID of the original windmill fan? No, I used the console in SSE to get the ref ID and then double-checked in xEdit in VR. It's the same numbers. How do you start/load the game to reproduce the problem? Start Steam VR, then launch via MO2, which is via a shortcut to sksevr_loader.exe. This how I have always started the game since I began playing a bit over 5 years ago. Does fast traveling to Solitude for example and back make a difference? Fast traveling from Pelagia Farm to the Solitude stables and back, I actually could see the windmill blades for a second, then they faded away. Very odd. To be clear, no windmills that I have seen have blades. Are you loading an existing save or starting a new game to reproduce the problem? Upload ..Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt
dionysist Posted May 24 Posted May 24 1 hour ago, sheson said: Are you loading an existing save or starting a new game to reproduce the problem? Upload ..Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt New game. This was after I noticed the issue in an existing game. I started a new game with newly generated LOD to test. DynDOLOD_NG_Tamriel.txt: https://mega.nz/file/P7AUXZwb#XluZMfbgTayGL8O7MbLLjPdd-0T4zyCfOk9qzEaVhBE
sheson Posted May 24 Author Posted May 24 1 hour ago, dionysist said: New game. This was after I noticed the issue in an existing game. I started a new game with newly generated LOD to test. DynDOLOD_NG_Tamriel.txt: https://mega.nz/file/P7AUXZwb#XluZMfbgTayGL8O7MbLLjPdd-0T4zyCfOk9qzEaVhBE Are you positive the windmill fans are the only dynamic LOD objects that are not showing? What about fires, glow windows, animated waterfalls etc? Get the test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 Just replace the DLL and report what happens.
dionysist Posted May 24 Posted May 24 (edited) 1 hour ago, sheson said: Are you positive the windmill fans are the only dynamic LOD objects that are not showing? What about fires, glow windows, animated waterfalls etc? Get the test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 Just replace the DLL and report what happens. Now that you mention it, when walking to Whiterun city from Riverwood, there are two streams flowing from Whiterun's walls that have no water until I get in the cell. With the new DLL, the streams now appear from a distance outside of the cell, but there are still no windmill fans. Edited May 24 by dionysist
sheson Posted May 25 Author Posted May 25 11 hours ago, dionysist said: Now that you mention it, when walking to Whiterun city from Riverwood, there are two streams flowing from Whiterun's walls that have no water until I get in the cell. With the new DLL, the streams now appear from a distance outside of the cell, but there are still no windmill fans. Check in the DynDOLOD SkyUI MCM that DynDOLOD is still active. Toggling the checkbox should immediately hide/show the fan if it can be seen in the background.
dionysist Posted May 25 Posted May 25 3 hours ago, sheson said: Check in the DynDOLOD SkyUI MCM that DynDOLOD is still active. Toggling the checkbox should immediately hide/show the fan if it can be seen in the background. Unfortunately, there was no change when I tried this.
sheson Posted May 25 Author Posted May 25 1 hour ago, dionysist said: Unfortunately, there was no change when I tried this. I assume that means that DynDOLOD is active in its MCM. The Papyrus log you uploaded was not from starting a new game, was it? It does not show the usual MCM messages when SkyUI starts for the first time. Edit ..\Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and a llne under wit with debuglevel=5 Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Then start new game again, this time after loading in, open console and "select" the dynamic LOD reference for the windmill with "prid xx002EE3" (according to the DynDOLOD_NG_Tamriel.txt you uploaded). xx should be 7F for DynDOLOD.esp, adjusting accordingly. If new output was generated, then upload the new versions of DynDOLOD log, DynDOLOD debug log and DynDOLOD_NG_Tamriel.txt - whatever is not current. if it is reported as disabled, execute "enable" in console to enable it. Report results, also for example if it is reported as enabled by does not show regardless.
dionysist Posted May 25 Posted May 25 4 hours ago, sheson said: I assume that means that DynDOLOD is active in its MCM. The Papyrus log you uploaded was not from starting a new game, was it? It does not show the usual MCM messages when SkyUI starts for the first time. Edit ..\Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and a llne under wit with debuglevel=5 Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Then start new game again, this time after loading in, open console and "select" the dynamic LOD reference for the windmill with "prid xx002EE3" (according to the DynDOLOD_NG_Tamriel.txt you uploaded). xx should be 7F for DynDOLOD.esp, adjusting accordingly. If new output was generated, then upload the new versions of DynDOLOD log, DynDOLOD debug log and DynDOLOD_NG_Tamriel.txt - whatever is not current. if it is reported as disabled, execute "enable" in console to enable it. Report results, also for example if it is reported as enabled by does not show regardless. Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Papyrus log: https://pastebin.com/gtuxVRHD DynDOLOD.log: https://pastebin.com/maKYEuc3 I'll have to get back to you on the 2nd part regarding selecting the windmill in VR with console open.
sheson Posted May 26 Author Posted May 26 8 hours ago, dionysist said: Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Papyrus log: https://pastebin.com/gtuxVRHD DynDOLOD.log: https://pastebin.com/maKYEuc3 I'll have to get back to you on the 2nd part regarding selecting the windmill in VR with console open. From the DynDOLOD.log we can see the load order form ID of DynDOLOD is 0x80, so its "prid 80002EE3" in console to select it. According to the log is enabled, thus it should show in the game.
mostwanted11 Posted May 26 Posted May 26 https://www.nexusmods.com/skyrimspecialedition/mods/116792 What rule do i need to set in order to make this tree mod fully visible/rendered at all times?
dionysist Posted May 26 Posted May 26 7 hours ago, sheson said: From the DynDOLOD.log we can see the load order form ID of DynDOLOD is 0x80, so its "prid 80002EE3" in console to select it. According to the log is enabled, thus it should show in the game. When I select prid 80002EE3 in the console, I can disable and enable and the windmill building disappears and re-appears, but the fans do not appear. Does the fan itself have a different prid?
sheson Posted May 26 Author Posted May 26 7 minutes ago, dionysist said: When I select prid 80002EE3 in the console, I can disable and enable and the windmill building disappears and re-appears, but the fans do not appear. Does the fan itself have a different prid? From the DynDOLOD log you provided: [2025-05-25 16:05:55.525] enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false DynDOLOD typically does not add a reference for the windmill building. That should still be the vanilla reference. DynDOLOD replaces the vanilla reference 0x96272 for the fan with its own. Look up 80002EE3 in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
dionysist Posted May 26 Posted May 26 1 hour ago, sheson said: From the DynDOLOD log you provided: [2025-05-25 16:05:55.525] enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false DynDOLOD typically does not add a reference for the windmill building. That should still be the vanilla reference. DynDOLOD replaces the vanilla reference 0x96272 for the fan with its own. Look up 80002EE3 in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots I looked up 80002EE3 in xEdit. It's FarmhouseWindMillFan_DynDOLOD_BASERECORD [MSTT:0F0012F5]
sheson Posted May 26 Author Posted May 26 28 minutes ago, mostwanted11 said: https://www.nexusmods.com/skyrimspecialedition/mods/116792 What rule do i need to set in order to make this tree mod fully visible/rendered at all times? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. The useful screenshot reports the full model mesh filename to use in the mesh mask. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. The useful screenshot also reports the base type, which I assume to be TREE. So because it is a TREE and if no 3D tree LOD model exists or if standard tree LOD is generated, the billboard will be used for LOD representation by default. If you want the full model to show at all times, you need to add a mesh mask rule for the shown full model.nif and change the Reference drop down to Original or in case that does not have the desired to result for some reason set it to Copy. Leave all other settings default, unchecked, none etc. They should not really matter. Alternatively create a hybrid 3D tree LOD if possible https://dyndolod.info/Help/3D-Tree-LOD-Model.
sheson Posted May 26 Author Posted May 26 3 hours ago, dionysist said: I looked up 80002EE3 in xEdit. It's FarmhouseWindMillFan_DynDOLOD_BASERECORD [MSTT:0F0012F5] Good. If you prid 80002EE3 in the game, more informative console should also show the used model FarmhouseWindMillFan.nif among other things, like the enable/disable state of the reference. If enabling/disabling this reference still affects the building instead, then post screenshots. You might have to exit console after each enable/disable for the model to load/unload and/or for more informative console to update its information about the enable state. The windmill building should be 0005CA6C and use WRFarmhouseWindMill.nif.
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