bootlegbaby Posted July 26 Posted July 26 Hi sheson, Color tint was intentional, it was adjusted for summer. In any other season, it seems the problem is not only the color tint, but maybe it is. I will test it and report back. Thank you!
Depressoexpresso04 Posted July 26 Posted July 26 (edited) 23 hours ago, sheson said: Then the bto is not active at the correct path ..\meshes\terrain\zCHMolagWorld\Objects\zCHMolagWorld.32.0.0.bto or the game does not load it because uLockedObjectMapLOD is not set to 32. It can be created by copying the *.16.0.0.bto to *.32.0.0.bto with a file manager (Windows Explorer) and using NifSkope to copy each BSMultiBoundNode from the all other *.16.*.*.bto files to the [0] NiNode of the *.32.0.0.bto. See this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 for LOD level 32 files for the other worldspaces. So essentially, I should copy the Node values from the BTOs supplied by Vigilant itself, to the LOD32 BTO generated by DyndoLOD. Am I correct or am I still missing something? I'm sorry if I appear too oblivious. This is my first time mesing with DyndoLOD doing anything past adjusting some values or just adding a couple rules. Also I made sure that nothing is overwriting the files provided in the link, and that the map object level is set to 32. Map's still empty. Edited July 26 by Depressoexpresso04 New info
sheson Posted July 26 Author Posted July 26 Just now, Depressoexpresso04 said: So essentially, I should copy the Node values from the BTOs supplied by Vigilant itself, to the LOD32 BTO generated by DyndoLOD. Am I correct or am I still missing something? I'm sorry if I appear too oblivious. This is my first time mesing with DyndoLOD doing anything past adjusting some values or just adding a couple rules. Open any of LOD level 32 BTO already made by DoubleYou in https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 to see how the were done and compare to the LOD level 16 files from the Vigilant mod. Copy all BSMultiBoundNode from the LOD 16 files to the LOD 32 root NiNode file with CTRL+C and CTRL+V. Open the source LOD level 16 and the destination in LOD level 32 file in NifSkope. Switch both to show the Block List window in tree view. Unfold the root [0] NiNiode in both. In the source BTO, click a BSMultiBoundNode and then CTRL+C to copy it - or right click, Block, Copy. In the destination BTO, click [0] NiNode and then CTRL+V to paste it - or right click, Block, Paste. This seems more related to ACMOS and Vigilant... 1
bootlegbaby Posted July 26 Posted July 26 Hi sheson, Tried reset color tint, now its a little too dark, but matching textures are certainly showing. Thank you for finding out!
Depressoexpresso04 Posted July 26 Posted July 26 (edited) 5 hours ago, sheson said: Open any of LOD level 32 BTO already made by DoubleYou in https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 to see how the were done and compare to the LOD level 16 files from the Vigilant mod. Copy all BSMultiBoundNode from the LOD 16 files to the LOD 32 root NiNode file with CTRL+C and CTRL+V. Open the source LOD level 16 and the destination in LOD level 32 file in NifSkope. Switch both to show the Block List window in tree view. Unfold the root [0] NiNiode in both. In the source BTO, click a BSMultiBoundNode and then CTRL+C to copy it - or right click, Block, Copy. In the destination BTO, click [0] NiNode and then CTRL+V to paste it - or right click, Block, Paste. This seems more related to ACMOS and Vigilant... I'm going to try that now, although with my level of knowledge I don't think I'm going to succeed. But yeah this does seem like ACMOS is screwing with the LODs. All right this is definitely an issue with ACMOS. It doesn't matter what LODs we generate, which files we use, or what value we set. ACMOS just doesn't let Vigilant worldspaces have the proper map. I tried to do it with Map object LOD set to 16, with only Vigilant's LOD files being active, and yet nothing showed up in the map. Btw though, how does one go about opening the .LOD files included in some mods. IIRC those are the ones that contains the LOD rules for said mod, aren't they? Edited July 26 by Depressoexpresso04 New info
sheson Posted July 26 Author Posted July 26 6 hours ago, Depressoexpresso04 said: I'm going to try that now, although with my level of knowledge I don't think I'm going to succeed. But yeah this does seem like ACMOS is screwing with the LODs. All right this is definitely an issue with ACMOS. It doesn't matter what LODs we generate, which files we use, or what value we set. ACMOS just doesn't let Vigilant worldspaces have the proper map. I tried to do it with Map object LOD set to 16, with only Vigilant's LOD files being active, and yet nothing showed up in the map. Btw though, how does one go about opening the .LOD files included in some mods. IIRC those are the ones that contains the LOD rules for said mod, aren't they? If no objects show on the maps with just Vigilant installed in a vanilla game, then you do not have default INI settings or something else installed that interferes with the mod. That is outside the scope of DynDOLOD or the third party mod ACMOS. By default DynDOLOD ignores the Vigilant worldspaces. Do not change that. Do not generate LOD for the Vigilant worldspaces. Let the mod use its own LOD files. There should be no conflicts between the mod's LOD files and DynDOLOD output. If you use ACMOS with the LOD level 32 option that sets uLockedObjectMapLOD=32 via the A Clear Map of Skyrim.ini, then download the archive from this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 and install it as any other mod in order to have object LOD level 32 BTOs for the maps. https://dyndolod.info/How-LOD-Works For the tools to generate LOD and the game to load the LOD files a ..\Data\LODSettings\*.LOD file needs to exist for the worldspace Editor ID. The file contains the West/South origin cell (where LOD starts) and the min and max LOD levels for a worldspace. For new worldspaces the file can be create with xLODGen. See LODSettings-File-Readme.txt in the xLODGen Terrain LOD Beta download archive.
Depressoexpresso04 Posted July 27 Posted July 27 12 hours ago, sheson said: If no objects show on the maps with just Vigilant installed in a vanilla game, then you do not have default INI settings or something else installed that interferes with the mod. That is outside the scope of DynDOLOD or the third party mod ACMOS. By default DynDOLOD ignores the Vigilant worldspaces. Do not change that. Do not generate LOD for the Vigilant worldspaces. Let the mod use its own LOD files. There should be no conflicts between the mod's LOD files and DynDOLOD output. If you use ACMOS with the LOD level 32 option that sets uLockedObjectMapLOD=32 via the A Clear Map of Skyrim.ini, then download the archive from this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 and install it as any other mod in order to have object LOD level 32 BTOs for the maps. https://dyndolod.info/How-LOD-Works For the tools to generate LOD and the game to load the LOD files a ..\Data\LODSettings\*.LOD file needs to exist for the worldspace Editor ID. The file contains the West/South origin cell (where LOD starts) and the min and max LOD levels for a worldspace. For new worldspaces the file can be create with xLODGen. See LODSettings-File-Readme.txt in the xLODGen Terrain LOD Beta download archive. I found the issue. It was a mod by Xtudo. Specifically the LOD fix on the Vigilant patches by Xtudo. The file only contains textures but for some reason it also disables all map LOD. I didn't realize it was there yesterday, but I saw it now, removed it, and my LOD is working properly again. So ultimately this was all my fault. But yeah thank you for being patient with me and helping me.
A1racer Posted July 28 Posted July 28 (edited) DynDOLOD [Main Instruction] Error: No editor ID DynDOLOD.esp [CELL:41035C88] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at -2,-2) just trying to figure this out i get this when trying to rerun dyndolod. not sure if its something that can be fixed on xedit but i have only seen this happen on the last few 3.0 updates. before i could rerun with no issues. there is no log for this that i can find to post here or id add it. on a side note if i just delete the old dyndolod mod esp esm and everything it runs fine from a blind starting point. just that im trying to get grass lods to match so rerunning from scratch each time is time consuming. ok small update for some reason there is two of the same cell in dyndolod both are 2,-2 one has a proper editor id of 19092d61 and a description of whiterun world&dyndolod&cell. the other one has an editor id of 41035c88 and no description added to it this is the problematic portion as i am not sure why there are two cells with the same cell coordinates of 2,-2 and one seems proper and one seems like a screw up. im going to try adding the temporary items from the improper cell into the proper looking cell and rerunning it. worst that happens is its still not happy and i have to rerun. deleting the 41035c88 cell allowed it to run no problem again idk why the extra cell with a different name was made i will look into the environs mods maybe its his mod adding it idk. but this is farther then I've gotten in a while. Edited July 29 by A1racer
sheson Posted July 29 Author Posted July 29 6 hours ago, A1racer said: DynDOLOD [Main Instruction] Error: No editor ID DynDOLOD.esp [CELL:41035C88] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at -2,-2) just trying to figure this out i get this when trying to rerun dyndolod. not sure if its something that can be fixed on xedit but i have only seen this happen on the last few 3.0 updates. before i could rerun with no issues. there is no log for this that i can find to post here or id add it. on a side note if i just delete the old dyndolod mod esp esm and everything it runs fine from a blind starting point. just that im trying to get grass lods to match so rerunning from scratch each time is time consuming. ok small update for some reason there is two of the same cell in dyndolod both are 2,-2 one has a proper editor id of 19092d61 and a description of whiterun world&dyndolod&cell. the other one has an editor id of 41035c88 and no description added to it this is the problematic portion as i am not sure why there are two cells with the same cell coordinates of 2,-2 and one seems proper and one seems like a screw up. im going to try adding the temporary items from the improper cell into the proper looking cell and rerunning it. worst that happens is its still not happy and i have to rerun. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. As explained, the logs are saved top the log folder when the program is closed. If you are updating existing output, also keep the session in the normal log from the earlier run. if would be great if the debug log from an initial still exists. You do not need to rerun or update existing DynDOLOD output when testing different grass brightness settings. See https://dyndolod.info/Help/Grass-LOD#Updating: To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation. To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file. Delete the plugin that is shown in the xEdit screenshot. Whatever its purpose, it is the wrong approach trying to patch automatically generated patch plugins. Instead the cause needs to be troubleshooted and fixed. Post xEdit screenshots of 0x19092d61 and 0x41035c88. Without logs/screenshots it is unclear which plugins 0x19 and 0x41 are. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
A1racer Posted July 29 Posted July 29 (edited) 2 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. As explained, the logs are saved top the log folder when the program is closed. If you are updating existing output, also keep the session in the normal log from the earlier run. if would be great if the debug log from an initial still exists. You do not need to rerun or update existing DynDOLOD output when testing different grass brightness settings. See https://dyndolod.info/Help/Grass-LOD#Updating: To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation. To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file. Delete the plugin that is shown in the xEdit screenshot. Whatever its purpose, it is the wrong approach trying to patch automatically generated patch plugins. Instead the cause needs to be troubleshooted and fixed. Post xEdit screenshots of 0x19092d61 and 0x41035c88. Without logs/screenshots it is unclear which plugins 0x19 and 0x41 are. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots The plug-in on the xedit is dyndolod.esp file it did not make a log or debug log I checked both places for it. I will try and get the other info tomorrow the 41 is the dyndolod.esp load order index number again im not sure why the dyndolod esp has 2 different cells for the -2,-2 cell this is all in the dyndolod esp file. I’ll try to get any info I can though tomorrow. I did look through the environ tundra homestead file and it doesn’t not have any duped cells but that’s the only thing it’s got listed on the temporary portion of the cell info is environ mod stuff. thanks for the info about the grass stuff though it has been driving me crazy trying to get it sorted out I will read up on all that tomorrow after work. ok I got you on the xedit screen shots will get them tomorrow the 0x41035c88 is the dyndolod.esp file though so I just need to find the 19 one. Edited July 29 by A1racer
sheson Posted July 29 Author Posted July 29 2 hours ago, A1racer said: The plug-in on the xedit is dyndolod.esp file it did not make a log or debug log I checked both places for it. I will try and get the other info tomorrow the 41 is the dyndolod.esp load order index number again im not sure why the dyndolod esp has 2 different cells for the -2,-2 cell this is all in the dyndolod esp file. I’ll try to get any info I can though tomorrow. I did look through the environ tundra homestead file and it doesn’t not have any duped cells but that’s the only thing it’s got listed on the temporary portion of the cell info is environ mod stuff. thanks for the info about the grass stuff though it has been driving me crazy trying to get it sorted out I will read up on all that tomorrow after work. ok I got you on the xedit screen shots will get them tomorrow the 0x41035c88 is the dyndolod.esp file though so I just need to find the 19 one. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs the DynDOLOD_SSE_log.txt and the DynDOLOD_SSE_Debug_log.txt are saved to the ..\DynDOLOD\Logs\ folder when the program is closed. If there are no logs in the log folder (unclear what "boths places" are), then there might be a problem with the setup, OS, anti-vir etc. or the program is not closed normally. In that case enable the realtime log as explained and upload that. The screenshot from xEdit shows a plugin named "DynDOLOD fix maybe.esp" that also has a DynDOLOD.esp as master. It seems to have no new records on its own, which might mean it is overwriting existing records in the listed master plugins. The DynDOLOD plugin are not supposed to be patched. It should probably be deleted. It is not clear what or why you looked at the "environ tundra homestead file" - when referring to plugins, best to copy/paste their exact name.
A1racer Posted July 30 Posted July 30 19 hours ago, sheson said: As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs the DynDOLOD_SSE_log.txt and the DynDOLOD_SSE_Debug_log.txt are saved to the ..\DynDOLOD\Logs\ folder when the program is closed. If there are no logs in the log folder (unclear what "boths places" are), then there might be a problem with the setup, OS, anti-vir etc. or the program is not closed normally. In that case enable the realtime log as explained and upload that. The screenshot from xEdit shows a plugin named "DynDOLOD fix maybe.esp" that also has a DynDOLOD.esp as master. It seems to have no new records on its own, which might mean it is overwriting existing records in the listed master plugins. The DynDOLOD plugin are not supposed to be patched. It should probably be deleted. It is not clear what or why you looked at the "environ tundra homestead file" - when referring to plugins, best to copy/paste their exact name. ok here is the clipboard in full [Window Title] DynDOLOD [Main Instruction] Error: No editor ID DynDOLOD.esp [CELL:41038949] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at -2,-2) [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard i also got a log file this time last time the folder was empty ,as well as some shots of the xedit the 19 file is the dyndolod esm index the 41 is the dyndolod esp index. again if i run it fresh it is fine runs no problem if im trying to rerun it is when this all happens. i read up on running the atlas, and that seems more like what i need for matching grass lod brightness and stuff will save me some time for sure. hope this makes more sense and is more helpful as far as i can tell the 41035C88 cell is something tied to only the dyndolod esp file and i cant track it back to another mod in the load order but it has references to the environs tundra homestead mod in it but the cell is a dupe -2,-2 cell with an improper naming setup and only 3 things in the temporary file. if im missing anything let me know but at this point im beyond my skill level in both xedit and modding. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt those xedit pics might not be helpful but the 1909d653 editor id is the dyndolod esm file and the 41035C88 is the esp file index so i could find anything leading back to another mod in the load order. the 1909d653 cell is the proper cell info for the -2,-2 cell the 41035C88 cell appears to be a dup cell with a bad id to me.
sheson Posted July 30 Author Posted July 30 7 hours ago, A1racer said: ok here is the clipboard in full [Window Title] DynDOLOD [Main Instruction] Error: No editor ID DynDOLOD.esp [CELL:41038949] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at -2,-2) [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard i also got a log file this time last time the folder was empty ,as well as some shots of the xedit the 19 file is the dyndolod esm index the 41 is the dyndolod esp index. again if i run it fresh it is fine runs no problem if im trying to rerun it is when this all happens. i read up on running the atlas, and that seems more like what i need for matching grass lod brightness and stuff will save me some time for sure. hope this makes more sense and is more helpful as far as i can tell the 41035C88 cell is something tied to only the dyndolod esp file and i cant track it back to another mod in the load order but it has references to the environs tundra homestead mod in it but the cell is a dupe -2,-2 cell with an improper naming setup and only 3 things in the temporary file. if im missing anything let me know but at this point im beyond my skill level in both xedit and modding. DynDOLOD_SSE_log.txt 130.42 kB · 1 download DynDOLOD_SSE_Debug_log.txt 2.34 MB · 1 download those xedit pics might not be helpful but the 1909d653 editor id is the dyndolod esm file and the 41035C88 is the esp file index so i could find anything leading back to another mod in the load order. the 1909d653 cell is the proper cell info for the -2,-2 cell the 41035C88 cell appears to be a dup cell with a bad id to me. If the log folder is empty after running and closing DynDOLOD - especially when generating a LOD patch from scratch - then there is a problem as quite a few log files are being saved into the folder while the LOD patch is being generated and once the tools are closed normally. The xEdit screenshots do not show the cell records in the right part of the window. When making screenshot in xEdit, make sure to bring up the record so it shows every element/row and do not filter anything. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots The issue is caused by the plugin Environs - Tundra Farmhouse.esp. It has two reference which are children of the wrong cell. This can be fixed with xEdit. Load the plugin in xEdit. Unfold the plugin. Right click onto [+] Worldspace, select Apply Script ... Select the script "Put worldspace references in the right cells" and click OK to execute it. The messages log should show two references being moved from -2,-3 to -2,-2 Close xEdit and save the plugin. Generate a new LOD patch from scratch so the new DynDOLOD.esp does not end up with a duplicate cell without an editor ID.
A1racer Posted July 30 Posted July 30 3 hours ago, sheson said: If the log folder is empty after running and closing DynDOLOD - especially when generating a LOD patch from scratch - then there is a problem as quite a few log files are being saved into the folder while the LOD patch is being generated and once the tools are closed normally. The xEdit screenshots do not show the cell records in the right part of the window. When making screenshot in xEdit, make sure to bring up the record so it shows every element/row and do not filter anything. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots The issue is caused by the plugin Environs - Tundra Farmhouse.esp. It has two reference which are children of the wrong cell. This can be fixed with xEdit. Load the plugin in xEdit. Unfold the plugin. Right click onto [+] Worldspace, select Apply Script ... Select the script "Put worldspace references in the right cells" and click OK to execute it. The messages log should show two references being moved from -2,-3 to -2,-2 Close xEdit and save the plugin. Generate a new LOD patch from scratch so the new DynDOLOD.esp does not end up with a duplicate cell without an editor ID. Ok that is kind of what I figured was the the tundra farmhouse mod was at fault I just couldn’t find an issue or didn’t know what I was looking for. I’ll run the fix tomorrow. I’ll also report the bug on his mod page. Again this is all a little over my head xedit wise so I’m learning on the fly here. thanks for being patient on this as I was basically above my pay grade on this.
sheson Posted July 30 Author Posted July 30 1 hour ago, A1racer said: Ok that is kind of what I figured was the the tundra farmhouse mod was at fault I just couldn’t find an issue or didn’t know what I was looking for. I’ll run the fix tomorrow. I’ll also report the bug on his mod page. Again this is all a little over my head xedit wise so I’m learning on the fly here. thanks for being patient on this as I was basically above my pay grade on this. No worries, that is exactly why it is suggested to report any problem, so they can be properly troubleshooted and solved. 1
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