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Posted
22 minutes ago, sheson said:

Unfortunately it seems that the DynDOLOD debug log was already overwritten.

So, the mod that actually change the bridge in tis case is the Lux Orbis - Patch. City Entrance Overhaul Windhelm uses the vanilla bridgelong01.nif AFAIK - for which a LOD model exists.

Merge attached meshes and textures with DynDOLOD Resources and then generate object LOD for Tamriel.
Check if the LOD model looks OK. Post an new screenshot for comparison if possible.
It is possible that the pre-rendered LOD texture does not match your setup as well (That will be better with the next alpha versions of the DynDOLOD Standalone and DynDOLOD Resources).

So, if you want to use the full model for LOD, then the mesh mask rule would be:

Mesh Mask: bridgelong02.nif
VWD: checked if you installed attached LOD model, otherwise leave unchecked
LOD Level 4: Full
LOD Level 8: Full (or Level1 if you installed attached LOD model)
LOD Level 16: Full (or Level2 if you installed attached LOD model)
Grid: Far Full or Far LOD
Reference: Unchanged

bridgelong02_lod.7z 405.04 kB · 0 downloads

Thank you for your effort, I will make sure to add the rule + the file and regenerate and I will update you here. Thanks again. Btw the mesh mask: should it be landscape/bridges/bridgelong02.nif or only bridgelong02.nif?

Posted
20 minutes ago, mostwanted11 said:

Thank you for your effort, I will make sure to add the rule + the file and regenerate and I will update you here. Thanks again. Btw the mesh mask: should it be landscape/bridges/bridgelong02.nif or only bridgelong02.nif?

Just bridgelong02.nif is sufficient to match that full model.

Posted

Dear sheson

 

Regarding past Topic on this issue : https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-173/?do=findComment&comment=273573

I am having the same issue myself now, current game it stopped working suddenly (after using it for a while).

Starting a new game and after generation it still does not work and no crows show at all. If I disable Flying Crows mod then TEXGEN & Dyndolod and then re-enable the mod after it now works. This test is repeatable.

So after TEXGEN & Dyndolod  it seems to stop the mod working regardless of new game or not.... 

 

Thanks..

Posted
33 minutes ago, Jayombi said:

Dear sheson

Regarding past Topic on this issue : https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-173/?do=findComment&comment=273573

I am having the same issue myself now, current game it stopped working suddenly (after using it for a while).

Starting a new game and after generation it still does not work and no crows show at all. If I disable Flying Crows mod then TEXGEN & Dyndolod and then re-enable the mod after it now works. This test is repeatable.

So after TEXGEN & Dyndolod  it seems to stop the mod working regardless of new game or not.... 

Thanks..

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.

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.

Posted
1 hour ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.

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.

https://ufile.io/f/7o2j5

 

LOG + DEBUG Files..

 

 

Thanks.

Posted
1 hour ago, Jayombi said:

https://ufile.io/f/7o2j5

LOG + DEBUG Files..

Thanks.

Enable and upload the papyrus log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Also upload C:\Users\Jay29\\Documents\My Games\Skyrim VR\SKSE\DynDOLOD.log

While probably not related, do not install DynDOLOD into MO2.

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games.

Posted
12 hours ago, sheson said:

Just bridgelong02.nif is sufficient to match that full model.

Works flawlessly using the lod model you provided, thanks very much for the assistance

Posted (edited)
17 hours ago, mostwanted11 said:

By the way, another issue within this dyndolod output is that https://www.nexusmods.com/skyrimspecialedition/mods/57177 this mod adds 2 giant talos statues (using its own mesh path) so I figured I should add a mesh rule for it but dyndolod just disables the statues completely(or at least one of them but the other has no lod and pops in). Why is this happening?

 

Edited by mostwanted11
Posted
2 hours ago, mostwanted11 said:

By the way, another issue within this dyndolod output is that https://www.nexusmods.com/skyrimspecialedition/mods/57177 this mod adds 2 giant talos statues (using its own mesh path) so I figured I should add a mesh rule for it but dyndolod just disables the statues completely(or at least one of them but the other has no lod and pops in). Why is this happening?

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.

Provide useful screenshots of the full model references with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Posted
Just now, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to uplaod when making posts.

Provide useful screenshots of the full model references with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

the log links in my quoted post are the ones i'm talking about, I can't post a picture of the statue with informative console because I can't select it at all. The model path is yamadori\windhelm\statuetalos02.nif, the esp name is Windhelm trees and Mighty Talos, the base ID of the model is FE0AA80C I'm sorry I can't provide any more info ;(

Posted
1 hour ago, mostwanted11 said:

the log links in my quoted post are the ones i'm talking about, I can't post a picture of the statue with informative console because I can't select it at all. The model path is yamadori\windhelm\statuetalos02.nif, the esp name is Windhelm trees and Mighty Talos, the base ID of the model is FE0AA80C I'm sorry I can't provide any more info ;(

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise.

The provided DynDOLOD log  and debug log contain the log messages from the actual LOD generation so I can not look up anything, like the actual rules that were active at the time or what happened with the references.

The DynDOLOD_SSE_Object_Report.txt does not seems to list the mentioned base record or any base record using the mentioned full model, which means no rules matched.

Upload the log and debug log from the last LOD generation.

Posted
2 hours ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise.

The provided DynDOLOD log  and debug log contain the log messages from the actual LOD generation so I can not look up anything, like the actual rules that were active at the time or what happened with the references.

The DynDOLOD_SSE_Object_Report.txt does not seems to list the mentioned base record or any base record using the mentioned full model, which means no rules matched.

Upload the log and debug log from the last LOD generation.

I fixed it, I was using / instead of \ in my mesh rules i think that was the problem? lol

Posted
34 minutes ago, mostwanted11 said:

I fixed it, I was using / instead of \ in my mesh rules i think that was the problem? lol

Windows typically uses \ as path separator, so using something else might cause the mask not to match.

Posted

Hello Sheson or whoever can help, sorry to disturb with a DynDOLOD Problem...

I've been using it on all my last modlist without problem, things were easy ... But not for this modlist.

I can generate Lodgen, GrassLod, Texgen, Dyndolod without warning (or few in debug list, cleaned all the problem about large reference plugin), i load the game with all the output enabled aaaand ... I don't have any Load (or few like windows ) no tree / grass / architecture

"Dyndolod initialized" appear on notification while starting a new game. Have tried to re-run all theses things 3-4 times without results (lot of hours :() I don't know what to do anymore

What it look like in game : https://ufile.io/j3gggzic

 

Lodgen Log https://ufile.io/b7dixmoa

TexGen Log https://ufile.io/0gmzrrnp 

Texgen debug log https://ufile.io/gl3lzbrh

Dyndolod Log https://ufile.io/hqbbm0n7

Dyndolod Debug log https://ufile.io/ji96r8i4

 

I don't know where the problem come from .. Hope you can help me, thanks <3

 

Posted
44 minutes ago, Pombio said:

Hello Sheson or whoever can help, sorry to disturb with a DynDOLOD Problem...

I've been using it on all my last modlist without problem, things were easy ... But not for this modlist.

I can generate Lodgen, GrassLod, Texgen, Dyndolod without warning (or few in debug list, cleaned all the problem about large reference plugin), i load the game with all the output enabled aaaand ... I don't have any Load (or few like windows ) no tree / grass / architecture

"Dyndolod initialized" appear on notification while starting a new game. Have tried to re-run all theses things 3-4 times without results (lot of hours :() I don't know what to do anymore

What it look like in game : https://ufile.io/j3gggzic

 

Lodgen Log https://ufile.io/b7dixmoa

TexGen Log https://ufile.io/0gmzrrnp 

Texgen debug log https://ufile.io/gl3lzbrh

Dyndolod Log https://ufile.io/hqbbm0n7

Dyndolod Debug log https://ufile.io/ji96r8i4

 

I don't know where the problem come from .. Hope you can help me, thanks <3

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
When making screenshots in the game, make them in broad daylight. Use console command 'sw 15e' to change to the default weather or 'sw 81a' for sunny weather.

If you want to show a problem with LOD, I suggest to not make a full model tree the center of an the screenshot.

https://dyndolod.info/FAQ#Entire-LOD-missing
Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Pay attention to the instructions of ACMOS.

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