Jump to content

Recommended Posts

Posted

Thank you for your help previously but now i have a seperate question concerning my bashed patch and it saying if it doesnt crash without it while loading my mods that means my patch is broken?

The program did not crash with my bash patch disabled in my plugins so does this definitley mean my bashed patch is broken or no?

https://www.mediafire.com/file/i45ydrtlzgu08h2/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/r2zgpv13mp8ud40/DynDOLOD_SSE_log.txt/file

Posted
46 minutes ago, fallout3123 said:

Thank you for your help previously but now i have a seperate question concerning my bashed patch and it saying if it doesnt crash without it while loading my mods that means my patch is broken?

The program did not crash with my bash patch disabled in my plugins so does this definitley mean my bashed patch is broken or no?

https://www.mediafire.com/file/i45ydrtlzgu08h2/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/r2zgpv13mp8ud40/DynDOLOD_SSE_log.txt/file

The provided DynDOLOD log only shows on LOD generation session that was made without the bashed patch loaded. The debug only shows the last session with shows DynDOLOD being loaded then closed without generating a LOD patch.

The message you are referring to, does not use the word crash.

Without a log and debug log that shows a LOD patch generation session with the based patch plugin loaded and that stopped with an error message, the question can not be answered.

Posted
5 hours ago, sheson said:

The provided DynDOLOD log only shows on LOD generation session that was made without the bashed patch loaded. The debug only shows the last session with shows DynDOLOD being loaded then closed without generating a LOD patch.

The message you are referring to, does not use the word crash.

Without a log and debug log that shows a LOD patch generation session with the based patch plugin loaded and that stopped with an error message, the question can not be answered.

https://www.mediafire.com/file/lom0vzvih4g3156/DynDOLOD_SSE_log.txt/file

https://www.mediafire.com/file/m4s3xwtb5l1bjda/DynDOLOD_SSE_Debug_log.txt/file

Posted
47 minutes ago, fallout3123 said:

No question was asked.

Read https://dyndolod.info/Generation-Instructions
Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace.
In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.

Read https://dyndolod.info/Messageshttps://dyndolod.info/Help/Summary-Of-Messages and https://dyndolod.info/Official-DynDOLOD-Support-Forum.

Posted (edited)
9 hours ago, sheson said:

This is probably caused by ENB settings and/or maybe a weather mod.

This is how your TexGen and DynDOLOD settings look in a vanilla game without ENB or weather mods:
181.jpg

Note you are generating standard tree LOD. It uses tree billboards. Changes to HD tree LOD or the mesh mask tree rule will not make a difference.

The reaction to light might be better when using ultra tree LOD with Billboard4 utilizing the HD tree LOD billboards (or actually the 3D LOD assets from the DynDOLOD addon for LOD level4). It is also possible that whatever post processing effects the standard tree LOD, will not affect the LOD for trees in object LOD the same way.

Make sure that the billboards like textures\terrain\lodgen\skyrim.esm\treepineforestsnow05_0005c06e.dds etc. are from the TexGen output and are not being overwritten by anything else. Also make sure the generated DynDOLOD output is not being overwritten.

Thank you for the help with this.

As you say, my ENB preset deliberately has very high direct light intensity (as a design goal).

I've tried rerunning LOD and using Ultra Tree LOD at Billboard 4 and the brightness looks much more even and consistent.

Edited by tweedledumb99
Posted

Hello, I am having an issue in which LODs flicker when looking and/or moving around. When I am stationary, the issue doesn't happen. I have no flickering meshes/textures in my game when in a close distance, it only happens when far away. I have noticed it happens with mountains, snow and ice meshes/textures. Everything else about of my LODs is working perfectly.

I have included in the folder the DYNDOLOD logs and a video so you can see exactly what is happening:

https://www.mediafire.com/file/cah6s7zrfb33933/LOD_Flicker.rar/file

Posted
2 hours ago, Mercenary931 said:

Hello, I am having an issue in which LODs flicker when looking and/or moving around. When I am stationary, the issue doesn't happen. I have no flickering meshes/textures in my game when in a close distance, it only happens when far away. I have noticed it happens with mountains, snow and ice meshes/textures. Everything else about of my LODs is working perfectly.

I have included in the folder the DYNDOLOD logs and a video so you can see exactly what is happening:

https://www.mediafire.com/file/cah6s7zrfb33933/LOD_Flicker.rar/file

The DynDOLOD log and debug log show the tool being started and then closed without generating a LOD patch. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

What rudimentary troubleshooting have you done to verify this is related to DynDOLOD output or LOD in general? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and the LOD area using tfc command to get closer to LOD.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See answer and reply for this post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-132-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/page/61/#findComment-243299

Posted
21 hours ago, sheson said:

The DynDOLOD log and debug log show the tool being started and then closed without generating a LOD patch. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

What rudimentary troubleshooting have you done to verify this is related to DynDOLOD output or LOD in general? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and the LOD area using tfc command to get closer to LOD.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See answer and reply for this post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-132-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/page/61/#findComment-243299

Hi sir, thanks for taking the time to answer.

English is not my first language so I will try my best. I used translate for my other post :( First, here is correct log folder:
https://www.mediafire.com/file/qtcsdtjo07duaye/LOD_Flicker.rar/file

I tried tll command console and all problematic meshes/textures disappear.

I am using xLODGen for terrain lod.

I tried the mask rule for frozenmarshicefloe but issue still there.

If I use tfc command console to get closer, then almost everything starts flicker.

Anything you can advise for me to do ? Documentation is very hard to read for me English level.

Thanks sir !

Posted
4 hours ago, Mercenary931 said:

Hi sir, thanks for taking the time to answer.

English is not my first language so I will try my best. I used translate for my other post :( First, here is correct log folder:
https://www.mediafire.com/file/qtcsdtjo07duaye/LOD_Flicker.rar/file

I tried tll command console and all problematic meshes/textures disappear.

I am using xLODGen for terrain lod.

I tried the mask rule for frozenmarshicefloe but issue still there.

If I use tfc command console to get closer, then almost everything starts flicker.

Anything you can advise for me to do ? Documentation is very hard to read for me English level.

Thanks sir !

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console so we know the full model and base record form ID.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Notes
The order of rules matters. Rules at the top match before rules at bottom
Also note the 'Order Matters!!!" above the rules list in the advanced mode.

The "frozenmarshicefloe" rule should be inserted above the "icefloes" rule so it can take precedence. Best to insert it near the top with the other similar rules for "sky\", "magic\" etc.

You can look up which base record has which rule assigned in ..\DynDOLOD_SSE_Object_Report.txt

Posted
1 hour ago, kirilito said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Do rudimentary troubleshooting as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. If the object in question remains when using tll in console it is typically the full model.

Objects or roofs being fully transparent and showing the blue sky instead are typically related to parallax or other shader issues. If the problem goes away when disabling DynDOLOD output, it typically means the LOD patch is outdated and needs to be generated from scratch for the new load order.

Posted

I have a custom patch that assigns portions of JK's Whiterun Outskirts to an enable marker toggled by MCM, with alternate objects that then appear.  The default state of the marker in my game is enabled.

In Tamriel worldspace, this works great with dynamic lod as expected.

In Whiterun worldspace, with Parent->Child copy enabled, the objects that are *enabled* by the marker are copied over with enable state intact. The objects that are *opposite parent* on the marker have no enable parent when copied, causing both to appear.

Which logs should I provide for this? The debug log is fairly lengthy, if there's one of the smaller ones that'd be useful.

Posted
On 6/6/2025 at 9:37 AM, ra2phoenix said:

I have a custom patch that assigns portions of JK's Whiterun Outskirts to an enable marker toggled by MCM, with alternate objects that then appear.  The default state of the marker in my game is enabled.

In Tamriel worldspace, this works great with dynamic lod as expected.

In Whiterun worldspace, with Parent->Child copy enabled, the objects that are *enabled* by the marker are copied over with enable state intact. The objects that are *opposite parent* on the marker have no enable parent when copied, causing both to appear.

Which logs should I provide for this? The debug log is fairly lengthy, if there's one of the smaller ones that'd be useful.

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

Make useful screenshots of a original full model and its copy with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots or report their reference form IDs.

Upload the custom patch plugin or a minimal test version of it for the screenshotted original reference that can be used to replicate the issue.

Posted (edited)

Hi sheson,
I tried adding certain \landscape\plants\ to my lod levels 4/8 with little success. Either I add them before the tree reference rule and they don't show at all, or I add them after the tree reference rule and they even show in lod level 16 (which I don't want).

These logs are for the second case. If you need them for the first case, I don't have them at hand so I'll have to re-run DynDOLOD first.

Where am I messing up?

Thank you for your help!

Edited by KRZ
Posted
2 hours ago, KRZ said:

Hi sheson,
I tried adding certain \landscape\plants\ to my lod levels 4/8 with little success. Either I add them before the tree reference rule and they don't show at all, or I add them after the tree reference rule and they even show in lod level 16 (which I don't want).

These logs are for the second case. If you need them for the first case, I don't have them at hand so I'll have to re-run DynDOLOD first.

Where am I messing up?

Thank you for your help!

Also upload E:\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Any custom mesh mask rule targeting TREE base records needs to be before the "tree" rule which has the TREE flag set.
Make sure the mesh mask matches the desired full models and base records by clicking the "Check" button in the edit rules window. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Check.

Upload new DynDOLOD log, debug log and DynDOLOD_SSE_Object_Report.txt with the correct order of the custom rules if problem persists.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.