sheson Posted July 23 Author Posted July 23 15 hours ago, Kronnus said: I took a few screenshots. I hope this can help: https://imgur.com/a/8g4JDJF https://imgur.com/a/vluh3Dz Here the LODGen_TES5VR_Export_Tamriel.txt: https://drive.google.com/file/d/1RnIXVyAU7Sujzqmve_Sy28jWfjzkH_ul/view?usp=sharing The mod changed how it swaps things in different locations. It doesn't work in any alpha version. Generate new output with this test version https://mega.nz/file/FBAhGRQT#vSJ7aYLDccrOgVGfKlfLxNdKXbK2HYdLLv4hr7N5BQU and report results.
Kronnus Posted July 23 Posted July 23 15 hours ago, sheson said: The mod changed how it swaps things in different locations. It doesn't work in any alpha version. Generate new output with this test version https://mega.nz/file/FBAhGRQT#vSJ7aYLDccrOgVGfKlfLxNdKXbK2HYdLLv4hr7N5BQU and report results. I reran it using the test version, and the LOD is working now: https://imgur.com/a/cN31Jk9 I'll try to rerun it with a larger mod profile to see how it goes, but let me know if you need any evidence or logs. It seems to be working.
Depressoexpresso04 Posted July 24 Posted July 24 On 7/16/2025 at 6:35 PM, sheson said: 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. If the giant shows without DynDOLOD output, it should also show with DynDOLOD output. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Use the latest Alpha version and just generate LOD as usual with just Dac0da installed. Dac0da defines the giant full model reference as full LOD and with an enable parent. It should activate when entering Solitude while meeting the requirements to start the quest and then should be seen from everywhere. DynDOLOD has a rule to leave that refrence alone to not interfere with anything. If you are using the advanced or export mode, you need to click low, medium or high to make sure the rule is being loaded. Doublecheck or increase the fSkyCellRefFadeDistance in the DynDOLOD SkyUI MCM and/or SkyrimPrefs.INI. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings I'm sorry this was completely not enough knowledge on my part. Once I actually added a proper mesh rule for it in Dyndolod, I got the results I wanted. And yeah, the model doesn't actually show up in the base mod, at least as a map object. Now I have one more question though. Why do Vigilant and it's worldspaces never generate proper LOD32 files? I tried to generate them, but I've only got LOD16 files. I'll dig up the logs and post them soon, but I just wanted an opinion from you.
sheson Posted July 24 Author Posted July 24 7 hours ago, Kronnus said: I reran it using the test version, and the LOD is working now: https://imgur.com/a/cN31Jk9 I'll try to rerun it with a larger mod profile to see how it goes, but let me know if you need any evidence or logs. It seems to be working. If you checked several different locations all seem to work as expected then nothing else is needed. 1
sheson Posted July 24 Author Posted July 24 6 hours ago, Depressoexpresso04 said: I'm sorry this was completely not enough knowledge on my part. Once I actually added a proper mesh rule for it in Dyndolod, I got the results I wanted. And yeah, the model doesn't actually show up in the base mod, at least as a map object. Now I have one more question though. Why do Vigilant and it's worldspaces never generate proper LOD32 files? I tried to generate them, but I've only got LOD16 files. I'll dig up the logs and post them soon, but I just wanted an opinion from you. Neverfades only show on the map if the corresponding flag on their base record is set. If such a reference is disabled, the game will crash if the map is opened. So the workaround might be to generate static object LOD for it on the map only, but that will show at all times, regardless. See discussion at https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32
sheson Posted July 24 Author Posted July 24 1 hour ago, bootlegbaby said: Hi, I have uploaded said files, please look in. CGID/BTO Please also upload ..\textures\dyndolod\lod\dyndolod_tamriel.dds and Tamriel.4.-4.-4.SUM.bto and Tamrielx-004y-002.SUM.cgid Again, the ones that MO2 right window data tab lists.
Depressoexpresso04 Posted July 24 Posted July 24 6 hours ago, sheson said: Neverfades only show on the map if the corresponding flag on their base record is set. If such a reference is disabled, the game will crash if the map is opened. So the workaround might be to generate static object LOD for it on the map only, but that will show at all times, regardless. See discussion at https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32 I tried to use it with the .bto file you supplied. I put the files into my Dyndolod Output folder, but the map was still empty. https://ibb.co/5wdZyTC Then I tried to generate Dyndolod again but only for the Vigilant worldspaces. All the files were only mere KBs in size, and this is how the map looks. https://ibb.co/G4SFx23H The only thing generated was that one structure in the top right. All the relevant logs ( I think they are ) are uploaded here. https://limewire.com/d/E8PEf#TZHDzcpbxQ
sheson Posted July 24 Author Posted July 24 1 hour ago, Depressoexpresso04 said: I tried to use it with the .bto file you supplied. I put the files into my Dyndolod Output folder, but the map was still empty. https://ibb.co/5wdZyTC Then I tried to generate Dyndolod again but only for the Vigilant worldspaces. All the files were only mere KBs in size, and this is how the map looks. https://ibb.co/G4SFx23H The only thing generated was that one structure in the top right. All the relevant logs ( I think they are ) are uploaded here. https://limewire.com/d/E8PEf#TZHDzcpbxQ https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/#findComment-285060 The vigilant worldspaces were added to the worldspace ignore list for a reason. For now I would just delete the generated LOD level 4, 8, and 16 object LOD files so it uses the ones shipping with the mod. That will only leave the map empty. Once you go there in the story, change the uLockedObjectMapLOD INI setting back to 16 for the time being. Or one can make a LOD level 32 BTO from the 4 object LOD level 16 files shipping with the mod in NifSkope with just copy/pasting the BSMultiBoundNode blocks. See the BTO I attached. It should work as is. Your DynDOLOD log shows you generated LOD for the zCHMolagWorld worldspace. Check in MO2 right window data tab, that the custom BTO example I made is not being overwritten by any other mod.
bootlegbaby Posted July 24 Posted July 24 Hi sheson, Added all 4 seasons of .bto/.cgid, plus Dyndolod_Tamriel.dds in the same folder. CGID/BTO Please let me know if anything else is needed.
Depressoexpresso04 Posted July 25 Posted July 25 11 hours ago, sheson said: https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/#findComment-285060 The vigilant worldspaces were added to the worldspace ignore list for a reason. For now I would just delete the generated LOD level 4, 8, and 16 object LOD files so it uses the ones shipping with the mod. That will only leave the map empty. Once you go there in the story, change the uLockedObjectMapLOD INI setting back to 16 for the time being. Or one can make a LOD level 32 BTO from the 4 object LOD level 16 files shipping with the mod in NifSkope with just copy/pasting the BSMultiBoundNode blocks. See the BTO I attached. It should work as is. Your DynDOLOD log shows you generated LOD for the zCHMolagWorld worldspace. Check in MO2 right window data tab, that the custom BTO example I made is not being overwritten by any other mod. The map still looks the same, without any objects in it. I've deleted all the output for that world from my output folder, and made sure that the .bto you made is not being overwritten by anything else. Any ideas as to what is happening? Also I would like some clarification on the making my own LOD32 BTO file. More exactly, copy the Node blocks from which file to which? And would that actually help the objects show up in the map? I am using ACMOS, if I didn't make it clear previously.
sheson Posted July 25 Author Posted July 25 13 hours ago, bootlegbaby said: Hi sheson, Added all 4 seasons of .bto/.cgid, plus Dyndolod_Tamriel.dds in the same folder. CGID/BTO Please let me know if anything else is needed. Please upload these textures from TexGen output - verify source with MO2 right window Data tab: textures\terrain\lodgen\seasonal landscapes.esp\field_snow_00000854_1.dds, field_snow_00000854_1_n.dds, field_snow_00000854_2.dds, field_snow_00000854_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\field_snow_000008eb_1.dds, field_snow_000008eb_1_n.dds, field_snow_000008eb_2.dds, field_snow_000008eb_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\grass_snow_00000965_1.dds, grass_snow_00000965_1_n.dds, grass_snow_00000965_2.dds, grass_snow_00000965_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\shrub_berry_snow_0000099b_1.dds, shrub_berry_snow_0000099b_1_n.dds, shrub_berry_snow_0000099b_2.dds, shrub_berry_snow_0000099b_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\weed_snow_0000099c_1.dds, weed_snow_0000099c_1_n.dds, weed_snow_0000099c_2.dds, weed_snow_0000099c_2_n.dds Also upload: F:\MOFilesSE\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt, LODGen_SSE_FlatTextures.txt, LODGen_SSE_ObjectAtlasMap_Tamriel.txt, LODGen_SSE_ObjectAtlasMap_Tamriel.lst
sheson Posted July 25 Author Posted July 25 3 hours ago, Depressoexpresso04 said: The map still looks the same, without any objects in it. I've deleted all the output for that world from my output folder, and made sure that the .bto you made is not being overwritten by anything else. Any ideas as to what is happening? Also I would like some clarification on the making my own LOD32 BTO file. More exactly, copy the Node blocks from which file to which? And would that actually help the objects show up in the map? I am using ACMOS, if I didn't make it clear previously. 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.
bootlegbaby Posted July 25 Posted July 25 Hi sheson, Thank you for looking in. Here are additional files, DDS TXT
sheson Posted July 25 Author Posted July 25 35 minutes ago, bootlegbaby said: Hi sheson, Thank you for looking in. Here are additional files, DDS TXT Doublecheck your ComplexGrassBrightnes INI settings. Blue being half the value of red and green tints all complex grasses green. 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. https://dyndolod.info/Help/Expert-Mode
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