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Posted

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!

Posted (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 by Depressoexpresso04
New info
Posted
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...

  • Thanks 1
Posted (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 by Depressoexpresso04
New info
Posted
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.

Posted
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.

Posted (edited)

After completing the Legacy of the Dragonborn quest "A Room with a View" (when the Guild House is constructed), I consistently experience a CTD when exiting Solitude.

There were no issues before completing the quest.

I have confirmed that disabling DynDOLOD.esp prevents the crash.

However, even with DynDOLOD.esp enabled, using the console command tll (Toggle LOD) before exiting still results in a crash.

I also tried regenerating DynDOLOD after completing the quest, but the problem persists.

https://limewire.com/d/vsZT2#1dMKM7fKH2

https://limewire.com/d/5zi68#zAiPOUpA6m

Edited by nyantama
sending in progress
Posted
6 hours ago, nyantama said:

After completing the Legacy of the Dragonborn quest "A Room with a View" (when the Guild House is constructed), I consistently experience a CTD when exiting Solitude.

There were no issues before completing the quest.

I have confirmed that disabling DynDOLOD.esp prevents the crash.

However, even with DynDOLOD.esp enabled, using the console command tll (Toggle LOD) before exiting still results in a crash.

I also tried regenerating DynDOLOD after completing the quest, but the problem persists.

https://limewire.com/d/vsZT2#1dMKM7fKH2

https://limewire.com/d/5zi68#zAiPOUpA6m

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

Test if just replacing the DynDOLOD.DLL NG with this test version https://stepmodifications.org/forum/topic/21126-crash-with-mists-in-nat-enbesp/#findComment-287270 makes a difference.

Posted
1 hour ago, sheson said:

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

Test if just replacing the DynDOLOD.DLL NG with this test version https://stepmodifications.org/forum/topic/21126-crash-with-mists-in-nat-enbesp/#findComment-287270 makes a difference.

Apologies for posting before fully reading.

After testing the updated (test) DLL, the CTD no longer occurs when exiting Solitude after completing A Room with a View.

Thank you very much for your support!

Posted
1 hour ago, nyantama said:

Apologies for posting before fully reading.

After testing the updated (test) DLL, the CTD no longer occurs when exiting Solitude after completing A Room with a View.

Thank you very much for your support!

Thanks for letting us know the test version works.

Posted

looking for some help to extend grass. i have reran NGIO and dyndolod a few times with different settings but my grass still doesnt extend beyond vanilla range. i am struggling to find what im missing and could use some help!

grass control ini:

https://pastebin.com/ks4RKxME

Posted
8 minutes ago, rogues3 said:

looking for some help to extend grass. i have reran NGIO and dyndolod a few times with different settings but my grass still doesnt extend beyond vanilla range. i am struggling to find what im missing and could use some help!

grass control ini:

https://pastebin.com/ks4RKxME

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

The pastebin link does not show anything due to "Error, this is a private paste or is pending moderation. If this paste belongs to you, please login to Pastebin to view it."

See https://dyndolod.info/Help/Grass-LOD and go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List in particular.

Posted
5 hours ago, FinalCraneFall said:

DynDOLOD_SSE_log.txtThis is the log. 

Not only the FormID being called out doesn't even exist, it is calling out ANY plugin that's taking FE09F slot to be incompatible with the SREX something, no matter what it is, tested several times. 

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

Also post the log from the xEdit error check.

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