nyantama Posted July 30 Posted July 30 (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 July 30 by nyantama sending in progress
A1racer Posted July 30 Posted July 30 just a fallow up to this i ran xedit ran the script it fixed the cell info and moved the haystacks to the -2,-3 and xedit is looking fine now no weird dupe cells. just posting this up incase anybody else runs into the same problem and cant figure it out like me. with pic of xedit looking happy now as well. i also posted a bug report along with a pic of the xedit fix so hopefully this wont cause issues for others.
sheson Posted July 31 Author Posted July 31 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.
nyantama Posted July 31 Posted July 31 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!
sheson Posted July 31 Author Posted July 31 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.
rogues3 Posted August 1 Posted August 1 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
sheson Posted August 1 Author Posted August 1 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.
FinalCraneFall Posted August 3 Posted August 3 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.
sheson Posted August 3 Author Posted August 3 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.
Soulmancer Posted August 10 Posted August 10 Just a question, but with Dyndolod 3 is it possible to specific levels for glaciers? I have done this for mountains. LODGen153=mountain,Level0,Level0,Level1,None,FarLOD,Unchanged,1, This makes my mountains look great! Can I apply a similar rule specific to glaciers? since my lod 4-8-16 transition is quite jarring with glaciers.
A1racer Posted August 10 Posted August 10 ok ive searched and read a little but is there a way to make a building lod darker? I've been digging around in the txt files I've found the grass stuff but i need to make a lod for imperial forts a little brighter so it matches when you get closer. this weekend has been me trying to figure out grass caching better and lod gen stuff better i am so close but texgen brightness only effects trees and grass far as i can tell and has no setting for structures. this might be a multi weekend project to get everything looking on point.
sheson Posted August 10 Author Posted August 10 On 8/10/2025 at 11:03 PM, Soulmancer said: Just a question, but with Dyndolod 3 is it possible to specific levels for glaciers? I have done this for mountains. LODGen153=mountain,Level0,Level0,Level1,None,FarLOD,Unchanged,1, This makes my mountains look great! Can I apply a similar rule specific to glaciers? since my lod 4-8-16 transition is quite jarring with glaciers. 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. Make a useful screenshot of the full models in question with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots which shows you the full model filename (part of it) to use as the mesh mask. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Of course a similar rule can be added for any other mesh mask to use the same LOD model for both LOD level 4 and 8. See https://dyndolod.info/Mods/Useful-3rd-Party-Mods which lists https://www.nexusmods.com/skyrim/mods/110367 or https://www.nexusmods.com/skyrimspecialedition/mods/41432
sheson Posted August 10 Author Posted August 10 1 hour ago, A1racer said: ok ive searched and read a little but is there a way to make a building lod darker? I've been digging around in the txt files I've found the grass stuff but i need to make a lod for imperial forts a little brighter so it matches when you get closer. this weekend has been me trying to figure out grass caching better and lod gen stuff better i am so close but texgen brightness only effects trees and grass far as i can tell and has no setting for structures. this might be a multi weekend project to get everything looking on point. 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. Make a useful screenshot of a full model in with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots TexGen generates the LOD textures from the full textures so they should match. Consequently there is no setting to change brightness because it should not be needed if things work as expected.
A1racer Posted August 11 Posted August 11 9 hours ago, sheson said: 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. Make a useful screenshot of a full model in with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots TexGen generates the LOD textures from the full textures so they should match. Consequently there is no setting to change brightness because it should not be needed if things work as expected. Ok I’ll try and get some pics the lod model is correct but the building it is an imperial fort is several shades lighter then when the full model comes in. The model is using pbr textures from tomato it’s his forts pbr texture set so maybe it’s the pbr causing the color shift. Will get some pic tomorrow after work.
sheson Posted August 11 Author Posted August 11 10 hours ago, A1racer said: Ok I’ll try and get some pics the lod model is correct but the building it is an imperial fort is several shades lighter then when the full model comes in. The model is using pbr textures from tomato it’s his forts pbr texture set so maybe it’s the pbr causing the color shift. Will get some pic tomorrow after work. The logs would tell us right away that you are using PBR textures. See https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. See https://stepmodifications.org/forum/topic/21065-full-resolution-textures-in-lods/#findComment-286759 Try with 1.4 maybe.
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