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Posted
2 hours ago, FinalCraneFall said:

DynDOLOD_SSE_log.txtOnly winter grass LOD is generated, and always switch to winter's grass LOD.

How should I upload my debug log which is larger than 4MB?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs or my signature to use a file service. Zip large logfiles.

It is unclear what "only winter grass LOD is generated" means. It is unclear what "and always switch to winter's grass LOD" means.

Does only the winter season have grass LOD? Do all seasons and also no season (default) have grass LOD? Does the grass LOD for the other seasons-default look similar to the grass LOD of the winter season? Consider provding in-game screenshots of the close-up grass LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Posted

https://www.mediafire.com/file/3dz1lc6bqta4kqw/DynDOLOD_SSE_Debug_log.7z/file



The debug log is above.

For grass LOD, Default, WIN, and AUT are selected, but only winter grass LOD was generated.

"Does the grass LOD for the other seasons-default look similar to the grass LOD of the winter season?" Yes. This is what happened.

This is the screenshot

image.png?ex=68a71138&is=68a5bfb8&hm=cf7

22 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs or my signature to use a file service. Zip large logfiles.

It is unclear what "only winter grass LOD is generated" means. It is unclear what "and always switch to winter's grass LOD" means.

Does only the winter season have grass LOD? Do all seasons and also no season (default) have grass LOD? Does the grass LOD for the other seasons-default look similar to the grass LOD of the winter season? Consider provding in-game screenshots of the close-up grass LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

 

Posted
1 hour ago, FinalCraneFall said:

https://www.mediafire.com/file/3dz1lc6bqta4kqw/DynDOLOD_SSE_Debug_log.7z/file



The debug log is above.

For grass LOD, Default, WIN, and AUT are selected, but only winter grass LOD was generated.

"Does the grass LOD for the other seasons-default look similar to the grass LOD of the winter season?" Yes. This is what happened.

This is the screenshot

image.png?ex=68a71138&is=68a5bfb8&hm=cf7

How grass LOD looks for a season is defined by the seasonal *.[SPR|SUM|AUT|WIN].CGID files for a season if they exist or by the default *.CGID file as fallback.

The screenshot you posted is not really a close up of the grass LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
To get closer to LOD, toggle to the free fly camera with tfc in console.
It is unclear what season the screenshot shows and how full grass is supposed to look for the different seasons and how grass LOD is actually indentical for the different seasons or is just always way too bright.

For example, if all grass for all seasons seems too bright regardless of different grass LOD billboards, then it also could be because of the brightness of grass LOD has not been adjusted for the load order. See https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Considering that the brightness INI settings for DynDOLOD seem to be default, did you change any of the TexGen settings for the grass LOD billboard generation? Upload the TexGen log and debug log as well.

Upload Tamriel.4.-4.-4.bto, Tamriel.4.-4.-4.WIN.bto and Tamriel.4.-4.-4.AUT.bto from the DynDOLOD output.
Upload Tamrielx-004y-002.CGID, Tamrielx-004y-002.WIN.CGID and Tamrielx-004y-002.AUT.CGID from the active Grass cache folder.

Posted

Hello everyone! I have a problem with generating blue palace LODs, the textures look a little strange, I apologize for my English, this is a machine translation. Below under the post I will attach the TexGen & DynDolod logs and also a few screenshots for clarity ==>

Screen 1

Screen 2

TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt . 

I use this texture pack: "https://www.nexusmods.com/skyrimspecialedition/mods/142565" . I tried other PBR texture packs from different authors, but the result is the same, honestly, I did not want to report this until the last, but a couple of days ago I saw a person with a similar problem, so perhaps this is not some kind of my personal curse. In addition: I used the latest version of Dyndolod & Dyndolod Resources from the nexus.

 

Posted
1 hour ago, Trixilolzqt said:

Hello everyone! I have a problem with generating blue palace LODs, the textures look a little strange, I apologize for my English, this is a machine translation. Below under the post I will attach the TexGen & DynDolod logs and also a few screenshots for clarity ==>

Screen 1

Screen 2

TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt . 

I use this texture pack: "https://www.nexusmods.com/skyrimspecialedition/mods/142565" . I tried other PBR texture packs from different authors, but the result is the same, honestly, I did not want to report this until the last, but a couple of days ago I saw a person with a similar problem, so perhaps this is not some kind of my personal curse. In addition: I used the latest version of Dyndolod & Dyndolod Resources from the nexus.

https://dyndolod.info/
The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to improve and advance their development for all users.

The palace in the screenshot is not really generated object LOD but a vanilla reference and base record using a LOD model instead of a full model.

Load the load order in xEdit a bring up the reference 0007ADF8 and post a screenshot of the record as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots. Do the same for the base record 0008E2CE.

The base record should define "Meshes\architecture\solitude\sbluepalace_lod.nif" as model. Use the MO2 right window Data tab to find out the winning mod / BSA that NIF comes from. The expected mod would be DynDOLOD Resources SE. Make sure to enable archive parsing in MO2 Tools, Settings, Workarounds tab.

Posted
12 hours ago, sheson said:

https://dyndolod.info/
The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to improve and advance their development for all users.

The palace in the screenshot is not really generated object LOD but a vanilla reference and base record using a LOD model instead of a full model.

Load the load order in xEdit a bring up the reference 0007ADF8 and post a screenshot of the record as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots. Do the same for the base record 0008E2CE.

The base record should define "Meshes\architecture\solitude\sbluepalace_lod.nif" as model. Use the MO2 right window Data tab to find out the winning mod / BSA that NIF comes from. The expected mod would be DynDOLOD Resources SE. Make sure to enable archive parsing in MO2 Tools, Settings, Workarounds tab.

Here, I hope I did everything correctly, I attach screenshots of these two entries and another screenshot in MO2 + modlist (just in case). It looks like this file: "Meshes\architecture\solitude\sbluepalace_lod.nif" is not overwritten by anything.

Reference 0007ADF8_xEdit_screen 1 , Reference 0007ADF8_xEdit_screen 2 , Reference 0007ADF8_xEdit_screen 3 , Reference 0007ADF8_xEdit_screen 4 . 

Base record 0008E2CE_xEdit_screen 1 , Base record 0008E2CE_xEdit_screen 2 . 

MO2_screen , Mod_list .

Posted
2 hours ago, Trixilolzqt said:

Here, I hope I did everything correctly, I attach screenshots of these two entries and another screenshot in MO2 + modlist (just in case). It looks like this file: "Meshes\architecture\solitude\sbluepalace_lod.nif" is not overwritten by anything.

Reference 0007ADF8_xEdit_screen 1 , Reference 0007ADF8_xEdit_screen 2 , Reference 0007ADF8_xEdit_screen 3 , Reference 0007ADF8_xEdit_screen 4 . 

Base record 0008E2CE_xEdit_screen 1 , Base record 0008E2CE_xEdit_screen 2 . 

MO2_screen , Mod_list .

Great. Do the same type of xEdit screenshots for the texture sets 120A9C10 and 120A9C11.

Upload ..\textures\lod\spbr_lod01.dds and ..\textures\lod\spbr_lod02.dds from the TexGen output. Check in MO2 right window data tab they are from the desired TexGen output mod.

Posted
1 hour ago, Trixilolzqt said:

To fix this in the current output, bring up the base record 0008E2CE in xEdit again.
In the right window, in the DynDOLOD.esp column, right click remove these two entries for Alternate Texture:
The first entry, SBluePalace_LOD:0, spbr_lod1_DynDOLOD.TXST [TXST:120A9C11]
The last entry, SBluePalace_LOD:1, spbr_lod2_DynDOLOD.TXST [TXST:120A9C10]
Save, then check in game the palace looks OK. Report results.

The next alpha version should not create the wrong entries anymore.

Posted
39 minutes ago, sheson said:

To fix this in the current output, bring up the base record 0008E2CE in xEdit again.
In the right window, in the DynDOLOD.esp column, right click remove these two entries for Alternate Texture:
The first entry, SBluePalace_LOD:0, spbr_lod1_DynDOLOD.TXST [TXST:120A9C11]
The last entry, SBluePalace_LOD:1, spbr_lod2_DynDOLOD.TXST [TXST:120A9C10]
Save, then check in game the palace looks OK. Report results.

The next alpha version should not create the wrong entries anymore.

Ha! You are a magician, it just works! Blue_palace_lod_screen 1 , Blue_palace_lod_screen 2 .

Thank you so much for your time and work, now everything looks good, I just need to adjust the brightness and it will be perfect!

Posted

Hello again everyone, it seems I have a new problem. Part of the mountain appears and then disappears (disappears if you move away from the object) This is not an explanation, but I made a short video, I think everything will be clear, below the post I will leave the logs, a link to the video and a few screenshots.

TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt

Screen_1 , Screen_2 , Mod_list_1.txt .

Video: .

Posted
On 9/1/2025 at 1:26 PM, Trixilolzqt said:

Hello again everyone, it seems I have a new problem. Part of the mountain appears and then disappears (disappears if you move away from the object) This is not an explanation, but I made a short video, I think everything will be clear, below the post I will leave the logs, a link to the video and a few screenshots.

TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt

Screen_1 , Screen_2 , Mod_list_1.txt .

Video: .

This test version of DynDOLOD should fix it https://mega.nz/file/ddg12IZS#YVylaDyEVJq5j6a4UXdZuYKv7cyz1BMyADibeHhR_jM
Loading existing installed output/plugins and then just updating Tamriel object LOD and then overwriting old output with the new output might work. Otherwise generate from scratch.

Posted

I just downloaded the latest version of DynDOLOD according to the Skyrim SE Nexus page. I was having no trouble with the version I was using before this until it suddenly told me that I can't use it because it's apparently out of date. Now it's giving me a Range Check Error. The solution given for the range check error is to use the latest version of DynDOLOD, but using the latest version of DynDOLOD is what resulted in this error in the first place.
 
DynDOLOD log: https://controlc.com/36490ba0

DynDOLOD debug log: https://controlc.com/9a4fc3b6

Posted
5 minutes ago, MightyMurderMittens said:

I just downloaded the latest version of DynDOLOD according to the Skyrim SE Nexus page. I was having no trouble with the version I was using before this until it suddenly told me that I can't use it because it's apparently out of date. Now it's giving me a Range Check Error. The solution given for the range check error is to use the latest version of DynDOLOD, but using the latest version of DynDOLOD is what resulted in this error in the first place.
 
DynDOLOD log: https://controlc.com/36490ba0

DynDOLOD debug log: https://controlc.com/9a4fc3b6

Moved to the DynDOLOD 3 alpha thread.

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt to also upload when making posts.

https://dyndolod.info/Messages/Exceptions#Range-check-error
Always use the latest version of DynDOLOD/TexGen as explained above.
Check the messages log for errors and warnings leading up to this error.
This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

Nothing in the provided logs gives a hint yet. The bugreport.txt should help with further troubleshooting.
The worldspace bounds messages for WTT and its patches are expected for the mod and not a problem.

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