Sundayay Posted September 5 Posted September 5 Hello dear folks here, I have a problem, I followed the STEP-Guide with ENB and everything is working apparently, apart from the Grass LODs in the whiterun tundra, and some other regions which use the Tundragrass in Tamriel. I looked through Forums here and on Nexusmods, tried different settings, even asked Chatgpt in my despair in the end, tried more different settings, hoping it would be an easy fix. But when I look down from High Hrothgar it allways looks like this https://imgur.com/a/FbvDFLX And it is also visible everywhere I have a good look around here. This weird glow is also in the other regions which use these LODs but not so pronounced as here. The last DynDOLOD run took 11 hours and 37 minutes and is about 27 Gb big. I also upload the DynDOLOD_SSE_log and the TexGen_SSE_log https://www.mediafire.com/file/j2jge1x47pv4q7f/DynDOLOD_SSE_log.txt/file https://www.mediafire.com/file/jx4e6y021h7k6ao/TexGen_SSE_log.txt/file I hope I did everything correctly, otherwise please be patient with me, this is my first time I want to successfully use this Tool and I spend now nearly 3 weekends trying to figure this out on my own and I am at a loss. Also I am neither a native speaker nor someone with programming experience, I roughly know how to use SSEEdit and MO 2 but not much more.
sheson Posted September 5 Author Posted September 5 9 hours ago, ssuamier1 said: The last plugin to overwrite that cell is RealisticWaterTwo.esp (XCWT DefaultWaterFlowBlend). Before that I have ESDTerrainPatch.esp and before that a LOTDv5 Patch for Enhanced Solitude (XCWT RiverWaterFlow). Summary: From undefined (Skyrim / TheMarshlands over RiverWaterFlow to DefaultWaterFlowBlend. I quickly looked into the cell too. Some Initially Disabled Objects / Ships (ESD), Landscape (Layers) changes (ESD Terrain) and Navmesh Geometry changes (DBM Patch ESD). No errors from SSEEdit. Report if you have a plugin changing position of xx13DD6F in LegacyoftheDragonborn.esm?
z929669 Posted September 5 Posted September 5 49 minutes ago, Sundayay said: Hello dear folks here, I have a problem, I followed the STEP-Guide with ENB and everything is working apparently, apart from the Grass LODs in the whiterun tundra, and some other regions which use the Tundragrass in Tamriel. I looked through Forums here and on Nexusmods, tried different settings, even asked Chatgpt in my despair in the end, tried more different settings, hoping it would be an easy fix. But when I look down from High Hrothgar it allways looks like this https://imgur.com/a/FbvDFLX And it is also visible everywhere I have a good look around here. This weird glow is also in the other regions which use these LODs but not so pronounced as here. The last DynDOLOD run took 11 hours and 37 minutes and is about 27 Gb big. I also upload the DynDOLOD_SSE_log and the TexGen_SSE_log https://www.mediafire.com/file/j2jge1x47pv4q7f/DynDOLOD_SSE_log.txt/file https://www.mediafire.com/file/jx4e6y021h7k6ao/TexGen_SSE_log.txt/file I hope I did everything correctly, otherwise please be patient with me, this is my first time I want to successfully use this Tool and I spend now nearly 3 weekends trying to figure this out on my own and I am at a loss. Also I am neither a native speaker nor someone with programming experience, I roughly know how to use SSEEdit and MO 2 but not much more. Moved to DynDOLOD support. Please provide your debug log for analysis. It should only take an hour or two to generate the LOD patch. From the screenshots, it looks like you are using ENB + Complex Grass. You can test with updated TexGen and DynDOLOD settings from our 2.4 guide (in development).
Sundayay Posted September 5 Posted September 5 Thank you, here also the debug log https://www.mediafire.com/file/9a6aszh2esw0ouw/DynDOLOD_SSE_Debug_log.txt/file
sheson Posted September 5 Author Posted September 5 50 minutes ago, Sundayay said: Thank you, here also the debug log https://www.mediafire.com/file/9a6aszh2esw0ouw/DynDOLOD_SSE_Debug_log.txt/file See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size in particular: It is normal for ultra tree LOD with 3D tree LOD models to take longer. Especially if the 3D tree LOD models are complex (large file size). Use or create optimized 3D tree LOD models or use tree LOD billboards instead. Do not use complex models for ultra tree LOD. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of meshes and their total contribution to the object LOD meshes file sizes. If the total file size for an object exceeds hundreds of MBs, consider creating an optimized LOD model. The DynDOLOD log reports at 2:15 and 4:54 not very well optimized 3D tree "LOD" models that generate several GBs of LOD meshes. Use billboards or a better optimized 3D tree LOD models (which might mean a different tree mod). It is normal that Grass LOD generation takes considerable longer. The more grass placements (mods, game INI, data in the grass cache) and the higher the density setting the longer it will take and the larger the output will be. Grass LOD for complex grass may take even longer. The larger the grass cache, the larger the generated object LOD and the longer it takes. The grass LOD density was set to a 100%. Consider lower settings. Like 33 for example. See https://dyndolod.info/Help/Grass-LOD#Settings Change the Density dropdown to a lower value in the advanced mode of DynDOLOD under the Grass LOD checkbox to thin out grass LOD for better performance. Note that HD grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density, 50% or less. In case the grass pre-cache was generated with SuperDenseGrass/Super-dense-grass = True, expect really long object LOD generation times. Lower the density to 33% or less. In regards to brightness see: 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. When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value. If you follow a guide like STEP, their settings should work for their exact setup. The complex grass brightness settings still seem default. If you deviate, you can try to find relevant hints/discussion on the mods pages and test different settings. See https://dyndolod.info/Help/Grass-LOD#Updating how to test different settings more quickly.
Sundayay Posted September 5 Posted September 5 Yes, I cranked up the settings in hope it would solve the Whiterun Tundra issue seen in the screenshot. Is that look actually normal that it looks like this. I started with the exact settings from the STEP-Guide and than started trying out different settings. At first it was only around 40 - 50 minutes and the output was around 14.6 Gb. Thank you for the fast replies. I am very sorry, as I said, I am new to using DynDOLOD.
sheson Posted September 5 Author Posted September 5 23 minutes ago, Sundayay said: Yes, I cranked up the settings in hope it would solve the Whiterun Tundra issue seen in the screenshot. Is that look actually normal that it looks like this. I started with the exact settings from the STEP-Guide and than started trying out different settings. At first it was only around 40 - 50 minutes and the output was around 14.6 Gb. Thank you for the fast replies. I am very sorry, as I said, I am new to using DynDOLOD. I would say grass LOD brightness not matching full grass is not normal. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. https://dyndolod.info/How-LOD-Works near the bottom is a screenshot that explains why the different LOD levels are large squares.
ssuamier1 Posted September 5 Posted September 5 59 minutes ago, sheson said: Report if you have a plugin changing position of xx13DD6F in LegacyoftheDragonborn.esm? Yes, it is a patch for LOTD + ES + JK + BPT: JBP - LOTD Dwemer Lantern Fix: https://www.nexusmods.com/skyrimspecialedition/mods/68964 After checking the mod, found it is not compatible anymore with ES 2.8. Removed that and replaced with older Jk AIO patch that (unfortunately) removes Jk's Skyrim content.
sheson Posted September 5 Author Posted September 5 1 hour ago, ssuamier1 said: Yes, it is a patch for LOTD + ES + JK + BPT: JBP - LOTD Dwemer Lantern Fix: https://www.nexusmods.com/skyrimspecialedition/mods/68964 After checking the mod, found it is not compatible anymore with ES 2.8. Removed that and replaced with older Jk AIO patch that (unfortunately) removes Jk's Skyrim content. I assume after that that error message is gone or is there still another plugin moving the reference?
JDGBOLT Posted September 6 Posted September 6 Like I have seen mentioned here as well as elsewhere, I had the issue with Texgenx64 failing to execute correctly on the /meshes/landscape/grass/ivydrj.nif from the Cathedral Grass Mesh Library mod that is used by Freak's Floral Fields, among other grass mods. It would basically always fail to render the billboard, giving an OpenGL Invalid Operation Error, but I did end up pinning down what exactly was causing that particular error at least in my case by another Grass Mesh that had gotten updated/changed since my last run and was always failing 100% of the time. I have been using PBR textures in my mod list, which needs PGPatcher to patch nifs, and it turned out that from having the mod https://www.nexusmods.com/skyrimspecialedition/mods/149315 installed, it would patch /meshes/landscape/ferngrass.nif to add the environmental mask that was added in that mod, which would get the exact same error that I encountered in ivydrj.nif, and by comparing the old and new mesh, it appears that texgen, at least in certain driver setups, will fail to render nifs that are set to the environmental mask shader type. If you go into the nif in nifskope and change the shader type to default, it is able to be rendered in the HD Grass preview just fine, as well as at least across numerous runs, always be able to set up as a grass billboard. I'm not sure if this is a constant or just setup/driver based, but at the very least that was the common demoninator that I found, and by changing the shader type it would complete successfully many times. Just thought I would report that particular finding, for anyone else who has been having that error with that particular nif, or perhaps even others, and hopefully it's able to be fixed on the texgen side as well.
sheson Posted September 6 Author Posted September 6 On 9/6/2025 at 12:25 PM, JDGBOLT said: Like I have seen mentioned here as well as elsewhere, I had the issue with Texgenx64 failing to execute correctly on the /meshes/landscape/grass/ivydrj.nif from the Cathedral Grass Mesh Library mod that is used by Freak's Floral Fields, among other grass mods. It would basically always fail to render the billboard, giving an OpenGL Invalid Operation Error, but I did end up pinning down what exactly was causing that particular error at least in my case by another Grass Mesh that had gotten updated/changed since my last run and was always failing 100% of the time. I have been using PBR textures in my mod list, which needs PGPatcher to patch nifs, and it turned out that from having the mod https://www.nexusmods.com/skyrimspecialedition/mods/149315 installed, it would patch /meshes/landscape/ferngrass.nif to add the environmental mask that was added in that mod, which would get the exact same error that I encountered in ivydrj.nif, and by comparing the old and new mesh, it appears that texgen, at least in certain driver setups, will fail to render nifs that are set to the environmental mask shader type. If you go into the nif in nifskope and change the shader type to default, it is able to be rendered in the HD Grass preview just fine, as well as at least across numerous runs, always be able to set up as a grass billboard. I'm not sure if this is a constant or just setup/driver based, but at the very least that was the common demoninator that I found, and by changing the shader type it would complete successfully many times. Just thought I would report that particular finding, for anyone else who has been having that error with that particular nif, or perhaps even others, and hopefully it's able to be fixed on the texgen side as well. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug (with GLDebug=1) log to upload when making posts. If you have narrowed down a problem to a specific asset in your load order, then upload that asset and whatever other assets it requires, especially the cubemap texture. In particular if the asset(s) can not be acquired elsewhere. Make sure you are using the latest version of PGPatcher. The linked mod does not contain a ferngrass.nif or any PBR textures, so it is unclear what PBR mods are used or required to reproduce. There are plenty of NIFs using the environment shader already which are loaded and rendered TexGen without problem. So there is a to be at least a second factor in your specific asset. https://dyndolod.info/Messages/Exceptions#OpenGL This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.
ssuamier1 Posted September 7 Posted September 7 (edited) On 9/5/2025 at 10:50 PM, sheson said: I assume after that that error message is gone or is there still another plugin moving the reference? No, the error message is gone. To sum up 1) The patch for JKs Skyrim that is recommended in Enhanced Solitude is for an older version. A newer patch does not exist. So the only way going forward is to use the older overwrite of JKs Skyrim that removes Solitude changes completely. Drawback: If you have another JKs Skyrim overwrite, you need to merge both of them. A real patch would be better 2) There is a conflict between ES and Alternate Perspective. ES adds a new Winking Skever under a different name, causing texture flickering and other conflicts if the original one gets re-enabled. For AP you need to create a patch since load-order cannot be changed. It's quite simply, simply override the "restoration" of the original Winking Skeever into a new ESPFE. 3) There is a conflict between Lux Orbis and Bryling House. I have greatly reduced Lux Orbis and cannot use the ES Patch for Lux Orbis. Instead I created a similar patch like for 2) to remove the Lux Orbis Master ESM Edit of ES. No I did a new run which took > 4h (so nearly double amount of time) with way less errors, that should be easily resolvable and the most important is that Occlusion was generated. I attached the logs just in case, haven't looked if something stopped early (archive has 4 logs). Thank you. https://www.mediafire.com/file/xzyodalulhg628f/DynDOLOD_Dbg_log.7z Edited September 7 by ssuamier1
sheson Posted September 7 Author Posted September 7 3 hours ago, ssuamier1 said: No, the error message is gone. To sum up 1) The patch for JKs Skyrim that is recommended in Enhanced Solitude is for an older version. A newer patch does not exist. So the only way going forward is to use the older overwrite of JKs Skyrim that removes Solitude changes completely. Drawback: If you have another JKs Skyrim overwrite, you need to merge both of them. A real patch would be better 2) There is a conflict between ES and Alternate Perspective. ES adds a new Winking Skever under a different name, causing texture flickering and other conflicts if the original one gets re-enabled. For AP you need to create a patch since load-order cannot be changed. It's quite simply, simply override the "restoration" of the original Winking Skeever into a new ESPFE. 3) There is a conflict between Lux Orbis and Bryling House. I have greatly reduced Lux Orbis and cannot use the ES Patch for Lux Orbis. Instead I created a similar patch like for 2) to remove the Lux Orbis Master ESM Edit of ES. No I did a new run which took > 4h (so nearly double amount of time) with way less errors, that should be easily resolvable and the most important is that Occlusion was generated. I attached the logs just in case, haven't looked if something stopped early (archive has 4 logs). Thank you. https://www.mediafire.com/file/xzyodalulhg628f/DynDOLOD_Dbg_log.7z That Occlusion quality 3 sure taking its time. A thing to check would be the duplicated cell conflicts between WTT and Rigmor. Without having looked into that myself it might mean that Rigmor has content in the north east with which WTT might interfere with. 1
Sundayay Posted September 8 Posted September 8 I just wanted to say thank you Sheson for your prompt help and for all the work you are doing. After restoring the original ini with just the few tweaks described by you and some adjustments in the coloursettings I am back to normal 45-50 minutes of DynDOLOD and 14.5 Gb Output. The main problem was the coloursettings in the DynDOLOD_SSE.ini together with the TexGen settings for Grass. I got it fixed now and it looks awesome. So thank you again for your prompt help and everything. All the best to you all, Sundayay.
sheson Posted September 8 Author Posted September 8 25 minutes ago, Sundayay said: I just wanted to say thank you Sheson for your prompt help and for all the work you are doing. After restoring the original ini with just the few tweaks described by you and some adjustments in the coloursettings I am back to normal 45-50 minutes of DynDOLOD and 14.5 Gb Output. The main problem was the coloursettings in the DynDOLOD_SSE.ini together with the TexGen settings for Grass. I got it fixed now and it looks awesome. So thank you again for your prompt help and everything. All the best to you all, Sundayay. You are welcome. Enjoy!
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