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Posted
10 hours ago, Glanzer said:

Thank you! For now I just created a new JSON file with the updated formids and that worked. If you do create a dynamic JSON file be sure to give each of the 3 bounds in it a value of at least 300 due to the size of the firelog mesh. I'm using 400 but I like to get burnt early since it's such a big fire. :)

Data will just be copied from the json data found in the load order or the defaults baked into the DLL. Just the plugin name and id will be updated accordingly for the copied base record. If you need different values, make sure there is a json defining them for the original based record. In case of your screenshot that seems to be 0x00051577.

Posted
9 hours ago, Goldhawk said:

Hi, I'm having an issue with DynDOLOD together with some mods affecting Solitude in Skyrim SE. Specifically, I'm using Grand Solitude, Legacy of the Dragonborn, Blue Palace Terrace, and the official patches for them. All versions are the latest as of the time of posting. With DynDOLOD disabled, everything looks fine in the areas touched by these mods. But after running DynDOLOD with these mods installed and installing the output, the area around the back of the museum, facing the terrace, is missing most of its geometry, with a parts of the museum just floating in the air. Selecting the floating pieces of the museum with the console confirms they were modified by DynDOLOD.esm.

Here's how the area looks with everything except DynDOLOD output installed:

https://ibb.co/xtFwLxp1 

https://ibb.co/BVjZ7yRS

And here's how it looks with DynDOLOD active:

https://ibb.co/0Vtp2G1q

I looked in xEdit and I can see DynDOLOD.esm overriding many of the entries from LotD and Blue Palace Terrace:

https://ibb.co/b59y69Gx

Any idea what's going on here? From my (limited) understanding of how DynDOLOD works, I think this is related to large references and Parent > Child worldspace copies, but I'm not really sure.

Logs from the most recent run (let me know if you need to see any others):

DynDOLOG_SSE_log

ChildworldMatches

ChildworldCopies_Tamriel

ModelsUsed_Tamriel

Bug Report

The DynDOLOD log only contains a session that starts the tool without generating anything. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Make sure they both contain the entire last LOD generation session.

Explain in which worldspace the in-game screenshots were made. Outside or inside the city walls? Is the main museum building missing in Tamriel or in the SolitudeWorld?

Parent->Child being checked is not supposed to have an affect the museum building being visible in both worldspaces in this case.

The xEdit screenshot shows a new reference in a DynDOLOD plugin not overwriting any other record. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Posted
Quote

The DynDOLOD log only contains a session that starts the tool without generating anything.

 

Apologies about the log file, I realized that I accidentally overwrote the the logfile from the DynDOLOD I meant to share and shared an empty logfile from an aborted run. I ran DynDOLOD again after your reply and have uploaded the complete log from that run here: 

https://drive.google.com/file/d/11LBOuWN0l5ydoVIGjujK2zVDtwzJRwbh/view?usp=sharing

Quote

Explain in which worldspace the in-game screenshots were made. Outside or inside the city walls? Is the main museum building missing in Tamriel or in the SolitudeWorld?

The in-game screenshots were taken from the Blue Palace Terrace area. This is part of the Tamriel worldspace. DynDOLOD 'You are here' indicates it is at coordinates Block -1,0 Sub-Block -2,3. When viewing the museum from within the Solitude space on the other side, everything looks fine. The problem appears to be specific to how it looks from outside the city proper. I have added a few more better quality screenshots as well:

Wide view of the missing geometry viewed by the terrace area

Second angle

Floating piece of the museum added by DynDOLOD.esm

Quote

The xEdit screenshot shows a new reference in a DynDOLOD plugin not overwriting any other record.

Sorry if the initial xEdit screenshot was unclear. DynDOLOD is indeed adding some new records in this area that do not have conflicts. However, they include the floating geometry pieces shown in the above screenshot, so I thought they were relevant.

The same floating museum piece, shown as a record in xEdit

DynDOLOD is also overwriting entries from BluePalaceTerrace.esp, however. 

Overridden record from BPT in xEdit

Another overridden record

 

Posted
8 hours ago, Goldhawk said:

 

Apologies about the log file, I realized that I accidentally overwrote the the logfile from the DynDOLOD I meant to share and shared an empty logfile from an aborted run. I ran DynDOLOD again after your reply and have uploaded the complete log from that run here: 

https://drive.google.com/file/d/11LBOuWN0l5ydoVIGjujK2zVDtwzJRwbh/view?usp=sharing

The in-game screenshots were taken from the Blue Palace Terrace area. This is part of the Tamriel worldspace. DynDOLOD 'You are here' indicates it is at coordinates Block -1,0 Sub-Block -2,3. When viewing the museum from within the Solitude space on the other side, everything looks fine. The problem appears to be specific to how it looks from outside the city proper. I have added a few more better quality screenshots as well:

Wide view of the missing geometry viewed by the terrace area

Second angle

Floating piece of the museum added by DynDOLOD.esm

Sorry if the initial xEdit screenshot was unclear. DynDOLOD is indeed adding some new records in this area that do not have conflicts. However, they include the floating geometry pieces shown in the above screenshot, so I thought they were relevant.

The same floating museum piece, shown as a record in xEdit

DynDOLOD is also overwriting entries from BluePalaceTerrace.esp, however. 

Overridden record from BPT in xEdit

Another overridden record

Also upload the DynDOLOD debug log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 

Posted
21 minutes ago, Goldhawk said:

Did you make any  changes to  C:\Modding\DynDOLOD SSE\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_High.ini?

Restore the default DynDOLOD_SSE_legacyofthedragonbornv5esm_high.ini from the DynDOLOD download archive. Probably best to unpack the DynDOLOD Standalone again into a new empty folder.

Then start DynDOLOD as usual, select high to load the rules and generate just LOD for Tamriel, no need to Occlusion etc. for test.

Posted
On 9/30/2025 at 1:12 PM, sheson said:

Looks like it went through without any errors doing the replacement of textures\setdressing\signage\billboardslrgmiltongeneralhospital_n.dds with textures\shared\flatflat_n.dds and created Textures\LOD\SetDressing\Signage\BillboardsLrgMiltonGeneralHospital_n.dds as designed.

There is no *_n.dds textures in the replacer archive frpm the google drive and also no config files for TexGen, so it should not really have an effect either way.

FYI, I had a separate Discord user who also experienced this issue, who after using the test version, verified that fixed it for them.

Posted
16 hours ago, sheson said:

Did you make any  changes to  C:\Modding\DynDOLOD SSE\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_High.ini?

Restore the default DynDOLOD_SSE_legacyofthedragonbornv5esm_high.ini from the DynDOLOD download archive. Probably best to unpack the DynDOLOD Standalone again into a new empty folder.

Then start DynDOLOD as usual, select high to load the rules and generate just LOD for Tamriel, no need to Occlusion etc. for test.

I did this experiment as you suggested and it seems to have completely resolved my issue! I am not really certain how the problem happened originally. I did edit the rules for legacyofthedragonborn, but that was only after I already started having this problem, in an unsuccessful attempt to fix it. Maybe I inadvertently modified those rules somehow a while ago and didn't notice. In any case, the problem looks to be solved now. Thank you for your help Sheson.

Posted (edited)

Hello ! I have the same problem than this user with dark/vanilla waterwheel (but the waterwheel doesn't disappear afaik). I have latest version Dyndolod DLL NG (Alpha 39 on Nexus) and did my dyndolod 3.0 like normal but still have the issue What can I do to fix it ?
Here a screenshot of the issue https://imgur.com/ytr0MhR

 

Edit : Got it fixed for now by overwriting Water for ENB nad Dyndolod.esp with a mod that replace waterwheel

Edited by Orimagen
Posted
19 minutes ago, Orimagen said:

Hello ! I have the same problem than this user with dark/vanilla waterwheel (but the waterwheel doesn't disappear afaik). I have latest version Dyndolod DLL NG (Alpha 39 on Nexus) and did my dyndolod 3.0 like normal but still have the issue What can I do to fix it ?
Here a screenshot of the issue https://imgur.com/ytr0MhR

 

Edit : Got it fixed for now by overwriting Water for ENB nad Dyndolod.esp with a mod that replace waterwheel

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 you have the same problem, thennthe same sution applies. No link to a post with the "same problem" was provided.

While DynDOLOD Plugins might be using a full model NIF and full textures provided by vanilla or mods, it typically does not change their appearance.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
Make sure things look as expected without DynDOLOD output. If that changes anything, make sure to generate LOD for the current load order.

See https://dyndolod.info/Help/Glow-LOD about the LightingShader INI settings.

Posted

Hi,

By chance anyone using Nature of the Wild Lands 3.14 - 3D hybrid LODs and regions addon ?

DynDOLOD is spitting out a mass amount of Texture Resolution Error messages like these, this is only a few, there are a lot more.... I'm not sure if there is a problem here or not.

Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_big01_summer_7e8eeea3_trunk_2.dds Used by meshes\dyndolod\lod\trees\alder_slim_big01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_big01_summer [TREE:15121E3A]
Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_big01_summer_7e8eeea3_trunk_2_n.dds Used by meshes\dyndolod\lod\trees\alder_slim_big01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_big01_summer [TREE:15121E3A]
Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_medium01_summer_b1290354_trunk_2.dds Used by meshes\dyndolod\lod\trees\alder_slim_medium01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_medium01_summer [TREE:15121E3B]
Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_medium01_summer_b1290354_trunk_2_n.dds Used by meshes\dyndolod\lod\trees\alder_slim_medium01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_medium01_summer [TREE:15121E3B]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_ash_1878550b_trunk_1.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_ash_1878550b_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_summer_b83c6e4b_trunk_1.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_summer_lod_0.nif Nature of the Wild Lands.esp pine_dead_big01_summer [TREE:15121E40]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_summer_b83c6e4b_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_summer_lod_0.nif Nature of the Wild Lands.esp pine_dead_big01_summer [TREE:15121E40]
Error: Texture resolution 108x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_common_big05_ash_04218e64_trunk_1.dds Used by meshes\dyndolod\lod\trees\pine_common_big05_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestAsh05 [TREE:04017F76]
Error: Texture resolution 108x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_common_big05_ash_04218e64_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\pine_common_big05_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestAsh05 [TREE:04017F76]
Error: Texture resolution 112x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_forest_slim01_summer_2346476f_trunk_1.dds Used by meshes\dyndolod\lod\trees\alder_forest_slim01_summer_lod_0.nif Nature of the Wild Lands.esp alder_forest_slim01_summer [TREE:1502958B]
Error: Texture resolution 112x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_forest_slim01_summer_2346476f_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\alder_forest_slim01_summer_lod_0.nif Nature of the Wild Lands.esp alder_forest_slim01_summer [TREE:1502958B]

 

The mod author mentioned this;

Yes, I saw this warning too when generating my LODs, but these are textures generated by TexGen in the previous step. You can easily verify this by checking the TexGen output. I have no knowledge of how TexGen generated textures with that resolution and such concerns should be directed to official DynDOLOD support forum as adviced in the pinned comments and the description. However, I have not had stability or performance issues on my end, so I'm not concerned about this. To my understanding this should not matter anyway, since the textures made by TexGen are not (supposedly) directly used in the game, rather DynDOLOD uses them the create an atlas texture that is actually used by the LOD models in-game, so could also be edge case of bad warning reporting.

THANKS

Posted
On 10/14/2025 at 5:02 AM, mooit said:

Hi,

By chance anyone using Nature of the Wild Lands 3.14 - 3D hybrid LODs and regions addon ?

DynDOLOD is spitting out a mass amount of Texture Resolution Error messages like these, this is only a few, there are a lot more.... I'm not sure if there is a problem here or not.

Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_big01_summer_7e8eeea3_trunk_2.dds Used by meshes\dyndolod\lod\trees\alder_slim_big01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_big01_summer [TREE:15121E3A]
Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_big01_summer_7e8eeea3_trunk_2_n.dds Used by meshes\dyndolod\lod\trees\alder_slim_big01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_big01_summer [TREE:15121E3A]
Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_medium01_summer_b1290354_trunk_2.dds Used by meshes\dyndolod\lod\trees\alder_slim_medium01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_medium01_summer [TREE:15121E3B]
Error: Texture resolution 100x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_slim_medium01_summer_b1290354_trunk_2_n.dds Used by meshes\dyndolod\lod\trees\alder_slim_medium01_summer_lod_0.nif Nature of the Wild Lands.esp alder_slim_medium01_summer [TREE:15121E3B]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_ash_1878550b_trunk_1.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_ash_1878550b_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_summer_b83c6e4b_trunk_1.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_summer_lod_0.nif Nature of the Wild Lands.esp pine_dead_big01_summer [TREE:15121E40]
Error: Texture resolution 104x256 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_dead_big01_summer_b83c6e4b_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\pine_dead_big01_summer_lod_0.nif Nature of the Wild Lands.esp pine_dead_big01_summer [TREE:15121E40]
Error: Texture resolution 108x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_common_big05_ash_04218e64_trunk_1.dds Used by meshes\dyndolod\lod\trees\pine_common_big05_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestAsh05 [TREE:04017F76]
Error: Texture resolution 108x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\pine_common_big05_ash_04218e64_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\pine_common_big05_ash_lod_0.nif Dragonborn.esm DLC2TreePineForestAsh05 [TREE:04017F76]
Error: Texture resolution 112x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_forest_slim01_summer_2346476f_trunk_1.dds Used by meshes\dyndolod\lod\trees\alder_forest_slim01_summer_lod_0.nif Nature of the Wild Lands.esp alder_forest_slim01_summer [TREE:1502958B]
Error: Texture resolution 112x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\alder_forest_slim01_summer_2346476f_trunk_1_n.dds Used by meshes\dyndolod\lod\trees\alder_forest_slim01_summer_lod_0.nif Nature of the Wild Lands.esp alder_forest_slim01_summer [TREE:1502958B]

 

The mod author mentioned this;

Yes, I saw this warning too when generating my LODs, but these are textures generated by TexGen in the previous step. You can easily verify this by checking the TexGen output. I have no knowledge of how TexGen generated textures with that resolution and such concerns should be directed to official DynDOLOD support forum as adviced in the pinned comments and the description. However, I have not had stability or performance issues on my end, so I'm not concerned about this. To my understanding this should not matter anyway, since the textures made by TexGen are not (supposedly) directly used in the game, rather DynDOLOD uses them the create an atlas texture that is actually used by the LOD models in-game, so could also be edge case of bad warning reporting.

THANKS

Moved to the DynDOLOD 3 Alpha thread.

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

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
Pay attention to log messages and read their explanations.

https://dyndolod.info/Messages/Texture-Resolution
A texture that is added to a texture atlas can technically use any resolution, since the atlas texture resolution meats the requirement. Tree/grass LOD billboards are typically never used directly.
In case there are 3rd party LOD billboards listed in the message (textures\terrain\LODGen\*), remove all 3rd party LOD billboards and instead use TexGen to generate all the desired LOD billboards. See TexGen Configuration for more.
The message might be reported for billboard textures used by object LOD models that do meet the filename conventions required for 3D tree LOD models for DynDOLOD.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum and https://dyndolod.info#DynDOLOD-3-Alpha

Verify if the reported textures are actually from the TexGen output run for the current load order and report that together with the logs. If that is the case, it is probably because the object LOD models do not meet DynDOLOD filename requirements for 3D tree LOD models.

Posted

Thanks for the resources Alpha-44 update! Just wanted to inform that sstuccowallint01.dds is missing. I copied it from the previous resources Alpha-43 and everything generated just fine otherwise.

image.png

Posted
41 minutes ago, Phlunder said:

Thanks for the resources Alpha-44 update! Just wanted to inform that sstuccowallint01.dds is missing. I copied it from the previous resources Alpha-43 and everything generated just fine otherwise.

image.png

Use the Copy message to clipboard link and paste the text instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

It got replaced by sstuccowallint01lod.dds

Next DynDOLOD Alpha version will be aware of that change, until then there is DynDOLOD Resources Alpha 44.1

  • Thanks 1
Posted
On 2/5/2025 at 1:17 PM, sheson said:

The texture of the LOD model is being replaced with the texture replacement defined on the base record.

To prevent that, you should change the shape name in the LOD model so it does not match the full mode.
If  a LOD model actually defines a *lod.dds texture, use the typical _LOD in the shape name, e.g. SovngardeStatue01_LOD:0
It should then leave it alone and not apply the replacement.

Apologies for getting back to you so late about this. Just wanted to report that changing the shape name in NifSkope to SovngardeStatue01Desert fixed it indeed!

image.jpeg

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