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Posted
2 hours ago, Phlunder said:

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

That's OK, no further reply  typically means the problem is resolved or a question answered sufficiently. I do appreciate a timely +1 as signal as well.

Posted (edited)

Potential minor bug in the most recent DyndoLod Resources: the mesh "lod\riften\blackbriarchaletglow_lod_0.nif" has a broken texture path in the BSShaderTextureSet. Texture 4 is set as "textures\ textures\". (That space appears to be a newline character?)

Same thing in "lod\riften\goldenglowestate01glow_lod_1.nif", lod\riften\rtbeebarb01glow_lod_0.nif, rtblackbriarmanor01glow_lod_0.nif, probably most of the other glow_lod ones in that folder.

I think that should just be empty, since there's no texture there. Doubt it does anything in game, but it does cause tools like Sniff to error out when they try to scan the mesh. 

Edited by DarthVitrial
Posted
1 hour ago, DarthVitrial said:

Potential minor bug in the most recent DyndoLod Resources: the mesh "lod\riften\blackbriarchaletglow_lod_0.nif" has a broken texture path in the BSShaderTextureSet. Texture 4 is set as "textures\ textures\". (That space appears to be a newline character?)

Same thing in "lod\riften\goldenglowestate01glow_lod_1.nif", lod\riften\rtbeebarb01glow_lod_0.nif, rtblackbriarmanor01glow_lod_0.nif, probably most of the other glow_lod ones in that folder.

I think that should just be empty, since there's no texture there. Doubt it does anything in game, but it does cause tools like Sniff to error out when they try to scan the mesh. 

The slot is not used by the shader setting. Will be fixed in the next version.

  • Like 1
Posted

Hey I don't know whether this is helpful but I'm having trouble with a mountaintrim01 snowy mesh which is visible on the mountainside to the right of the windmill when you come out the gate of Whiterun and look left, or look to that side inside the WR worldspace. Purple. I've tried everything I could think of swapping out the LOD it points to and everything but it's still enpurpled. Easy to see if it's a Dyndolod issue and not load order related if you look out that side behind Warmaiden's.

Posted
59 minutes ago, MurderClan said:

Hey I don't know whether this is helpful but I'm having trouble with a mountaintrim01 snowy mesh which is visible on the mountainside to the right of the windmill when you come out the gate of Whiterun and look left, or look to that side inside the WR worldspace. Purple. I've tried everything I could think of swapping out the LOD it points to and everything but it's still enpurpled. Easy to see if it's a Dyndolod issue and not load order related if you look out that side behind Warmaiden's.

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.
Also upload .. DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Make sure the object in question is actually part of or affect by the DynDOLOD LOD patch. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

Post a useful screenshot of the full model with more informative console and of the LOD object as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

  • +1 1
Posted

Hi Sheson, long time.

Thanks. Sorry, I'm terrible at reading the manual.

Here are those files: https://www.mediafire.com/file/yffvgva8fwgejn8/Logs+and+Images.zip/file

This is my first query here in ten years, and the last time I was getting notis in the log that dyndolod01.dds was missing, and I'm actually getting the same in DYNDOLOD_SSE_log.txt this time around: 

[00:53] <Warning: File not found textures\dyndolod\lod\dyndolod01.dds. Used by meshes\ivernia\lod\mountains\mountaintrim01cobble_lod_0.nif MajesticMountains.esp MountainTrim01SnowRocks01_LightSN [STAT:0006E1EC]>

Probably still isn't relevant, but anyway...

Thanks.

Posted
4 hours ago, MurderClan said:

Hi Sheson, long time.

Thanks. Sorry, I'm terrible at reading the manual.

Here are those files: https://www.mediafire.com/file/yffvgva8fwgejn8/Logs+and+Images.zip/file

This is my first query here in ten years, and the last time I was getting notis in the log that dyndolod01.dds was missing, and I'm actually getting the same in DYNDOLOD_SSE_log.txt this time around: 

[00:53] <Warning: File not found textures\dyndolod\lod\dyndolod01.dds. Used by meshes\ivernia\lod\mountains\mountaintrim01cobble_lod_0.nif MajesticMountains.esp MountainTrim01SnowRocks01_LightSN [STAT:0006E1EC]>

Probably still isn't relevant, but anyway...

Thanks.

The archive does not contain the DynDOLOD log and debug log.

A mod seems to contain outdated and not well made LOD models that use that texture.
Despite the path and filename of the texture, it is not part of any DynDOLOD Resources or generated as part of LOD generation process.

Report and provide a link to the mod that contains meshes\ivernia\lod\mountains\mountaintrim01cobble_lod_0.nif and upload the DynDOLOD log and debug log.

  • Like 1
Posted (edited)

Your comment pointed me in the right direction, and of course, it was because of my own stupidity. There was some OldRim items in an old version of my worldspace mod in the folder that I had forgotten were there. Once I pulled everything non-vanilla out of the data folder, the problem was solved. Thanks for your help. Sorry to have wasted your time.

Edited by MurderClan
Accuracy.
Posted

Hi Sheson

Sorry to bother you but I'm wondering how to extend window glow? Right now I have orange windows near and a white-ish blue in the distance. I'm using up to date Dyndolod and set everything to high, etc. How should I fix?

Screenshot 2025-10-22 172033.png

Posted
8 minutes ago, nicktheduke said:

Hi Sheson

Sorry to bother you but I'm wondering how to extend window glow? Right now I have orange windows near and a white-ish blue in the distance. I'm using up to date Dyndolod and set everything to high, etc. How should I fix?

Screenshot 2025-10-22 172033.png

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.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

In the meantime also see https://dyndolod.info/Help/Glow-LOD#Windows

Posted (edited)

Hi again

Here's my log: https://justpaste.it/bwtqg
and debug: https://drive.google.com/file/d/1JUOdGsTrpgyZWhKNIfqCC739Y8NTUiul/view?usp=sharing

The issue is that the far away lod model of the building windows has a different color than the up-close models. Cannot select using console since it's LOD.

The mod adding the buildings uses BOS. Could that cause an issue with the glow? Or is it an issue with a mesh?

Please see my terrible screenshots. The windows should all be orange but I'm getting blue-ish white

Screenshot 2025-10-23 155102.png

Screenshot 2025-10-22 172033.png

Edited by nicktheduke
Posted
51 minutes ago, nicktheduke said:

Hi again

Here's my log: https://justpaste.it/bwtqg
and debug: https://drive.google.com/file/d/1JUOdGsTrpgyZWhKNIfqCC739Y8NTUiul/view?usp=sharing

The issue is that the far away lod model of the building windows has a different color than the up-close models. Cannot select using console since it's LOD.

The mod adding the buildings uses BOS. Could that cause an issue with the glow? Or is it an issue with a mesh?

Please see my terrible screenshots. The windows should all be orange but I'm getting blue-ish white

Screenshot 2025-10-23 155102.png

Screenshot 2025-10-22 172033.png

None of the uploaded logs show the LOD generation session, just the tool being started and then closed. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

None of the uploaded screenshots show the full model in question with more informative console showing model, the reference and base record form IDs etc. or a close-up of the LOD with tfc.  See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Name and link the mod(s) adding the building and its windows in case they are separate.

Make sure to check the Windows High checkbox when generating the LOD patch.

Posted

Hey apologies for sending the wrong log. I had opened the app to check my settings and it seems my previous log was erased. However, I have a large mod list that takes 3-4 hours to generate the Dyndolod output. Unfortunately I don't have time today to regenerate a new log but looking at older outputs, the logs are very large files. A couple hundred MB due to the size of my mod list. Furthermore, I cannot select a building in the LOD using More Informative Console. If I could I would know exactly what mesh to look for. The mod that adds the buildings is https://www.nexusmods.com/skyrimspecialedition/mods/130952

I'm aware that there are special instructions where you have to deactive the interior modules. I ran Dyndo and everything was fine except the glow of the windows in the building LOD. I checked the LOD models provided by the mod but I cannot seem to fix anything. This is why I have reached out for help because I am not sure if it's a problem with a mesh or with my Dyndolod generation. I understand the need for process with me providing logs/screenshots, but I'm hoping you can answer the general question: what would cause a different color glow on the LOD models for buildings and how would one fix it? 

Posted
14 hours ago, nicktheduke said:

Hey apologies for sending the wrong log. I had opened the app to check my settings and it seems my previous log was erased. However, I have a large mod list that takes 3-4 hours to generate the Dyndolod output. Unfortunately I don't have time today to regenerate a new log but looking at older outputs, the logs are very large files. A couple hundred MB due to the size of my mod list. Furthermore, I cannot select a building in the LOD using More Informative Console. If I could I would know exactly what mesh to look for. The mod that adds the buildings is https://www.nexusmods.com/skyrimspecialedition/mods/130952

I'm aware that there are special instructions where you have to deactive the interior modules. I ran Dyndo and everything was fine except the glow of the windows in the building LOD. I checked the LOD models provided by the mod but I cannot seem to fix anything. This is why I have reached out for help because I am not sure if it's a problem with a mesh or with my Dyndolod generation. I understand the need for process with me providing logs/screenshots, but I'm hoping you can answer the general question: what would cause a different color glow on the LOD models for buildings and how would one fix it?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a screenshot of the full model with more informative console and how to make a close-up screenshot of the LOD with using tfc in console to get closer.

Also upload g:\Skyrim\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt.

You also mentioned a mod using BOS to swap models, so report/link that as well.

The mod only seems to contain full models with collision removed that are then renamed to be LOD modes. There do not seem to be any separate glow_lod meshes which are required for the high glow LOD windows using external emittance. Such glow shader should be separated into *_glow_lod_[0|1|2].nif. An alternative would be to add mesh mask rules so the LOD for these is done in dynamic LOD.

For troubleshooting this, you do not need to generate a LOD patch with all options for all worldspaces. Consider using a profile with just a few mods, only select the worldspace and the appropriate object and dynamic LOD options. No need for ultra tree LOD, grass LOD, occlusion etc. Ignore wrong third party instructions to temporality disable plugins.

Posted

Hello, noticed that vigilant mod have add into ignore list to skip its lod generate, but I have a retexture mod for vigilant and got texture mismatch between near landscapes/buildings and lod.

Is there any way to generate object normally for vigilant ? I tried delete the worldspace from ignorelist.txt, but seems texgen not generate new lod texture for those buildings, and the lod dyndolod generated have only 5 bto files.

 

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