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Posted
On 6/6/2025 at 12:37 AM, ra2phoenix said:

I have a custom patch that assigns portions of JK's Whiterun Outskirts to an enable marker toggled by MCM, with alternate objects that then appear.  The default state of the marker in my game is enabled.

In Tamriel worldspace, this works great with dynamic lod as expected.

In Whiterun worldspace, with Parent->Child copy enabled, the objects that are *enabled* by the marker are copied over with enable state intact. The objects that are *opposite parent* on the marker have no enable parent when copied, causing both to appear.

Which logs should I provide for this? The debug log is fairly lengthy, if there's one of the smaller ones that'd be useful.

Reproduced the issue with a test esp and attached log files, test plugins, the DynDOLOD plugins that were generated by my test. Inside zip is a text describing the issue and what records are involved etc.

https://www.dropbox.com/scl/fi/7y2uzzy2bd2oufluay1a4/DynChildWorldCopyParentTest.zip?rlkey=y5zwg0ua79cmed77ksb1411kw&dl=0

Posted
10 hours ago, sheson said:

No DynDOLOD debug log or DynDOLOD_SEE_Tree_Report.txt was provided.

As already explained, for 3D tree LOD 3D tree LOD models need to exist and be installed for the tree mods(s) in the load order. 3D tree LOD models are not created automatically. As already explained, TexGen generates the (HD) tree LOD billboards for the higher LOD levels and as fallback in case 3D LOD models do not exist.

The game only has a limited cell buffer for already loaded cells. That is why the grass cache exists, so the game does not have to create the full grass every time.
Make sure to set the appropriate DynDOLOD-Grass-Mode in the NGIO config as explained in the https://dyndolod.info/Help/Grass-LOD#Settings.
You might also want to set Make sure to set [Grass] bEnableGrassFade=0 in Skyrim.ini or SkyeimCustom.ini.

Thank you for clearing this up for me, I now see where my problem with tree lod lies.

About grass... doesn't grass cache being preloaded for inactive cells as well to place grass lod there? 

Posted
41 minutes ago, Dimon said:

Thank you for clearing this up for me, I now see where my problem with tree lod lies.

About grass... doesn't grass cache being preloaded for inactive cells as well to place grass lod there? 

Grass cache files are loaded by the game on demand and their data is unloaded together with the other inactive cell data if  the cell buffer is full and new cells attach and need to be loaded.

Grass LOD generation requires grass cache files at the time of the object LOD generation only.

https://dyndolod.info/Help/Grass-LOD
Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD.

https://dyndolod.info/Help/Object-LOD
Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks.

https://dyndolod.info/How-LOD-Works

Posted

I have missing metadata for generating tree LODs for my several of my trees. One of the reach tree LOD models shows red at the bottom in-game.

Billboards not found confirmed in DynDOLOD_SSE_Tree_LOD.txt:

<TreeReachTree01_DynDOLOD_BASERECORD [TREE:1500D074] Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree01_0000d074.dds>
<TreeReachTree02_DynDOLOD_BASERECORD [TREE:1500CFF3] Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree02_0000cff3.dds>

Here's more information from DynDOLOD_SSE_Tree_Report.txt:

TreeReachTree01 [TREE:000B8A73] Meshes\landscape\trees\ahappylittletreemod\reachtree01.nif [Original CRC32:4C6F0428] [Patched CRC32:51AF3336] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds 
New tree, Billboard found, 3D LOD model not found reachtree01_4C6F0428
Billboard_0: textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73.dds, textures\default_n.dds
Billboard_1: textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_1.dds, textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_1_n.dds
Billboard_2: textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_2.dds, textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_2_n.dds
Dynamic: Meshes\landscape\trees\ahappylittletreemod\reachtree01.nif [Patched CRC32:51AF3336] [Original CRC32:4C6F0428] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds
Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini
LOD4: Billboard1 using internal
LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif
LOD16: Billboard1 using internal
LOD32: Billboard6 using lodgen_flat_lod.nif
Grid: FarLODReference: Unchanged
TreeReachTree01_DynDOLOD_BASERECORD [TREE:1500D074] Meshes\landscape\trees\ahappylittletreemod\reachtree01.nif [Original CRC32:4C6F0428] [Patched CRC32:51AF3336] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds
New tree, Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree01_0000d074.dds, 3D LOD model not found reachtree01_4C6F0428
Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini
TreeReachTree02 [TREE:000B8A74] Meshes\landscape\trees\ahappylittletreemod\reachtree02.nif [Original CRC32:21ED4E57] [Patched CRC32:DD01B0C2] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds, textures\pbr\landscape\mountains\mountainslab02.dds, textures\pbr\landscape\mountains\mountainslab02_n.dds 
New tree, Billboard found, 3D LOD model not found reachtree02_21ED4E57
Billboard_0: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74.dds, textures\default_n.dds
Billboard_1: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1_n.dds
Billboard_2: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2_n.dds
Dynamic: Meshes\landscape\trees\ahappylittletreemod\reachtree02.nif [Patched CRC32:DD01B0C2] [Original CRC32:21ED4E57] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds, textures\pbr\landscape\mountains\mountainslab02.dds, textures\pbr\landscape\mountains\mountainslab02_n.dds
Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini
LOD4: Billboard1 using internal
LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif
LOD16: Billboard1 using internal
LOD32: Billboard6 using lodgen_flat_lod.nif
Grid: FarLODReference: Unchanged
TreeReachTree02_DynDOLOD_BASERECORD [TREE:1500CFF3] Meshes\landscape\trees\ahappylittletreemod\reachtree02.nif [Original CRC32:21ED4E57] [Patched CRC32:DD01B0C2] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds, textures\pbr\landscape\mountains\mountainslab02.dds, textures\pbr\landscape\mountains\mountainslab02_n.dds
New tree, Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree02_0000cff3.dds, 3D LOD model not found reachtree02_21ED4E57
Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini

I'm using Happy Little Trees + Happy Little Trees Add-On - DynDLOD.

Posted
2 hours ago, kawaiichamp said:

I have missing metadata for generating tree LODs for my several of my trees. One of the reach tree LOD models shows red at the bottom in-game.

Billboards not found confirmed in DynDOLOD_SSE_Tree_LOD.txt:

Here's more information from DynDOLOD_SSE_Tree_Report.txt:

I'm using Happy Little Trees + Happy Little Trees Add-On - DynDLOD.

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/Installation-Instructions
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen
Pay attention to all log messages (especially "file not found textures").

https://dyndolod.info/Messages/File-Not-Found-Textures#TexGen
In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS

Posted
9 hours ago, sheson said:

Grass cache files are loaded by the game on demand and their data is unloaded together with the other inactive cell data if  the cell buffer is full and new cells attach and need to be loaded.

Grass LOD generation requires grass cache files at the time of the object LOD generation only.

https://dyndolod.info/Help/Grass-LOD
Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD.

https://dyndolod.info/Help/Object-LOD
Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks.

https://dyndolod.info/How-LOD-Works

I see, thank you for reply once again, I weren't able to get into this specific moments before.

Posted (edited)

I'm having problems with the tree lods, on one side, the texture is normal, but on the other, it has a layer of purple lighting. It is possible to see the original texture underneath this lighting, especially at times when the sun is not directly under the textures.

 

https://imgur.com/a/UKRdyDt

 

 

 

Edited by Druyddark
error
Posted
49 minutes ago, Druyddark said:

I'm having problems with the tree lods, on one side, the texture is normal, but on the other, it has a layer of purple lighting. It is possible to see the original texture underneath this lighting, especially at times when the sun is not directly under the textures.

https://imgur.com/a/UKRdyDt

Please post your logs. Without them, it's all speculation and guesswork.

Posted
4 hours ago, Druyddark said:

I'm having problems with the tree lods, on one side, the texture is normal, but on the other, it has a layer of purple lighting. It is possible to see the original texture underneath this lighting, especially at times when the sun is not directly under the textures.

https://imgur.com/a/UKRdyDt

Read 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_Tree_Report.txt.

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

https://dyndolod.info/Help/Ultra-Tree-LOD
While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each tree and which types of assets were found and used for the different LOD levels

Posted
24 minutes ago, Druyddark said:

Sorry, here it is:

Dyndolod logs: https://paste.ee/p/dqWvryzo#s=0

Texgen logs: https://paste.ee/p/JIx4az4g#section0

Dyndolod Tree Report: https://paste.ee/p/Suw3rb1L#section0

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to upload when making posts.

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

Posted (edited)

I have also been having an issue in which terrain lod flickers a lot when viewed from a distance. I'll try to be detailed as possible.

  • When I get close to the lod, it's like the terrain is constantly changing between two models.
  • I toggled tll in console (screenshot provided) and all problematic lod goes away.
  • I disabled dynamic lod from MCM - issue persists.
  • I tested with and without xLODGEN generation prior to DynDOLOD - issue is still there.
  • I disabled DynDOLOD Output - issue is gone. 

Regarding terrain I am using:

  • Better Dynamic Snow 3
  • Fantasia Landscapes
  • Projected Diffuse patch for Fantasia Landscapes

When I tested with XLODGEN generation prior, I followed the instructions on: https://dyndolod.info/Help/xLODGen

Screenshots: https://imgur.com/a/Oe1WtwL

Logs folder: https://www.mediafire.com/file/w8qxm81ey55e4wt/Logs_-_Flicker_Issue.rar/file

If I need to provide more information/details, please let me know.

Edit: So I even tried running DynDOLOD with no mods activated and the issue is still there. What can it be ?

Edited by Mercenary931
Posted (edited)

I updated one mods that was used to  generate xLod just find out I also had to update dyndold 192 cause 190 shot out error, so do I did

 

Generated my xLod just fine.

 

TexGen

Noticed grass was ghost out but HD grass was check able I used Grass  in prior build ".190" Read these changes where done  certian mod were detected so I just check HD grass, cause I didnt want to mess with it ini.

Skoglendi,NGOI,Community shaders are the only mods that touch grass that I am aware off

 

Dyndolod

I follow setting I saw in  video in that I check what was checked. Though I realized only Trees lod was check, but grass lod was never checked. does that mean even I generated grass/hd grass with texgen which I did in build ".190" but grass it was never checked that grass/hd grass that there lod where never  generated for dyndolod in Lod4/8/16/32 zones?

When I initial did this update generated xlod/texgen/dyndolod everything look correct, well correct for the grass not been generated for lod zone 4/8/16/32

 

 

TexGen_SSE_log.txt

Edited by tsunami2311
Posted
13 hours ago, Mercenary931 said:

I have also been having an issue in which terrain lod flickers a lot when viewed from a distance. I'll try to be detailed as possible.

  • When I get close to the lod, it's like the terrain is constantly changing between two models.
  • I toggled tll in console (screenshot provided) and all problematic lod goes away.
  • I disabled dynamic lod from MCM - issue persists.
  • I tested with and without xLODGEN generation prior to DynDOLOD - issue is still there.
  • I disabled DynDOLOD Output - issue is gone. 

Regarding terrain I am using:

  • Better Dynamic Snow 3
  • Fantasia Landscapes
  • Projected Diffuse patch for Fantasia Landscapes

When I tested with XLODGEN generation prior, I followed the instructions on: https://dyndolod.info/Help/xLODGen

Screenshots: https://imgur.com/a/Oe1WtwL

Logs folder: https://www.mediafire.com/file/w8qxm81ey55e4wt/Logs_-_Flicker_Issue.rar/file

If I need to provide more information/details, please let me know.

Edit: So I even tried running DynDOLOD with no mods activated and the issue is still there. What can it be ?

Can you make a video or maybe two screenshots from exactly the same position so we can actually see what is flickering/changing?

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