bootlegbaby Posted July 24, 2025 Posted July 24, 2025 Hi sheson, Added all 4 seasons of .bto/.cgid, plus Dyndolod_Tamriel.dds in the same folder. CGID/BTO Please let me know if anything else is needed.
Depressoexpresso04 Posted July 25, 2025 Posted July 25, 2025 11 hours ago, sheson said: https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/#findComment-285060 The vigilant worldspaces were added to the worldspace ignore list for a reason. For now I would just delete the generated LOD level 4, 8, and 16 object LOD files so it uses the ones shipping with the mod. That will only leave the map empty. Once you go there in the story, change the uLockedObjectMapLOD INI setting back to 16 for the time being. Or one can make a LOD level 32 BTO from the 4 object LOD level 16 files shipping with the mod in NifSkope with just copy/pasting the BSMultiBoundNode blocks. See the BTO I attached. It should work as is. Your DynDOLOD log shows you generated LOD for the zCHMolagWorld worldspace. Check in MO2 right window data tab, that the custom BTO example I made is not being overwritten by any other mod. The map still looks the same, without any objects in it. I've deleted all the output for that world from my output folder, and made sure that the .bto you made is not being overwritten by anything else. Any ideas as to what is happening? Also I would like some clarification on the making my own LOD32 BTO file. More exactly, copy the Node blocks from which file to which? And would that actually help the objects show up in the map? I am using ACMOS, if I didn't make it clear previously.
sheson Posted July 25, 2025 Author Posted July 25, 2025 13 hours ago, bootlegbaby said: Hi sheson, Added all 4 seasons of .bto/.cgid, plus Dyndolod_Tamriel.dds in the same folder. CGID/BTO Please let me know if anything else is needed. Please upload these textures from TexGen output - verify source with MO2 right window Data tab: textures\terrain\lodgen\seasonal landscapes.esp\field_snow_00000854_1.dds, field_snow_00000854_1_n.dds, field_snow_00000854_2.dds, field_snow_00000854_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\field_snow_000008eb_1.dds, field_snow_000008eb_1_n.dds, field_snow_000008eb_2.dds, field_snow_000008eb_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\grass_snow_00000965_1.dds, grass_snow_00000965_1_n.dds, grass_snow_00000965_2.dds, grass_snow_00000965_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\shrub_berry_snow_0000099b_1.dds, shrub_berry_snow_0000099b_1_n.dds, shrub_berry_snow_0000099b_2.dds, shrub_berry_snow_0000099b_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\weed_snow_0000099c_1.dds, weed_snow_0000099c_1_n.dds, weed_snow_0000099c_2.dds, weed_snow_0000099c_2_n.dds Also upload: F:\MOFilesSE\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt, LODGen_SSE_FlatTextures.txt, LODGen_SSE_ObjectAtlasMap_Tamriel.txt, LODGen_SSE_ObjectAtlasMap_Tamriel.lst
sheson Posted July 25, 2025 Author Posted July 25, 2025 3 hours ago, Depressoexpresso04 said: The map still looks the same, without any objects in it. I've deleted all the output for that world from my output folder, and made sure that the .bto you made is not being overwritten by anything else. Any ideas as to what is happening? Also I would like some clarification on the making my own LOD32 BTO file. More exactly, copy the Node blocks from which file to which? And would that actually help the objects show up in the map? I am using ACMOS, if I didn't make it clear previously. Then the bto is not active at the correct path ..\meshes\terrain\zCHMolagWorld\Objects\zCHMolagWorld.32.0.0.bto or the game does not load it because uLockedObjectMapLOD is not set to 32. It can be created by copying the *.16.0.0.bto to *.32.0.0.bto with a file manager (Windows Explorer) and using NifSkope to copy each BSMultiBoundNode from the all other *.16.*.*.bto files to the [0] NiNode of the *.32.0.0.bto. See this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 for LOD level 32 files for the other worldspaces.
bootlegbaby Posted July 25, 2025 Posted July 25, 2025 Hi sheson, Thank you for looking in. Here are additional files, DDS TXT
sheson Posted July 25, 2025 Author Posted July 25, 2025 35 minutes ago, bootlegbaby said: Hi sheson, Thank you for looking in. Here are additional files, DDS TXT Doublecheck your ComplexGrassBrightnes INI settings. Blue being half the value of red and green tints all complex grasses green. https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation. https://dyndolod.info/Help/Expert-Mode
bootlegbaby Posted July 26, 2025 Posted July 26, 2025 Hi sheson, Color tint was intentional, it was adjusted for summer. In any other season, it seems the problem is not only the color tint, but maybe it is. I will test it and report back. Thank you!
Depressoexpresso04 Posted July 26, 2025 Posted July 26, 2025 (edited) 23 hours ago, sheson said: Then the bto is not active at the correct path ..\meshes\terrain\zCHMolagWorld\Objects\zCHMolagWorld.32.0.0.bto or the game does not load it because uLockedObjectMapLOD is not set to 32. It can be created by copying the *.16.0.0.bto to *.32.0.0.bto with a file manager (Windows Explorer) and using NifSkope to copy each BSMultiBoundNode from the all other *.16.*.*.bto files to the [0] NiNode of the *.32.0.0.bto. See this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 for LOD level 32 files for the other worldspaces. So essentially, I should copy the Node values from the BTOs supplied by Vigilant itself, to the LOD32 BTO generated by DyndoLOD. Am I correct or am I still missing something? I'm sorry if I appear too oblivious. This is my first time mesing with DyndoLOD doing anything past adjusting some values or just adding a couple rules. Also I made sure that nothing is overwriting the files provided in the link, and that the map object level is set to 32. Map's still empty. Edited July 26, 2025 by Depressoexpresso04 New info
sheson Posted July 26, 2025 Author Posted July 26, 2025 Just now, Depressoexpresso04 said: So essentially, I should copy the Node values from the BTOs supplied by Vigilant itself, to the LOD32 BTO generated by DyndoLOD. Am I correct or am I still missing something? I'm sorry if I appear too oblivious. This is my first time mesing with DyndoLOD doing anything past adjusting some values or just adding a couple rules. Open any of LOD level 32 BTO already made by DoubleYou in https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 to see how the were done and compare to the LOD level 16 files from the Vigilant mod. Copy all BSMultiBoundNode from the LOD 16 files to the LOD 32 root NiNode file with CTRL+C and CTRL+V. Open the source LOD level 16 and the destination in LOD level 32 file in NifSkope. Switch both to show the Block List window in tree view. Unfold the root [0] NiNiode in both. In the source BTO, click a BSMultiBoundNode and then CTRL+C to copy it - or right click, Block, Copy. In the destination BTO, click [0] NiNode and then CTRL+V to paste it - or right click, Block, Paste. This seems more related to ACMOS and Vigilant... 1
bootlegbaby Posted July 26, 2025 Posted July 26, 2025 Hi sheson, Tried reset color tint, now its a little too dark, but matching textures are certainly showing. Thank you for finding out!
Depressoexpresso04 Posted July 26, 2025 Posted July 26, 2025 (edited) 5 hours ago, sheson said: Open any of LOD level 32 BTO already made by DoubleYou in https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 to see how the were done and compare to the LOD level 16 files from the Vigilant mod. Copy all BSMultiBoundNode from the LOD 16 files to the LOD 32 root NiNode file with CTRL+C and CTRL+V. Open the source LOD level 16 and the destination in LOD level 32 file in NifSkope. Switch both to show the Block List window in tree view. Unfold the root [0] NiNiode in both. In the source BTO, click a BSMultiBoundNode and then CTRL+C to copy it - or right click, Block, Copy. In the destination BTO, click [0] NiNode and then CTRL+V to paste it - or right click, Block, Paste. This seems more related to ACMOS and Vigilant... I'm going to try that now, although with my level of knowledge I don't think I'm going to succeed. But yeah this does seem like ACMOS is screwing with the LODs. All right this is definitely an issue with ACMOS. It doesn't matter what LODs we generate, which files we use, or what value we set. ACMOS just doesn't let Vigilant worldspaces have the proper map. I tried to do it with Map object LOD set to 16, with only Vigilant's LOD files being active, and yet nothing showed up in the map. Btw though, how does one go about opening the .LOD files included in some mods. IIRC those are the ones that contains the LOD rules for said mod, aren't they? Edited July 26, 2025 by Depressoexpresso04 New info
sheson Posted July 26, 2025 Author Posted July 26, 2025 6 hours ago, Depressoexpresso04 said: I'm going to try that now, although with my level of knowledge I don't think I'm going to succeed. But yeah this does seem like ACMOS is screwing with the LODs. All right this is definitely an issue with ACMOS. It doesn't matter what LODs we generate, which files we use, or what value we set. ACMOS just doesn't let Vigilant worldspaces have the proper map. I tried to do it with Map object LOD set to 16, with only Vigilant's LOD files being active, and yet nothing showed up in the map. Btw though, how does one go about opening the .LOD files included in some mods. IIRC those are the ones that contains the LOD rules for said mod, aren't they? If no objects show on the maps with just Vigilant installed in a vanilla game, then you do not have default INI settings or something else installed that interferes with the mod. That is outside the scope of DynDOLOD or the third party mod ACMOS. By default DynDOLOD ignores the Vigilant worldspaces. Do not change that. Do not generate LOD for the Vigilant worldspaces. Let the mod use its own LOD files. There should be no conflicts between the mod's LOD files and DynDOLOD output. If you use ACMOS with the LOD level 32 option that sets uLockedObjectMapLOD=32 via the A Clear Map of Skyrim.ini, then download the archive from this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 and install it as any other mod in order to have object LOD level 32 BTOs for the maps. https://dyndolod.info/How-LOD-Works For the tools to generate LOD and the game to load the LOD files a ..\Data\LODSettings\*.LOD file needs to exist for the worldspace Editor ID. The file contains the West/South origin cell (where LOD starts) and the min and max LOD levels for a worldspace. For new worldspaces the file can be create with xLODGen. See LODSettings-File-Readme.txt in the xLODGen Terrain LOD Beta download archive.
Depressoexpresso04 Posted July 27, 2025 Posted July 27, 2025 12 hours ago, sheson said: If no objects show on the maps with just Vigilant installed in a vanilla game, then you do not have default INI settings or something else installed that interferes with the mod. That is outside the scope of DynDOLOD or the third party mod ACMOS. By default DynDOLOD ignores the Vigilant worldspaces. Do not change that. Do not generate LOD for the Vigilant worldspaces. Let the mod use its own LOD files. There should be no conflicts between the mod's LOD files and DynDOLOD output. If you use ACMOS with the LOD level 32 option that sets uLockedObjectMapLOD=32 via the A Clear Map of Skyrim.ini, then download the archive from this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 and install it as any other mod in order to have object LOD level 32 BTOs for the maps. https://dyndolod.info/How-LOD-Works For the tools to generate LOD and the game to load the LOD files a ..\Data\LODSettings\*.LOD file needs to exist for the worldspace Editor ID. The file contains the West/South origin cell (where LOD starts) and the min and max LOD levels for a worldspace. For new worldspaces the file can be create with xLODGen. See LODSettings-File-Readme.txt in the xLODGen Terrain LOD Beta download archive. I found the issue. It was a mod by Xtudo. Specifically the LOD fix on the Vigilant patches by Xtudo. The file only contains textures but for some reason it also disables all map LOD. I didn't realize it was there yesterday, but I saw it now, removed it, and my LOD is working properly again. So ultimately this was all my fault. But yeah thank you for being patient with me and helping me.
nyantama Posted July 30, 2025 Posted July 30, 2025 (edited) After completing the Legacy of the Dragonborn quest "A Room with a View" (when the Guild House is constructed), I consistently experience a CTD when exiting Solitude. There were no issues before completing the quest. I have confirmed that disabling DynDOLOD.esp prevents the crash. However, even with DynDOLOD.esp enabled, using the console command tll (Toggle LOD) before exiting still results in a crash. I also tried regenerating DynDOLOD after completing the quest, but the problem persists. https://limewire.com/d/vsZT2#1dMKM7fKH2 https://limewire.com/d/5zi68#zAiPOUpA6m Edited July 30, 2025 by nyantama sending in progress
sheson Posted July 31, 2025 Author Posted July 31, 2025 6 hours ago, nyantama said: After completing the Legacy of the Dragonborn quest "A Room with a View" (when the Guild House is constructed), I consistently experience a CTD when exiting Solitude. There were no issues before completing the quest. I have confirmed that disabling DynDOLOD.esp prevents the crash. However, even with DynDOLOD.esp enabled, using the console command tll (Toggle LOD) before exiting still results in a crash. I also tried regenerating DynDOLOD after completing the quest, but the problem persists. https://limewire.com/d/vsZT2#1dMKM7fKH2 https://limewire.com/d/5zi68#zAiPOUpA6m Read the first or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Test if just replacing the DynDOLOD.DLL NG with this test version https://stepmodifications.org/forum/topic/21126-crash-with-mists-in-nat-enbesp/#findComment-287270 makes a difference.
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