sheson Posted 11 hours ago Author Posted 11 hours ago 34 minutes ago, BrotherShamus said: I'm having an odd issue with my Bent Pines added to the Reach using this mod (https://www.nexusmods.com/skyrimspecialedition/mods/132482?tab=files). I'm using the 'Clifftrees to Bent Pines In The Reach (only)' file. The Bent Pines in all other areas are fine but the ones added by this mod have very large, dark billboards that are visible in the distance and then disappear when I get close. I'm attaching a screenshot I took using freecam as well as my debug and log files. https://limewire.com/d/p2xmJ#V6Y4hUIWhE 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. Also upload G:\DynDOLOD folder\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Those seems to be tree LOD billboards. What version of bend Pines II do you have installed? They typically comes with a LOD model and rules. The debug log shows the rules being loaded. Check in MO2 right windows Data tab that there is a vurt_bentpinepassthru_lod.nif in a meshes subfolder (typically Meshes\DynDOLOD\LOD\Trees\) and report.
BrotherShamus Posted 10 hours ago Posted 10 hours ago (edited) Here's a screenshot of the full model with the console open as well as the Object Report file. I'm using Bent Pines v2.02. I'm also using this file (https://www.nexusmods.com/skyrimspecialedition/mods/122341?tab=files), v1.2. https://limewire.com/d/demPN#kkI7GjbiHT Unfortunately I'm not using MO2 (I'm on Vortex). However... looking into my Data/Meshes/Dyndolod/Lod/Trees folder, it seems that the nif you mentioned is there. Edited 10 hours ago by BrotherShamus
sheson Posted 9 hours ago Author Posted 9 hours ago 56 minutes ago, BrotherShamus said: Here's a screenshot of the full model with the console open as well as the Object Report file. I'm using Bent Pines v2.02. I'm also using this file (https://www.nexusmods.com/skyrimspecialedition/mods/122341?tab=files), v1.2. https://limewire.com/d/demPN#kkI7GjbiHT Unfortunately I'm not using MO2 (I'm on Vortex). However... looking into my Data/Meshes/Dyndolod/Lod/Trees folder, it seems that the nif you mentioned is there. In that case, new 3D tree LOD model file are required. Curiously the mod contains them for the seasons versions. Put vurt_bentpine_20519046passthru_lod_0.nif and vurt_bentpine_20519046passthru_lod_1.nif into the folder Meshes\DynDOLOD\lod\trees\vurt\ of DynDOLOD Resources. Next version will contain them. Then generate LOD again. Let me know in case they do not seem to match well.
BrotherShamus Posted 8 hours ago Posted 8 hours ago Thank you! I've downloaded the files and will place them in the folder. It will take some time for me to test them though as I am experiencing some issues that may require me to completely rebuild me load order (over 1500 mods).
z929669 Posted 6 hours ago Posted 6 hours ago 13 hours ago, sheson said: Please repeat with the latest test version I just uploaded. 8 hours ago, z929669 said: Alpha remains black on the atlas texture, but here's the relevant output/logs. Just making sure you noticed my previous post, since several others came in right after I posted this.
GreenEarings Posted 4 hours ago Posted 4 hours ago 11 hours ago, sheson said: Get the latest test version from https://dyndolod.info/Downloads/Test-Versions. Delete all old logs and then try to run it without any changes to the INI. Report if it runs through or upload new logs or realtime log if it doesn't. Ran it again with the test version unfortunately it stopped responding the same way. Here are the realtime logs: https://www.mediafire.com/file/o29yp4zzjzm25d9/TexGen_SSE_realtime_log_TEST.txt/file
captainlei1993 Posted 3 hours ago Posted 3 hours ago 8 hours ago, sheson said: 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. The game enables something in that cell that uses a base record with the Has LOD flag set. DynDOLOD is supposed to patch that out, not sure yet why the Level32 setting would affect that. Three more models:
captainlei1993 Posted 2 hours ago Posted 2 hours ago Also the flickering issue disappears when I return to Helgen, if this info helps.
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