ZoiLATC10 Posted October 9, 2024 Posted October 9, 2024 Still having trouble DynDOLOD_SSE_Object_Report.txt https://ufile.io/akp7ysch DynDOLOD_SSE_Debug_log.txt https://ufile.io/5qho6x1t TexGen_SSE_Debug_log.txt https://ufile.io/i4g7k22b TexGen_SSE_log https://ufile.io/7uy4kgb6 DynDOLOD_SSE_log.txt https://ufile.io/fs955poa
sheson Posted October 9, 2024 Author Posted October 9, 2024 16 minutes ago, ZoiLATC10 said: Still having trouble DynDOLOD_SSE_Object_Report.txt https://ufile.io/akp7ysch DynDOLOD_SSE_Debug_log.txt https://ufile.io/5qho6x1t TexGen_SSE_Debug_log.txt https://ufile.io/i4g7k22b TexGen_SSE_log https://ufile.io/7uy4kgb6 DynDOLOD_SSE_log.txt https://ufile.io/fs955poa "Trouble" means you not seeing any changes in the game? The debug log shows that references using the base record xx0BC4D5 are now swapped to xx2F7230 [BuildReferences] <Debug: Season WIN, swapped [REFR:620C162E] (places aspen_common_big01_summer [TREE:620BC4D5] in GRUP Cell Temporary Children of [CELL:00009B5C] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,-13)) to Nature of the Wild Lands.esp aspen_common_big01_winter [TREE:622F7230]> Search for the reference form ID 620C162E in ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt and scroll the line to the right you should see it using aspen_common_big01_summer_000bc4d5.dds. If you look up the same in ..DynDOLOD3\Edit Scripts\Export\LODGen_SSE_Export_Tamriel_WIN.txt you should see it using aspen_common_big01_winter_002f7230.dds Is that not the case? If that is the case, double check a newly generated *.BTO in NifSkope it shows the right textures. If that is the case, make sure the newly generated LOD meshes are installed and active and not overwritten by anything.
m1sf1t711 Posted October 9, 2024 Posted October 9, 2024 (edited) I can't find any recent posts about a similar issue so I expect this will be a specific problem on my end but I'm hoping you might be able to point me in the right direction to troubleshoot. The windmill nearest to the Whiterun main gate (Chillfurrow Farm with CACO Farm Overhaul installed) doesn't seem to have lod. I can only see the sails. The other windmills around Whiterun have no issues. Here's a link to a zip file with my logs and some screenshots: https://drive.google.com/file/d/1jaRq6AutqBAStTYL7PjGS_b5aRmh7esC/view?usp=sharing Edited October 9, 2024 by m1sf1t711
sheson Posted October 9, 2024 Author Posted October 9, 2024 3 minutes ago, m1sf1t711 said: I can't find any recent posts about a similar issue so I expect this will be a specific problem on my end but I'm hoping you might be able to point me in the right direction to troubleshoot. The windmill nearest to the Whiterun main gate (Chillfurrow Farm with CACO Farm Overhaul installed) doesn't seem to have lod. I can only see the sails. The other windmills around Whiterun have no issues. Here's a link to a zip file with my lods and some screenshots: https://drive.google.com/file/d/1jaRq6AutqBAStTYL7PjGS_b5aRmh7esC/view?usp=sharing This rather looks like the full model is not loading. LOD shows beyond the active cells or in this case beyond the uLargeRefLODGridSize for large reference in the distance. See if this helps https://stepmodifications.org/forum/topic/20072-dyndolod-dll/?do=findComment&comment=281310
ZoiLATC10 Posted October 9, 2024 Posted October 9, 2024 (edited) Yes Im sorry. Trouble meant I was not seeing any difference in game. I searched those txt files as you said and everything appeared as you said it would Nothing is overwriting the Dyndolod or Texgen outputs in my load order I am not very experienced with nifskope but I do have it installed. I opened it up and checked Tamriel.4.0.0.WIN.bto and everything in Nifskope was lacking a texture entirely (it was all purple) I dont know if that was simple me not using Nifskope correctly and if it was I do not know how to make it so that Nifskope will show me the textures being used. Edit: I have looked up a Nifskope guide for how to do this. I will check properly in a moment. Edited October 9, 2024 by ZoiLATC10
sheson Posted October 9, 2024 Author Posted October 9, 2024 6 minutes ago, ZoiLATC10 said: Yes Im sorry. Trouble meant I was not seeing any difference in game. I searched those txt files as you said and everything appeared as you said it would Nothing is overwriting the Dyndolod or Texgen outputs in my load order I am not very experienced with nifskope but I do have it installed. I opened it up and checked Tamriel.4.0.0.WIN.bto and everything in Nifskope was lacking a texture entirely (it was all purple) I dont know if that was simple me not using Nifskope correctly and if it was I do not know how to make it so that Nifskope will show me the textures being used. NifSkope won't find assets in the virtual data folder unless you open it from the MO2 Explorer (Explore Virtual Folder). You might also need to set the "resources" like paths, archives etc. in Nifkscope, menu Options, Resources tab.
ZoiLATC10 Posted October 9, 2024 Posted October 9, 2024 Thank you. Finding what I needed to know about Nifskope in the guide was going to take awhile. I was able to confirm that the selection of SUM.bto and WIN.bto files i checked are using the correct textures.
m1sf1t711 Posted October 9, 2024 Posted October 9, 2024 1 hour ago, sheson said: This rather looks like the full model is not loading. LOD shows beyond the active cells or in this case beyond the uLargeRefLODGridSize for large reference in the distance. See if this helps https://stepmodifications.org/forum/topic/20072-dyndolod-dll/?do=findComment&comment=281310 Thank you! I have tried with the test DLL NG using the same output and creating a new save but the problem persists. Should I try rerunning DynDOLOD?
sheson Posted October 9, 2024 Author Posted October 9, 2024 1 hour ago, ZoiLATC10 said: Thank you. Finding what I needed to know about Nifskope in the guide was going to take awhile. I was able to confirm that the selection of SUM.bto and WIN.bto files i checked are using the correct textures. Well if the seasonal BTOs show correct textures, so should the game. If it doesn't, then the game is using different meshes or textures.
ZoiLATC10 Posted October 9, 2024 Posted October 9, 2024 3 minutes ago, sheson said: Well if the seasonal BTOs show correct textures, so should the game. If it doesn't, then the game is using different meshes or textures. I greatly appreciate your help. Nothing is overwriting the DynDOLOD of TexGen Outputs in the left panel of MO2 and nothing is overwriting DynDOLOD.esp in the right panel. Do you have any ideas for why/how the game could be using different meshes or textures for tree LOD if those things aren't being overwritten? I have been trying to troubleshoot this for several days and am at a complete loss.
ZoiLATC10 Posted October 9, 2024 Posted October 9, 2024 (edited) Ok so I checked the bto for the aspen trees just now after going in game and using the mcm to check the specific bto for that area. The aspen trees for the rift are not using the correct textures in the bto Edit: It appears none of the trees are using the correct textures in the WIN.bto. The ones I was looking at were in the permanently snowy area. I am sorry for providing incorrect information Edited October 9, 2024 by ZoiLATC10
sheson Posted October 9, 2024 Author Posted October 9, 2024 2 minutes ago, ZoiLATC10 said: I greatly appreciate your help. Nothing is overwriting the DynDOLOD of TexGen Outputs in the left panel of MO2 and nothing is overwriting DynDOLOD.esp in the right panel. Do you have any ideas for why/how the game could be using different meshes or textures for tree LOD if those things aren't being overwritten? I have been trying to troubleshoot this for several days and am at a complete loss. As you can see, a BTO contains the object and tree LOD for several cells. The game simply loads and shows the files as is. The game does not know what the different shapes in a BTO or texture actually depict. Check in MO2 right windows data tab that the BTOs are from the expected mod and have the correct timestamp. Check if standard tree LOD is really disabled by setting its distance in the DynDOLOD MCM to zero.
ZoiLATC10 Posted October 9, 2024 Posted October 9, 2024 (edited) I should have gone into the game to find a BTO for an affected area from the beginning rather than just selecting random BTOs As I said in my edit the WIN.btos are not using the correct textures. Edit: I am sorry again for providing incorrect information. This is new territory for me. Edit 2: Checking the texture produced by TexGen for Aspen_Forest_big01_winter in the right panel of MO2 it appears correctly when I bring it up in Windows Media Viewer Edited October 9, 2024 by ZoiLATC10
sheson Posted October 9, 2024 Author Posted October 9, 2024 1 hour ago, m1sf1t711 said: Thank you! I have tried with the test DLL NG using the same output and creating a new save but the problem persists. Should I try rerunning DynDOLOD? In the game, open console and enter prid 0005CA6B enable Does it show then? If not also type recycleactor Any change?
m1sf1t711 Posted October 9, 2024 Posted October 9, 2024 16 minutes ago, sheson said: In the game, open console and enter prid 0005CA6B enable Does it show then? If not also type recycleactor Any change? Just tried that and no change I'm afraid. I do have Windmills have Windows installed by the way but I actually only installed it to see if a new mesh would change anything as I was having the problem before that.
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