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Posted

I am getting snow on some seasonal LOD objects that are not supposed to have it. See screenshots (left one is close-up view, the right one is when viewed from a distance). This time I think I know what is going on, and it is likely a bug on the DynDOLOD side. Searching for 0200CE5E in the debug log tells me that the object is getting swapped to GlacierRubbleTrim02 (FormID 00065CA2) in summer. Well, you can see from the screenshot that this is not correct, so I did a file search for that form swap. It turns out the only reference to it is in the file zzz_Icebergs_SUM.ini.vortex_backup, i.e. a backup copy of a Seasons config file, which is not used by Seasons of Skyrim. I can of course remove the file to fix the issue (I don't really need it), but since Vortex tends to create backup copies like that, I thought it is better you fix this on the DynDOLOD end.

Logs can be found here: Logs.7z

20250411040332_1.jpg

20250411040558_1.jpg

Posted
On 4/11/2025 at 4:30 AM, Jonado said:

I am getting snow on some seasonal LOD objects that are not supposed to have it. See screenshots (left one is close-up view, the right one is when viewed from a distance). This time I think I know what is going on, and it is likely a bug on the DynDOLOD side. Searching for 0200CE5E in the debug log tells me that the object is getting swapped to GlacierRubbleTrim02 (FormID 00065CA2) in summer. Well, you can see from the screenshot that this is not correct, so I did a file search for that form swap. It turns out the only reference to it is in the file zzz_Icebergs_SUM.ini.vortex_backup, i.e. a backup copy of a Seasons config file, which is not used by Seasons of Skyrim. I can of course remove the file to fix the issue (I don't really need it), but since Vortex tends to create backup copies like that, I thought it is better you fix this on the DynDOLOD end.

Logs can be found here: Logs.7z

20250411040332_1.jpg

20250411040558_1.jpg

Try with test version https://mega.nz/file/NYgUwAxB#2u1CY-r9pXwYpG8TNvCNVx-KqBFO7vyhniaZAKQtkgk.
It should ignore the renamed *.INI files and also add a snow version for the dynamic LOD docks. Report results.

Posted
19 hours ago, sheson said:

Try with test version https://mega.nz/file/NYgUwAxB#2u1CY-r9pXwYpG8TNvCNVx-KqBFO7vyhniaZAKQtkgk.
It should ignore the renamed *.INI files and also add a snow version for the dynamic LOD docks. Report results.

Okay, I'll test it next time I run DynDOLOD (not sure when that will happen though). I found another issue, though. I am getting duplicate windmill sails on the Solitude Windmill - this time for the autumn object (from Seasonal Landscapes). Checking what happens in xEdit, it looks like in the screenshot. That doesn't look right.

Failing texture swap.png

Posted
34 minutes ago, Jonado said:

Okay, I'll test it next time I run DynDOLOD (not sure when that will happen though). I found another issue, though. I am getting duplicate windmill sails on the Solitude Windmill - this time for the autumn object (from Seasonal Landscapes). Checking what happens in xEdit, it looks like in the screenshot. That doesn't look right.

Failing texture swap.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.l

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console of the 2 windmills in action.

When making screenshots of xEdit, make sure to unfold every element to to show everything as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

This looks like the DynDOLOD.esp may have been generated for a different load order or there was a problem with the full model.

Posted

You already got the logs. It is the same generation as in my other recent posts. There is also nothing else that is conflicting for that record - literally all information is in the screenshot I sent you, and that applies to my entire load order as well.

But to be fair, I have changed the load order a bit since I last generated LOD. Seasonal Landscapes is FE0A4 in the logs. The relevant reference (with double windmills) is 00050C5A. What I am reacting to is that DynDOLOD is trying to apply the texture swaps to 3D index -1 for all the trishapes - they should be 11, 12, 13, and 14 respectively, just as for the regular SWindmill object. There is nothing wrong with the model. I also haven't had any issues with this model before - likely because Seasonal Landscapes already removed the Windmill fan and Dyndolod didn't do anything to change that.

Posted
23 hours ago, Jonado said:

You already got the logs. It is the same generation as in my other recent posts. There is also nothing else that is conflicting for that record - literally all information is in the screenshot I sent you, and that applies to my entire load order as well.

But to be fair, I have changed the load order a bit since I last generated LOD. Seasonal Landscapes is FE0A4 in the logs. The relevant reference (with double windmills) is 00050C5A. What I am reacting to is that DynDOLOD is trying to apply the texture swaps to 3D index -1 for all the trishapes - they should be 11, 12, 13, and 14 respectively, just as for the regular SWindmill object. There is nothing wrong with the model. I also haven't had any issues with this model before - likely because Seasonal Landscapes already removed the Windmill fan and Dyndolod didn't do anything to change that.

For example, the xEdit screenshot does not show the model information.

Use this test version https://mega.nz/file/YA4WEDJK#h_nXE34JLaMexrwDwVN3AeJVs-d0BG9wZb6g4pvYff0

Posted (edited)

Hey sheson,
been trying to clean up the remaining few DynDOLOD warnings I got:

Spoiler

[00:19] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Skyrim.esm FXWaterfallBodySlope [MSTT:0001AC8C]>
[00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Water for ENB.esm FXWaterfallBodyTall_static [STAT:000FC85E]>
[00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Dawnguard.esm FXWaterfallBodyTallnoLOD [STAT:02017F7A]>
[00:26] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif Water for ENB.esm FXWaterfallBodyTall02_static [STAT:001091F0]>
[00:28] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]>

[00:34] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall [MSTT:0001AC8D]>
[00:34] <Warning: LOD model contains Controller block: Meshes\dlc01\effects\fxwaterfallbodytall02nolod.nif Dawnguard.esm FXWaterfallBodyTall02noLOD [STAT:020153F8]>


I'm using water for ENB and TMD's Waterfalls.
On Dyndolod.info I believe to have read everything about the warningwaterfalls and the suggested mesh rule for AnimatedModel01.nif.

In my Skyrim.ini is set:
uLockedObjectMapLOD=8

This ran with stock DynDOLOD_SSE_all_dynamic.ini

Spoiler

LODGen1=fxwaterfallbody,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,9


What would be best practice to get rid of the warnings? Downgrade the LOD-model to a non-animated one?

Thank you for your guidance!

Edited by KRZ
Posted
20 minutes ago, KRZ said:

Hey sheson,
been trying to clean up the remaining few DynDOLOD warnings I got:

  Hide contents

[00:19] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Skyrim.esm FXWaterfallBodySlope [MSTT:0001AC8C]>
[00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Water for ENB.esm FXWaterfallBodyTall_static [STAT:000FC85E]>
[00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Dawnguard.esm FXWaterfallBodyTallnoLOD [STAT:02017F7A]>
[00:26] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif Water for ENB.esm FXWaterfallBodyTall02_static [STAT:001091F0]>
[00:28] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]>

[00:34] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall [MSTT:0001AC8D]>
[00:34] <Warning: LOD model contains Controller block: Meshes\dlc01\effects\fxwaterfallbodytall02nolod.nif Dawnguard.esm FXWaterfallBodyTall02noLOD [STAT:020153F8]>


I'm using water for ENB and TMD's Waterfalls.
On Dyndolod.info I believe to have read everything about the warningwaterfalls and the suggested mesh rule for AnimatedModel01.nif.

In my Skyrim.ini is set:
uLockedObjectMapLOD=8

This ran with stock DynDOLOD_SSE_all_dynamic.ini

  Hide contents

LODGen1=fxwaterfallbody,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,9


What would be best practice to get rid of the warnings? Downgrade the LOD-model to a non-animated one?

Thank you for your guidance!

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
Also upload ..\DynDOLOD\Logs\ DynDOLOD_SSE_Object_Report.txt

You mean you are using latest version 2.04 of https://www.nexusmods.com/skyrimspecialedition/mods/37061 and 1.2.3 of https://www.nexusmods.com/skyrimspecialedition/mods/106210

At least one of the mods has a newer date than latest DynDOLOD Resources SE, so next DynDOLOD Resources SE version will include updatet and correct LOD meshes to match so it does not fall back on badly made static object LOD included in the mod(s). Until then dynamic LOD will use the animated vanilla LOD models included in DynDOLOD Resources SE because of Far LOD.

The best practice is to report that a mod had an update that requires updated LOD assets.

Posted
2 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
Also upload ..\DynDOLOD\Logs\ DynDOLOD_SSE_Object_Report.txt

You mean you are using latest version 2.04 of https://www.nexusmods.com/skyrimspecialedition/mods/37061 and 1.2.3 of https://www.nexusmods.com/skyrimspecialedition/mods/106210

At least one of the mods has a newer date than latest DynDOLOD Resources SE, so next DynDOLOD Resources SE version will include updatet and correct LOD meshes to match so it does not fall back on badly made static object LOD included in the mod(s). Until then dynamic LOD will use the animated vanilla LOD models included in DynDOLOD Resources SE because of Far LOD.

The best practice is to report that a mod had an update that requires updated LOD assets.

Pardon,
the logs: https://mega.nz/file/Jfk1CKKa#u9AU9XrI8p6IPfQJmgSNG7vlMkT12JHyv90RH8eR5W4

Yes, both mods are in their newest version. I've chosen the 'Transparent' option in the Waterfalls and Effects Add-On FOMOD selection of 'Water for ENB'.
fxwaterfallbodyslopepassthru_lod.nif, fxwaterfallbodytallpassthru_lod.nif and fxwaterfallbodytall02passthru_lod.nif included with 'Water for ENB' overwrite 'DynDOLOD Resources SE'.

 

Posted (edited)

Off the top of your head, what could be making 3d lod tree mipmaps look significantly worse across two setups using the same tree mod?

Edited by mostwanted11
Posted
12 hours ago, mostwanted11 said:

Off the top of your head, what could be making 3d lod tree mipmaps look significantly worse across two setups using the same tree mod?

any clue?

Posted (edited)
45 minutes ago, sheson said:

Read the first post, the entire page https://dyndolod.info/Official-DynDOLOD-Support-Forum and my signature.

https://easyupload.io/pil0al

https://imgur.com/a/tcPL72c

The two pictures I am attaching here are LOD models, just far away and up close. They are visibly MUCH skinnier from far away than up-close. I am wondering why this happens to me when the rendered full tree model is completely fine mipmap wise.

The mod's name is Nature of the Wild Lands.

SkyrimSE_TsVXkgwf39.jpg

 

SkyrimSE_pVXJL1E5zb.jpg

Edited by mostwanted11

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