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Posted
7 hours ago, sheson said:

From the DynDOLOD.log we can see the load order form ID of DynDOLOD is 0x80, so its "prid 80002EE3" in console to select it.
According to the log is enabled, thus it should show in the game.

When I select prid 80002EE3 in the console, I can disable and enable and the windmill building disappears and re-appears, but the fans do not appear. Does the fan itself have a different prid?

Posted
7 minutes ago, dionysist said:

When I select prid 80002EE3 in the console, I can disable and enable and the windmill building disappears and re-appears, but the fans do not appear. Does the fan itself have a different prid?

From the DynDOLOD log you provided:
[2025-05-25 16:05:55.525] enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false

DynDOLOD typically does not add a reference for the windmill building. That should still be the vanilla reference.
DynDOLOD replaces the vanilla reference 0x96272 for the fan with its own. Look up 80002EE3 in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Posted
1 hour ago, sheson said:

From the DynDOLOD log you provided:
[2025-05-25 16:05:55.525] enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false

DynDOLOD typically does not add a reference for the windmill building. That should still be the vanilla reference.
DynDOLOD replaces the vanilla reference 0x96272 for the fan with its own. Look up 80002EE3 in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

I looked up 80002EE3 in xEdit. It's FarmhouseWindMillFan_DynDOLOD_BASERECORD [MSTT:0F0012F5]

 

x-Edit-farmhousewindmillfan.png

Posted
28 minutes ago, mostwanted11 said:

https://www.nexusmods.com/skyrimspecialedition/mods/116792

What rule do i need to set in order to make this tree mod fully visible/rendered at all times?

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.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console.

The useful screenshot reports the full model mesh filename to use in the mesh mask. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask
The mesh mask is any part of the path/to/model.nif of a full model defined on a base record.

The useful screenshot also reports the base type, which I assume to be TREE.

So because it is a TREE and if no 3D tree LOD model exists or if standard tree LOD is generated, the billboard will be used for LOD representation by default.

If you want the full model to show at all times, you need to add a mesh mask rule for the shown full model.nif and change the Reference drop down to Original or in case that does not have the desired to result for some reason set it to Copy. Leave all other settings default, unchecked, none etc. They should not really matter.

Alternatively create a hybrid 3D tree LOD if possible https://dyndolod.info/Help/3D-Tree-LOD-Model.

Posted
3 hours ago, dionysist said:

I looked up 80002EE3 in xEdit. It's FarmhouseWindMillFan_DynDOLOD_BASERECORD [MSTT:0F0012F5]

 

x-Edit-farmhousewindmillfan.png

Good.

If you prid 80002EE3 in the game, more informative console should also show the used model FarmhouseWindMillFan.nif among other things, like the enable/disable state of the reference. If enabling/disabling this reference still affects the building instead, then post screenshots. You might have to exit console after each enable/disable for the model to load/unload and/or for more informative console to update its information about the enable state.

The windmill building should be 0005CA6C and use WRFarmhouseWindMill.nif.

 

Posted (edited)
3 hours ago, sheson said:

Good.

If you prid 80002EE3 in the game, more informative console should also show the used model FarmhouseWindMillFan.nif among other things, like the enable/disable state of the reference. If enabling/disabling this reference still affects the building instead, then post screenshots. Typically you will have to exit console after each enable/disable for the model to load/unload.

The windmill building should be 0005CA6C and use WRFarmhouseWindMill.nif.

 

Interesting, now when I got really close to the windmill, the fan appears. This is new behavior, or possibly I just never got that close to it. Could it be due to the test dll you provided previously?

Disabling and enabling 80002EE3 makes the fan itself disappear and re-appear.

Edited by dionysist
Posted
14 minutes ago, dionysist said:

Interesting, now when I got really close to the windmill, the fan appears. This is new behavior. Could it be due to the test dll you provided previously?

Disabling and enabling 80002EE3 makes the fan itself disappear and re-appear.

Start the game. Execute cow tamriel 4, -5.
Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled.
At the same time, without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3. There should be one line for it that looks like:
enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false
There should be no other lines for that reference. Report if these expectations match or you have different results.

What does really close mean? Same cell or almost inside the model as like after player.moveto 80002EE3?
Post a screenshot of DynDOLOD SkyUI MCM - Settings page.

Posted
3 hours ago, sheson said:

Start the game. Execute cow tamriel 4, -5.
Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled.
At the same time, without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3. There should be one line for it that looks like:
enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false
There should be no other lines for that reference. Report if these expectations match or you have different results.

What does really close mean? Same cell or almost inside the model as like after player.moveto 80002EE3?
Post a screenshot of DynDOLOD SkyUI MCM - Settings page.

20250526170312-1.jpg

"Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled

It is enabled.

"without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3."

80002EE3 was not found in the DynDOLOD.log file.

"What does really close mean?"

If it was real life for example, 20 feet away from the windmill building there are no fans and the fans fade into existence from maybe 8-10 feet away from the building.

Examples:

https://ibb.co/Y4g3dQsm
https://ibb.co/KjkSQPW3

Posted
12 hours ago, dionysist said:

20250526170312-1.jpg

"Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled"

It is enabled.

"without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3."

80002EE3 was not found in the DynDOLOD.log file.

"What does really close mean?"

If it was real life for example, 20 feet away from the windmill building there are no fans and the fans fade into existence from maybe 8-10 feet away from the building.

Examples:

https://ibb.co/Y4g3dQsm
https://ibb.co/KjkSQPW3

Restore default INI settings for https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance and https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/LOD#fLODFadeOutMultSkyCell in the SkyrimPrefs.INI.

Make sure neither is 0. Should typically be well over 100,000 and 1.

Posted
6 hours ago, sheson said:

Restore default INI settings for https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance and https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/LOD#fLODFadeOutMultSkyCell in the SkyrimPrefs.INI.

Make sure neither is 0. Should typically be well over 100,000 and 1.

Restoring fSkyCellRefFadeDistance to the default setting of 150000 has resolved the issue.

I do not recall changing that setting and am not sure why I would have done so.

Thank you very much for  your assistance.

Posted (edited)

Hi, I'm using Happy Little Trees and am trying to get my snowpine billboards brighter.

I tried generating with and without the DynDOLOD addon, and with different direct/ambient values.

Both attempts were with level0, Billboard4, and Billboard1 for LOD4/8/16 respectively.

Sun is behind the character in both screenshots.

First screenshot (top screen with the Throat of the World mountains on the left of the shot): Yes DynDOLOD HLT Addon. 300 Direct. 150 Ambient.

Second screenshot (bottom screen): No DynDOLOD HLT Addon. 170 direct. 60 ambient.

All my other tree billboards look great, not sure why these billboards are so dark.

Would greatly appreciate some help making these snow pine billboards brighter.

Screenshot5592.jpg

Screenshot5601.jpg

Edited by tweedledumb99
Clarity per sheson's request
Posted
19 minutes ago, tweedledumb99 said:

Hi, I'm using Happy Little Trees and am trying to get my snowpine billboards brighter.

I tried generating with and without the DynDOLOD addon, and with different direct/ambient values.

Both attempts were with level0, Billboard4, and Billboard1 for LOD4/8/16 respectively.

Sun is behind the character in both screenshots.

screenshot5592 is with 300 direct/150 ambient in texgen with the DynDOLOD addon.

screenshot5601 is with 170 direct/60 ambient in texgen without the DynDOLOD addon.

All my other tree billboards look great, not sure why these billboards are so dark.

Would greatly appreciate some help making these snow pine billboards brighter.

Screenshot5592.jpg

Screenshot5601.jpg

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.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

If you try different setting and/or generate LOD for different load order, then provide the different logs and useful screenshots in sections that it is clear which screenshot depicts what.

If you installed 3D tree LOD models and checked ultra and set Level0 for LOD level 4, then the tree LOD for those trees in nearest LOD level 4 are not billboards but the 3D tree LOD models.

See https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness

Posted (edited)
26 minutes ago, sheson said:

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.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

If you try different setting and/or generate LOD for different load order, then provide the different logs and useful screenshots in sections that it is clear which screenshot depicts what.

If you installed 3D tree LOD models and checked ultra and set Level0 for LOD level 4, then the tree LOD for those trees in nearest LOD level 4 are not billboards but the 3D tree LOD models.

See https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness

First screenshot in original post (top screen with the Throat of the World mountains on the left of the shot): Yes DynDOLOD HLT Addon. 300 Direct. 150 Ambient.

Second screenshot in original post (bottom screen): No DynDOLOD HLT Addon. 170 direct. 60 ambient.

 

New screenshot, attached to this post for most recent run of texgen/dyndolod. I used paint.net to brighten the pineatlas/deadatlas snow sections for use during LOD generation. No DynDOLOD HLT Addon. 170 direct. 60 Ambient.

My most recent debug_log.txt is 113mb and too large to copy paste to pastebin, from the point "starting session" to the end of that same session, per the instructions you linked. Are there any sections in particular I should post of the debug_log.txt?

What else should I try to show with my screenshots that's not shown here and that's related to making brighter snow pine billboards? A full model selected in More Informative Console and then the LOD version up close?

Screenshot5602.jpg

DynDOLOD_SSE_log.txt

Edited by tweedledumb99
Posted
24 minutes ago, tweedledumb99 said:

First screenshot in original post (top screen with the Throat of the World mountains on the left of the shot): Yes DynDOLOD HLT Addon. 300 Direct. 150 Ambient.

Second screenshot in original post (bottom screen): No DynDOLOD HLT Addon. 170 direct. 60 ambient.

 

New screenshot, attached to this post for most recent run of texgen/dyndolod. I used paint.net to brighten the pineatlas/deadatlas snow sections for use during LOD generation. No DynDOLOD HLT Addon. 170 direct. 60 Ambient.

My most recent debug_log.txt is 113mb and too large to copy paste to pastebin, from the point "starting session" to the end of that same session, per the instructions you linked. Are there any sections in particular I should post of the debug_log.txt?

Screenshot5602.jpg

DynDOLOD_SSE_log.txt 1.63 MB · 0 downloads

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log and which DynDOLOD debug log to also upload when making posts. These resources also link - just like my signature - to a file service for large files. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

When LOD assets are made properly and things work correctly as they are supposed to, there is no need to manually and temporally edit any files. it is obviously counterproductive to edit full textures only for TexGen billboard generation or for 3D LOD generation with DynDOLOD. It will cause billboards and/or or 3D LOD not matching. Use the preview in TexGen.

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