sheson Posted July 14, 2025 Author Posted July 14, 2025 27 minutes ago, jepster said: I have rerun Dyndolod 193 with the fix you posted the link for and the trees are there fine again. So it seems the fix solves this issue as well. Thanks for directing me to it Thanks for testing and letting us know.
captainlei1993 Posted July 15, 2025 Posted July 15, 2025 On 7/15/2025 at 2:58 AM, sheson said: If add those lines to DynDOLOD_SSE_aclearmapofskyrimesp_high.ini then they should work. Remember to load them by pressing the High preset button. Thanks. It just works. Unfortunately I found another small issue that you can see word wall lod models in world map except the one at the throat of world. Is it intentional for spoiler reason or just an oversight since it uses a half broken model other than full model like other word walls?
sheson Posted July 15, 2025 Author Posted July 15, 2025 6 minutes ago, captainlei1993 said: Thanks. It just works. Unfortunately I found another small issue that you can see word wall lod models in world map except the one at the throat of world. Is it intentional for spoiler reason or just an oversight since it uses a half broken model other than full model like other word walls? IIRC it has an enable parent, thus it gets dynamic LOD.
captainlei1993 Posted July 15, 2025 Posted July 15, 2025 Just now, sheson said: IIRC it has an enable parent, thus it gets dynamic LOD. I see. Thanks for your quick reply. Hope you're having a good day!
Depressoexpresso04 Posted July 16, 2025 Posted July 16, 2025 This might be a dumb question, but I can't get the Numidium model from Dac0da to show up in either actual LOD or the map. There was a mod which helped with that but that mod has been removed nexus by the author and they just redirect you to Dyndolod. Moreover Dyndolod doesn't run with that mod enabled, and even if I add the specific mesh supplied by that mod, Dyndolod says it can't find a matching model. What should I do? Other than this one issue my Dyndolod Output is perfect.
sheson Posted July 16, 2025 Author Posted July 16, 2025 On 7/16/2025 at 1:17 PM, Depressoexpresso04 said: This might be a dumb question, but I can't get the Numidium model from Dac0da to show up in either actual LOD or the map. There was a mod which helped with that but that mod has been removed nexus by the author and they just redirect you to Dyndolod. Moreover Dyndolod doesn't run with that mod enabled, and even if I add the specific mesh supplied by that mod, Dyndolod says it can't find a matching model. What should I do? Other than this one issue my Dyndolod Output is perfect. 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. If the giant shows without DynDOLOD output, it should also show with DynDOLOD output. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting 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 Use the latest Alpha version and just generate LOD as usual with just Dac0da installed. Dac0da defines the giant full model reference as full LOD and with an enable parent. It should activate when entering Solitude while meeting the requirements to start the quest and then should be seen from everywhere. DynDOLOD has a rule to leave that refrence alone to not interfere with anything. If you are using the advanced or export mode, you need to click low, medium or high to make sure the rule is being loaded. Doublecheck or increase the fSkyCellRefFadeDistance in the DynDOLOD SkyUI MCM and/or SkyrimPrefs.INI. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
ra2phoenix Posted July 17, 2025 Posted July 17, 2025 Wanted to confirm that the bug with parent->child copies with enable markers added by a patch is now fixed in Alpha 194, thanks so much for looking at it.
Psymon Posted July 17, 2025 Posted July 17, 2025 (edited) I recently generated textgen/dyndolod and it seemingly gave my game a dirt brown filter or something to that effect. I save previous results and so when comparing them it is easy to see that there is a drastic difference in color space. I attach a few before and after. Is this a result of settings? Is there anything i can do to adjust? To be clear when I updated I deactivated the previous result plugins and fully uninstalled them. Went into an interior, saved, exited and then installed new results. upon loading the game all external world spaces look to have a brown filter worse than Oblivion Remaster has. So I rolled back saves and reloaded the previous results and get back the vibrant world I had spent months curating with CS beta etc (that I did not update during this). So I look at the MCM settings closer and it says to deactivate here, but the is it active option is checked and greyed out ... meaning I can't deactivate it. So I'm gonna try a few more times to deactivate, clean save, then install update again, but so far the darker pics here represent the new results and the brighter the old results. Literally the only difference with what is installed is the dyndolod results. The instructions for updating that are in MCM menus don't seem that clear. like do I need to just uninstall old results then make a clean save, or do i need to deactivate inside a menu, then uninstall, and clean save, etc? (oh I see 4mb means total not per image ... so only two pics) Also using console command to make sure weathers matched Edited July 17, 2025 by Psymon
sheson Posted July 17, 2025 Author Posted July 17, 2025 4 hours ago, ra2phoenix said: Wanted to confirm that the bug with parent->child copies with enable markers added by a patch is now fixed in Alpha 194, thanks so much for looking at it. Thanks for letting us know. Whatever I did in the test version back then also made it into 193 and newer.
sheson Posted July 17, 2025 Author Posted July 17, 2025 4 hours ago, Psymon said: I recently generated textgen/dyndolod and it seemingly gave my game a dirt brown filter or something to that effect. I save previous results and so when comparing them it is easy to see that there is a drastic difference in color space. I attach a few before and after. Is this a result of settings? Is there anything i can do to adjust? To be clear when I updated I deactivated the previous result plugins and fully uninstalled them. Went into an interior, saved, exited and then installed new results. upon loading the game all external world spaces look to have a brown filter worse than Oblivion Remaster has. So I rolled back saves and reloaded the previous results and get back the vibrant world I had spent months curating with CS beta etc (that I did not update during this). So I look at the MCM settings closer and it says to deactivate here, but the is it active option is checked and greyed out ... meaning I can't deactivate it. So I'm gonna try a few more times to deactivate, clean save, then install update again, but so far the darker pics here represent the new results and the brighter the old results. Literally the only difference with what is installed is the dyndolod results. The instructions for updating that are in MCM menus don't seem that clear. like do I need to just uninstall old results then make a clean save, or do i need to deactivate inside a menu, then uninstall, and clean save, etc? (oh I see 4mb means total not per image ... so only two pics) Also using console command to make sure weathers matched 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. Test what happens without any DynDOLOD output in the load order. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting DynDOLOD or TexGen typically do not add or affect screen space effects/records or weather etc. As such, the clean save routine when updating DynDOLOD is probably not going to make a difference to this particular problem. It could be indirectly related to worldspace and/or cell records. DynDOLOD copies them from the winning plugins when creating the DynDOLOD and Occlusion plugins. If the load order changes afterwards you might have to resolve conflicts manually or generate plugins from scratch. In order to deactivate DynDOLOD in the Sky UI MCM, you typically need to be in an exterior worldspace that has dynamic LOD. Without DynDOLOD output, DynDOLOD can not be active and there won't be a DynDOLOD Sky UI MCM to deacticate. The instructions imply that DynDOLOD output has to be active before starting the clean save routine. Also see https://dyndolod.info/Help/Clean-Save 1
Psymon Posted July 18, 2025 Posted July 18, 2025 Thanks. I ended up redoing it all again and this time used settings from the Community Shaders Visual Overhaul and it worked out this time. I really have no idea why it turned out so bad but it is working great now. The part about needing to be in the exterior overworld before disabling and not in an interior was one part that was not clear to me, but after going to exterior yes I could disable. thanks 1
bootlegbaby Posted July 20, 2025 Posted July 20, 2025 Hi sheson, Just noticed that the seasonal grass LOD swap is not working for me with alpha 194; the grass LOD is stuck in summer. I am keeping several backups for the entire Skyrim build, and noticed that it was working until June 20th. Which is using DynDOLOD a few versions before, before the recent updates for resources and NG-DLL. I did not change anything about grasses or seasons science then. Also noticed I am getting some errors in DynDOLOD_Summary_OutdatedBillboards.html, are they somewhat concerned? Here are the entire logs/summaries. Logs/Summaries
sheson Posted July 20, 2025 Author Posted July 20, 2025 4 hours ago, bootlegbaby said: Hi sheson, Just noticed that the seasonal grass LOD swap is not working for me with alpha 194; the grass LOD is stuck in summer. I am keeping several backups for the entire Skyrim build, and noticed that it was working until June 20th. Which is using DynDOLOD a few versions before, before the recent updates for resources and NG-DLL. I did not change anything about grasses or seasons science then. Also noticed I am getting some errors in DynDOLOD_Summary_OutdatedBillboards.html, are they somewhat concerned? Here are the entire logs/summaries. Logs/Summaries This typically means seasonal grass cache file versions like *.WIN.cgid were not found and LODGen.exe loaded the default/no season *.cgid files instead. Use Mo2 right window Data tab to make sure there are grass\Tamrielx*y*.WIN.cgid filles in the virtual data folder used by DynDOLOD. If that is the case, check if the entire worldspace is affected or maybe only just specific areas/cells fell back to the default grass. In that case only certain *.WIN.cgid files might be missing, so take note of the affected cell coordinates and then double check for the file for such a cell specifically. Report your findings. https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture If the message says that the billboard does not contain texture matches after generating billboards with TexGen, it means there was a problem, like missing textures. Pay attention to all log messages of TexGen when generating billboards. For example: DynDOLOD log: <Warning: Billboard for model Meshes\landscape\grass\tundragrassobj03.nif does not contain texture matches Update.esm TundraGrass03 [GRAS:0002ACD3]> TexGen log: <Error: File not found textures\landscape\grass\tundragrassobj03_DrJ.dds. Used by Meshes\landscape\grass\tundragrassobj03.nif Skyrim.esm TundraGrass03 [GRAS:0002ACD3]> https://dyndolod.info/Messages/File-Not-Found-Textures#TexGen In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. If you do not see red grass LOD, those billboards were not used and you do not need to worry about those full textures missing. 1
bootlegbaby Posted July 20, 2025 Posted July 20, 2025 Just rebuilt TexGen/DynDOLOD with turned off VRAMr, Parallaxgen, and ELSifier. Did not make any difference. Grass cash has all 4 seasons plus the default for all coordinates, using the same set as the working version in June. Maybe something is messed up from then to now, so I duplicated the June version and re-installed all the mods from that time, made a similar version to the current one. Will try to rebuild LODs.
Kronnus Posted July 21, 2025 Posted July 21, 2025 Hi, I'm encountering an issue that I suspect is related to Base Object Swapper. I'm playing on Skyrim VR using Base Object Swapper VR v 3.1.1, and the problem is with the animal totem LODs in Nordic ruins from the mod Children of the North Wind - Nordic Ruin Diversity. These LODs used to work properly in previous Dyndolod versions, such as v3.0.0.190, but now they’re not appearing correctly. I've already tried running with a minimal load order, but the issue persists. Here’s how my LOD currently looks in a fresh save: https://imgur.com/a/h6PsFaR And here’s how it’s supposed to look with the changes: https://imgur.com/a/V4lEAe8 If it helps, here is the BOS file that should be swapping the textures from the mod: https://drive.google.com/file/d/1X7n1qEgY69gVMYSsL3g3mMgM37ggOOad/view?usp=sharing This is my Log folder from the last dyndolod run: https://drive.google.com/file/d/1825aTO4JgboswqVE-m9a4j2_RJUhMhd7/view?usp=drive_link Any guidance or insight would be greatly appreciated!
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