sheson Posted July 22, 2025 Author Posted July 22, 2025 8 hours ago, Kronnus said: 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! Also upload O:\SkyrimVR\FUS_Heavy\tools\DynDOLOD\Edit Scripts\Export\LODGen_TES5VR_Export_Tamriel.txt Post a useful screenshot of an affected full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs so I know what form IDs to look for in the logs.
bootlegbaby Posted July 22, 2025 Posted July 22, 2025 Hi, I have also placed grass bounds .esp very low, right on the DynDOLOD. Re-run DynDOLOD in the new build, but the seasonal grass LOD swap still does not happen. Here are the new logs, which appear to be almost identical to the last. Logs/Summaries Hope it will be back working in future releases.
sheson Posted July 22, 2025 Author Posted July 22, 2025 36 minutes ago, bootlegbaby said: Hi, I have also placed grass bounds .esp very low, right on the DynDOLOD. Re-run DynDOLOD in the new build, but the seasonal grass LOD swap still does not happen. Here are the new logs, which appear to be almost identical to the last. Logs/Summaries Hope it will be back working in future releases. If the LOD for a season has the same grass LOD as the default season, then it 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.
Kronnus Posted July 22, 2025 Posted July 22, 2025 (edited) 9 hours ago, sheson said: Also upload O:\SkyrimVR\FUS_Heavy\tools\DynDOLOD\Edit Scripts\Export\LODGen_TES5VR_Export_Tamriel.txt Post a useful screenshot of an affected full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs so I know what form IDs to look for in the logs. I took a few screenshots. I hope this can help: https://imgur.com/a/8g4JDJF https://imgur.com/a/vluh3Dz Here the LODGen_TES5VR_Export_Tamriel.txt: https://drive.google.com/file/d/1RnIXVyAU7Sujzqmve_Sy28jWfjzkH_ul/view?usp=sharing Edited July 22, 2025 by Kronnus
bootlegbaby Posted July 22, 2025 Posted July 22, 2025 (edited) I used the command "cow tamriel 4 1" which will teleport to whiterun tundra. I then use the free camera and go straight to south, where we will see the border to tamriel 4 2. Looked in MO2's data tab, confirmed Tamrielx-004y-002 has all 4 seasons .cgid and default. DynDOLOD season option is correctly turned on for all 4 seasons, plus the default. This grass cache is used to work with previous versions and is not updated since then, so I guess it is not the cache's problem. Edited July 22, 2025 by bootlegbaby
sheson Posted July 22, 2025 Author Posted July 22, 2025 17 hours ago, bootlegbaby said: I used the command "cow tamriel 4 2" which will teleport to whiterun tundra. Looked in MO2's data tab, confirmed Tamrielx-004y-002 has all 4 seasons .cgid and default. This grass cache was used to work and not updated, so I guess it is not the cache's problem. Assuming the screenshot shows the winter season (force it with Season Type = 1 in po3_SeasonsOfSkyrim.ini). Upload the 2 files default *.cgid and the *.WIN.cgid shown in the MO2 screenshot. Also upload tamriel.4.-4.-4.bto and tamriel.4.-4.-4.WIN.bto - the ones that MO2 lists in its right window Data tab.
sheson Posted July 23, 2025 Author Posted July 23, 2025 15 hours ago, Kronnus said: I took a few screenshots. I hope this can help: https://imgur.com/a/8g4JDJF https://imgur.com/a/vluh3Dz Here the LODGen_TES5VR_Export_Tamriel.txt: https://drive.google.com/file/d/1RnIXVyAU7Sujzqmve_Sy28jWfjzkH_ul/view?usp=sharing The mod changed how it swaps things in different locations. It doesn't work in any alpha version. Generate new output with this test version https://mega.nz/file/FBAhGRQT#vSJ7aYLDccrOgVGfKlfLxNdKXbK2HYdLLv4hr7N5BQU and report results.
Kronnus Posted July 23, 2025 Posted July 23, 2025 15 hours ago, sheson said: The mod changed how it swaps things in different locations. It doesn't work in any alpha version. Generate new output with this test version https://mega.nz/file/FBAhGRQT#vSJ7aYLDccrOgVGfKlfLxNdKXbK2HYdLLv4hr7N5BQU and report results. I reran it using the test version, and the LOD is working now: https://imgur.com/a/cN31Jk9 I'll try to rerun it with a larger mod profile to see how it goes, but let me know if you need any evidence or logs. It seems to be working.
Depressoexpresso04 Posted July 24, 2025 Posted July 24, 2025 On 7/16/2025 at 6:35 PM, 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 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 I'm sorry this was completely not enough knowledge on my part. Once I actually added a proper mesh rule for it in Dyndolod, I got the results I wanted. And yeah, the model doesn't actually show up in the base mod, at least as a map object. Now I have one more question though. Why do Vigilant and it's worldspaces never generate proper LOD32 files? I tried to generate them, but I've only got LOD16 files. I'll dig up the logs and post them soon, but I just wanted an opinion from you.
sheson Posted July 24, 2025 Author Posted July 24, 2025 7 hours ago, Kronnus said: I reran it using the test version, and the LOD is working now: https://imgur.com/a/cN31Jk9 I'll try to rerun it with a larger mod profile to see how it goes, but let me know if you need any evidence or logs. It seems to be working. If you checked several different locations all seem to work as expected then nothing else is needed. 1
bootlegbaby Posted July 24, 2025 Posted July 24, 2025 Hi, I have uploaded said files, please look in. CGID/BTO
sheson Posted July 24, 2025 Author Posted July 24, 2025 6 hours ago, Depressoexpresso04 said: I'm sorry this was completely not enough knowledge on my part. Once I actually added a proper mesh rule for it in Dyndolod, I got the results I wanted. And yeah, the model doesn't actually show up in the base mod, at least as a map object. Now I have one more question though. Why do Vigilant and it's worldspaces never generate proper LOD32 files? I tried to generate them, but I've only got LOD16 files. I'll dig up the logs and post them soon, but I just wanted an opinion from you. Neverfades only show on the map if the corresponding flag on their base record is set. If such a reference is disabled, the game will crash if the map is opened. So the workaround might be to generate static object LOD for it on the map only, but that will show at all times, regardless. See discussion at https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32
sheson Posted July 24, 2025 Author Posted July 24, 2025 1 hour ago, bootlegbaby said: Hi, I have uploaded said files, please look in. CGID/BTO Please also upload ..\textures\dyndolod\lod\dyndolod_tamriel.dds and Tamriel.4.-4.-4.SUM.bto and Tamrielx-004y-002.SUM.cgid Again, the ones that MO2 right window data tab lists.
Depressoexpresso04 Posted July 24, 2025 Posted July 24, 2025 6 hours ago, sheson said: Neverfades only show on the map if the corresponding flag on their base record is set. If such a reference is disabled, the game will crash if the map is opened. So the workaround might be to generate static object LOD for it on the map only, but that will show at all times, regardless. See discussion at https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32 I tried to use it with the .bto file you supplied. I put the files into my Dyndolod Output folder, but the map was still empty. https://ibb.co/5wdZyTC Then I tried to generate Dyndolod again but only for the Vigilant worldspaces. All the files were only mere KBs in size, and this is how the map looks. https://ibb.co/G4SFx23H The only thing generated was that one structure in the top right. All the relevant logs ( I think they are ) are uploaded here. https://limewire.com/d/E8PEf#TZHDzcpbxQ
sheson Posted July 24, 2025 Author Posted July 24, 2025 1 hour ago, Depressoexpresso04 said: I tried to use it with the .bto file you supplied. I put the files into my Dyndolod Output folder, but the map was still empty. https://ibb.co/5wdZyTC Then I tried to generate Dyndolod again but only for the Vigilant worldspaces. All the files were only mere KBs in size, and this is how the map looks. https://ibb.co/G4SFx23H The only thing generated was that one structure in the top right. All the relevant logs ( I think they are ) are uploaded here. https://limewire.com/d/E8PEf#TZHDzcpbxQ https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/#findComment-285060 The vigilant worldspaces were added to the worldspace ignore list for a reason. For now I would just delete the generated LOD level 4, 8, and 16 object LOD files so it uses the ones shipping with the mod. That will only leave the map empty. Once you go there in the story, change the uLockedObjectMapLOD INI setting back to 16 for the time being. Or one can make a LOD level 32 BTO from the 4 object LOD level 16 files shipping with the mod in NifSkope with just copy/pasting the BSMultiBoundNode blocks. See the BTO I attached. It should work as is. Your DynDOLOD log shows you generated LOD for the zCHMolagWorld worldspace. Check in MO2 right window data tab, that the custom BTO example I made is not being overwritten by any other mod.
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