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Posted
2 hours ago, GiraPomba said:

Again, I don't have the debug logs, like I said I'm playing with pre generated outputs included in a modlist, Dyndolod Standalone tool is not included, neither are its logs. The LOD was made following the correct procedures and the load order is exactly the same in both tests, the only thing different is the version of Dyndolod NG DLL. Hendraheim comes with its own LODs apparently, so they were probably skipped during LOD generation.

So it's not a "Output" generation thing, it's a DLL thing.Alpha 36 works fine, Alpha 39 has this issue.

I'm just trying to report this issue. I'll stick with Alpha 36, which works fine for me and the modlist, have a good day.

How do you know the LOD patch was generated following the correct procedures if you didn't generate it yourself? How do you know things were done as intended without the logs? How am I supposed to actually know or verify anything without logs?

What version of DynDOLOD Standalone was used to generate the LOD patch?

The 2nd screenshot does not show a DynDOLOD plugin modifying the reference, so something was not generated the typical way or the LOD patch plugins were not active when the screenshot was taken. Let me repeat, there is already something not right in that 2nd screenshot.

The DynDOLOD.log indicates that certain plugins changed their load order. What is the load order? Mods, plugins? What changed in the load order since the LOD patch was generated?

The LOD patch is most likely outdated and needs to be generated with the latest DynDOLOD Standalone with the latest DynDOLOD DLL NG and Scripts for the current load order in order for everything to work as intended.

Here is a screenshot of how it looks when generating the LOD patch with DynDOLOD 3 Alpha-196 with DynDOLOD DLL NG and Scripts Alpha-39 after walking from coc RoriksteadExterior01 to the location:

screen.jpg

The building loads and the reference is last modified by DynDOLOD.esm as expected. Unsurprisingly, there does not seem to be a problem when doing things properly ...

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed.

  • 2 weeks later...
Posted

Hi sheson, just a question not a bug report....does using the NG dll theoretically make it harder on the pc system when setting ugrids higher than 5?  I was using ugrids=7 for the entire time running with the old dll and scripts without a hitch, but when I regenerated recently with the newest NG dll now I find I freeze outdoors if a lot is going on in the game.  If I set ugrids=5 then everything runs great.  I realize that using ugrids greater than 5 isn't good for long term stability but the change happened so quickly that I, perhaps incorrectly, attributed it to the increased amount of references generated with the NG dll.

Posted
2 hours ago, MisterMorden said:

Hi sheson, just a question not a bug report....does using the NG dll theoretically make it harder on the pc system when setting ugrids higher than 5?  I was using ugrids=7 for the entire time running with the old dll and scripts without a hitch, but when I regenerated recently with the newest NG dll now I find I freeze outdoors if a lot is going on in the game.  If I set ugrids=5 then everything runs great.  I realize that using ugrids greater than 5 isn't good for long term stability but the change happened so quickly that I, perhaps incorrectly, attributed it to the increased amount of references generated with the NG dll.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making unverified assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.

DynDOLOD DLL NG requires considerably less helper (non LOD) references than using PapyrusUtil/DynDOLOD DLL SSE.
Skyrim INI settings do not affect the number of dynamic LOD references being generated.

uGridsToLoad defines the area of cells around child worldspaces that require parent->child copies.

Increasing uGridsToLoads means LOD starts further away - that means there is less LOD and more full models being shown.
Decreasing uGridsToLoads means LOD starts closer - that means there is more LOD and less full models being shown.

  • 2 months later...
Posted

Greetings. Experiencing some disappearing and pop in related issues. I am testing to get a seamless landscape and have tried with and without terrain SSELODGen. There is the occasional disappearing of lod, like the kind of bug you see sometimes if you turn around very fast and it seems the game doesn't load the assets quick enough.

The specific bug that I can recreate and am trying to fix right now however is related to rivers popping in and out specifically around the Markarth city when approaching or retreating from. I believe rivers are animated and dynamic lod, so I have tried all advanced settings and mesh rules such as -Visible When Distant, and -Dynamic Force dynamic and different combinations of troubleshooting. I have tried editing rules for fxwaterfall body, water related settings, and markarthwaterfallcliff which is what appears when I click the area with console.

If walking away from the city the rivers can seen, then pop in and out moving farther or closer to the city. Sometimes it happens when you go behind something, but it will also happen just from walking into the distance, the pattern is hard to notice.

Provided in screen shot 1 is the river showing up with animation https://www.mediafire.com/file/rezrl19qtxx74md/ScreenShot1.png/file

and in the second screenshot the river is gone completely : https://www.mediafire.com/file/1j3i97321ashk5y/ScreenShot2.png/file

I don't really know why this is happening or how to fix it. Let me know what to try, thanks.

textgen https://www.mediafire.com/file/9od8312ryyximjg/TexGen_SSE_log.txt/file

dyndolod https://www.mediafire.com/file/1taw8pifr0hxz7f/DynDOLOD_SSE_log.txt/file

debug https://www.mediafire.com/file/vfj8sezbta54ci8/DynDOLOD_SSE_Debug_log.txt/file

Posted
1 hour ago, mountainmunch said:

Greetings. Experiencing some disappearing and pop in related issues. I am testing to get a seamless landscape and have tried with and without terrain SSELODGen. There is the occasional disappearing of lod, like the kind of bug you see sometimes if you turn around very fast and it seems the game doesn't load the assets quick enough.

The specific bug that I can recreate and am trying to fix right now however is related to rivers popping in and out specifically around the Markarth city when approaching or retreating from. I believe rivers are animated and dynamic lod, so I have tried all advanced settings and mesh rules such as -Visible When Distant, and -Dynamic Force dynamic and different combinations of troubleshooting. I have tried editing rules for fxwaterfall body, water related settings, and markarthwaterfallcliff which is what appears when I click the area with console.

If walking away from the city the rivers can seen, then pop in and out moving farther or closer to the city. Sometimes it happens when you go behind something, but it will also happen just from walking into the distance, the pattern is hard to notice.

Provided in screen shot 1 is the river showing up with animation https://www.mediafire.com/file/rezrl19qtxx74md/ScreenShot1.png/file

and in the second screenshot the river is gone completely : https://www.mediafire.com/file/1j3i97321ashk5y/ScreenShot2.png/file

I don't really know why this is happening or how to fix it. Let me know what to try, thanks.

textgen https://www.mediafire.com/file/9od8312ryyximjg/TexGen_SSE_log.txt/file

dyndolod https://www.mediafire.com/file/1taw8pifr0hxz7f/DynDOLOD_SSE_log.txt/file

debug https://www.mediafire.com/file/vfj8sezbta54ci8/DynDOLOD_SSE_Debug_log.txt/file

The red arrow points to a waterfall in Markarth.

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

The waterfall should be a reference in a DynDOLOD plugin as by default the game does not show them outside the city. There already is a mesh mask rule for markarthwaterfallcliff in the high preset settings which according to the log has been loaded which should make it show up to the Far Grid distance.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions
Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed.

From the DynDOLOD log:
DynDOLOD DLL: C:\Users\GM\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.36.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2025-07-08 20:00:00

Replace DynDOLOD DLL NG and Scripts with the latest version. If issue still happens, replace the DLL with test version from https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074. Just replace and test with new game/coc MarkarthExterior01 from menu.

Posted
23 hours ago, sheson said:

The red arrow points to a waterfall in Markarth.

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

The waterfall should be a reference in a DynDOLOD plugin as by default the game does not show them outside the city. There already is a mesh mask rule for markarthwaterfallcliff in the high preset settings which according to the log has been loaded which should make it show up to the Far Grid distance.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions
Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed.

From the DynDOLOD log:
DynDOLOD DLL: C:\Users\GM\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.36.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2025-07-08 20:00:00

Replace DynDOLOD DLL NG and Scripts with the latest version. If issue still happens, replace the DLL with test version from https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074. Just replace and test with new game/coc MarkarthExterior01 from menu.

I updated DynDOLOD DLL and the issue appears to have been fixed. The waterfall stays in place and the pop in gone. I guess the outdated versions affected it somehow? I didn't realize I hadn't updated. Thanks for the help.

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