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Posted (edited)
44 minutes ago, sheson said:

Read:

..\DynDOLOD\docs\help\LogMessages.html what certain log messages mean.
..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html "Skyrim Special Edition Visual Bugs and Oddities"
..\DynDOLOD\docs\SkyrimSELargeRefGrid\SkyrimSE-LargeRefGrid.html

These log message tell you which plugin(s) are visually incompatible with the Skyrim Special Edition large reference feature.

I would argue it is typically up to a mod author to make mods that do not cause well known/documented visual problems.

Hmm, ok. So, basically most of my mods are being listed in the warnings. And after reading the docs, I am not really sure what to do about the warnings. A combination of English not being my native tongue AND well... technicalities I have never dealt with before. (Well, not to exclude being blond). So for a "noob" in this case, what would you suggest I do to get rid of the warnings?

EDIT: Um... did I mention I am blond? I just saw the conversations you have been having with Priest and it seems I have the same issues as him/her. So I will try the script thingie.

Edited by ButchDiavolo
Posted
18 minutes ago, PRieST said:

Another question concerning the overwritten large references:

Is it only fixable by setting the esm flag and use the Script, or could I do this manually?

I am aksing, because I have some plugins which are causing the warnings, but I can't change the loadorder and so can't set the flag.

Only ESM flagged plugins can overwrite large references without triggering the bugs.

A solution would be to move all such overwrites out of the ESP into a ESM (can also be flagged ESL).

16 minutes ago, ButchDiavolo said:

Hmm, ok. So, basically most of my mods are being listed in the warnings. And after reading the docs, I am not really sure what to do about the warnings. A combination of English not being my native tongue AND well... technicalities I have never dealt with before. (Well, not to exclude being blond). So for a "noob" in this case, what would you suggest I do to get rid of the warnings?

As a user who is not fixing the plugins/mods you will just have to ignore the warnings. Large reference are a visual problem. The bugs are only visible when the large reference system is enabled via the launcher/INI setting.

  • Thanks 1
Posted
20 minutes ago, sheson said:

As a user who is not fixing the plugins/mods you will just have to ignore the warnings. Large reference are a visual problem. The bugs are only visible when the large reference system is enabled via the launcher/INI setting.

Well... Even I can do that! :biggrin: Thanks so much for your help. And keep up the good work

Posted
26 minutes ago, sheson said:

Only ESM flagged plugins can overwrite large references without triggering the bugs.

A solution would be to move all such overwrites out of the ESP into a ESM (can also be flagged ESL).

Thanks for the Info, seems I'll have a lot to do now.

Is there any Script, with which I could Filter such records via xEdit?

Posted
38 minutes ago, PRieST said:

Thanks for the Info, seems I'll have a lot to do now.

Is there any Script, with which I could Filter such records via xEdit?

I never made a pas script to do the same type of overwritten reference detection that prints the warning in the DynDOLOD log.

Not sure how proficient you are in writing pas scripts, but the logic to find them is something like this:

REFR defined in ESM, is referenced by its WRLD record, has a winningoverride in an ESP.

You might need use an xLODGen terran LOD beta version in xEdit mode that shows the RNAM data on skyrim.esm.

Might be quicker to just compile a list from the DynDOLOD log warnings.

Posted

Hello again, being trying to solve some issues. The current one is a ton of "Warning: Textures do not match for"  in Majestic Mountains , Skyrim and a few others (almost all of them related to rocks or caverocks). I tried moving mods around in my load order and found out that if Dyndolod Resources overwrites Cathedral Landscapes the problem goes away but that means I have to overwrite Majestic Mountains's LOD resources  and  thats a bad practice, right? Texgen ran without issues and already tried reinstalling , everything is up to date.

Modwatch: https://modwat.ch/u/nardo68/modlist

Logs: https://mega.nz/file/gSAjVa6a#X2rke5REgiFwTb1cuIfcYn48Anv4yAbxePI8QG8dd7I

Posted
25 minutes ago, nardo68 said:

Hello again, being trying to solve some issues. The current one is a ton of "Warning: Textures do not match for"  in Majestic Mountains , Skyrim and a few others (almost all of them related to rocks or caverocks). I tried moving mods around in my load order and found out that if Dyndolod Resources overwrites Cathedral Landscapes the problem goes away but that means I have to overwrite Majestic Mountains's LOD resources  and  thats a bad practice, right? Texgen ran without issues and already tried reinstalling , everything is up to date.

Modwatch: https://modwat.ch/u/nardo68/modlist

Logs: https://mega.nz/file/gSAjVa6a#X2rke5REgiFwTb1cuIfcYn48Anv4yAbxePI8QG8dd7I

From ..\DynDOLOD\docs\help\LogMessages.html
Textures do not match for *: *.dds in *.nif -> *.dds in *.nif
There are outdated LOD resources in the load order. Install the latest DynDOLOD Resources. Check if 3rd party LOD resources for mods have versions specifically for DynDOLOD 3 and install them instead of older versions.

Make sure to read the first post "Requirements" and/or ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html "Compatibility - Some Assembly Required".

Especially the part about Majestic Mountains and making sure there are no old resources installed.

Posted
3 hours ago, sheson said:

I never made a pas script to do the same type of overwritten reference detection that prints the warning in the DynDOLOD log.

Not sure how proficient you are in writing pas scripts, but the logic to find them is something like this:

REFR defined in ESM, is referenced by its WRLD record, has a winningoverride in an ESP.

You might need use an xLODGen terran LOD beta version in xEdit mode that shows the RNAM data on skyrim.esm.

Might be quicker to just compile a list from the DynDOLOD log warnings.

Oh, never had written a pas script before, maybe I have to learn it now^^

Posted
3 hours ago, sheson said:

From ..\DynDOLOD\docs\help\LogMessages.html
Textures do not match for *: *.dds in *.nif -> *.dds in *.nif
There are outdated LOD resources in the load order. Install the latest DynDOLOD Resources. Check if 3rd party LOD resources for mods have versions specifically for DynDOLOD 3 and install them instead of older versions.

Make sure to read the first post "Requirements" and/or ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html "Compatibility - Some Assembly Required".

Especially the part about Majestic Mountains and making sure there are no old resources installed.

Reinstalled the MM lod pack and MM itself and no luck , I have to owerwrite them with Dyndolod Resources to fix it. No other mod has updated billbords or lod resources. And the logs keep pointing to textures\landscape\dirt02.dds 

Fresh logs:dyndolod debug Dyndolod log

Posted
11 minutes ago, nardo68 said:

Reinstalled the MM lod pack and MM itself and no luck , I have to owerwrite them with Dyndolod Resources to fix it. No other mod has updated billbords or lod resources. And the logs keep pointing to textures\landscape\dirt02.dds 

Fresh logs:dyndolod debug Dyndolod log

Check which mod is supplying the outdated meshes from the warning message, like rockcaveentrance01cobble_lod_0.nif, rockpilel04cobble_lod_0.nif, rockcliff01fall_lod_1.nif etc.

Posted (edited)

I'm using DynDOLOD to generate an underside mesh, but no matter what I do I can't seem to stop it from poking through the regular terrain. I've tried changing the quality and position settings several times, but it doesn't seem to make any difference. I'm attaching a screenshot to show the issue. It's especially evident on the throat of the world. You can see the lighter colored underside mesh sticking through the mountain, causing a very unnatural "banded" look. Can someone please tell me if this is the expected result, or if I'm just doing something wrong? The settings used for the screenshot are -1000 position and 5 quality, but like I said, I've seen the very same issue with the default settings and others that I've tried. Any help would be much appreciated.

Edit: I realize the picture isn't very clear. I can take another one in clearer weather if the issue isn't visible enough.

ScreenShot1769.png

Edited by nolbear
Posted
8 hours ago, nolbear said:

I'm using DynDOLOD to generate an underside mesh, but no matter what I do I can't seem to stop it from poking through the regular terrain. I've tried changing the quality and position settings several times, but it doesn't seem to make any difference. I'm attaching a screenshot to show the issue. It's especially evident on the throat of the world. You can see the lighter colored underside mesh sticking through the mountain, causing a very unnatural "banded" look. Can someone please tell me if this is the expected result, or if I'm just doing something wrong? The settings used for the screenshot are -1000 position and 5 quality, but like I said, I've seen the very same issue with the default settings and others that I've tried. Any help would be much appreciated.

Edit: I realize the picture isn't very clear. I can take another one in clearer weather if the issue isn't visible enough.

ScreenShot1769.png

Increase the Static Object LOD distances in the DynDOLOD SkuUI MCM Settings, with BethINI, the launcher or directly in SkyrimPrefs.INI

Also generate terrain LOD with xLODGen in case it isn't.

Posted
7 hours ago, sheson said:

Increase the Static Object LOD distances in the DynDOLOD SkuUI MCM Settings, with BethINI, the launcher or directly in SkyrimPrefs.INI

Also generate terrain LOD with xLODGen in case it isn't.

Thank you for the quick response! Messing with the MCM settings did help a lot, and also made my LOD a lot prettier with seemingly minimal performance loss. Don't know why I never tried adjusting those before... Thanks so much!

Posted

I was told to repost this here, Dyndolod giving me this warning 

Quote

[00:20] <Warning: LOD model meshes\lod\flyingcrow_lod.nif has same CRC32 as full model Meshes\crow\flyingcrow.nif FlyingCrowsSSE.esp FlyingCrow_FLOCK "Crow" [MSTT:FE02080A]>
[00:20] <Warning: LOD model contains controller block: meshes\lod\flyingcrow_lod.nif FlyingCrowsSSE.esp FlyingCrow_FLOCK "Crow" [MSTT:FE02080A]>

 

And the logs https://ufile.io/f/yqnwr (no bugreport.log was generated)

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