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Posted
Just now, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to uplaod when making posts.

Provide useful screenshots of the full model references with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

the log links in my quoted post are the ones i'm talking about, I can't post a picture of the statue with informative console because I can't select it at all. The model path is yamadori\windhelm\statuetalos02.nif, the esp name is Windhelm trees and Mighty Talos, the base ID of the model is FE0AA80C I'm sorry I can't provide any more info ;(

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Posted
1 hour ago, mostwanted11 said:

the log links in my quoted post are the ones i'm talking about, I can't post a picture of the statue with informative console because I can't select it at all. The model path is yamadori\windhelm\statuetalos02.nif, the esp name is Windhelm trees and Mighty Talos, the base ID of the model is FE0AA80C I'm sorry I can't provide any more info ;(

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise.

The provided DynDOLOD log  and debug log contain the log messages from the actual LOD generation so I can not look up anything, like the actual rules that were active at the time or what happened with the references.

The DynDOLOD_SSE_Object_Report.txt does not seems to list the mentioned base record or any base record using the mentioned full model, which means no rules matched.

Upload the log and debug log from the last LOD generation.

Posted
2 hours ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise.

The provided DynDOLOD log  and debug log contain the log messages from the actual LOD generation so I can not look up anything, like the actual rules that were active at the time or what happened with the references.

The DynDOLOD_SSE_Object_Report.txt does not seems to list the mentioned base record or any base record using the mentioned full model, which means no rules matched.

Upload the log and debug log from the last LOD generation.

I fixed it, I was using / instead of \ in my mesh rules i think that was the problem? lol

Posted
34 minutes ago, mostwanted11 said:

I fixed it, I was using / instead of \ in my mesh rules i think that was the problem? lol

Windows typically uses \ as path separator, so using something else might cause the mask not to match.

Posted (edited)

Dyndolod sometimes crashes at 10.5gb exactly and sometimes it generates everything successfully. I have a rather large modlist of about 3.7k~ mods, could this be the issue? Which logs should I post? Debug_log, Log don't get updated and I dont have a bugreport.

Edited by mostwanted11
Posted
41 minutes ago, mostwanted11 said:

Dyndolod sometimes crashes at 10.5gb exactly and sometimes it generates everything successfully. I have a rather large modlist of about 3.7k~ mods, could this be the issue? Which logs should I post? Debug_log, Log don't get updated and I dont have a bugreport.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate the real-time debug log in the Logs folder in real time and upload the entire file.

Posted

Hello Sheson or whoever can help, sorry to disturb with a DynDOLOD Problem...

I've been using it on all my last modlist without problem, things were easy ... But not for this modlist.

I can generate Lodgen, GrassLod, Texgen, Dyndolod without warning (or few in debug list, cleaned all the problem about large reference plugin), i load the game with all the output enabled aaaand ... I don't have any Load (or few like windows ) no tree / grass / architecture

"Dyndolod initialized" appear on notification while starting a new game. Have tried to re-run all theses things 3-4 times without results (lot of hours :() I don't know what to do anymore

What it look like in game : https://ufile.io/j3gggzic

 

Lodgen Log https://ufile.io/b7dixmoa

TexGen Log https://ufile.io/0gmzrrnp 

Texgen debug log https://ufile.io/gl3lzbrh

Dyndolod Log https://ufile.io/hqbbm0n7

Dyndolod Debug log https://ufile.io/ji96r8i4

 

I don't know where the problem come from .. Hope you can help me, thanks <3

 

Posted
44 minutes ago, Pombio said:

Hello Sheson or whoever can help, sorry to disturb with a DynDOLOD Problem...

I've been using it on all my last modlist without problem, things were easy ... But not for this modlist.

I can generate Lodgen, GrassLod, Texgen, Dyndolod without warning (or few in debug list, cleaned all the problem about large reference plugin), i load the game with all the output enabled aaaand ... I don't have any Load (or few like windows ) no tree / grass / architecture

"Dyndolod initialized" appear on notification while starting a new game. Have tried to re-run all theses things 3-4 times without results (lot of hours :() I don't know what to do anymore

What it look like in game : https://ufile.io/j3gggzic

 

Lodgen Log https://ufile.io/b7dixmoa

TexGen Log https://ufile.io/0gmzrrnp 

Texgen debug log https://ufile.io/gl3lzbrh

Dyndolod Log https://ufile.io/hqbbm0n7

Dyndolod Debug log https://ufile.io/ji96r8i4

 

I don't know where the problem come from .. Hope you can help me, thanks <3

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
When making screenshots in the game, make them in broad daylight. Use console command 'sw 15e' to change to the default weather or 'sw 81a' for sunny weather.

If you want to show a problem with LOD, I suggest to not make a full model tree the center of an the screenshot.

https://dyndolod.info/FAQ#Entire-LOD-missing
Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Pay attention to the instructions of ACMOS.

Posted
1 hour ago, mostwanted11 said:

My game keeps using Dyndolod models for giant camp fires instead of fully rendered ones and hence it sometimes comes without the fires burning out of it..

https://easyupload.io/xjwta5 My logs, sorry had to pack them in a rar because both logs are 200mb each and my internet is too slow >:(

SkyrimSE_cs752grSch.jpg

SkyrimSE_466MAEsU3w.jpg

The screenshots show that the model being used is GiantCampfire01Burning.nif which is the filename of the full model and not a LOD model (that would be giantcampfire01burning_dyndolod_lod.nif for example).

A mesh mask rule was specifically added to replace the existing references with a dynamic LOD reference using the full model.
mesh mask: giantcampfire01
LOD4/8/16/32: None
Grid:FarFull
Reference: Replace

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

It is not clear what the visual problem with the full model is or how is it visually different from the original reference / base record. It should look just the same, just render further.

Posted
46 minutes ago, sheson said:

The screenshots show that the model being used is GiantCampfire01Burning.nif which is the filename of the full model and not a LOD model (that would be giantcampfire01burning_dyndolod_lod.nif for example).

A mesh mask rule was specifically added to replace the existing references with a dynamic LOD reference using the full model.
mesh mask: giantcampfire01
LOD4/8/16/32: None
Grid:FarFull
Reference: Replace

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

It is not clear what the visual problem with the full model is or how is it visually different from the original reference / base record. It should look just the same, just render further.

the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire

Posted
35 minutes ago, mostwanted11 said:

the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire

Report which mod the full model is from.
Report which plugin overwrites 00084DB3 and which plugins the base record is from and which plugin is the last to overwrite it.
Report which plugin overwrites 000680FF and which plugins the base record is from and which plugin is the last to overwrite it.
Report which mod the mesh rule is from or if it was added manually.

Posted
4 minutes ago, mostwanted11 said:

full model is from embers XD

00084DB3 is being overwritten by Dyndolod.esm (pic 1)

000680FF is being overwritten by dyndolod.esp (pic 2)

mesh rule is pic 3

00084db3.png

000680FF.png

DynDOLODx64_j8zfozTZgF.png

https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
If not everything of interested fits into a single screenshot, do several to show the whole record, scrolling to the bottom, too.
Do not trim anything. Do not filter anything, make sure everything is shown. Unfold elements (in particular when they link to other records) in case their content is not shown in the folded view.

Lookup the base records 00051577, 4A13010E, and the ones in DynDOLOD.esm 22014813, 2201CABB Post unfiltered screenshots of those.

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