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Posted (edited)

I might have overlooked something regarding waterfalls in the forum, but I have an issue with waterfall LOD not showing/not visible - I'm not sure.
Here are some screenshots (also with Full Model and LOD selected in the console):
https://ibb.co/K2pSJYS
https://ibb.co/sPyFBB1
https://ibb.co/gj3Yt4h
https://ibb.co/rp1t5Pv
https://ibb.co/6HRRv4T
https://ibb.co/4gG4W5H

Edit: It's hard to tell if I got the correct one. Here are a bunch more screenshots from a different angle. The waterfalls further away are visible (but it seems to not be LOD because if I toggle with tll they are still visible):
https://ibb.co/4M6YXC3
https://ibb.co/ctDzyxW
https://ibb.co/myc7TRk
https://ibb.co/2KF2YfN

And here are the logs from the most recent run:
https://www.mediafire.com/file/hljjh6juq6dqaqk/Logs.7z/file

I've also attached the mentioned file from my DynDOLOD Resource folder.
This is how the record looks inside of xEdit:
https://ibb.co/THp4q3N

And as seen on the screenshots, I am using Natural Waterfalls (But I merged all 4 esp plugins into one, if that is relevant).

fxwaterfallbodyslope_NW_490C5E3B_dyndolod_lod.nifFetching info...

Edited by PRieST
Posted
  On 1/26/2025 at 12:32 AM, PRieST said:

I might have overlooked something regarding waterfalls in the forum, but I have an issue with waterfall LOD not showing/not visible - I'm not sure.
Here are some screenshots (also with Full Model and LOD selected in the console):
https://ibb.co/K2pSJYS
https://ibb.co/sPyFBB1
https://ibb.co/gj3Yt4h
https://ibb.co/rp1t5Pv
https://ibb.co/6HRRv4T
https://ibb.co/4gG4W5H

Edit: It's hard to tell if I got the correct one. Here are a bunch more screenshots from a different angle. The waterfalls further away are visible (but it seems to not be LOD because if I toggle with tll they are still visible):
https://ibb.co/4M6YXC3
https://ibb.co/ctDzyxW
https://ibb.co/myc7TRk
https://ibb.co/2KF2YfN

And here are the logs from the most recent run:
https://www.mediafire.com/file/hljjh6juq6dqaqk/Logs.7z/file

I've also attached the mentioned file from my DynDOLOD Resource folder.
This is how the record looks inside of xEdit:
https://ibb.co/THp4q3N

And as seen on the screenshots, I am using Natural Waterfalls (But I merged all 4 esp plugins into one, if that is relevant).

fxwaterfallbodyslope_NW_490C5E3B_dyndolod_lod.nif 33.25 kB · 0 downloads

Expand  

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Make a close up screenshot of the LOD area as explained with tfc and try to actually describe the problem.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
To test if something is tree LOD, object LOD (includes ultra tree LOD and grass LOD) or terrain LOD, disable all or specific LOD with the tll command in console. Whatever remains is added by plugins, including dynamic LOD.
See https://dyndolod.info/Help/Dynamic-LOD for further explanations.

There is one screenshot showing a full model with the reference form ID 0003AC85 with the base record 1A89C165. Are you trying to report a problem with its dynamic LOD model not showing?

According to the logs, xx89C165 uses meshes\dyndolod\lod\effects\fxwaterfallbodytall_nw_031af5d0_dyndolod_lod.nif  for the dynamic LOD.
A dynamic LOD reference has been added for with the EditorID skyrimesm_03AC85_Tamriel_DynDOLOD_OBJECT
Use that to find the reference in xEdit, you can then "prid" its form ID in the console of the game to check its enabled state and its other more informative console information.

I have no idea what to look at in the seemingly unrelated screenshots or what to do with the NIF from DynDOLOD Resources.

Posted (edited)
  On 1/26/2025 at 9:56 AM, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Make a close up screenshot of the LOD area as explained with tfc and try to actually describe the problem.

Expand  

Yeah sorry, I'll try to be more specific:

  Quote

There is one screenshot showing a full model with the reference form ID 0003AC85 with the base record 1A89C165. Are you trying to report a problem with its dynamic LOD model not showing?

Expand  

Exactly, the dynamic LOD model of the waterfall isn't showing.

  Quote

According to the logs, xx89C165 uses meshes\dyndolod\lod\effects\fxwaterfallbodytall_nw_031af5d0_dyndolod_lod.nif  for the dynamic LOD.
A dynamic LOD reference has been added for with the EditorID skyrimesm_03AC85_Tamriel_DynDOLOD_OBJECT
Use that to find the reference in xEdit, you can then "prid" its form ID in the console of the game to check its enabled state and its other more informative console information.

Expand  

I did that and the model is indeed disabled.
https://ibb.co/Kr9tc4X
https://ibb.co/bzH08qr

If I enable it manually it is showing:
https://ibb.co/p4BttTj

And this seems happen to more than just this one waterfall (I have no further info for the next example, yet):
https://ibb.co/Tvy2X89

I've also attached the DynDOLOD.log from the SKSE Directory in case it helps.
DynDOLOD.log

Edited by PRieST
Posted
  On 1/26/2025 at 11:09 AM, PRieST said:

Yeah sorry, I'll try to be more specific:

Exactly, the dynamic LOD model of the waterfall isn't showing.

I did that and the model is indeed disabled.
https://ibb.co/Kr9tc4X
https://ibb.co/bzH08qr

If I enable it manually it is showing:
https://ibb.co/p4BttTj

And this seems happen to more than just this one waterfall (I have no further info for the next example, yet):
https://ibb.co/Tvy2X89

I've also attached the DynDOLOD.log from the SKSE Directory in case it helps.
DynDOLOD.log

Expand  

The first screenshot https://ibb.co/Kr9tc4X shows the dynamic LOD model being disabled. What are the cell coordinates the player character is in according to the DynDOLOD SkyUI MCM - You Are Here page? Are the dynamic LODs never showing at all? Do they show after deactivating/activating DynDOLOD from its DynDLOD SkyUI MCM Main Page?
The second screenshot https://ibb.co/bzH08qr show the dynamic LOD mode being enabled. According to the console this was done manually with enable command.

The third screenshot https://ibb.co/p4BttTj has no more informative console information and seems to show the dynamic LOD model being disabled again. What are we supposed to see in that screenshot that we do not already see better in the first screenshot?

The fourth screenshot seems to show a different LOD area, however no corresponding screenshot(s) of full model(s) with more informative console was provided. If you require help to deduct the EditorIDs of the dynamic LOD models in order to find with in xEdit and do the same "prid" test in the game to verify they have the same issue, provide the reference formIDs of the full models.

Posted (edited)
  On 1/26/2025 at 11:48 AM, sheson said:

The first screenshot https://ibb.co/Kr9tc4X shows the dynamic LOD model being disabled. What are the cell coordinates the player character is in according to the DynDOLOD SkyUI MCM - You Are Here page? Are the dynamic LODs never showing at all? Do they show after deactivating/activating DynDOLOD from its DynDLOD SkyUI MCM Main Page?
The second screenshot https://ibb.co/bzH08qr show the dynamic LOD mode being enabled. According to the console this was done manually with enable command.

Expand  

MCM page from the position the LOD should be visible:
https://ibb.co/KxDHjby

And right next to the full model:
https://ibb.co/cC8zRpK

If I go interior and exterior again, dynamic LOD still not showing. If I go near the waterfalls (Full Model is loaded) and further away again, Full Models are switching to LOD models, but the waterfall is LOD is again disabled.
Deactivating/activating DynDOLOD makes no difference, the LOD model stays in disabled state.

  Quote

The third screenshot https://ibb.co/p4BttTj has no more informative console information and seems to show the dynamic LOD model being disabled again. What are we supposed to see in that screenshot what we do not already see better in the first screenshot?

Expand  

Yeah sorry, this was one screenshot too much, ignore it. Also I posted them in the wrong order, doesn't matter you got the point I wanted to show.

  Quote

The fourth screenshot seems to show a different LOD area, however no corresponding screenshot(s) of full model(s) with more informative console was provided. If you require help to deduct the EditorIDs of the dynamic LOD models in order to find with in xEdit and do the same "prid" test in the game to verify they have the same issue, provide the reference formIDs of the full models.

Expand  

Seems to be the same issue, yes. The relevant FormIDs (reference) of the Full Models are: 001AC75,001AC76,001AC77 with the same Base ID 1A89C165:
https://ibb.co/8z20k0b
https://ibb.co/0jYy0T1
https://ibb.co/1Mp6VPh
Edit: The two small waterfalls (seen on the bottom) are also affected as for these the dynamic LOD is also not showing.
001AC8E and 001AC8F with the Base ID: 1A89C163
https://ibb.co/JKhtHjV
https://ibb.co/XCcjhqB

And the location of that waterfall:
https://ibb.co/TYsxZS4

Edited by PRieST
Posted
  On 1/26/2025 at 12:07 PM, PRieST said:

MCM page from the position the LOD should be visible:
https://ibb.co/KxDHjby

And right next to the full model:
https://ibb.co/cC8zRpK

If I go interior and exterior again, dynamic LOD still not showing. If I go near the waterfalls (Full Model is loaded) and further away again, Full Models are switching to LOD models, but the waterfall is LOD is again disabled.
Deactivating/activating DynDOLOD makes no difference, the LOD model stays in disabled state.

Yeah sorry, this was one screenshot too much, ignore it. Also I posted them in the wrong order, doesn't matter you got the point I wanted to show.

Seems to be the same issue, yes. The relevant FormIDs (reference) of the Full Models are: 001AC75,001AC76,001AC77 with the same Base ID 1A89C165:
https://ibb.co/8z20k0b
https://ibb.co/0jYy0T1
https://ibb.co/1Mp6VPh
Edit: I'll check the two small waterfalls (seen on the bottom) as for these the dynamic LOD is also not showing.

And the location of that waterfall:
https://ibb.co/TYsxZS4

Expand  

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

The answer to my first question for the cell coordinates is simply "10, -5"
The cell coordinates of the full model and the dynamic LOD model should be 7,-7 according to the log.

If the player is in cell 10,-5, then the cell 7,-7 is just outside the uGridsToLOad of 5 and still inside the uLargeRefLODGridSize of 11.
At that point the full model should still show. The dynamic LOD model only shows past the uLargeRefLODGridSize.

Are you certain the LOD patch was generated for this exact load order of plugins and nothing whatsoever changed afterwards?
The full model is a large reference which is overwritten by Natural Waterfalls.esp, is it changing the position of the full model to another cell?

The EditorIDs of the dynamic LOD for the other references are
skyrimesm_01AC75_Tamriel_DynDOLOD_OBJECT
skyrimesm_01AC76_Tamriel_DynDOLOD_OBJECT
skyrimesm_01AC77_Tamriel_DynDOLOD_OBJECT

Posted (edited)
  Quote

The cell coordinates of the full model and the dynamic LOD model should be 7,-7 according to the log.

Expand  

I have to correct this, because the position is 7, -6, checked again what is shown in the MCM.

  On 1/26/2025 at 12:46 PM, sheson said:

Are you certain the LOD patch was generated for this exact load order of plugins and nothing whatsoever changed afterwards?
The full model is a large reference which is overwritten by Natural Waterfalls.esp, is it changing the position of the full model to another cell?

Expand  

Yes, nothing has changed and that is the exact load order.
The position is slightly edited, but still inside the same cell.

  Quote

The EditorIDs of the dynamic LOD for the other references are
skyrimesm_01AC75_Tamriel_DynDOLOD_OBJECT
skyrimesm_01AC76_Tamriel_DynDOLOD_OBJECT
skyrimesm_01AC77_Tamriel_DynDOLOD_OBJECT

Expand  

I've checked all of them, dynamic LOD model ist not shown (disabled).

In comparison this one is correctly visible (don't mind the console commands, I was testing the other 5 affected waterfalls):
BaseID: 181348C1 - ReferenceID: 7B08EBC8 (naturalwaterfallesp_9C6E2F_Tamriel_DynDOLOD_OBJECT)
https://ibb.co/qgPwdGw
From it's position it is located between the first waterfall I reported (0003AC85) and the second one (0001AC75, 0001AC76, 0001AC77, 0001AC8E and 0001AC8F) - located in Cell 7, -7 Block 0, -1 Sublock 0, -1
Edit: But not all LODs are activated, the one for this model: 0001B379 is still disabled and right above 7B08EBC8.
If I had to make a guess:
Every waterfall LOD directly related to skyrim.esm (just overwritten by natural waterfalls) is affected, the ones related to natural waterfall.esp (new records) are correctly shown.

  Quote

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

The answer to my first question for the cell coordinates is simply "10, -5"
The cell coordinates of the full model and the dynamic LOD model should be 7,-7 according to the log.

Expand  

Sorry, I'll keep that in mind for the next time - I assumed you wanted to see the screenshot.

Edited by PRieST
Posted
  On 1/26/2025 at 1:16 PM, PRieST said:

Yes, nothing has changed and that is the exact load order.
The position is slightly edited, but still inside the same cell.

I've checked all of them, dynamic LOD model ist not shown.

In comparison this one is correctly visible (don't mind the console commands, I was testing the other 5 affected waterfalls):
BaseID: 181348C1 - ReferenceID: 7B08EBC8 (naturalwaterfallesp_9C6E2F_Tamriel_DynDOLOD_OBJECT)
https://ibb.co/qgPwdGw
From it's position it is located between the first waterfall I reported (0003AC85) and the second one (0001AC75, 0001AC76, 0001AC77, 0001AC8E and 0001AC8F) - Cell 7, -7 Block 0, -1 Sublock 0, -1
Edit: But not all LODs are activated, the one for this model: 0001B379 is still disabled.
If I had to make a guess: Every waterfall LOD directly related to skyrim.esm (just overwritten by natural waterfalls) is affected, the ones related to natural waterfall.esp (new records) are correctly shown.

Sorry, I'll keep that in mind for the next time - I assumed you wanted to see the screenshot.

Expand  

It is correct and expected that there are no dynamic LOD models shown inside the large reference grid for full models that are large references. Unless you test and report it differently, I will assume the dynamic LOD models start showing once the distance to them is larger than the uLargeRefLODGridSize.

xx08EBC8 added by Natural Waterfalls.esp is not a large reference. In that case the dynamic LOD reference starts showing just outside the uLargeRefLODGridSize.

Do the large references work as expected or any differently with the DynDOLOD output disabled and show inside the uLargeRefLODGridSize?

You are using the release version of DynDOLOD DLL NG not some test version I might have uploaded in the past months?

Posted (edited)
  On 1/26/2025 at 1:45 PM, sheson said:

It is correct and expected that there are no dynamic LOD models shown inside the large reference grid for full models that are large references. Unless you test and report it differently, I will assume the dynamic LOD models start showing once the distance to them is larger than the uLargeRefLODGridSize.

xx08EBC8 added by Natural Waterfalls.esp is not a large reference. In that case the dynamic LOD reference starts showing just outside the uLargeRefLODGridSize.

Do the large references work as expected or any differently with the DynDOLOD output disabled and show inside the uLargeRefLODGridSize?

Expand  

So I made following tests:
Just renamed meshes and textures folder from output:
No distant waterfall models visible (LOD), but instead kind of a default static waterfall LOD - which doesn't switch even if you get close, but Full Model gets visible.
https://ibb.co/b69bc1y
https://ibb.co/T0kvh3L
https://ibb.co/S3Psj6H

Disabled whole output (includeing .esp, scripts and the _SWAP.ini file):
Same behavior as without the meshes and textures renaming.

Only disabled the DynDOLOD.esm and .esp:
No LOD models for these waterfalls (not from skyrim.esm nor natural waterfalls.esp) - and on getting closer they switch directly to the full model.

Going from position 10, -5 in the direction of the waterfalls the switch (from non LOD to Full Model) happens at 9, -5.
I hope this answers what you asked for.
Edit:
From position 11, -1 I can see a (static LOD) model for this refrence: xx08EBCC
On Position 10, -2 (direction was to the waterfalls) this reference get disabled and so I see no other LOD replacing it.
Also on both positions I can't see any LOD for either 0003AC79 or 0003AC7A only the full model as I am reaching the range for the switch.

  Quote

You are using the release version of DynDOLOD DLL NG not some test version I might have uploaded in the past months?

Expand  

Yes, I am using the most recent one from nexusmods. But I could use test version if needed.

Edit:

  Quote

xx08EBC8 added by Natural Waterfalls.esp is not a large reference.

Expand  

Would it make a difference to use the 'Skyrim SE - Generate Large References.pas' script on natural waterfalls (and flagging it es esm before)?
The one I have from the most recent xEdit version (4.1.5k) is dated 08/24/2024.

Edited by PRieST
Posted
  On 1/26/2025 at 1:58 PM, PRieST said:

So I made following tests:
Just renamed meshes and textures folder from output:
No distant waterfall models visible (LOD), but instead kind of a default static waterfall LOD - which doesn't switch even if you get close, but Full Model gets visible.
https://ibb.co/b69bc1y
https://ibb.co/T0kvh3L
https://ibb.co/S3Psj6H

Disabled whole output (includeing .esp, scripts and the _SWAP.ini file):
Same behavior as without the meshes and textures renaming.

Only disabled the DynDOLOD.esm and .esp:
No LOD models for these waterfalls (not from skyrim.esm nor natural waterfalls.esp) - and on coming closer they switch directly to the full model.

Going from position 10, -5 in the direction of the waterfalls the switch from (non LOD to Full Model) happens at 9, -5.
I hope this answers what you asked for.

Yes, I am using the most recent one from nexusmods. But I could use test version if needed.

Expand  

See this https://dyndolod.info/Help/Large-References and https://dyndolod.info/How-LOD-Works
Object LOD meshes/texture do not affect how references added by plugins load.

Which of the 3 screenshots you uploaded shows the DynDOLOD output being disabled? In case it is 1 or 3, do the same screenshot with tll.
Do the full models of the affected waterfalls shows inside the uLargeRefLODGridSize (= area without terrain) beyond the uGridsToLoad (= area with terrain)?

Going from position 10, -5 in the direction of the waterfalls the switch from (non LOD to Full Model) happens at 9, -5.
Assuming the full model is still the 0x0003AC85 in cell 7,-7 it means the distance from 9,-5 is now inside the uGridsToLoad. Which would mean the large references still do not load correctly.

It looks like something might be causing the large reference to not load. We know this can happens if there are any plugins changing the position of a large references to different cells. If that is no the case, there is something else going on.
See if thing return to normal if you remove Natural Waterfalls.esp and/or your merge. Otherwise remove everything else until only the required game plugins and/or DLLs remain that cause the issue and report the findings.

Posted
  On 1/26/2025 at 2:34 PM, sheson said:

It looks like something might be causing the large reference to not load. We know this can happens if there are any plugins changing the position of a large references to different cells. If that is no the case, there is something else going on.
See if thing return to normal if you remove Natural Waterfalls.esp and/or your merge. Otherwise remove everything else until only the required game plugins and/or DLLs remain that cause the issue and report the findings.

Expand  

With Natural Waterfalls.esp (and though I also had to deactivate the DynDOLOD.esp) deactivated everything looks normal - no missing waterfalls are seen from position 10, -1.
So I assume we have to look further into that plugin. As I mentioned before position of the waterfalls were edited, but the cell was the same as in skyrim.esm.
Tell me which information from xEdit you might need.

  Quote

Which of the 3 screenshots you uploaded shows the DynDOLOD output being disabled? In case it is 1 or 3, do the same screenshot with tll.

Expand  

All three screenshots were made when the DynDOLOD output was fully disabled. And so Screenshot 2 was with tll switched.

Posted
  On 1/26/2025 at 2:43 PM, PRieST said:

With Natural Waterfalls.esp (and though I also had to deactivate the DynDOLOD.esp) deactivated everything looks normal - no missing waterfalls are seen from position 10, -1.
So I assume we have to look further into that plugin. As I mentioned before position of the waterfalls were edited, but the cell was the same as in skyrim.esm.
Tell me which information from xEdit you might need.

All three screenshots were made when the DynDOLOD output was fully disabled. And so Screenshot 2 was with tll switched.

Expand  

Upload the Natural Waterfalls.esp causing the issue so I can check.

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