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Posted (edited)

I have an issue with Lod Models overlapping with the actual models. All models within the vicinity on first load are fine but when I move away alll lod and billboards for grass, trees, rocks and structures fail to disappear. I ran in order NGIO SSELODGEN, ACMOS, TexGen and lastly DynDOLOD using settings from the STEP 2.0.0 guide. I have reran each of these programs 3 times and received the same result. I am also running version 1.5.97 of SSE. I would greatly appreciate any help with the issue.729efb6fa99fe8f41642e5c179122bb5.thumb.jpg.98b33855521f524b0b8c023e593eaf87.jpg

Bugreport: https://paste.ee/p/63vwM

e8808a28dfcffc7e5063f87374e7b042.jpg

Edited by WarPiggy

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  • 1
Posted
33 minutes ago, gonzo said:

Hello,

after sorting out any problems I had with this or that visual mod, I did another fresh LODs generation, suddenly bringing the following problem with it that doesn't want to go away anymore. It doesn't appear right from the start of a new game, but only after some time into the intro sequence. So it might have to do with cells.

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As you can see in the screenshots, a lower LOD of buildings, roads and landscape object meshes is rendered on top of the current LOD. I've tried full LOD regen a couple of times already, without success.

Logs are available here: https://www.mediafire.com/folder/xqyoidofmrnor/Documents

Please take into account that I'm living with a disability, so telling me to read this or that doesn't help. Rest assured that I already did everything I could and simply might have overlooked something or did something wrong. An attempt at helping a bit more than usual would be much appreciated. Please just ask what you need to know for that. Thank you in advance.

Moved to the appropriate thread for the problem. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ.
As the answers above, the answers to this FAQ most likely apply https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells 

You have a clear map overhaul installed. So this is the most likely solution: Make sure to read and follow the mods instructions which - depending on the mods install options - require setting Level32=1 in the C:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini 

  • Like 1
  • 1
Posted
1 hour ago, gonzo said:

Thank you, I had assumed that a critical step like that would be described in detailed instructions for clear map in step guide like it is for other mods. Sometimes there's just too much text at once and I'm getting overwhelmed, making mistakes.

 Just wondering if I missed it, is setting [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini described anywhere in the guide like it is in DynDOLOD_SSE.ini?

I suggest to take the time to carefully read the description/instructions of the mod. Scroll down to the green "Installation Instructions".

You should direct questions or feedback about mod(s) to their respective author(s) and/or comment sections.

  • Like 1
  • 1
Posted
17 minutes ago, gonzo said:

Taking my time isn't my problem as I've tried to explain twice. I had hoped to get some more personal help here since the whole goal of the step guide is to make things easier for people, which I kind of got with your first reply in the end. Thanks again.

This is the DynDOLOD support forum section. I do not provide support for the STEP guide (that is a different section of this forum) or third party mods here. If you have questions or feedback about a modding guide you are following, you should direct those to the authors of the guide.

As you noted my answer which INI needs editing is already personalized to your setup based on the log file provided. 

  • 1
Posted
7 hours ago, gonzo said:

Thank you, I had assumed that a critical step like that would be described in detailed instructions for clear map in step guide like it is for other mods. Sometimes there's just too much text at once and I'm getting overwhelmed, making mistakes.

 Just wondering if I missed it, is setting [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini described anywhere in the guide like it is in DynDOLOD_SSE.ini?

If you installed ACMoS, then it provides its own INI override with the necessary changes, so setting uLockedObjectMapLOD=32 in Skyrim.ini isn't necessary. That's why it's not mentioned in the guide. In MO, double click on ACM0S mod, and go to the INI Files tab. Game INI settings can be modified by mods using the plugin-loading system (same as BSA archives, etc.), so it's important to understand what any mod is doing by reading its Description (and inspecting the mod itself) if you want to know more.

We don't typically add extraneous instructions, since that adds to our maintenance overhead in case something changes with a mod or process.

The Step guide provides the necessary settings for DynDOLOD_SSE.ini, including setting Level32=1

The DynDOLOD Support forums are separate from the Step Guide/Mods forums. Sheson does not administrate the Step guides, so questions pertaining to the guide are best asked in the Step Guide forum. The parent forums where we are posting here are the DynDOLOD Support forums.

  • 0
Posted
8 hours ago, WarPiggy said:

I have an issue with Lod Models overlapping with the actual models. All models within the vicinity on first load are fine but when I move away alll lod and billboards for grass, trees, rocks and structures fail to disappear. I ran in order NGIO SSELODGEN, ACMOS, TexGen and lastly DynDOLOD using settings from the STEP 2.0.0 guide. I have reran each of these programs 3 times and received the same result. I am also running version 1.5.97 of SSE. I would greatly appreciate any help with the issue.

Bugreport: https://paste.ee/p/63vwM

Assuming this means you are using DynDOLOD 3. I moved the post to the DynDOLOD 3 Alpha thread.

Read the first post which log and debug log to upload.

If there is a bugreport.txt it typically means there was an error and LOD generation did not finish successfully. Do not use incomplete output in the game.

Read the https://dyndolod.info/FAQ answers for Object LOD shows in active exterior cells under General Game Questions, especially the one about uLockedObjectMapLOD.

  • 0
Posted

Hello, sorry yes its DynDOLOD 3 that is correct, here are the links for the logs, I had to upload to a file sharing site as the file size for some was quite large. I checked the FAQ as you said and I realized that I am running a mod that does indeed use that parameter for lod32, I set the level32 Param in the DynDOLOD3 ini to true and will re-run the process now and let you know thanks.

Dyndolod SSE debug log : https://ufile.io/uhvw3b3g Dyndolod SSE log: https://ufile.io/fh0r5nc3

TexGen SSE debug log: https://ufile.io/a7q66dgq TexGen SSE log: https://ufile.io/2rqk1pez

Bugreport: https://ufile.io/1a9ezj3w

  • 0
Posted
55 minutes ago, WarPiggy said:

Hello, sorry yes its DynDOLOD 3 that is correct, here are the links for the logs, I had to upload to a file sharing site as the file size for some was quite large. I checked the FAQ as you said and I realized that I am running a mod that does indeed use that parameter for lod32, I set the level32 Param in the DynDOLOD3 ini to true and will re-run the process now and let you know thanks.

Dyndolod SSE debug log : https://ufile.io/uhvw3b3g Dyndolod SSE log: https://ufile.io/fh0r5nc3

TexGen SSE debug log: https://ufile.io/a7q66dgq TexGen SSE log: https://ufile.io/2rqk1pez

Bugreport: https://ufile.io/1a9ezj3w

Yes this will most likely be related to A Clear Map of Skyrim. Make sure to read/follow its instructions.

  • 0
Posted

It appears even with the level32 option set to true the issue remains with mountains, I manually set the lod32 for trees which seemed to fix those but things like mountains and forts still have the issue.

  • 0
Posted
1 hour ago, WarPiggy said:

It appears even with the level32 option set to true the issue remains with mountains, I manually set the lod32 for trees which seemed to fix those but things like mountains and forts still have the issue.

If you do ultra LOD, LOD for trees is done in object LOD. Meaning trees and objects are either both stuck or not.

Set  uLockedObjectMapLOD=16 in A Clear Map of Skyrim.ini to see if the problem goes away. If it does, double check that lots of object LOD Level 32 files have indeed been generated to the DynDOLOD output. Meshes\Terrain\Tamriel\Objects\Tamriel.32.*.*.nif

  • 0
Posted

Hello! I'm having a dyndolod issue I've never had before. Sorry for the wall of text, but I want to give you guys as much info as possible.

I'm using skyrim version 1.6.640. My texgen output and dyndolod output (together with dyndolod esm, esp and occlusion esp) seems to generate succesfully, but the filesize is just way to small for a list like mine, with an ungodly amount of content. When I go in-game, I see various visual errors which you can see here- floating lod textures, low res textures on many objects, flickering textures everywhere. Typing a tll command fixes every single one of these issues. It's not like dyndolod output is using vanilla assets, but it looks like huge chunks of them are missing. I'm using an Aurora modlist as a base - I know the usual troubleshooting route with wabbajack modlists is to contact the author, but keep in mind that I added more mods to the list than it had at the start, and I deleted its dyndolod&texgen output, occlusion, dyndolod resources, dyndolod programme and dyndolod DLL NG before doing a fresh install of everything and trying to generate LOD by myself.

I also had to move the list to another disc, which caused me some issues with texgen and dyndolod reading only a plugin list of my base game install, not MO2's (I'm using a stock game with my modlist), but I did fix it with proper executable arguments shown here. I'm wondering if maybe I'm supposed to do something more than changing executable's settings in MO2. I know my modlist is an absolute horror to get through, but maybe someone here has an idea on what to do. thanks for all the help in advance.

debug texgen log   texgen log

dyndolod log   dyndolod debug log

 

 

 

  • 0
Posted
25 minutes ago, ladyofpain said:

Hello! I'm having a dyndolod issue I've never had before. Sorry for the wall of text, but I want to give you guys as much info as possible.

I'm using skyrim version 1.6.640. My texgen output and dyndolod output (together with dyndolod esm, esp and occlusion esp) seems to generate succesfully, but the filesize is just way to small for a list like mine, with an ungodly amount of content. When I go in-game, I see various visual errors which you can see here- floating lod textures, low res textures on many objects, flickering textures everywhere. Typing a tll command fixes every single one of these issues. It's not like dyndolod output is using vanilla assets, but it looks like huge chunks of them are missing. I'm using an Aurora modlist as a base - I know the usual troubleshooting route with wabbajack modlists is to contact the author, but keep in mind that I added more mods to the list than it had at the start, and I deleted its dyndolod&texgen output, occlusion, dyndolod resources, dyndolod programme and dyndolod DLL NG before doing a fresh install of everything and trying to generate LOD by myself.

I also had to move the list to another disc, which caused me some issues with texgen and dyndolod reading only a plugin list of my base game install, not MO2's (I'm using a stock game with my modlist), but I did fix it with proper executable arguments shown here. I'm wondering if maybe I'm supposed to do something more than changing executable's settings in MO2. I know my modlist is an absolute horror to get through, but maybe someone here has an idea on what to do. thanks for all the help in advance.

debug texgen log   texgen log

dyndolod log   dyndolod debug log

The size of the LOD output is not a useful method to determine successful generating. As explained in the manual, the "completed successfully" log messages are, which both can be seen at the end of the TexGen and DynDOLOD logs.

The screenshots seem to show stuck LOD. The LOD that is shown in the screenshots also uses vanilla LOD models and textures.

https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
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. Also see Maps And Map Mods and Seasons if relevant.

You did not generate LOD level 32 obj3ect, while having a clear map overhaul in the load order, which is mot likely the mod that sets uLockedObjectMapLOD=32 in its INI.

None of the screenshots seem to show missing LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots if you have a full model without LOD. Also see https://dyndolod.info/FAQ#Something-does-not-have-LOD

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. See Updating how to update existing installation and save games.

DynDOLOD has been installed into the MO2 folder which is D:\Aurora\. DynDOLOD is not part of MO2 and should not be installed into any of its folders.

  • 0
Posted (edited)

I removed clear map of skyrim and moved dyndolod to c/dyndolod, ran it again and everything looks great now. there wasn't actually any missing LOD, just stuck lod everywhere was a bit confusing to me. thank you for getting back to me so quickly!

 

Edited by ladyofpain
  • 0
Posted
1 hour ago, Andrewhahalee said:

Hi, there's a strange behavior on 177 where lods would not disable in close proximity, here's an example: https://imgur.com/a/gjD6OOZ

Here's my log if you need it: https://drive.google.com/file/d/1usfrVN0rUuzVb3JXrO_5Bgb6O8EWeVfn/view?usp=drive_link

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

https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
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. Also see Maps And Map Mods and Seasons if relevant.

Most likely A Clear Map of Skyrim.ini. Really pay attention to the mod's instructions.

  • 0
Posted

Hello, I am coming back to Skyrim after modding it back in June and then not playing at all, so I don't quite remember what is going on. I started a new save and while walking around I can see trees flickering between what seems to be two models, and it's pretty distracting.

Linked is my Skyrim.ini, let me know if I need to provide more context.

Skyrim.ini

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