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Hello!

I'm reaching out because I have a big issue with my Skyrim playthrough. I followed the STEP guide to the letter, and the LOD generation went smoothly. In fact, the world of Tamriel has never looked so beautiful—so great guide!

However, after starting Vigilant, I noticed a major issue once I reached Coldharbour. There is no distant rendering at all, and the map appears empty (the terrain is there, but no buildings, objects, or trees).

This likely applies to all other worldspaces because, after checking Bruma, I noticed the same issue.

I’ve tried reinstalling the LODs three times, but the problem persists. I also tried both including and excluding it from my LOD 

Note that for Bruma, I never generated LODs with xLODGen or DynDOLOD. I had played with the mod before without knowing about LODs, and it worked perfectly fine.

I know that the STEP guide modifies some files here and there, but I’d rather not risk anything without getting some advice first.

For now, I’ve removed the LODs from DynDOLOD and TexGen since the terrain generated by xLODGen is displaying anyway, meaning the issue probably isn’t coming from there.

I also remember that during the guide, I once skipped a step and ended up with a Tamriel similar to my current issue. Adjusting the "/" and "Tree" values as instructed in the guide had fixed the problem at the time. However, even though those settings are still active, they don’t seem to affect other worldspaces—only Tamriel.

Again, the base game worldspaces (Solstheim, Soul Cairn, Blackreach, Forgotten Vale, etc.) are working perfectly fine, both in terms of map and distant rendering.

I’ve spent hours looking for a way to fix this but haven’t found anything conclusive.
If possible, I’d really prefer not to restart my game—I’ve spent hours (if not days) in Tamriel, and I’m almost level 100… From what I know, LODs aren’t like regular mods, so modifying them mid-playthrough shouldn’t be an issue.

I tried generating the LODs myself using "Execute LODGen" from DynDOLOD, but it results in the same issue. When I check the files (I tested with Molagworld (Coldharbour)), I see that there are only 5 or 6 files, and on top of that, they are only 1KB in size…

I don’t know what could be causing this or how to fix it. I know that Bruma is poorly handled by DynDOLOD, but Vigilant should normally work fine.

However, I noticed something: there are LOD files included in the base archive of the Vigilant mod. I have no idea how to use them or if they are even useful.

If I generate the files with xLODGen, they work fine, and all the files are present (there are 510 files, each around 250KB). However, they conflict with those from the Vigilant mod. I don’t think that’s a big issue, though, since I’m generating them myself for the terrain.

The real problem is with objects (and trees as well, but there aren’t really any in Coldharbour, as I recall from playing the mod before).

I also want to mention that I followed the STEP guide for everything related to configuration and basic elements, including xLODGen and DynDOLOD. I installed everything as detailed in the STEP guide for improving the map, along with a few extra mods here and there.

As for Bruma, what’s strange is that I never generated LODs for its worldspace, neither with xLODGen nor DynDOLOD. Despite that, I have the same issue as with Vigilant, even though I did generate the LODs for Vigilant.

 

Thank you for response

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  • 0
Posted
25 minutes ago, Neuf55551 said:

Hello!

I'm reaching out because I have a big issue with my Skyrim playthrough. I followed the STEP guide to the letter, and the LOD generation went smoothly. In fact, the world of Tamriel has never looked so beautiful—so great guide!

However, after starting Vigilant, I noticed a major issue once I reached Coldharbour. There is no distant rendering at all, and the map appears empty (the terrain is there, but no buildings, objects, or trees).

This likely applies to all other worldspaces because, after checking Bruma, I noticed the same issue.

I’ve tried reinstalling the LODs three times, but the problem persists. I also tried both including and excluding it from my LOD 

Note that for Bruma, I never generated LODs with xLODGen or DynDOLOD. I had played with the mod before without knowing about LODs, and it worked perfectly fine.

I know that the STEP guide modifies some files here and there, but I’d rather not risk anything without getting some advice first.

For now, I’ve removed the LODs from DynDOLOD and TexGen since the terrain generated by xLODGen is displaying anyway, meaning the issue probably isn’t coming from there.

I also remember that during the guide, I once skipped a step and ended up with a Tamriel similar to my current issue. Adjusting the "/" and "Tree" values as instructed in the guide had fixed the problem at the time. However, even though those settings are still active, they don’t seem to affect other worldspaces—only Tamriel.

Again, the base game worldspaces (Solstheim, Soul Cairn, Blackreach, Forgotten Vale, etc.) are working perfectly fine, both in terms of map and distant rendering.

I’ve spent hours looking for a way to fix this but haven’t found anything conclusive.
If possible, I’d really prefer not to restart my game—I’ve spent hours (if not days) in Tamriel, and I’m almost level 100… From what I know, LODs aren’t like regular mods, so modifying them mid-playthrough shouldn’t be an issue.

I tried generating the LODs myself using "Execute LODGen" from DynDOLOD, but it results in the same issue. When I check the files (I tested with Molagworld (Coldharbour)), I see that there are only 5 or 6 files, and on top of that, they are only 1KB in size…

I don’t know what could be causing this or how to fix it. I know that Bruma is poorly handled by DynDOLOD, but Vigilant should normally work fine.

However, I noticed something: there are LOD files included in the base archive of the Vigilant mod. I have no idea how to use them or if they are even useful.

If I generate the files with xLODGen, they work fine, and all the files are present (there are 510 files, each around 250KB). However, they conflict with those from the Vigilant mod. I don’t think that’s a big issue, though, since I’m generating them myself for the terrain.

The real problem is with objects (and trees as well, but there aren’t really any in Coldharbour, as I recall from playing the mod before).

I also want to mention that I followed the STEP guide for everything related to configuration and basic elements, including xLODGen and DynDOLOD. I installed everything as detailed in the STEP guide for improving the map, along with a few extra mods here and there.

As for Bruma, what’s strange is that I never generated LODs for its worldspace, neither with xLODGen nor DynDOLOD. Despite that, I have the same issue as with Vigilant, even though I did generate the LODs for Vigilant.

 

Thank you for response

You will save yourself some time by providing the relevant DynDOLOD logs for your current output. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

  • 0
Posted (edited)

Hello, I indeed forgot this detail, here they are.
I have selected the worldspaces that don’t seem to generate properly. As for Bruma, I will check later (and the solution applied to Vigilant will likely be the same for Bruma).

Moreover, I just generated Bruma, and it seems to be working (file size and count), but I’ll need to check in-game to confirm if the issue is resolved.

For Vigilant, the problem remains the same. Everything is in the archive "Molagbalworld," which corresponds to Coldharbour.

the link for files : https://limewire.com/d/659f4457-18c8-47ba-95f4-05d54a0b0976#YDUR-IH9gZgd8hWJvooe4I6eDdqins0dusk9rjwWlIM

edit

I redid the generation, it seems to have stopped... An error message appeared: LODGenx64.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s).

Additionally, the occlusion.esp file was not created... This is the first time this has happened to me.

But it still generated the ESP files for DynDOLOD with some worldspaces fully completed (Bruma, Falskaar, etc.).

However, for example, the Forgotten Vale from the Dawnguard DLC has no objects on the map, which has never happened to me before.

The generation for Tamriel worked since the map appears normally in-game.

The generation for Bruma also worked, but the one for Vigilant still hasn't.

Edited by Neuf55551
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Posted

<Error: LODGenx64.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64.exe returned 224. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt>
The LODGen_SSE_DLC01FalmerValley_log.txt log has not been provided. https://dyndolod.info/Help/LODGen
224 - Error processing
If this happens with the NET Framework 4.8 version - especially when testing beta versions of Windows, install NET Runtime 6 in order to use LODGenWin.exe/LODGenx64Win.exe instead.

<Error: LODGenx64.exe failed to generate object LOD for ccBGSSSE067DeadlandsWorld. LODGenx64.exe returned E0434352. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_ccBGSSSE067DeadlandsWorld_log.txt>
The LODGen_SSE_ccBGSSSE067DeadlandsWorld_log log nor screenshot of the command prompt window has not been provided. https://dyndolod.info/Help/LODGen
E0434352 - Install/Update/Repair .Net Framework 4.8 or newer. Install/Update/Repair .NET Desktop Runtime 6 or newer.
See Microsoft .NET Framework Repair Tool.
See https://www.admin-enclave.com/en/articles/windows/306.
Test with the .NET Framework 4.8 LODGen.exe/LODGenx64.exe by temporarily removing the .NET Desktop Runtime 6 LODGenWin.exe/LODGenx64Win.exe.
Check command prompt window of LODGen.exe for crash report in case the log file does not reveal anything.
Check the Windows Event log for related entries.

<Error: Occlusion generation aborted due to LODGen error>

See https://dyndolod.info/FAQ#Entire-LOD-missing and https://dyndolod.info/Mods/Maps-And-Map-Mods
If object LOD is not generated successfully for a worldspace, then it should be no surprise if LOD is missing in the game. Especially on the map in particular if the game is instructed to use object LOD level 32 LOD files via INI settings (from ACMOS). Doublecheck object LOD level 32 files exist for the affected worldspaces or set the map to use default object LOD level 16 again.
Also double check seasons do not switch LODs for worldspaces for which seasons were not generated.

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Posted (edited)

here log for DLC01FalmerValley and ccBGSSSE067DeadlandsWorld 

I go test for netframework 4.8

edit : I have uninstall net framework 3.5 and other version, I have now only net framework 4.8 
I launch new generation of lod ?

 

edit 2 : I have generate only for falmervalley and deadlandscc and for that its work 

but for vigilant, its sames problems :/ 

The only difference in the mod folders that I can notice compared to other worldspaces (which work—I tested Falskaar and Bruma since they are very accessible) is that in the mod folders for Vigilant, Glenmoril, and Unslaad, there are .lod files in a lodsetting folder. I don’t know what to do with them, whether they are useful, or if I should move them or not. I can't test the world map for Glenmoril and Unslaad since I don’t meet the in-game requirements (specifically, finishing Vigilant)

 

LODGen_SSE_DLC01FalmerValley_log.txt LODGen_SSE_DLC01FalmerValley_TerrainUnderside_log.txt LODGen_SSE_ccBGSSSE067DeadlandsWorld_log.txt

Edited by Neuf55551
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Posted
1 hour ago, Neuf55551 said:

here log for DLC01FalmerValley and ccBGSSSE067DeadlandsWorld 

I go test for netframework 4.8

edit : I have uninstall net framework 3.5 and other version, I have now only net framework 4.8 
I launch new generation of lod ?

 

edit 2 : I have generate only for falmervalley and deadlandscc and for that its work 

but for vigilant, its sames problems :/ 

The only difference in the mod folders that I can notice compared to other worldspaces (which work—I tested Falskaar and Bruma since they are very accessible) is that in the mod folders for Vigilant, Glenmoril, and Unslaad, there are .lod files in a lodsetting folder. I don’t know what to do with them, whether they are useful, or if I should move them or not. I can't test the world map for Glenmoril and Unslaad since I don’t meet the in-game requirements (specifically, finishing Vigilant)

 

LODGen_SSE_DLC01FalmerValley_log.txt 1.89 kB · 0 downloads LODGen_SSE_DLC01FalmerValley_TerrainUnderside_log.txt 866 B · 0 downloads LODGen_SSE_ccBGSSSE067DeadlandsWorld_log.txt 1.35 kB · 0 downloads

Install/Update/Repair .NET Desktop Runtime 6 or newer.

From LODGen_SSE_DLC01FalmerValley_log.txt:
Error processing MountainTrim01RiverMud01 System.OutOfMemoryException

See https://dyndolod.info/Help/LODGen#Out-of-Memoryhttps://dyndolod.info/Help/Seasons#Out-of-Memory-errors and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory
Limit the number of concurrent LODGen processes as the generation for Tamriel will most likely use a lot memory.

Related info from the DynDOLOD log:
Meshes\dyndolod\lod\trees\srg_treepineforestsnow05_bb2fed23passthru_lod.nif used 11062 times, ~ 1855.37 MB
Meshes\dyndolod\lod\trees\treepineforest03_c6055544passthru_lod.nif used 22954 times, ~ 1793.59 MB
Meshes\dyndolod\lod\trees\srg_treepineforest05_678f7877passthru_lod.nif used 22913 times, ~ 1256.97 MB
Meshes\dyndolod\lod\trees\treepineforestsnowl03_73631efdpassthru_lod.nif used 10060 times, ~ 1166.49 MB
Meshes\dyndolod\lod\trees\srg_treepineforestsnow02_fc65e765passthru_lod.nif used 6941 times, ~ 1132.42 MB
Meshes\dyndolod\lod\trees\treepineforestsnow03_691a0c9apassthru_lod.nif used 11687 times, ~ 1052.92 MB
Meshes\dyndolod\lod\trees\srg_treepineforest02_99e082bcpassthru_lod.nif used 14609 times, ~ 779.17 MB
Meshes\dyndolod\lod\trees\srg_treepineforestsnow04_c65160a8passthru_lod.nif used 6456 times, ~ 640.67 MB
Meshes\dyndolod\lod\trees\srg_treepineforest04_255e27f0passthru_lod.nif used 12770 times, ~ 385.68 MB
Meshes\dyndolod\lod\trees\srg_treepineforestsnowl02_ed232c10passthru_lod.nif used 6279 times, ~ 335.16 MB
The 3D tree LOD models do not seem very well optimized.

You do nothing with *.lod files in the LODSettings folder.

Use cow console command to load into worldspaces for tests. See https://en.uesp.net/wiki/Skyrim:Console#cow.

You need to make sure every worldspace that has LOD has object LOD level 32 files (for all seasons the worldspace might be switched to) if the INI setting uLockedObjectMapLOD=32 is used. See https://dyndolod.info/Help/Object-LOD#Generated-Object-LOD-Files

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Posted (edited)

And for Vigilant, what should I do? I am regenerating the LODs, starting with xLODGen.

I will then continue with TexGen and DynDOLOD, but is there nothing to do for Vigilant? Is it just a memory issue, like with Falmer Valley?

I’m asking because the generation takes several hours—about 3h30 for xLODGen and 2h30 for DynDOLOD—so I’d like to avoid having to restart it 10 times.

Edited by Neuf55551
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Posted
1 hour ago, Neuf55551 said:

And for Vigilant, what should I do? I am regenerating the LODs, starting with xLODGen.

I will then continue with TexGen and DynDOLOD, but is there nothing to do for Vigilant? Is it just a memory issue, like with Falmer Valley?

I’m asking because the generation takes several hours—about 3h30 for xLODGen and 2h30 for DynDOLOD—so I’d like to avoid having to restart it 10 times.

I already mentioned the bad 3D tree LOD models, which will contribute to the long generation times.
You do not need to generate all worldspaces in the same session.

You need to make sure every worldspace that has LOD has object LOD level 32 files (for all seasons the worldspace might be switched to) if the INI setting uLockedObjectMapLOD=32 is used.

The log shows:
LODGenx64.exe generated object LOD for zCHMolagWorld successfully
That means Coldharbour must have object LOD level 32 LOD files for the default (e.g. no season).

Also double check seasons do not switch LODs for worldspaces for which seasons were not generated.

  • 0
Posted

hank you for this information. I’ve decided to go for a clean LOD generation by separating mods with seasons from those that don’t have them (basically the base game/other worldspaces from mods).

Indeed, for Vigilant, for example, there are no active seasons, so adding seasons there might have caused the issue you mentioned. The same goes for the other worldspaces.

However, one question arises: although xLODGen64 doesn’t cause too many issues, I realize that it will generate two DynDOLOD.esp files during these two generations. What should I do? I know this counts towards the plugin limit, and with just one generation, I’ll reach the limit (254). With the additional generation, I’ll hit 256. Is there a way to merge the .esp files from the two generations?

  • 0
Posted (edited)

I’m following up after the generation—it went smoothly and without any issues (including for Falmervalley and the other mentioned ones).

However, for Vigilant, it's still the same issue. I'm sending you a screenshot: the LODs are there (even LOD32), but no coordinates are attached to them, or at least they seem to be set to 0?

The other worldspaces from Vigilant seem to have generated correctly, as I verified and confirmed (in any case, there’s no map for those worldspaces).

Beyond LOD32, I also wanted to mention that in Coldharbour, while the map appears empty (second screenshot), using the TCL command shows that no buildings or locations are displayed beyond a few meters.

For comparison, here are the results for Bruma, wyrmstooth, and Falskaar.

I also noticed that for Coldharbour, during occlusion generation, the process correctly displays coordinates, and the generation appears normal—at least for that part.

I’m not sure about the worldspace limits, but since no objects/trees are being generated in this specific worldspace, is there a way to determine the worldspace boundary coordinates to force the generation differently?

I’m mentioning all of this because I realized I forgot to clarify that it’s not just the map failing to display LODs, but the entire worldspace isn't showing distant LODs at all. Hopefully, this information helps in finding a solution.

link for .png because +5mb https://limewire.com/d/feef2ead-418a-4def-8cf1-2f9d49f0eb0c#3C_XuFhmvWaaCmR40nB44KmD3ND0NfPVnzZJiakkyMM

Worldspace bug.png

ScreenShot29.png

Edited by Neuf55551
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Posted
7 hours ago, Neuf55551 said:

hank you for this information. I’ve decided to go for a clean LOD generation by separating mods with seasons from those that don’t have them (basically the base game/other worldspaces from mods).

Indeed, for Vigilant, for example, there are no active seasons, so adding seasons there might have caused the issue you mentioned. The same goes for the other worldspaces.

However, one question arises: although xLODGen64 doesn’t cause too many issues, I realize that it will generate two DynDOLOD.esp files during these two generations. What should I do? I know this counts towards the plugin limit, and with just one generation, I’ll reach the limit (254). With the additional generation, I’ll hit 256. Is there a way to merge the .esp files from the two generations?

https://dyndolod.info/Updating this applies also:
In case a new mod contains a plugin that adds new objects to a worldspace or a new worldspace, start DynDOLOD with the existing DynDOLOD output in the load order. The existing DynDOLOD plugins need to load after any other plugins of the same type (e.g. DynDOLOD.esm after the highest priority ESM, DynDOLOD.esp with the highest priority possible). In case Occlusion.esp exists, it needs to load after DynDOLOD.esp. Select the worldspaces affected by the plugin and generate LOD as usual. Then install the DynDOLOD output, overwriting the existing DynDOLOD output. This might not carry forward all changes made to existing worldspace or cell records made by new plugins. In that case resolve conflicts by manually forwarding conflicting records or consider generating from scratch.

  • 0
Posted
4 hours ago, Neuf55551 said:

I’m following up after the generation—it went smoothly and without any issues (including for Falmervalley and the other mentioned ones).

However, for Vigilant, it's still the same issue. I'm sending you a screenshot: the LODs are there (even LOD32), but no coordinates are attached to them, or at least they seem to be set to 0?

The other worldspaces from Vigilant seem to have generated correctly, as I verified and confirmed (in any case, there’s no map for those worldspaces).

Beyond LOD32, I also wanted to mention that in Coldharbour, while the map appears empty (second screenshot), using the TCL command shows that no buildings or locations are displayed beyond a few meters.

For comparison, here are the results for Bruma, wyrmstooth, and Falskaar.

I also noticed that for Coldharbour, during occlusion generation, the process correctly displays coordinates, and the generation appears normal—at least for that part.

I’m not sure about the worldspace limits, but since no objects/trees are being generated in this specific worldspace, is there a way to determine the worldspace boundary coordinates to force the generation differently?

I’m mentioning all of this because I realized I forgot to clarify that it’s not just the map failing to display LODs, but the entire worldspace isn't showing distant LODs at all. Hopefully, this information helps in finding a solution.

link for .png because +5mb https://limewire.com/d/feef2ead-418a-4def-8cf1-2f9d49f0eb0c#3C_XuFhmvWaaCmR40nB44KmD3ND0NfPVnzZJiakkyMM

Worldspace bug.png

ScreenShot29.png

Cell coordinates 0, 0 are typically the center of a worldspace.

The vigilant worldspaces were added to the worldspace ignore list for a reason.

For now I would just delete the generated LOD level 4, 8, and 16 object LOD files so it uses the ones shipping with the mod. That will only leave the map empty.
Once you go there in the story, change the uLockedObjectMapLOD INI setting back to 16 for the time being.
Or one can make a LOD level 32 BTO from the 4 object LOD level 16 files shipping with the mod in NifSkope with just copy/pasting the BSMultiBoundNode blocks. See the BTO I attached. It should work as is.

zCHMolagWorld.32.0.0.7z

  • 0
Posted (edited)

Hello, thank you for the advice, which I have applied.

However, it didn’t solve the issue. To explain, I first noticed that there was no value for uLockedObjectMapLOD in the skyrim.ini, so I took the liberty of adding it and setting it to 32. I noticed that a mod called "clear world and other map" adds this line in its .ini:
uLockedObjectMapLOD=32
uLockedTerrainLOD=32
So I changed these values (except for the terrain) to 16 and tested it in the game. Nothing changed.
I also tried deleting the line entirely, but it didn’t change anything.

I also excluded the generation of the world space (xlodgen, like dyndolod and texgen) for the Vigilant mod to use the base LODs, but it doesn’t seem to be applied in the game, and the map remains the same (with no distant objects, they spawn literally right in front of me). I’m not sure how to force the loading of the base LODs from the mod.

Unslaad and Glenmoril, by the same author, don’t work unless I generate the LODs with dyndolod (at least they have the same problem as Vigilant). However, they have the same base configuration in their mod file (the .btr, .bto, .nif are there without prior generation).
Once generated with dyndolod, the worldspaces for these two mods work perfectly.

Vigilant remains a problem, and even when I alter the values you mentioned, nothing works. I’ve tried deleting all LODs related to the worldspace, regenerating them, but nothing works, even after testing between the modifications.
I also noticed that when dyndolod generates files, there is an “export” folder, here’s everything I could find inside regarding molagworld.

I also add that if I launch the game without any LOD generation at all (even Tamriel, etc.) and I cow to the Vigilant worldspace, the same issue appears. Are there things stored that cause the generated elements to remain even after deactivating them in ModOrganizer 2?

Also, I’m wondering, but the Step guide specifies modifying certain values (notably level32=1), should I disable all of this when generating Vigilant? Should I have a “clean” dyndolod or set specific parameters? (If so, I don’t know which ones).

You mentioned using NifSkope, but I’m not familiar with this software and I’m afraid I’ll mess something up while using it.

LODGen_SSE_Export_zCHMolagWorld.txt LODGen_SSE_TexturesUsed_zCHMolagWorld.txt LODGen_SSE_ObjectAtlasMap_zCHMolagWorld.txt LODGen_SSE_Export_TerrainUnderside_zCHMolagWorld.txt

Edited by Neuf55551
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Posted

I take the liberty of sharing a comparison between the two folders of the two base mods, Vigilant and Glenmoril, which shows their identical file configuration (no lod32).

However, the worldspace of Glenmoril works in a normal generation (with lod32 active), and everything is fine in the game. I really don't understand what could be wrong with Vigilant, since even when I completely remove DynDOLOD from my installation, the problem persists (whereas for the other worldspaces, nothing shows up at all, not even the terrain).

comparaison.png

  • 0
Posted
1 hour ago, Neuf55551 said:

Hello, thank you for the advice, which I have applied.

However, it didn’t solve the issue. To explain, I first noticed that there was no value for uLockedObjectMapLOD in the skyrim.ini, so I took the liberty of adding it and setting it to 32. I noticed that a mod called "clear world and other map" adds this line in its .ini:
uLockedObjectMapLOD=32
uLockedTerrainLOD=32
So I changed these values (except for the terrain) to 16 and tested it in the game. Nothing changed.
I also tried deleting the line entirely, but it didn’t change anything.

I also excluded the generation of the world space (xlodgen, like dyndolod and texgen) for the Vigilant mod to use the base LODs, but it doesn’t seem to be applied in the game, and the map remains the same (with no distant objects, they spawn literally right in front of me). I’m not sure how to force the loading of the base LODs from the mod.

Unslaad and Glenmoril, by the same author, don’t work unless I generate the LODs with dyndolod (at least they have the same problem as Vigilant). However, they have the same base configuration in their mod file (the .btr, .bto, .nif are there without prior generation).
Once generated with dyndolod, the worldspaces for these two mods work perfectly.

Vigilant remains a problem, and even when I alter the values you mentioned, nothing works. I’ve tried deleting all LODs related to the worldspace, regenerating them, but nothing works, even after testing between the modifications.
I also noticed that when dyndolod generates files, there is an “export” folder, here’s everything I could find inside regarding molagworld.

I also add that if I launch the game without any LOD generation at all (even Tamriel, etc.) and I cow to the Vigilant worldspace, the same issue appears. Are there things stored that cause the generated elements to remain even after deactivating them in ModOrganizer 2?

Also, I’m wondering, but the Step guide specifies modifying certain values (notably level32=1), should I disable all of this when generating Vigilant? Should I have a “clean” dyndolod or set specific parameters? (If so, I don’t know which ones).

You mentioned using NifSkope, but I’m not familiar with this software and I’m afraid I’ll mess something up while using it.

LODGen_SSE_Export_zCHMolagWorld.txt 80.56 kB · 0 downloads LODGen_SSE_TexturesUsed_zCHMolagWorld.txt 324 B · 0 downloads LODGen_SSE_ObjectAtlasMap_zCHMolagWorld.txt 31.83 kB · 0 downloads LODGen_SSE_Export_TerrainUnderside_zCHMolagWorld.txt 433 B · 0 downloads

Explain exactly what it is you applied and what issue(s) were not solved?

If you do not generate any LOD files for a worldspace with xLODGen and DynDOLOD or do not have them activated, then whatever issue you have in the game has nothing to do with them. The worldspace should be using the LOD meshes and textures shipping with the mod, typically inside its BSA files.

Learn how MO2 works. If a mod is not active, its files are not in the load order and they do not have any effect on the game. Use MO2 right window Data tab to verify which mod, BSA or lose files any files in the actual data folder comes from. Make sure to enable the archive parsing in menu Tools, Settings, Workarounds tab.

Also check all possible INIs, Skyrim.INI, SkyrimCustom.INI and every *.INI in the data folder to make sure a specific setting is what you want it to be.

You need to decide if you want to use object LOD level 32 or 16 for the maps. The default 16 should work with all mods and whatever LOD files ship with them. If it doesn't, then it is not 16 or there are still incomplete LOD files active. If you decide to use object LOD level 32, then you need to follow the instructions of ACMOS and use the object level 32 BTO I made for zCHMolagWorld instead of generating LOD for it. Possible other worldspace of Vigilant, too. A quick test showed that the map works with it.

I do not provide support for modding guides. If Vigilant and A Clear Map Overhaul is part of the guide, then it should have specific instructions for them that you should follow. If those instructions do not work, then you need to ask the guide author(s).

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Posted

Okay, I'm really sorry... but I didn't understand anything from the beginning...
I extracted your .bto into the game's mod folder and... EVERYTHING IS WORKING :DDDD

Thank you so much! I didn't realize that it needed to be moved into the game's folder!

Everything is finally perfect! Thank you!!

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