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Question

Posted

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

Recommended Posts

  • 0
Posted

Sorry to bring up this older topic, but I have the exact same issue as Neuf55551 here and want to generate and use the correct LOD32 objects to use Dyndolod with ACMOS and Vigilant. Could you share the generated file for zCHMolagWorld.32.0.0.7z again? Thanks!

  • 0
Posted
17 minutes ago, lifendingoal said:

Sorry to bring up this older topic, but I have the exact same issue as Neuf55551 here and want to generate and use the correct LOD32 objects to use Dyndolod with ACMOS and Vigilant. Could you share the generated file for zCHMolagWorld.32.0.0.7z again? Thanks!

What do you mean again? The file can still downloaded from the post above. https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/#findComment-285060

  • 0
Posted
On 3/14/2025 at 3:13 PM, sheson said:

单元格坐标 0, 0 通常是世界空间的中心。

将警惕的世界空间添加到 worldspace ignore list 是有原因的。

现在,我只需删除生成的 LOD 级别 4、8 和 16 对象 LOD 文件,以便它使用 Mod 附带的文件。这只会使地图留空。
在故事中转到该位置后,暂时将 uLockedObjectMapLOD INI 设置改回 16。
或者,只需复制/粘贴 BSMultiBoundNode 块,就可以从 NifSkope 中随 mod 一起提供的 4 个对象 LOD 级别 16 文件制作 LOD 级别 32 BTO。请参阅我随附的 BTO。它应该按原样工作。

zCHMolagWorld.32.0.0.7z正在获取信息...

Can we have the similar 32 BTO for Unslaad and Glenmoril?

  • 0
Posted
14 minutes ago, Citachi11 said:

Can we have the similar 32 BTO for Unslaad and Glenmoril?

You can just use NifSkope to copy and paste the blocks from the LOD level 16 BTOs to a new LOD level 32 BTO.

I believe those LOD level 32 files should probably be part of an ACMOS install option.

@DoubleYou Let me know if you want to do that, otherwise I will make and provide them.

  • Like 1
  • 0
Posted
15 hours ago, sheson said:

You can just use NifSkope to copy and paste the blocks from the LOD level 16 BTOs to a new LOD level 32 BTO.

I believe those LOD level 32 files should probably be part of an ACMOS install option.

@DoubleYou Let me know if you want to do that, otherwise I will make and provide them.

Actually wait... Unslaad and Glenmoril are separate mods from Vigilant. I only made the ones for Vigilant above. Does Unslaad and Glenmoril also cause issues? I was unaware of these mods.

  • 0
Posted (edited)
5 hours ago, DoubleYou said:

Actually wait... Unslaad and Glenmoril are separate mods from Vigilant. I only made the ones for Vigilant above. Does Unslaad and Glenmoril also cause issues? I was unaware of these mods.

Certainly I can test but as what you said I may wait until you provide Unslaad's and Glenmoril's.

edit: At least Viligant's works.

Edited by Citachi11
  • 0
Posted
20 hours ago, sheson said:

You can just use NifSkope to copy and paste the blocks from the LOD level 16 BTOs to a new LOD level 32 BTO.

I believe those LOD level 32 files should probably be part of an ACMOS install option.

@DoubleYou Let me know if you want to do that, otherwise I will make and provide them.

I discover that the 32 Object Lod of the west island of Cold Habour is still missing,which could be seen on the map and from the unloading Lods.

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