Jump to content


Photo

DynDOLOD 2.xx - Full Update Post

dyndolod skyrim enderal lod

  • This topic is locked This topic is locked
2 replies to this topic

#1 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 4,687 posts

Posted 11 October 2016 - 02:54 PM

DynDOLOD 2.xx Major version update post | Discuss DynDOLOD Skyrim/Enderal | DynDLOD beta Skyrim SE/VR | What is DynDOLOD? | DynDOLOD FAQ

Refer to the videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well.

 

Make sure to read the latest update post for DynDOLOD Skyrim/Enderal or DynDOLOD beta Skyrim SE/VR.
These minor version update posts contain important information about each new version. They have a link to the older update posts at their bottom.

 

What's New?

DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance.

Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed.

While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs.

Starting with DynDOLOD 2.22 there is beta support for Skyrim SE. Use -sse command line argument. It should only be used by experienced DynDOLOD users. See the included docs\DynDOLOD_Manual_SSE.html for more info.

Starting with DynDOLOD Resources SE 2.36 for Skyrim SE the Whiterun Exterior, Solitude Exterior and the Desync Bird of Prey plugins have been replaced with *.patch files. The data that used to be in the plugins is now added to DynDOLOD.esp when LOD is is generated in case the *.patch files have been installed.

Starting with DynDOLOD 2.37 there is beta support for Skyrim VR. Use -tes5vr command line argument. It should only be used by experienced DynDOLOD users. See the included docs\DynDOLOD_Manual_TES5VR.html for more info.

Starting with DynDOLOD 2.44 there is full ESL support for Skyrim SE - based on the latest xEdit updates.

Starting with DynDOLOD Resources 2.44 for Skyrim the Whiterun Exterior, Solitude Exterior and the Desync Bird of Prey plugins have been replaced with *.patch files. The data that used to be in the plugins is now added to DynDOLOD.esp when LOD is is generated in case the *.patch files have been installed.
 
Starting with DynDOLOD 2.45 there is an alternative DynDOLOD DLL that can be used instead of PapyrusUtil for the optional dynamic LOD.
 
Starting with DynDOLOD 2.48 both TexGen and DynDOLOD can now export textures with BC7 compression. They are used by default for Skyrim Special Edition and Skyrim VR.
 
Starting with DynDOLOD 2.55 the Steam version of Enderal is supported. Use -enderal command line argument. See included Docs\DynDOLOD_Manual.html "Enderal" section in "Custom Settings for Specific Mods"
 

Starting with DynDOLOD 2.70 the Skyrim TVDT Occlusion data of cell records can be update/generated. The data is used to disable distant occluded object and terrain LOD meshes behind other terrain LOD meshes for better performance. See included Docs\DynDOLOD_Manual.html "TVDT - Occlusion Data" section. Check the dedicated Skyrim TVDT - Occlusion Data thread for more information, questions and feedback.
 
There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx.

Check the list of "The usual updates" below, if a mod which you are using was added recently. Check the changelog. Consider updating or generating LOD from scratch in case you notice missing LOD or if problem that was affecting you was fixed.

 

Important

DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. DynDOLOD 2.30 and higher requires an installation from scratch when updating from an older 2.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.

If an existing save is updated with a DynDOLOD.esp generated from scratch, follow the “clean save” cycle: first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Remove old DynDOLOD.esp, remove old scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp. Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM.

Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.

 

Download

DynDOLOD Standalone 2.73 for Skyrim, Enderal, Skyrim SE and Skyrim VR
Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’
It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders.
 
DynDOLOD Resources 2.72 for Skyrim and Enderal - Make sure to use matching or higher version of DynDOLOD Standalone.
Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.
If updating from older versions, it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results.
Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.

DynDOLOD Resources SE 2.73 for Skyrim SE and Skyrim VR - Make sure to use matching or higher version of DynDOLOD Standalone.
Required. Contains the required 'Core Files' like meshes, textures to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.
If updating from older versions, it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results.
Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.

DynDOLOD Patches 2.45 for Skyrim and Enderal
Contains the patches for some of the mods listed under 'Some Assembly Required' - download if needed.

 

Instructions

Please check DynDOLOD_QuickStart.html, Docs\DynDOLOD_Manual.html and videos for updated instructions. Here is the quick synopsis:

Requirements
SKSE, DynDOLOD DLL or PapyrusUtil, vanilla billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards plus billboards for any tree mod.
Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe (x86) or DynDOLODx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing.

Installation
Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD archive into a new folder of your choice.
Install SKSE
Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.
Install DynDOLOD DLL (overwrite papyrus scripts of DynDOLOD Resources) or PapyrusUtil
Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything.
Install billboards into the game / mod manager overwriting DynDOLOD Resources


Generation
Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation.
Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources.

Execute DynDOLOD.exe to generated tree, static and dynamic LOD.
If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00.
Run the process as normal. Once it finished Save & Exit.
Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything.
Activate DynDOLOD.esp. Ignore any contradicting third party instructions from people that obviously did not RTFM.
Let LOOT sort DynDOLOD.esp.


Step-by-Step from Gamerpoets. Please consider supporting Gamerpoets through PayPal or Patreon if you find the instructional videos useful.


Simple run-through for MO / NMM if you already know what you are doing

https://www.youtube.com/watch?v=1BUAVP9ZPf8

 

Trouble

Search this thread or check the FAQ for similar problems.

If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt

If LODGen.exe (white text on black background command line window) post a screenshot of the error message.

 

People that made this milestone possible and deserve credits

All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation :;):

ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, kojak747, somerandomguy83, Abendaron, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up.


 

The usual updates
Applies to latest version of DynDOLOD Standalone and Resources.

Mods Requiring DynDOLOD
Indistinguishable Vanilla Tree Billboards - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen
Spice of Life - Forts (2.11)
Spice of Life - Orc Strongholds (2.19) - overwrite meshes from DynDOLOD Resources with the ones included in the mod
HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created.
Enhanced Landscapes - Winter Edition (2.22) - Includes billboards and LOD textures that need to overwrite vanilla billboards and DynDOLOD Resources - Core Files textures. If LOD textures are generated with TexGen.exe, they should always overwrite everything else.
Winter Aspen Billboards (2.22)
PETCAT (2.22)
Solstheim Genesis (2.35)

Some Assembly Required - see included Manual for more details
Revamped Assets Skyrim (2.07)
Enderal (2.15) - see Enderal section in the manual
Caranthir Tower Reborn 1.x (2.18)
Caranthir Tower Reborn 2.x (2.21)

Verified working out of the box - included rules
Necromancer Hut (2.07)
The People Of Skyrim Ultimate Edition (2.07)
Cliffside Cottage (2.08)
Knights of the Garter (2.10) - improved rules for better LOD compared to older versions
Riften Fishing Shack (2.10)
Unofficial Skyrim Legendary Edition Patch (2.10)
Belleteyn - Snowy Cabin (2.12)
Hermit Mountain Cottage (2.12)
Rift Treehouse (2.12)
Snow Elf Palace (2.12)
Swamp Home - A House In Hjaalmarch (2.12)
Whiterun Apartment (2.12)
Windhelm Cabin (2.12)
Snow Elf Hut (2.15)
Round Window Cabin - Player Home (2.16)
Dawn of Skyrim (Director's Cut) (2.17)
The Observatory (2.17)
Trollstigen (2.18)
Wind's Rest Estate - A Whiterun Tundra Home (2.19)
Ayleid Palace Remastered (2.19)
Dawn Point Lighthouse (2.30)
Dragonfall Castle (2.30)
Dragons Keep (2.30)
Velothi Palace (2.30)
Perfect Whiterun (2.30)
Mona Alta (2.37)
Riverwood Keep (2.37)
Viking's Longhouse (2.37)
Knight's Rest (2.44)
Rigmor of Cyrodiil (2.55)
Terra Umbra - Mobile Floating Island (2.56)
Skogarfjell - No-Load Viking Hall (2.59)
The Great City of Dragon Bridge (2.62)
The Great City Of Morthal (2.62)
The Great Cities - Minor Cities and Towns (2.62)
FadingSignal's Solstheim Lighthouse for LE (2.64)

Western Watchtower Texture Mismatch Fix (2.73)

Verified working out of the box
Karthwasten (2.00)
The Elder Scrolls V - Expanded (2.00)
The Elder Scrolls V Expanded - Falkreath - Brdvhyn (2.00)
The Elder Scrolls V Expanded - Falkreath - Viantlek (2.00)
The Elder Scrolls V Expanded - Haafingar - Lainalten (2.00)
The Elder Scrolls V Expanded - Haafingar - Nedenheim (2.00)
The Elder Scrolls V Expanded - The Pale - Port Lysanvir (2.00)
The Elder Scrolls V Expanded - Winterhold - Yorgrim Wall (2.00)
ClefJ's Morthal (2.07)
White River Priory (2.07)
Enhanced Vanilla Trees (2.08) - Billboards - install billboards in correct order and generate tree LOD as usual
Retirement (2.08)
The Pines of Whiterun (2.08)
Riverside Lodge - Buildable Edition (2.10)
Riverside Lodge REDUX - Buildable Edition (2.10)
Thur's Retreat (2.10)
Solitude Docks District (2.11)
Millers Shack (2.12)
Shezrie's Old Hroldan Town Ver 2.0 (2.15)
Solitude Skyway (2.15)
Better Tel Mithryn (2.16)
Simple Raven Rock Expansion (2.16)
Distinct Skyrim Landscapes (2.17)
Killian Castle (2.18)
Lyngwi - A Nordic Village (2.18)
Settlements Expanded (2.19)
Greater Skaal Village (2.19)
Whiteraven Manor (2.19)
Tactical Valtheim (2.19)
Dwemer Manor (2.19)
JKs Skaal village (2.19)
Dolmen Ruins - ESO Dark Anchors (2.19)
Fantasy Forest Overhaul (2.21) - Billboards included in versions for DynDOLOD/TES5LODGen in optional files
Peak Aspens (2.21) - Billboards included in versions for DynDOLOD/TES5LODGen in optional files
Helarchen Creek (2.22)
Realistic Boat Bobbing (2.22)
Skysight - Simply Bigger Trees (2.22) - Billboards
Dragon Bridge (2.22)
Arthmoor's Skyrim Villages - All In One (2.35)
BreezeRockLodge (2.35)
Dawnstar (2.35)
Keld-Nar (2.35)
Lush Vanilla Trees (2.35)
Ruska - Riften Player Home (2.35)
White Lighthouse (2.55)
The Great City Of Dawnstar (2.62)
The Great City Of Falkreath 2.62)
The Great City of Rorikstead (2.62)
The Great City Of Winterhold (2.62)
Quaint Raven Rock (2.63)
Rorikstead Basalt Cliffs (SE backport) (2.63)


Ultra Trees support included in DynDOLOD Resources Core Files
Realistic Aspen Trees
Enhanced Landscapes Oaks installation option and Enhanced Landscapes Oaks Standalone courtesy of kojak747
Reach Tree Reborn courtesy of godescalcus

Mods with Ultra Trees support
Enhanced Vanilla Trees from Some_Random_Guy_83

Fixes include
Better Enhanced Lights and FX 3.x support - College of Winterhold missing reported by baronaatista, Fenric
Added better LOD for Dragonsreach arch thing and braziers (high only), so certain fires do not float - reported by Paolino
Fixed parent world dynamic LOD sometimes being disabled when leaving interiors - reported by Paolino
Updates to "create mod" function - see Docs\DynDOLOD_Mod_Authors.html
Fixed image paths in all html documents - reported by CreeperLava
Fixed Exception in unit line -1 'Prepare' on line 712: Type mismatch - reported by druninja, Ilkob, hobo1137
Fixed Exception in unit userscript line 340: Access violation at address 0093C4EF in module 'DynDOLOD.exe - reported by Rasor1911
Fixed Exception in unit prepare line 517: Operation not allowed on sorted list - reported by druninja
Fixed wrong bunch of numbers added to json - reported by Ilkob, jennykitten78, LucidAPs, hobo1137 and probably others
Fixed not using SMIM sails meshes - reported by Ilkob
Fixed Exception in unit userscript line 347: 'xxxx' is not a valid integer value - reported by Madpaddy
Fixed erroneous output path - reported by Neovalen, Thallassa
Fixed not ignoring some merged mods correctly - reported by Darth_mathias, Neovalen
Fixed TexGen output path - reported by Darth_mathias
Optimized applying form id updates from merged mods - reported by Selfishmonkey
Fixed SolitudeExterior.esp conflict with Legacy of Dragonborn - reported by Pickysaurus
Execute patch rules also for mods that are ignored - reported by Thallassa
Disable MCM if PapyrusUtil is not present - reported by disi
Fixed adding Glow LOD nif in certain conditions - reported by kcinlober
Fixed TWO freezes - reported by everyone
Added workaround for a rare case of not finding a base record - reported by GunSlinger21
Fixed finding an empty SolstheimWorld caused by a mod - reported by Tezliov
Hardened objects in exterior esp versus merging and accidentally having LOD - reported by Sundder
Glow LOD windows now using textures from replacer mods after running TexGen - reported by S.T.E.P.
Added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights
Fixed meaningless No WRLD message reported by Nebulous112
Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly
Fixed out of memory error when generating atlas - reported by many
Fixed error caused by "missing" cells - reported by Kelmych
Optimized Papyrus scripts - based on feedback from Borgut1337

Changelog DynDOLOD 2.00 BETA


Changelog DynDOLOD 2.01 BETA


Changelog DynDOLOD 2.02 BETA


Changelog DynDOLOD 2.03 BETA


Changelog DynDOLOD 2.04 BETA


Changelog DynDOLOD 2.05 BETA


Changelog DynDOLOD 2.06 BETA


Changelog DynDOLOD 2.07 BETA


Changelog DynDOLOD 2.08 BETA


Changelog DynDOLOD 2.09 BETA


Changelog DynDOLOD 2.10


Changelog DynDOLOD 2.11


Changelog DynDOLOD 2.12


Changelog DynDOLOD 2.13


Changelog DynDOLOD 2.14


Changelog DynDOLOD 2.15


Changelog DynDOLOD 2.16


Changelog DynDOLOD 2.17


Changelog DynDOLOD 2.18


Changelog DynDOLOD 2.19


Changelog DynDOLOD 2.20


Changelog DynDOLOD 2.21


Changelog DynDOLOD 2.22


Changelog DynDOLOD 2.23


Changelog DynDOLOD 2.24


Changelog DynDOLOD 2.25


Changelog DynDOLOD 2.26


Changelog DynDOLOD 2.27


Changelog DynDOLOD 2.30


Changelog DynDOLOD 2.31


Changelog DynDOLOD 2.32


Changelog DynDOLOD 2.33


Changelog DynDOLOD 2.34


Changelog DynDOLOD 2.35


Changelog DynDOLOD 2.36

 
Changelog DynDOLOD 2.37

 
Changelog DynDOLOD 2.38

 
Changelog DynDOLOD 2.39


Changelog DynDOLOD 2.40

 
Changelog DynDOLOD 2.41


Changelog DynDOLOD 2.42

 
Changelog DynDOLOD 2.43

 
Changelog DynDOLOD 2.43


Changelog DynDOLOD 2.44

 
Changelog DynDOLOD 2.44.1

 
Changelog DynDOLOD 2.45

 
Changelog DynDOLOD 2.46

 
Changelog DynDOLOD 2.47

 
Changelog DynDOLOD 2.48


Changelog DynDOLOD 2.49


Changelog DynDOLOD 2.50

 
Changelog DynDOLOD 2.51

 
Changelog DynDOLOD 2.52


Changelog DynDOLOD 2.53


Changelog DynDOLOD 2.54

  
Changelog DynDOLOD 2.56

 
Changelog DynDOLOD 2.57

 
Changelog DynDOLOD 2.58

 
Changelog DynDOLOD 2.59

 
Changelog DynDOLOD 2.60

 
Changelog DynDOLOD 2.61

 
Changelog DynDOLOD 2.62


Changelog DynDOLOD 2.63

 
Changelog DynDOLOD 2.64

 
Changelog DynDOLOD 2.65

 
Changelog DynDOLOD 2.66

 
Changelog DynDOLOD 2.67

 
Changelog DynDOLOD 2.68


Changelog DynDOLOD 2.69

 

Changelog DynDOLOD 2.70
 
Changelog DynDOLOD 2.71
 
Changelog DynDOLOD 2.72
DynDOLOD.exe - fixed an error reading object LOD meshes for occlusion
DynDOLOD.exe - added/updated rules for better compatibility
DynDOLOD.exe - added detection of LotD v5
DynDOLOD.exe - fixed sometimes not writing log/bugreport in case of exception
TexGen.exe - added generation for sdragontile01lod, sfloorhouse01lod, sintfloor01lod.dds, sintwalltop01lod, smetaldet01lod.dds, sintwalltop01lod.dds, sstonestep01lod.dds, sstonewall03lod, swoodbeam01lod.dds, farmwindowinterior01lod.dds, scastlecol01lod.dds, finewood3x3lod.dds, dbmstainedglass01lod.dds, dbmstainedglass02lod.dds
LODGen.exe - fixed 3D name for BSTriShape
DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
 
Changelog DynDOLOD 2.73

 
 
Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.


Edited by sheson, 29 September 2019 - 07:16 AM.

  • 0

#2 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 4,687 posts

Posted 11 October 2016 - 03:04 PM

Dynamic Distant Objects LOD - DynDOLOD

Finally I can see my house from here

You know the price for my mods: blood, sweat and tears. Oh, and your first born.
If you want to help other authors of quality mods then donate to them directly.

 

What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.

 

What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg




 

Requirements
 
SKSE for the used game version.
 
DynDOLOD DLL or PapyrusUtil for the used game version
 
DynDOLOD Resources for the used game version - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.
 
SKSE and DynDOLOD DLL or PapyrusUtil are only required if the dynamic object LOD (Generate DynDOLOD checkbox) is generated. Static object LOD and tree LOD will always work.
 
Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe (x86) or DynDOLODx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing.
 
 

Download

Download standalone and resources from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================
Updating DynDOLOD
=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.


DynDOLOD-Changelog.txt


Credits

TES5Edit Team in general

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

Bethesda for the game, models and textures

NifTools

DynDOLOD includes LOD assets based on models and/or textures from: 

Holy Cow I fixed Skyrim - Sheson

Edited by sheson, 06 May 2019 - 05:37 AM.

  • 0

#3 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 4,687 posts

Posted 12 October 2016 - 09:08 AM

=======================================================================
DynDOLOD - Dynamic Distant Objects LOD - Sheson
=======================================================================

Frequently Asked Questions

=======================================================================

Q: What does RTFM stand for?

A: Read The Funtastic Manual! Read the update post!

=======================================================================

Q: Skyrim Special Edition?

A: Beta. See ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html

=======================================================================

Q: Skyrim VR?

A: Beta. See ..DynDOLOD\Docs\DynDOLOD_Manual_TES5VR.html

=======================================================================

Q: Game: Performance

A: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior.

A: There are 3 presets: Low - almost none. Medium - like SkyFalls + SDO but 1000x better visuals. High - certainly yes. RTFM to adjust every detail yourself.

=======================================================================

Q: xEdit / TES5Edit / FO4Edit / SSEEdit

A: They are all the same thing. The 'x' in xEdit stands for whatever game is currently used. Substitute the 'x' by whatever game/path you are using. The xEdit.exe can be renamed to work for different games.

=======================================================================

Q: Virus?

A: Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab.

A: Check with https://www.virustotal.com to rule out false positives.

=======================================================================

Q: Errors while running DynDOLOD.exe/TexGen.exe

A: Look for helpful messages in the log above the error.

A: Use the latest version of DynDOLOD.exe/TexGen.exe.

A: Do not install tools or game into special Windows folders like Program Files.

A: Check this FAQ for the error.

A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.

A: If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error to the Official DynDOLOD Forum

=======================================================================

Q: DynDOLOD.exe: Not seeing all worlds in the selection box

A: Only worlds that have existing lodsettings file in ..\Data\LODSettings\[Worldspace].lod are shown.

A: Some worlds added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Remove the worldspace name from the filter file ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on the Official DynDOLOD Forum for more information.

A: Read The Funtastic Message under the world selection box. When using MO check that ..\ModOrganizer\profiles\[profile name]\Skyrim.ini / SkyrimVR.ini contains

Skyrim
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

Skyrim Special Edition / Skyrim VR
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa

Enderal
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=EEN - MeshesLOD.bsa, EEN - Meshes.bsa, EEN - Music.bsa, EEN - Scripts.bsa, EEN - SoundFX.bsa, EEN - SoundVoice.bsa, EEN - SoundExtra.bsa, EEN - TexturesLOD.bsa, EEN - Textures1.bsa, EEN - Textures2.bsa, EEN - Textures3.bsa

WARNING: It is possible the ArchiveLists are different for non English versions of the game, especially in case of Enderal. Do not replace these lines in case they are already existing and appear to work correctly.

Proper INIs with the Archive lines included are usually created when the launcher of the game is started once.

=======================================================================

Q: Checking for errors in DynDOLOD.esp or DynDOLOD.esm with xEdit

A: .. \ Record Flags -> <Unknown: 6> are intentional and can be ignored.

A: Any other error indicates a problem that should be reported to the Official DynDOLOD Forum

=======================================================================

Q: TexGen.exe/DynDOLOD.exe: <Error: xxx [xxxx:xxxxxxxx] has invalid ObjectID xxxxxx in xxx.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.

A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods....-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game.

=======================================================================

Q: TexGen.exe/DynDOLOD.exe: Access is denied

A: The OS, UAC, anti virus or another third party program is denying access to a file. Use the appropriate OS, UAC, anti virus settings etc. to allow access, including the TexConv.exe/LODGen.exe executables in the ..DynDOLOD\Edit Scripts folder.

A: Make sure only one copy of TexGen.exe/DynDOLOD.exe is running at a time.

=======================================================================

Q: DynDOLOD.exe: Missing model 'meshes\..\*.nif' - ignoring * [STAT:xxxxxxxx] for dynamic LOD

A: Verify that all required BSA files are loaded. MO archive management is incompatible with many 3rd party tools like xEdit. Check startup log of DynDOLOD or xEdit, make sure BSA files are loaded via a matching esp filename.

A: Make sure that after merging plugins, their assets are still loaded. BSAs are only loaded via matching esp filename.

A: Plugins often have left over base elements referencing non existing nifs. Look up the form id [STAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Reload the record and check bottom for tab 'Referenced By'. If the tab is not shown, the base element is not used by any references and this error can be ignored. Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author.

=======================================================================

Q: DynDOLOD.exe: ERROR: Worldspace object bounds added by plugin name.esp for [xxxxxxxx] Worldspace outside +- 128 cells.

A: A plugin changes the size of a worldspace beyond useful values. Either do not select this worldspace when generating LOD or fix the object bounds to useful values if they seem to be wild edits. To fix worldspace bounds error, in xEdit, open the worldspace record by entering the FormID of the worldspace into the field top left. Hit Enter key. Scroll right to the column of the plugin. Scroll down to the rows for Objects Bounds. Right click a value and select edit and enter a number <= +- 128. In case it is a overwrite record use numbers from master plugin as a guideline. Click OK or hit Enter. Save changed esp.

A: In addition, optionally, in the left tree view unfold the worldspace and and investigate Blocks with numbers <= -4 or >= 4 for unintentional edits.

=======================================================================

Q: DynDOLOD.exe: Could not be resolved

A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: There is a problem in xxx.esp with xxx using [xxxxxxxx] < Error: Could not be resolved >

A: There is a plugin in the load order that links to a non existing form id. Use the mentioned form IDs to look up the records in xEdit. It will help to narrow down the broken plugin. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Duplicate FormID [xxx] in file [xx] xxx.esp

A: There is a plugin in the load order that duplicates an existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.

=======================================================================

Q: DynDOLOD.exe: FormID [xxx] references a master which is not available in file [xx] xxx.esp

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

A: Often caused by a broken Bashed Patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.

=======================================================================

Q: DynDOLOD.exe: Found a reference, expected for New Texture: TXST

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp

A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube....h?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Tree LOD: Error: Can not find tree LOD billboards required to create tree LOD

A: Always install the required vanilla tree LOD Billboards, then any optional LOD Billboards for tree mods in the load order. See the 'Requirements' section in the manual.

=======================================================================

Q: DynDOLOD.exe: Tree LOD <Note: BlackreachBush01 [TREE:000CE101] billboard not found Textures\Terrain\LODGen\Skyrim.esm\BlackreachBush01_000CE101.dds> and similar

A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. Typically billboards are only created for trees. Some world spaces do not have any trees.

=======================================================================

Q: DynDOLOD.exe: Note: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_n.dds normal map not found, using flat replacement

A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.

=======================================================================

Q: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures\*.dds: Not a valid DDS texture

A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.

A: Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is.

=======================================================================

Q: DynDOLOD.exe: Warning: Error when loading "meshes\*.nif": Not a valid NIF file

A: The mentioned NIF file is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.

A: Look up the NIF path in MOs right window Data tab to find out which mod supplies it. Reinstall the NIF from the mod, DynDOLOD Resources, whichever it is.

=======================================================================

Q: DynDOLOD.exe: FAILED loading DDS (80004005) *.dds / Error preparing textures for atlas: Error loading textures\*.dds: Executing TexConv returned error

A: The mentioned texture uses an unsupported format and needs to be converted or replaced.

A: See answers for Error preparing textures for atlas: Error loading textures\*.dds: Not a valid DDS texture

=======================================================================

Q: Game: Tree LOD: LOD trees do not match close-up full model trees

A: If the tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods.

A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions.

A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.

A: Find better matching billboards for the tree mods or create them. See this video

=======================================================================

Q: Game: Tree LOD: LOD trees textures cut off mid-way

A: The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.*

A: Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods.

=======================================================================

Q: Game: Tree LOD: LOD trees show in child worlds / towns

A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.

=======================================================================

Q: Game: Tree LOD: LOD trees show in loaded cells

A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.git...r-checking.html

A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.

=======================================================================

Q: DynDOLOD.exe / LODGen.exe: There were errors in one or more LODGen logs resulting in incomplete static object LOD

A: Check the mentioned log LODGen_[GAMEMODE]_[Worldspace]_log.txt for specific error message

A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output and try again.

A: Nif not found - Make sure the nif that is not found exists as loose file or in one of the loaded BSAs. Verify loaded BSAs in the loading messages of the DynDOLOD log. Turn off MOs archive management.

A: Rerun LODGen.exe for a specific worldspace by setting Expert=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini, select worldspace in drop down, click "Execute LODGen.exe" button

=======================================================================

Q: Game: Incomplete static object LOD / LODGen.exe crash

A: Make sure DynDOLOD Resources Core Files have been installed completely. Sometimes mod managers fail to download or unpack archives correctly. Use a better mod manager.

A: Make sure to use latest LODGen.exe version included in the standalone download.

A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output and try again.

A: Wait for all LODGen.exe processes to complete on their own. Close DynDOLOD.exe and save plugin once all LODGen processes finished.

A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.

A: If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GameMode]_log.txt and LODGen_[GAMEMODE]_[Worldspace]_log.txt or a screenshot of the error to the Official DynDOLOD Forum

=======================================================================

Q: Game: Rectangular holes in LOD

A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the 'TVDT - Occlusion Data' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html and this post

=======================================================================

Q: LODGen.exe: Runs a long time / The LOD files generated are several GB in size

A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.

A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.

A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.

=======================================================================

Q: Game: DynDOLOD requires SKSE

A: SKSE is not installed, outdated or not running at all.

A: Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods.

A: Check the logs in c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\

=======================================================================

Q: Game: DynDOLOD requires PapyrusUtil

A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.

A: PapyrusUtil is not installed, outdated or not running at all.

A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its file are overwritten by other mods.

A: Check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.

=======================================================================

Q: Game: DynDOLOD requires DynDOLOD.DLL

A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL.

A: The DynDOLOD.DLL is not installed into the correct games ..\Data\SKSE\Plugins folder, outdated or not running at all.

A: Make sure you have the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions that is used and none of its file are overwritten by other mods. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil.

A: Check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly.

=======================================================================

Q: Game: DynDOLOD requires plugins generated with version x.xx or higher

A: Either the plugins were generated with an older standalone version or the papyrus scripts from DynDOLOD Resources / DynDOLOD DLL are the wrong version.

A: Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources / DynDOLOD DLL. Do not use DynDOLOD Resources / DynDOLOD DLL with higher version than version of DynDOLOD standalone.

A: Make sure the DynDOLOD Resources / DynDOLOD DLL version is high enough for the DynDOLOD standalone that is being used. For example plugins generated with DynDOLOD standalone 2.45 require DynDOLOD Resources 2.45 / DynDOLOD DLL 2.45

=======================================================================

Q: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name]

A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above.

A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers.

A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors.

=======================================================================

Q: Game: ILS or CTD

A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmod...rim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini.

A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.

A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.

A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.c...gnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution.

=======================================================================

Q: Game: Out of place objects / floating objects / flickering full models

A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video https://www.youtube....VK8PD3Vg&t=1752 or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything.

A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html

A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates.

A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.

A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD.

A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro.

A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000.

A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://forum.step-p...yndolod-support in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible.

A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.

=======================================================================

Q: Game: Save game size

A: More LOD means more data. Dynamic LOD saves data and current state of several 10,000s of objects which equates to several MB. Data and current states are saved, so that the same work does not have to be done over and over again. Once all world spaces have been visited this is more less a one time increase.

=======================================================================

Q: Game: Script instances

A: Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active.

=======================================================================

Q: Game: Script errors

A: Make sure to use matching script and plugin versions

A: Save game update gone wrong. Test with new game, if successful, repeat clean save procedure.

=======================================================================

Q: Help, feedback, comments?

A: S.T.E.P. Forums the Official DynDOLOD Forum

=======================================================================

THE SOFTWARE IS PROVIDED 'AS IS' AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.

Edited by sheson, 06 September 2019 - 01:59 AM.

  • 0



Also tagged with one or more of these keywords: dyndolod, skyrim, enderal, lod

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users