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Problem while running DynDOLOD


juiceejay

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Hello, it's nice to see this forum section is still active! I have a problem.

 

I watched GamerPoets video and followed all the instructions but while running DynDOLOD I get an error. Here's the last few line of the logs:

 

[00:10:03.704]        disabled NeverFade, replaced by dynamic LOD for Worldofrudra.esm [REFR:110A010B] (places 00L_Mountainpeak_Ground_matte [sTAT:110A007B] in GRUP Cell Persistent Children of [CELL:110954CE] (in 0W_LavenderVilla "Lavender Villa" [WRLD:11093B4A]) at 11,9)
[00:10:03.774] Non esm/esp master  for 
[00:10:03.801] [DynDOLOD.esp] Adding master ""
[00:10:03.802] [] Loading file
[00:10:03.817]
[00:10:03.817] Exception in unit process line 166: "DynDOLOD.esp" requires master "" to be loaded before it.
[00:10:03.817]
[00:10:03.817] Check log lines above the exception for additional hints.
[00:10:03.817] If problem persists, post error report with contents of ..\DynDOLOD\logs\DynDOLOD_log.txt to https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod
 
It's so weird, theres no master in between the ""
Help! I rly want to play heheh..
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There are probably errors in Worldofrudra.esm.

 

Load it in xEdit and check it for errors and try to fix them. If not possible, remove it from the load order before generating LOD, or do not try to generate LOD for its worldspace(s) like "Lavender Villa".

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There are probably errors in Worldofrudra.esm.

 

Load it in xEdit and check it for errors and try to fix them. If not possible, remove it from the load order before generating LOD, or do not try to generate LOD for its worldspace(s) like "Lavender Villa".

THANK YOU MAN! It works now.. some trees are still popping in sometimes though, do you know how to fix those? Increase ugrid? I dont mind it though it's lookin pretty good! thanks to u

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THANK YOU MAN! It works now.. some trees are still popping in sometimes though, do you know how to fix those? Increase ugrid? I dont mind it though it's lookin pretty good! thanks to u

If trees pop-in from nothing nothing then you need to install billboards for those trees. Ask the mod author or search internet for "[mod name] billboards"

Otherwise you may have to create billboards yourself. See  manual "xLODGen for trees LOD" section.

Logfile shows a note for every billboard it finds or can not find. For example

<Note: TreeAspen01 [TREE:0006A9E6] LOD not found Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.dds>
TreeAspen02 [TREE:0006C9D5] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreeAspen02_0006C9D5.dds

Messages about missing billboards for shrubs and bushes and other small plants are normal. Billboards are usually only needed for large things.

Edited by sheson
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I've downloaded billboards for all my mods but some trees are still popping in. Only a few tho, usually just one or two trees popping. I'm using Simply Bigger Trees btw.

 

I also have another problem if you don't mind helping, which is completely unrelated to DynDOLOD (I think). Some objects are having "aliasing problems". I'm not even sure if it's called that but it's exactly like this https://forum.step-project.com/topic/8404-issue-with-software-anti-aliasing/

 

Do you know how to fix it? I've tried changing settings in game but nothing seems to fix it. 

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I've downloaded billboards for all my mods but some trees are still popping in. Only a few tho, usually just one or two trees popping. I'm using Simply Bigger Trees btw.

 

I also have another problem if you don't mind helping, which is completely unrelated to DynDOLOD (I think). Some objects are having "aliasing problems". I'm not even sure if it's called that but it's exactly like this https://forum.step-project.com/topic/8404-issue-with-software-anti-aliasing/

 

Do you know how to fix it? I've tried changing settings in game but nothing seems to fix it. 

changing settings in ENB*

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I've downloaded billboards for all my mods but some trees are still popping in. Only a few tho, usually just one or two trees popping. I'm using Simply Bigger Trees btw.

I explained how you can identify missing billboards from the log. If that doesn't help you already, go close to tree in game, open console, click it, get its reference so you can look up the base record form id to match to the notes in the log. If a world mod came with existing tree LOD, you can split the texture atlas as explained in the manual. Sometimes billboards already exist under different file names, because different mods used the same resource. Then that billboard just needs to be renamed to match different path/form id. If no billboards exist at all for that mod/tree, create them yourself as explained in the manual/video.

 

Sorry, I don't help with unrelated issues.

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