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Adding a mod and not re-running DynDOLOD?


Ellilea

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I am very sorry if this question is stupid, I read the FAQ and failed to find this question there. It's a simple one.

 

I've added a mod that adds a building. One mod, one building, I don't really want to rerun DynDOLOD and risk harming my savegame (I added the building before starting the game but forgot that DynDOLOD might want to tickle it too, just connected the dots now). Is it gonna be okay or will something explode?

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RTFM

 

Updating

[..]

 

There is no need to generate LOD just because a new mod was added. New objects may be missing LOD, but that is only a visual problem. Typically it should be enough to start DynDOLOD.exe with the current DynDOLOD.esp and generate (in this case update) LOD for the worldspace(s) the new mod changes. Then merge (overwrite) the files from the output path with existing files from the former generation. A clean save game cycle is not needed, however use an interior save between updates. Check the DynDOLOD SkyUI MCM for the message 'No DynDOLOD for this world' to be sure to not be in a world with any DynDOLOD data.

Edited by sheson
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