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LOD problem in Whiterun using DynDOLOD and JK's Whiterun Open Cities


Chimaeira

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Modwatch: https://modwat.ch/u/Chimaeira I7 7700K GTX 1060 6GB Win 10, Playing the Special edition.
 
I need your DynDOLOD wizards' knowledge!
I am trying to generate LOD's using Dyndolod. I am using Open Cities so disabled any plugin related to that before generating the LOD's.
However, inside Whiterun there's LOD's overlapping textures making a very ugly experience. My thinking is that it has to do with some sort of conflict between JK's Whiterun Open Cities edition and Dyndolod as I have to disable the former to generate the latter. But then re-activating JK's causes the conflict ingame. I also tried using the non open city version as a base for DynDOLOD but that created a dependancy on the ESP incompatible with Open Cities (of course).
 
Is there any way for me to have DynDOLOD ignore Whiterun's childworld perhaps or is there a better solution?
Cheers!

Edited by Chimaeira
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Modwatch: https://modwat.ch/u/Chimaeira I7 7700K GTX 1060 6GB Win 10, Playing the Special edition.

 

 

Is there any way for me to have DynDOLOD ignore Whiterun's childworld perhaps or is there a better solution?

Cheers!

That is a funny question, since that is part of what you edit in the DynDOLOD_SSE.ini for the second pass.

 

; Child Town worlds to check for new LOD

ChildWorlds=MarkarthWorld, RiftenWorld, SolitudeWorld, WhiterunWorld, WindhelmWorld

 

So, you could remove Whiterun from ChildWorlds= for the first pass, though I have not tested that everything would work correctly when generating static object LOD.

 

When using Open Cities, there is no point in having any mod in the load order that changes the childworld cities, as they will be all part of the Tamriel parent world. All mods that change cities and are somehow linked to Open Cities, should all be deactivated for the first pass. Did you do that?

Edited by sheson
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I am confused about your modwatch, as it shows JK's Whiterun.esp instead of JK's Whiterun-Open cities SSE.esp

 

If you generated object/tree without Open Cities Skyrim.esp and without JK's Whiterun-Open cities SSE.esp, then discarded the DynDOLOd.esp, and then do the second pass with the OCS and JK esp with ;ChildWorlds= commented out and object/tree LOD unchecked, whatever objects you might be seeing are most likely not added by DynDOLOD, but other mods. Get the objects form id in console and then look it up in xEdit. If it is not added by DynDOLOD.esp, then LOD generation went correctly.

Edited by sheson
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Hey Sheson, guess who figured out how to deal with this?! (years ago....)

 

Yeah, I must have messed up the other 5 attempts to get this to work, or I might have disabled the Childworld ini setting incorrectly, anyhow, problem is solved after doing the second pass. (correctly this time)

 

Thank you for your commitment! :)

Edited by Chimaeira
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