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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98


sheson

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I'm having the issue described in the "Mods that add trees to the same area as child worlds" section of the manual, and because I am capable of RingTFM, I was hoping I wouldn't have to ask any stupid questions, but I'm having trouble figuring out which mod it is that's adding the offending trees. I'm stuck on the part that says to click the full model--there *are* no full models, there are just a couple of random LODs. Which can't be right clicked on. Well, to be precise, I can right click anywhere with the console open, but I either get the ID for the object behind the LOD, or if there's nothing behind it, I get no ID at all. Probably I am missing something very obvious, and I apologize for having to make a dumb inquiry, but I'm a bit stuck. Help, please?

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I'm having the issue described in the "Mods that add trees to the same area as child worlds" section of the manual, and because I am capable of RingTFM, I was hoping I wouldn't have to ask any stupid questions, but I'm having trouble figuring out which mod it is that's adding the offending trees. I'm stuck on the part that says to click the full model--there *are* no full models, there are just a couple of random LODs. Which can't be right clicked on. Well, to be precise, I can right click anywhere with the console open, but I either get the ID for the object behind the LOD, or if there's nothing behind it, I get no ID at all. Probably I am missing something very obvious, and I apologize for having to make a dumb inquiry, but I'm a bit stuck. Help, please?

If a plugin adds trees to the cells of a parent world which have the same coordinates as the cells in a child world, then the engine will not remove the tree LOD, if the player is in the child world. This causes tree LOD to show close-up in the child world.

 

The full models are added to the parent world, so you get the form id while in the parent world, because that is were the full models are.

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If a plugin adds trees to the cells of a parent world which have the same coordinates as the cells in a child world, then the engine will not remove the tree LOD, if the player is in the child world. This causes tree LOD to show close-up in the child world.

 

The full models are added to the parent world, so you get the form id while in the parent world, because that is were the full models are.

Arg, I knew it was something obvious that I wasn't getting. My apologies for not interpreting correctly; that makes complete sense. Thank you!

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Hello, I'm new here and can literally count how many times I've ever made a forum post so please bare with me! Lol.


 


I was wondering if you knew anything about this Error and also, is Enhanced Landscapes really gone from regular Skyrim? I put so much modding work in regular skyrim and haven't wanted to change to Special Edition cause I don't believe the mods I did a lot of different stuff for will work with the new mods...So as far as the error is concerned, do you know anything about why Portal 2 Mod (Fall of the Space Core Vol. 1) conflicting with Enhanced Landscapes 1.40 or DynDOLOD? Some of the trees from this DynDOLOD error list show it's from my "Vanilla Skyrim LOD Boards" and later on down the error message it tells me about a NIF file not being loaded or something...Here goes!


 


Building reference info to verify if base records with missing models are used

[00:02:10.568] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [8] TestCWRiverwood [CELL:0001B4F1] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,1) \ [3] DATA - Flags>

[00:02:10.569] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags>

[00:02:10.569] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags>

[00:02:10.573] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [18] TestCWHoldStart [CELL:0001B513] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,0) \ [3] DATA - Flags>

[00:02:10.577] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [7] GRUP Exterior Cell Block -1, 0 \ [3] GRUP Exterior Cell Sub-Block -1, 0 \ [20] [CELL:0001B4F3] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,-1) \ [2] DATA - Flags>

[00:02:10.795] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [21] GRUP World Children of BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [2] [CELL:00020A3A] (in BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] at 2,0) \ [2] DATA - Flags>

[00:02:11.128] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [2] [CELL:0002B111] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -29,5) \ [2] DATA - Flags>

[00:02:11.130] <Warning: Unused data in:  \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [9] [CELL:0002B115] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -30,5) \ [2] DATA - Flags>

[00:02:28.469] Missing models were ignored by DynDOLOD.

[00:02:28.481] Below is a list of base records with missing models which are used by references:

[00:02:28.497] Skyrim.esm TreePineForestSnow01Dead [TREE:000EF5A5]

[00:02:28.511] Skyrim.esm TreePineForestSnow02Dead [TREE:000EF5A4]

[00:02:28.525] Skyrim.esm TreePineForestSnow04Dead [TREE:000EF5A2]

[00:02:28.542] Skyrim.esm TreePineForestSnow05Dead [TREE:000EF5A1]

[00:02:28.558] Skyrim.esm TreePineForestSnowL01Dead [TREE:000EF5A0]

[00:02:28.575] Skyrim.esm TreePineForestSnowL02Dead [TREE:000EF59F]

[00:02:28.591] Skyrim.esm TreePineForestSnowL04Dead [TREE:000EF59D]

[00:02:28.608] Skyrim.esm TreePineForestSnowL05Dead [TREE:000EF59C]

[00:02:28.625] Skyrim.esm TreePineForest05Dead [TREE:000B927E]

[00:02:28.641] Skyrim.esm TreePineForest04Dead [TREE:000B927D]

[00:02:28.657] Skyrim.esm TreePineForest02Dead [TREE:000B927B]

[00:02:28.672] Skyrim.esm TreePineForest01Dead [TREE:000B927A]

[00:02:28.687] Enhanced Landscapes - Barren Marsh.esp EncLand_NoTrees [TREE:F6000D62]

[00:02:28.702] Skyrim.esm TreePineForestSnowL01 [TREE:0005D2DB]

[00:02:28.717] Skyrim.esm TreePineForestSnowL02 [TREE:0005D2DA]

[00:02:28.731] Skyrim.esm TreePineForestSnowL04 [TREE:0005D2D8]

[00:02:28.745] Skyrim.esm TreePineForestSnowL05 [TREE:0005D2D7]

[00:02:28.757] Skyrim.esm TreePineForestSnow01 [TREE:0005C072]

[00:02:28.770] Skyrim.esm TreePineForestSnow02 [TREE:0005C071]

[00:02:28.784] Skyrim.esm TreePineForestSnow04 [TREE:0005C06F]

[00:02:28.797] Skyrim.esm TreePineForestSnow05 [TREE:0005C06E]

[00:02:28.810] Skyrim.esm TreePineForest04 [TREE:0004FBB0]

[00:02:28.820]

[00:02:28.832] References using base records with missing models can cause CTD.

[00:02:28.845]

[00:02:28.856] (1) Verify that all required BSA files are loaded.

[00:02:28.870] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe.

[00:02:28.882] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename.

[00:02:28.894]

[00:02:28.905] (2) Install the missing nif and generate LOD again if LOD for this object is desired.

[00:02:28.917]

[00:02:28.929]

[00:02:28.956]

[00:02:28.956] Exception in unit process line 85: Can not read Root block from meshes\mods\spcsphrorbitalstrike01.nif Error reading NIF block 0 NiHeader: Unknown NIF version "20.2.0.7" ("User Version"=12, "User Version 2"=80)

[00:02:28.956]

[00:02:28.956] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-pr...ndolod-support/ for those errors.

[00:02:28.956] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum https://forum.step-pr...ndolod-support/

 

 

 

 

I tried disabling portal2mod.esp and nothing, I tried disabling Enhanced Landscapes and it only got rid of one line in the middle of that list of trees called "Enhanced Landscapes - Barren Marsh.esp EncLand_NoTrees [TREE:F6000D62]" and changed the error to...

 


Exception in unit userscript line 300: Error: No model, can not create a dynamic LOD base record for TreePineForest04 [TREE:0004FBB0] in SkyrimIsWindy - EVT patch.esp

 

I just want the landscape mod to work with DynDOLOD lol, thank for any help!


 


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I was wondering if you knew anything about this Error and also, is Enhanced Landscapes really gone from regular Skyrim?

If you still have your copy of a mod you can still use it

 

I put so much modding work in regular skyrim and haven't wanted to change to Special Edition cause I don't believe the mods I did a lot of different stuff for will work with the new mods...

Skyrim SE is buggy garbage that is not really fit for serious modding yet, so that is cool.

 

So as far as the error is concerned, do you know anything about why Portal 2 Mod (Fall of the Space Core Vol. 1) conflicting with Enhanced Landscapes 1.40 or DynDOLOD? Some of the trees from this DynDOLOD error list show it's from my "Vanilla Skyrim LOD Boards" and later on down the error message it tells me about a NIF file not being loaded

The error about the nif included in the Portal 2 Mod is unrelated to Enhanced Landscapes. Removing the portal2mod.esp from the load and then generating again should take care of the "Exception in unit process line 85: Can not read Root block from meshes\mods\spcsphrorbitalstrike01.nif Error reading NIF block 0 NiHeader: Unknown NIF version "20.2.0.7" ("User Version"=12, "User Version 2"=80)" message. See https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-243/page-12?hl=%2Bspcsphrorbitalstrike01&do=findComment&comment=224356

 

The errors about the missing models need to be fixed, though. If you load the entire load order into xEdit and then type the mentioned form IDs like 000EF5A5 into the field top left and hit Enter, the right window most right column will show you the last overwrite record with a line for the model path / model.nif that is missing.

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Hi.

 

It's not really a problem with the mod, just more curiosity if im using it correctly and a wish for clarification.

I use NMM along with Wrye Bash (2.07 beta2) for Skyrim LE installation. Usually i dont have any problems with DynDOLOD. It's just the combination of Open Cities + Bashed Patch that makes me unsure if i do it correctly.

 

When i generate the DYNDOLOD_Output stuff i first have to disable the "Open Cities Skyrim.esp" and all the combatibily patches for it like Immersive Citizens and so on. Problem is, that Wrye Bash adds Open Cities as a master and if i disable it, i disable the Bashed Patch as well.

 

What i do is:

 

1. Generate Texgen textures and install them

2. remove "Open Cities Skyrim.esp" and all other dependend .esp's from data directory

3. Rebuild Bashed Patch without Open Cities esp's

4. Run DynDOLOD as recommended in the documentation, then Exit without save

5. Edit the "DynDOLOD_TES5.ini" as required for Open Cities

6. restore Open Cities esp's in Data directory, activate them, run LOOT.

7. Deactivate "Bashed Patch,0.esp" (otherwise i get some Error message.)

8. Run DynDOLOD again as in documentation, then save+Exit and install DYNDOLOD_Output stuff

9. Rebuild Bashed Patch (again) which adds the CELL from Open Cities

10. Profit :D

 

It works, but im unsure if i there is a better/correct way.

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Hi.

 

It's not really a problem with the mod, just more curiosity if im using it correctly and a wish for clarification.

I use NMM along with Wrye Bash (2.07 beta2) for Skyrim LE installation. Usually i dont have any problems with DynDOLOD. It's just the combination of Open Cities + Bashed Patch that makes me unsure if i do it correctly.

 

When i generate the DYNDOLOD_Output stuff i first have to disable the "Open Cities Skyrim.esp" and all the combatibily patches for it like Immersive Citizens and so on. Problem is, that Wrye Bash adds Open Cities as a master and if i disable it, i disable the Bashed Patch as well.

 

What i do is:

 

1. Generate Texgen textures and install them

2. remove "Open Cities Skyrim.esp" and all other dependend .esp's from data directory

3. Rebuild Bashed Patch without Open Cities esp's

4. Run DynDOLOD as recommended in the documentation, then Exit without save

5. Edit the "DynDOLOD_TES5.ini" as required for Open Cities

6. restore Open Cities esp's in Data directory, activate them, run LOOT.

7. Deactivate "Bashed Patch,0.esp" (otherwise i get some Error message.)

8. Run DynDOLOD again as in documentation, then save+Exit and install DYNDOLOD_Output stuff

9. Rebuild Bashed Patch (again) which adds the CELL from Open Cities

10. Profit :D

 

It works, but im unsure if i there is a better/correct way.

I suggest to not use the the merge plugins function for the Bashed Patch if it creates a broken plugin that has errors. In that case there also should be no data in the Bashed Patch that is relevant to LOD.

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I suggest to not use the the merge plugins function for the Bashed Patch if it creates a broken plugin that has errors. In that case there also should be no data in the Bashed Patch that is relevant to LOD.

Wasnt sure about that :o) solves lots of my problems

much appreciated, thx

 

(next random firstborn in your mail may or may not be mine, and they would totally not be kids with loud annoying toys from my immediate neighbourhood)

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Hello,

Can i install "wonder of weather" by isoku after dyndolod ?

 

Or should i re-generate dyndolod again ?

It doesn't matter because weather mods make no difference to references like objects or trees. This mod in particular does not even modify any worldspace records at all.

Edited by sheson
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Hello,

This is my 1st time using DynDOLOD and followed the STEP core mod install. While running DynDOLOD and error exception was shown:

 

"Exception in unit userscript line 326: Duplicate FormID (00009389) in file [47] DynDOLOD.esp."

 

I also attached the bug report.

 

 

 

 

 

 

Forgot to attach bug report

bugreport.txt

Edited by sheson
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Hello,

This is my 1st time using DynDOLOD and followed the STEP core mod install. While running DynDOLOD and error exception was shown:

 

"Exception in unit userscript line 326: Duplicate FormID (00009389) in file [47] DynDOLOD.esp."

 

I also attached the bug report.

 

Forgot to attach bug report

attachicon.gifbugreport.txt

FAQ: Exception in unit xxx line xxx: 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 for help.

 

 

Often caused by a broken bashed patch. Use a newer version to create the patch.

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Hi can you guys help me with this one?

 

I checked my MO and I have this esp active.

 

I don't know what causing this error. Thanks!

 

 

[00:04:07.356] Deleted references can cause CTD. Plugins deleting references should be cleaned https://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit
[00:04:07.405] If the cleaning process removed Identical To Master (ITM) records, generate LOD from scratch again.
[00:04:07.454]
[00:04:07.503]
[00:04:07.550]
[00:04:07.597]
[00:04:07.644] Building reference info to verify if base records with missing models are used
[00:04:07.755] Missing models were ignored by DynDOLOD.
[00:04:07.800] Below is a list of base records with missing models which are used by references:
[00:04:07.847] Enhanced Landscapes - Barren Marsh.esp EncLand_NoTrees [TREE:2F000D62]
[00:04:07.894]
[00:04:07.937] References using base records with missing models can cause CTD.
[00:04:07.981]
[00:04:08.024] (1) Verify that all required BSA files are loaded.
[00:04:08.068] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe.
[00:04:08.112] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename.
[00:04:08.155]
[00:04:08.197] (2) Install the missing nif and generate LOD again if LOD for this object is desired.
[00:04:08.242]
[00:04:08.281]
[00:04:08.354]
[00:04:08.354] Exception in unit userscript line 300: FormID [01001232] references a master which is not available in file [AF] DynDOLOD.esp
[00:04:08.354]
[00:04:08.354] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:04:08.354] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/
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Hi can you guys help me with this one?

 

I checked my MO and I have this esp active.

 

I don't know what causing this error. Thanks!

 

 

[00:04:07.356] Deleted references can cause CTD. Plugins deleting references should be cleaned https://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit
[00:04:07.405] If the cleaning process removed Identical To Master (ITM) records, generate LOD from scratch again.
[00:04:07.454]
[00:04:07.503]
[00:04:07.550]
[00:04:07.597]
[00:04:07.644] Building reference info to verify if base records with missing models are used
[00:04:07.755] Missing models were ignored by DynDOLOD.
[00:04:07.800] Below is a list of base records with missing models which are used by references:
[00:04:07.847] Enhanced Landscapes - Barren Marsh.esp EncLand_NoTrees [TREE:2F000D62]
[00:04:07.894]
[00:04:07.937] References using base records with missing models can cause CTD.
[00:04:07.981]
[00:04:08.024] (1) Verify that all required BSA files are loaded.
[00:04:08.068] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe.
[00:04:08.112] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename.
[00:04:08.155]
[00:04:08.197] (2) Install the missing nif and generate LOD again if LOD for this object is desired.
[00:04:08.242]
[00:04:08.281]
[00:04:08.354]
[00:04:08.354] Exception in unit userscript line 300: FormID [01001232] references a master which is not available in file [AF] DynDOLOD.esp
[00:04:08.354]
[00:04:08.354] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:04:08.354] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/

 

 

 

There are 3 errors reported in the short section of the log you posted. The last message asks to post the entire contents of the log, but somehow a lot of people never do this.

 
First, clean all the dirty mods that have deleted references.
Second, make sure mods are installed correctly and do not have missing models.
This is in the interest of having a stable load order and to make sure LOD generation works without problems.
 
Then fix the cause of last error, FormID [01001232] references a master which is not available in file [AF] DynDOLOD.esp
 
You could just looked up the message in the FAQ as the message suggests 
 
FAQ: Exception in unit xxx line xxx: 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 for help. 
 
 
This error is often caused by a broken Bashed Patch, but in this case migth be because of old Update.esm.
Edited by sheson
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Hi! First of all thank you Sheson and everyone involved in DynDOLOD for your incredible work. It's working wonderfully for me as far as distant buildings and terrain goes and seriously transforms the visual fidelity of the game.

 

However I'm having serious issues with different trees appearing to pop in (and out) compared to their LODs. Brief video here.

 

I'm using SFO 2.6 and EVT 1.6.9 with the matching billboards for SFO and the generated matching billboards/LODs for EVT in the following order:

DynDOLOD Resources

DynDOLOD Textures

Vanilla Billboards

SFO

SFO Billboards

EVT

EVT Billboards

...

DynDOLOD Output

 

 

Please could someone advise me where I'm going wrong... I've cleared and re-run DynDOLOD several times with different load orders but to no avail. I've no idea what is causing the LODs to seemingly get mixed up. ::(:

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