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Help with DynDOLOD work


ntluan_vn

Question

Hello sheson. I am new and I want to ask your help, just a little bit: D I have run DynDOLOD and finished it, but I do not see any message from DynDOLOD saying Tamriel area was successfully.

 

 

[00:39:07.070] Waiting for LODGenx64.exe to finish ...

[00:39:12.522] Waiting for LODGenx64.exe to finish ...
[00:39:17.654] Gave up waiting for E:\SkyrimSE\SSE_BAK\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt to become available.
[00:39:17.703]     Wait for LODGenx64.exe to finish by itself before closing DynDOLOD.exe
[00:39:17.902] LODGenx64.exe for DLC2SolstheimWorld completed successfully
[00:39:17.969] LODGenx64.exe for MarkarthWorld completed successfully
[00:39:18.021] LODGenx64.exe for DLC01SoulCairn completed successfully
[00:39:18.096] LODGenx64.exe for DLC2ApocryphaWorld completed successfully
[00:39:19.118] LODGenx64.exe for SkuldafnWorld completed successfully
[00:39:19.193] LODGenx64.exe for Sovngarde completed successfully
[00:39:19.239] LODGenx64.exe for DeepwoodRedoubtWorld completed successfully
[00:39:19.286] LODGenx64.exe for DLC1HunterHQWorld completed successfully
[00:39:19.342] LODGenx64.exe for Blackreach completed successfully
[00:39:19.438] LODGenx64.exe for DLC01FalmerValley completed successfully
[00:39:19.486] LODGenx64.exe for JaphetsFollyWorld completed successfully
[00:39:19.523]
[00:39:19.552]
[00:39:19.597] DynDOLOD Worlds completed successfully.
[00:44:28.308] [45:37] Saving: DynDOLOD.esm
[00:44:32.135] [45:41] Saving: DynDOLOD.esp
[00:44:34.143] [45:43] Done saving.

 
I checked the log from LODGen_SSE_Tamriel_log.txt and the result was like this
 
Tamriel.png
 
I see it doesn't seem to end up like other worlds, for example I checked at LODGen_SSE_SkuldafnWorld_log.txt and saw at the end it noted
 
Skuldafn-World.png
 
So my work was completed or something went wrong. Sorry for bothering you, I just wanted to make sure I got it right. And sympathy for my English, it's really bad. Thanks
 
 
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FAQ: Game: Out of place objects / floating objects / flickering full models 

 

A: If LOD was generated for a different load order generate LOD for the current load order.

 

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 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-project.com/forum/101-shesons-dyndolod-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 the LOD area outside the active cells 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.

 

A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.

 

 

Looks a lot like large reference bugs to me.

Edited by sheson
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FAQ: Game: Out of place objects / floating objects / flickering full models 
 
A: If LOD was generated for a different load order generate LOD for the current load order.
 
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 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-project.com/forum/101-shesons-dyndolod-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 the LOD area outside the active cells 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.
 
A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.
 
 
Looks a lot like large reference bugs to me.

 

Thank you, I found my problem, it's due to my * .ini setup.

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