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Dynamic Distant Objects LOD - DynDOLOD (by Sheson)

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#31 Tirencia

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Posted 24 June 2015 - 02:42 PM

ohh ok I read a post earlier that said something about using stable instead of beta.  But then again once I get into modding, my insomnia kicks in lol.  got the first part working now I'm on the second part that takes a bit lol.


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#32 EssArrBee

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Posted 24 June 2015 - 02:57 PM

Yeah, the beta version of SKSE is actually as stable as the current stable version. It's been in beta for months and there haven't really been any issues with it. You also need the beta to run Racemenu properly.


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#33 TechAngel85

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Posted 24 June 2015 - 03:04 PM

Yeah, the beta version of SKSE is actually as stable as the current stable version. It's been in beta for months and there haven't really been any issues with it. You also need the beta to run Racemenu properly.

I was getting crashes using the Beta in Windows 10 while doing that testing...which I still need to finish. Haven't tried it with Windows 7.



#34 Tirencia

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Posted 24 June 2015 - 03:40 PM

Ugg guess I might have issues come July when I get Windows 10


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#35 Tirencia

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Posted 24 June 2015 - 05:00 PM

I'm looking over shesons post on DynDOLOD but kinda lost, when I start a new game I get several messages saying can not read data from DynDOLOD_Worlds.json.  I checked the Mod Organizer\mods\TES5LODGenOutput\skse\plugins\StorageUtilData folder and I have DynDOLOD_Worlds.json but its so small maybe something went wrong.  I tried to find a way to attach my file but I can't seem to find a way.


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#36 Silverpanther34

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Posted 24 June 2015 - 05:42 PM

If I Moved a couple of mods, 1 esm and 2-3 esps  can I just, TES5Edit-Sort Masters, for DYnDOLOD.esp or do I have to re-install and rebuild DynDOLOD?

 

Also since I am here, can I do the same for STEP Extended Patch since LOOT reorders the masters and STEP Extended Patch.esp grumbles in Wrye Smash?


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#37 EssArrBee

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Posted 24 June 2015 - 05:55 PM

Yeah, you can reorder masters with the STEP Extended patch. For DynDOLOD it shouldn't matter as long as the masters are ahead of it. You won't be running your bashed patch with DynDOLOD active, so it won't matter if the masters are out of order.


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#38 Silverpanther34

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Posted 24 June 2015 - 05:59 PM

Yeah, you can reorder masters with the STEP Extended patch. For DynDOLOD it shouldn't matter as long as the masters are ahead of it. You won't be running your bashed patch with DynDOLOD active, so it won't matter if the masters are out of order.

Great thank you.


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#39 hapau3

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Posted 26 June 2015 - 10:43 AM

Hey,

 

I did a complete STEP Extended install with MO. Except  Dyndolod, everything works.

 

The TexGen script does not work for me, I get an unkown expection error while "working on 34". After that, there are about 10 file in the output folder (apart from the temp folder). Using the "DynDOLOD_TexGen_noalpha.txt" from the other forum thread, I hang during "working on 243" , xEDIT is inactive (no error) and no files are in the output folder (apart from the temp dir).

 

I am quite sure I followed every detail of the STEP guide.

 

PS: The "DynDOLOD Worlds" script seem to work (runs 20 min, about 1 gb output).

 

*Update*

 

It seems that I was too impatient, using the modified DynDOLOD_TexGen_noalpha.txt it just worked. You have to let the app run longer than 10 min and ignore the inactivity status of windows task manager.

 

[00:00:00.000]    DynDOLOD TexGen by Sheson, starting...
[00:00:00.005]    
[00:00:00.009]    Creating some temporary files
[00:00:02.637]    Generating LOD textures to E:\modorganizer\TOOLS\TES5Edit\LODGENOUTPUT\
[00:00:02.642]      Working on 1
[00:00:03.349]      Working on 3
[00:00:05.545]      Working on 243
[00:13:15.797]      Almost done
[00:13:15.810]      Working on 7
[00:13:19.185]    Removing temporary files
[00:13:19.777]    
[00:13:19.781]    Failed to delete temporary dir: E:\Steampowered\steamapps\common\Skyrim\Data\DynDOLOD-temp
[00:13:19.787]    If you are using Mod Organizer delete 'DynDOLOD-temp' from 'Overwrite' manually
[00:13:19.793]    
[00:13:19.799]    Copy textures from E:\modorganizer\TOOLS\TES5Edit\LODGENOUTPUT\ to game directory or to a new mod.
[00:13:19.806]    Overwrite any vanilla or DynDOLOD LOD textures.
[00:13:19.812]    Then run DynDOLOD Worlds.pas to generate LOD for world spaces.
[00:13:19.819]    
[00:13:19.826]    Completed successfully
[Apply Script done]  Processed Records: 0, Elapsed Time: 13:19


Edited by hapau3, 26 June 2015 - 11:30 AM.

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#40 cult77

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Posted 27 June 2015 - 03:25 AM

when i try to run DynDOLOD_TexGen i get an error

error


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#41 Octopuss

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Posted 27 June 2015 - 12:17 PM

Question: Why are there two threads about this?


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#42 TechAngel85

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Posted 27 June 2015 - 12:53 PM

This is for STEP use and for STEP specific discussion. The other is used by Sheson in place of his Nexus thread.

#43 oqhansoloqo

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Posted 27 June 2015 - 08:03 PM

Anyone missing the water wheel in Riverwood after installing DynDOLOD?  I can see water effects (splashing) on the surface of the river below, but the water wheel is completely missing and I can walk right though the water where the wheel should be.


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#44 TorNyan

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Posted 28 June 2015 - 09:58 AM

Am I supposed to activate the DynDOLOD mod after I've added it? And the plugin remaining IN-active until the very end of the process? The instructions doesn't mention it.

 

EDIT: Looking at the Nexus page, I assume that the mod should be activated immediately as well as the plugin, with the plugin remaining at the bottom of the (right-hand pane) load order.


Edited by TorNyan, 28 June 2015 - 10:03 AM.

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#45 TechAngel85

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Posted 28 June 2015 - 10:06 AM

Yeah, it should be active.





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