Bushranger
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Everything posted by Bushranger
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I've recently noticed that MarketplaceTextures.bsa is unchecked and so not being used when Skyrim is loaded. As Automatic Archive Invalidation is marked as not required for this game I haven't been able to find a way to enable it. I tried compressing it to add it to MO2 as it's own mod and while it was recognized it was still left unticked in Archives whether it was active or not in the left pane. How can I get so MO2 will have it active as it should be?
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TESTING Community Shaders (by doodlum & the Community Shaders Team)
Bushranger replied to z929669's topic in Skyrim SE Mods
Some screenshots to show Community Shaders with the Step Guide Post-Processing: It looks good and it's a lot brighter than the ENB. Outside the Frozen Hearth in the day and in the night: Inside the Frozen Hearth was much brighter than the ENB for me. A comparison between the ENB and Community Shaders renting a room: ENB also needed to be tinkered with to get shadows working. Community Shaders had shadows working without any tinkering: The shadow from the college was much less for Community Shaders, it was the same time of day but I forgot to check for the weather when I took the screenshot. Some interior screenshots, the fireplace in the Frozen Hearth looks good with the Community Shaders and the students rooms in the College are very nice. The lights from the staff and the chaurus eggs by the student do seem a little off though so CS Light and the Light Placer might be a better thing to investigate.- 4 replies
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TESTING Community Shaders (by doodlum & the Community Shaders Team)
Bushranger replied to z929669's topic in Skyrim SE Mods
I found ENB Light had meshes for Giant's Campfire so I think I had clicked the wrong settings when reinstalling that. It has been known to have missing textures. I'll also note one of the Additional Features for Community Shaders is Terrain Shadows so I've edited DoTerrainHeightMap=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. If I'm testing something I might as well test something- 4 replies
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TESTING Community Shaders (by doodlum & the Community Shaders Team)
Bushranger replied to z929669's topic in Skyrim SE Mods
I've had a quick look already and it seems nice... I haven't installed all the additional features listed on the Community Shader's page yet but I've already made a mistake! Oops. First though I haven't installed all of 21 Post-Processing. Along with ENB Series I've assumed that ENB Helper is not needed with Community Shaders. The Community Shaders page lists EVLaS as incompatible so I've disabled it. I've also not put in ENB Particle Lights - Dwemer Lanterns for as I've deviated from the Guide earlier and am using SRW0 Ancient Dwemer Metal, Ancient Dwemer Metal - My patches - Converted meshes to SE and AE and Ancient Amidianborn Dwarven Armory etc. The mistake I made was that when I went in to precache grass Community Shaders also ran for the first time and with it's welcome panel up listing End as the key to open it's settings menu and said that Enter or Escape would close that. I hit escape and instead of closing the panel it changed the bound key from End to Escape! I'll have to work out how to change that so I can open the settings menu. Edit: Updated it by deleting the settings in the SKSE override and going through the new/update installation process again. Tip of the day - Don't select Escape as the key to open Community Shaders. And a quick update because I don't have time to look into it now. DynDOLOD has ended with the Warning: File not found textures\effects\mxwoodburning.dds. This is reported for Embers XD.esp, Fires and Embers Flipping Fix.esp, Heart of the Reach.esp and Skyrim.esm so I'm not sure if it's one of the Community Shares shaders that has brought this in or if I've set something wrong with Embers EX.esp.- 4 replies
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Thanks, I'lll make sure to do that. ... The real reason I'm doing all this again, aside from looking closely at the ice and snow of course, is that looking around Winterhold so much made me find out that the ENB needed to be tinkered with because Frozen Hearth showed just how dark the interiors have become and even more so the big shadow cast by the College is wonky! SHIFT + F12 turning ENB off was the easiest way to correct that so instead of someone who would probably spend a long time tinkering with the ENB setting (and who is colour blind so trying to work out the R G B settings when people say things like "it works best when you make it more yellow" in the post is completely understood!) I'm removing 21 - Post Processing. It also means I've got some more FPS to spend so I've edited the GrassControl.ini to DynDOLOD-Grass-Mode = 2 Edit: Looking at it in MO2 there are no conflicts between FOLIP and IMR Glacier LOD so both after DynDOLOD Resources, out of curiosity since there are no conflicts is there importance FOLIP comes first?
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After some more looking over this and trying to find snow to match the ice and mountains I've given more thought to your statement of overwriting Fixed Mesh Lighting. 04 - Foundation Additional DynDOLOD Resources DynDOLOD Resources SE Icy Mesh Remaster - Ice Glaciers - LOD - other fixes - Just using the IcyFixes main files that is all LODs, no meshes and no conflicts with FML, so moved back here. 06 - Models and Textures Icy Cave Remaster - Only overwrites SMIM, Skyrim Realistic Overhaul and USSEP Icy Mesh Remaster - Vale cracks - Only overwrites Skyrim Realistic Overhaul RIS - Ice Only - From the Miscellaneous Files in RIS - Real Ice and Snow. Fixed Mesh Lighting (Ticked the Real Ice and Snow box) More look at at what grvulture, RokHel and others have said RIS and IMR are closely related and it's just pick whichever. Bringing up suspicion of overwriting FML just had to stick in my head so I've got this to work for Just Ice and Glacier LOD. Edit: I should also mention there is one thing I'm unsure about. RIS - Ice Only has /textures/terrain/noise.dds That's well beyond my scope at the moment to know how it will change Cathedral Landscapes or Majestic Mountains.
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I thought it had come out with success. The Mountains had white snow peaks but the rocks matched the roads and wooden floor boards... or so I thought. I went to Winterhold and I saw that it was not the same because in the night time most of the area was dark but some rocks still had bright white snow on top, as did some of the floor boards or the top of the ruined farmhouse in Winterhold. The next morning was the same in the cloudy weather, most of the snowy area was much duller but some areas that I suspect are what Better Dynamic Snow SE is putting snow on is still bright white like clear sunny weather. I used ForceWeather to take a few screenshots with More Informative Console open to show how the snow changes in some locations but remains that same bright white in others only now I've opened the folder to put them up I find they didn't save. I suspect I have been thinking that I made RIS - Real Ice and Snow work but that was a mistaken understanding and it was just thanks to nice sunny weather so I've removed it from my load order. BDS is a master for the Step CR patch and it does take me a long time to clean it As for Icy Mesh Remaster - Meshes their installation instructions are "This mod must overwrite most conflicting mods unless stated otherwise this includes... Fixed Mesh Lighting, Assorted Mesh Fixes...". It has 113 conflicts with Fixed Mesh Lighting, 3 with Assorted Mesh Fixes and also 1 with Artic - Frost Effect Redux /textures/cubemaps/glacierice_e.dds. It only has 22 files that have no conflicts with anything in my mod list so I've been happy to use it and see if there would be any trouble. The ice has been looking very good
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Yes after a nights sleep and looking over it some more I think I've gone with notes I shouldn't have kept. There is a lot of bad advice on Nexus. TechAngel85 gives instructions with Better Dynamic Snow SE to use it's /textures/effects/projectednoise.dds and to use the snow mod of choice /textures/effects/projecteddiffuse.dds. There is a lot of "debate" about snow that is too bright and different ways to fix it and when I found that using Cathedral Landscapes projecteddiffuse.dds worked on quick inspection I made a note. After good nights sleep I think what's really what I ended up doing was not that in the end. I also think one of the problems I've done in the last few days is I have not made sure that Better Dynamic Snow SE keeps projectednoise.dds as the winning file. I'm running DynDOLOD now with the following load order: Better Dynamic Snow SE RIS - Real Ice and Snow :: Hide: /textures/effects/projectednoise.dds RIS - Real Ice and Snow - BDS Diffuse Patch :: I think I may have forgotten to include this patch when I rebuilt my whole mod list as it's a separate Nexus ID RIS - Blended Roads Patch Fixed Mesh Lighting (Ticked the Real Ice and Snow box) Icy Mesh Remaster - Ice Glaciers - LOD - other fixes Icy Mesh Remaster - Meshes Icy Mesh Remaster - Vale cracks RIM - Real Ice reMastered Icy Cave Remaster Hopefully making sure BDS keeping projectednoise and including the patch file is what's needed.
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I've had quite a look at RIS - Real Ice and Snow Icy Mesh Remaster - Ice Glaciers - LOD - other fixes and RIM - Real Ice reMastered now (and it's given me a lot of migraine). The load order I had in 06-Models and Textures Fixed Mesh Lighting ... Mods RIS - Real Ice and Snow RIS - Blended Roads Patch Icy Mesh Remaster - Ice Glaciers - LOD - other fixes (Where Glacier LOD Meshes would be) Icy Mesh Remaster - Meshes Icy Mesh Remaster - Vale cracks RIM - Real Ice reMastered Icy Cave Remaster I don't recall ticking the Real Ice and Snow selection in Fixed Mesh Lighting when it was first installed but that was in November and my memory is terrible. I do know that even if I had the load order would still make that useless. This is being mentioned for what has happened the last couple of days. I will also mention that in November I was not planning to use ENB and I did not know that RIM - Real Ice reMastered is an alternative to the optional Icy Mesh Remaster - Complex Parallax Addon I do remember when Step 6 Perfermance Tuning came about (the first time in November) I tested a little to see which worked best and /textures/effects/projecteddiffuse.dds was hidden for Cathedral Landscapes. I took notes about unfortunately I did not record what I did with /textures/effects/projectednoise.dds so I'm not sure if it should be Better Dynamic Snow SE that wins, Cathedral Landscapes or RIS - Real Ice and Snow? I do not have screenshots of this. Not much attention was paid just some look at the snow on the rocks and the mountains nearby and in the distance. What has caused this to come up is when I took everything down and started from scratch because of my repeated CTDs I read through everything again and I tried to fix the load order and get the patch correct: RIS - Real Ice and Snow RIS - Blended Roads Patch Fixed Mesh Lighting (Ticked the Real Ice and Snow box) Icy Mesh Remaster - Ice Glaciers - LOD - other fixes Icy Mesh Remaster - Meshes Icy Mesh Remaster - Vale cracks RIM - Real Ice reMastered Icy Cave Remaster I think this is what I had but I might have had it different, it is what I have now. Unfortunately I have yet to find something that I'm happy with but it's because I'm easily confused... The RIM - Real Ice reMastered is very good looking ice, better than the Icy Mesh Remaster - Complex Parallax Addon Now I can't remember which was first but I've tried both ways with /textures/effects/projecteddiffuse.dds Cathedral Landscapes vs RIS - Real Ice and Snow Then there is the ACMoS that I somehow ended up almost nothing when I was trying to get the correct /texture/effects/ with the correct mods instead of the bright RIS - Real Ice and Snow. I won't mention Majestic Mountains because that comes up too often. Really it's just that I've done this so many times now and I really like how RIM - Real Ice reMastered looks I'm trying to get it sorted so it's not to bland and not to bright, need to find the Goldilocks snow... somehow. Maybe hide both Cathedral Landscapes and RIS - Real Ice and Snow? Hopefully I'll get it, and anything else that might crop up before I can start playing, sorted out before Elder Scrolls VI is released.
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I double checked TexGen_SSE.ini and DynDOLOD_SSE.ini so they fit with Version Recommendations for 2.4 I used the TexGen and DynDolod settings. I also checked my NVIDIA Control Panel and noticed that the Anisotropic Filtering was on 4x instead of 16x so I also changed that. The LOD Grass looks quite good now so that's been worked out! But I still have something else now as I seem to have gone forward in one direction and back in another... I thought snow had been sorted but now I'm confused. It's outside the Step Guide though.
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I am using ACMoS, the only adjustment I've made from the SkyrimSE v2.3 Guide is instead of ticking the Optional Component of "Remove Clouds" I've installed the Optional Mod A Quality World Map - Clear Map Skies that's suggested by ACMoS as I've done that before (I think those Vampires would like clouds over their castle instead of sunlight!). It was just that there was nothing loaded in the LOD 32 column after selecting High unlike what was shown on the picture in the guide that had me ask the question. Thanks for the answer I'll edit them to match what is shown as well as those 'better' settings that are being worked on for TexGen and DynDOLOD as I work to repair the grass
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Discussion topic: Better Big Boat LOD by markuskarttunen1 Wiki Link Found this Mod as I have been looking over things to help with redoing the DynDOLOD again and I think it looks interesting. The examples in the pictures shown are great so I am going to use it and see how it looks as well as the Better Big Boat LOD - Longboat Addon. I think it'll be a nice addition to my ever growing list
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Discussion topic: Ships On The Horizon by GeraldMods Wiki Link This is a wonderful mod I had added for immersion. I was just running up the mountain pass from Whiterun to Ivarstead and I noticed a ship out on the horizon between Skyrim and Solstheim Islan so I had to stop and watch it sail from the right until it was blocked from view by the mountains on the left. Perhaps on it's way to Dawnstar or Solitude? Together with Worldspace Transition Tweaks the Ships On the Horizon is a fantastic mod as I'm this far from the coast and it's still visible and causing me to stop and watch it to take a screenshot. Definitely worth a recommendation to try it.
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I've already found some answers by looking through the forum but I'm still confused about a difference I've noticed between what is shown on the SkyrimSE v2.3 Guide and the SkyrimSE v2.4 Guide. I've read through the guide pretty much every day for more than a month now and I've noticed there has been a difference between what is shown in the DynDOLOD settings on the guide and the DynDOLOD settings I get after following the instructions: vs After selecting all worldspaces, ticking both candles and FXGlow, then selecting "High" there were no LOD Level 32 settings for the tree and \ sections and it was up to me to edit them as shown. Unlike the picture shown in the Guide though there were also no LOD Level 32 settings for wrtempletree mushroomtree skyrim.esm;00084ce1 or skyrim.esm;00084ce2 Should they have come up with these LOD Level 32 when High was selected or should I have altered them to match what was shown? If they should have come up with LOD Level 32 settings when High was selected it makes me wonder what else may be missing. The mods I'm using that have instructions for DynDOLOD, as far as I can tell, are in this load order: Additional DynDOLOD Resources (with ADR.esp moved to the left panel into optional ESPs) DynDOLOD Resources SE Far Object LOD Improvement Project SSE Majestic Mountains DynDoLod 3 Pack Icy Mesh Remaster - Ice Glaciers - LOD - other fixes DynDOLOD TexGen Fixes (To repair some missing textures in ECSS and Heart of the Reach) If anyone can provide links to pages or threads that could help me improve my LOD Level 32 settings when I generate DynDOLOD again that would be great I have to do that since I've has trouble with the grass. I've managed to find the trouble with reading through the forum and finding threads like this: Grass LOD issues? Confused how to match grass lod color and Support for ENB Complex Grass In LOD It's a lot to take in following that last thread especially but I've come this far so I'm trying to make sure ENB works now I've got everything working. Is how things are for me at the moment but I had not seen https://stepmodifications.org/wiki/SkyrimSE:DynDOLOD_3_Alpha/2.4 anywhere on the guide so I'll edit the INIs as directed there and see how things go for the grass. If there is any advice or suggestions anyone has on updating LOD Level 32 settings for other things let me know about them and that would be most appreciated. Edit: After updating the TexGen_SSE.INI I can see that I had ForceComplexGrass=1 and GrassModelHeightMultiplier=1.15 so it was correct from the TexGen settings I had used. I noticed I'd forgotten TreeMSAlphaThreshold=127 so I'll update that to 144 but I'm not sure that has anything to do with the grass. Updating DynDOLOD_SSE.INI I've changed ComplexGrassBillboard=4 to ComplexGrassBillboard=5, ComplexGrassBrightnessTopG=0.75 and ComplexGrassBrightnessBottomG=0.75 to both=0.725 and ComplexGrassBacklightMask=0 to ComplexGrassBacklightMask=10 Hopefully it's this change to the Backlight Mask that fixes everything. If there is anything else I need to know or do let me know along with any advice on the LOD Level 32 settings
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Finally able to take a screenshot and show how the 2K option looks for Aspens Ablaze. Taken on the Ivarstead bridge at about 11am game time with the Step's Cathedral Weather and ENB. I haven't played with Aspens Ablaze's default 4K but I think it's new 2K option looks great
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Everything is now working. I've made a couple of small patches for some of the mods I've added and there are a few things that need to be looked at but it's safe to say I am using the Step CR Patch along with the Step Lighting and Weather patch, Post Processing Patch and Heavy ENB Patch. It's taken a long time but hopefully getting a few small things looked at everything will be done Thankyou everyone for the support and encouragement.
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All redone over the week and hopefully I paid more attention getting things set up. I also thought to try ENB for the first time if I'm giving this much effort to it and the performance test looks very good inside and outside Whiterun with the Step ENB - Heavy selection. After the cow tamriel -40 24 it was a little stranger outside Riften. I'm not sure if it's something with the ENB or if it's because I have not yet run DynDOLOD or if it's something with the precached grass but the ground looked like it wasn't up to it like it was outside Whiterun... maybe I'm just too critical here. I know I need to track down these because I'm learning that ENB needs more attention. I checked them with More Informative Console /Meshes/clutter/upperclass/upperbench01.nif /Meshes/clutter/upperclass/uppercupboard01.nif /Meshes/clutter/upperclass/upperendtable01.nif all had a blue showing like that and I could only find them with a mesh in SMIM - Quality Addon and no texture anywhere. Not sure if I should hide these meshes or if I should look for a mod with textures. I'll have to think about that while I double check everything is done right and then I'll run DynDOLOD and hopefully I'll have a good game to play over Christmas and New Years Edit: Loaded grass has purple hue at a distance this thread has given me some ideas to test out and see what I can do instead of turning off ENB Edit again: And another thread Weird ground textures in Riften before step 5 gives me some answers as I've been doing the performance tests before the DynDOLOD generation so Cathedral Landscapes (Temp) xLODGen is active. I'm just too nervous!
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Another update: Starting from the beginning and reading through everything as I install it again I think I've found what may have been causing CTD Animation Motion Revolution It was installed because a couple of the other mods list it as a requirement, EVG Animated Traversal being the first since I am most interested in trying the "Ascend - Hidden Peaks of Skyrim" quest. I did not read the details closely enough when I installed it or I might have noticed it's a mod like Backported Extended ESL Support and is a requirement for older versions. Lesson of the day: Read everything before installing a mod.
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Looking at my profile November 1st is when I joined Step Modifications forum so I assume that's about when I started this attempt to modify Skyrim, my memory in general is terrible so I had to look that up to remember how long I've been trying to get this done. One month and I'm back to almost where I started because after trying, and failing, to work out what was causing the repeatable CTD I just disabled and removed all the mods. I deleted all of the cleaned masters, replaced them with copies of the vanilla ones from the backup folder and have started from Step 3: Plugins & Considerations... It's now 3am on the 29th of November and I'm up to 04-Foundation. I'd tried to disable what I could to work through the crash but it always repeated in the same place at with the same events, just differing logs. If I left the Abandoned Prison elsewhere I could walk around a town or travel the roads and fight some wolves without a CTD, but there were no dragons to test against like Alduin taking off at that moment in Helgen. I might have crossed my fingers and tried to ignore it but there are two reasons I'm starting again; the first because I'm nervous that there will likely be another CTD if I don't get it setup properly, and the second being that I want to start the play-through going through Helgen and to try and get a game as good as I can since recovering from brain surgery a few years ago. I did try to look through the Step CR Patch in xEdit and I've taken notes of all the ForumIDs and EditorIDs of the Book Cover Skyrim it's working on and if I use CRF I've got notes on what to do to use Savros Aren's Regrets Restored as well. Hopefully that's not a problem. I really should just be following the Steps and not trying so hard to remove a few mods from it and add a few mods to it when I get confused daily on everyday activities in general.
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Trying to! Sheson helped with the confusion I had when generating DynDOLOD and I've installed a couple of patches to cover DynDOLOD TexGen Fixes in Extended Cut of Saints and Seducers and the Finding Derkeethus Duplicate FormID Fix. I thought, when I remembered to save and exit to keep the DynDOLOD and Occulance esm and esp, things had gone well. Unfortunately there has always been a crash in Helgen. Every time I leave the burning inn to meet with Hadvar, Gunnar and Haming there is a CTD. Crashlog, and SkyrimCrashDecoder.com, linked it to Gunnar at HelgenExterior03 through Skyrim.esm -> Update.esm -> unofficial skyrim special edition patch.esp -> MajesticMountains_Landscape.esm -> DynDOLOD.esm -> Vanilla Landscape Corrections.esp -> Occlusion.esp. I was also a little suspicious of Unofficial High Definition Audio Project because I had a lot of trouble downloading that and there are reports of corrupt downloads in it's posts and the timing was just when Gunnar was going to speak. I disabled UHDAP and the Guard Dialogue Overhaul Patch and tried again. The second time the crashlog linked the CTD at the same time and place to a landscape\mountains\snow\mountaincliff02.nif through Skyrim.esm -> MajesticMountains.esp. Maybe I forgot to pick the AE version when I installed Majestic Mountains so I reinstalled it and recreated xLODGen, TexGen and DynDOLOD. The third time is was CTD in Helgen meeting with Hadvar, Gunnar and Haming crashlog has linked it to a bandit at WhiteRiverWatchExterior01 through RelightingSkyrim_SSE.esp -> SmoothShores.esp -> Landscape Fixes For Grass Mods.esp -> Embers XD.esp -> Fires and Embers Clipping Fix.esp -> Occlusion.esp. So I disabled DynDOLOD and tried again. Each time I've tried I've started a new character. Set the MCM settings in the Abandoned Prison then started in the wagon. The fourth time it was the same CTD in Helgen after jumping into the burning tavern through the roof and going down to meet Hadvar, Gunnar and Haming. This time the crashlog has linked it to Skyrim.esm -> unofficial skyrim special edition patch.esp -> Navigator-NavFixes.esl -> RelightingSkyrim_SSE.esp -> Ambiance.esp -> HLIORemi.esp So it's Remiel-Custom Voiced Dwemer Specialist and Companion? No idea now. Too many mods? I thought 94 full plugins and 246 was reasonable. Edit: Added the full modlist: https://loadorderlibrary.com/lists/skyrim-apocrypha I'll see what I can do to work it out but I might have to start from scratch again! crash-2025-11-25-12-23-47.log crash-2025-11-26-03-25-08.log crash-2025-11-26-07-09-08.log crash-2025-11-26-08-12-24.log
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ACCEPTED Crash Logger SSE AE VR - PDB support (by alandtse)
Bushranger replied to ButchDiavolo's topic in Skyrim SE Mods
I've found that Skyrim Crash Decoder is an excellent tool that vkukko123 has made. Go to the website, paste the crashlog into it so it can generate a report that is much easier to read and understand. I couldn't decipher the crash report I got tonight while going through Helgen but this tool helped a lot.- 22 replies
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Thanks. Third time then. I should not be doing this at 3am.
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Having finally gotten around to running DynDOLOD 3 with that load order I did end up with a so many mismatched texture warnings that I was confused. (Though to be fair I'm usually confused). Here is an example but there were a lot and it was showing up everywhere from MajesticMountains.esp to Skyrim Extended Cut - Saints and Seducers.esp With that and several other types of warnings I got some help from sheson on the DynDOLOD 3.00 Alpha 196 forum discussion so I disabled Additional DynDOLOD Resources (by Phlunder) and ran DynDOLOD again to find all of those warnings no longer appear. I haven't checked in game one way or the other (mostly because I screwed up and deleted the files from the first time running DynDOLOD and the second time did not generate plugins). Have to see about fixing that now to get DynDOLOD.esm and DynDOLOD.esp
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DynDOLOD log and DynDOLOD Debug log in 7z I installed DynDOLOD TexGen Fixes to help fix some of the warnings with the Extended Cut Saints and Seducers mod and I disabled Additional DynDOLOD Resources then I redid the LODGen, TexGen and DynDOLOD. I can confirm most of the https://dyndolod.info/Messages/Textures-Do-Not-Match warnings are related to that (with a few concerning dwemer roads that with some looking into after learning from what you've directed me to I believe can be attributed to Far Object LOD Improvement Project SSE) Unfortunately I might have done something wrong here because I'm just as confused as I was last time. I deleted the files I had moved into the MO2 Mod folders before moving them from the xLODGen_Output, TexGen_Output and DynDOLOD_Output folders but this time DynDOLOD did not create the esm and esp plugins. Do the esm and esp plugins not get generated each time DynDOLOD is run?

