Jump to content
  • 0

Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15


Question

Posted

Today marks the two years anniversary of my first post of this thread, so it seemed like a good opportunity to publish the ...

 

DynDOLOD 2.18

 

Refer to the newly created videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well.

 


 

What’s New?

 

DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance.

 

Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed.

 

While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs.

 

There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx.

Check the list of "The usual updates" below, if a mod which you are using was added recently. Consider updating or generating LOD from scratch in case you notice missing LOD.

 


 

Important

 

DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.

 

If an existing save is updated with a DynDOLOD.esp generated from scratch, follow the “clean save� cycle: first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Remove old DynDOLOD.esp, remove old scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp. Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM.

 

Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.

 


 

Download

 

DynDOLOD 2.18 - Download from Mega, Nexus

Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’

It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders.

 

DynDOLOD Resources 2.18 - Download from Mega, Nexus

Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.

If updating from older versions to 2.15 or higher it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results. Otherwise simply overwrite older 2.xx versions.

Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.

 

DynDOLOD Patches 2.18 - Download from Mega, Nexus

Contains the patches for some of the mods listed under 'Some Assembly Required' - download if needed.

 


 

Instructions

 

Please check DynDOLOD_QuickStart.html, Docs\DynDOLOD_Manual.html and videos for updated instructions. Here is the quick synopsis:

 

Requirements

SKSE, PapyrusUtil 2.8 or higher, vanilla billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards plus billboards for any tree mod.

 

Installation

Install SKSE and PapyrusUtil.

Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD 2.00 archive into a new folder of your choice.

Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.

Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything.

Install billboards into the game / mod manager overwriting DynDOLOD Resources

 

 

Generation

Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation.

Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources.

 

Execute DynDOLOD.exe to generated tree, static and dynamic LOD.

If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00.

Run the process as normal. Once it finished Save & Exit.

Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything.

Let LOOT sort DynDOLOD.esp.

 

 

Step-by-Step

 

Simple run-through for MO / NMM if you already know what you are doing

https://www.youtube.com/watch?v=90TRMvFdduo https://www.youtube.com/watch?v=1BUAVP9ZPf8

 


 

Trouble

 

Search this thread or check the FAQ for similar problems.

 

If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt

 

If LODGen.exe (white text on black background command line window) post a screenshot of the error message.

 


 

People that made this milestone possible and deserve credits

 

All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation :;):

 

ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up.

 


 

The usual updates

Applies to latest version of DynDOLOD Standalone and Resources.

 

Mods Requiring DynDOLOD

Indistinguishable Vanilla Tree Billboards - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen

Spice of Life - Forts (2.11)

HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created.

 

Some Assembly Required - see included Manual for more details

Revamped Assets Skyrim (2.07)

Enderal (2.15) -  see Enderal section in the manual

Caranthir Tower Reborn (2.18)

 

Verified working out of the box - included rules

Necromancer Hut (2.07)

The People Of Skryim Ultimate Edition (2.07)

Cliffside Cottage (2.08)

Knights of the Garter (2.10) - improved rules for better LOD compared to older versions

Riften Fishing Shack (2.10)

Unofficial Skyrim Legendary Edition Patch (2.10)

Belleteyn - Snowy Cabin (2.12)

Hermit Mountain Cottage (2.12)

Rift Treehouse (2.12)

Snow Elf Palace (2.12)

Swamp Home - A House In Hjaalmarch (2.12)

Whiterun Apartment (2.12)

Windhelm Cabin (2.12)

Snow Elf Hut (2.15)

Round Window Cabin - Player Home (2.16)

Dawn of Skyrim (Director's Cut) (2.17)

The Observatory (2.17)

Trollstigen (2.18)

 

Verified working out of the box

Karthwasten (2.00)

The Elder Scrolls V - Expanded (2.00)

The Elder Scrolls V Expanded - Falkreath - Brdvhyn (2.00)

The Elder Scrolls V Expanded - Falkreath - Viantlek (2.00)

The Elder Scrolls V Expanded - Haafingar - Lainalten (2.00)

The Elder Scrolls V Expanded - Haafingar - Nedenheim (2.00)

The Elder Scrolls V Expanded - The Pale - Port Lysanvir (2.00)

The Elder Scrolls V Expanded - Winterhold - Yorgrim Wall (2.00)

ClefJ's Morthal (2.07)

White River Priory (2.07)

Enhanced Vanilla Trees (2.08) - Billboards - install billboards in correct order and generate tree LOD as usual

Retirement (2.08)

The Pines of Whiterun (2.08)

Riverside Lodge - Buildable Edition (2.10)

Riverside Lodge REDUX - Buildable Edition (2.10)

Thur's Retreat (2.10)

Solitude Docks District (2.11)

Millers Shack (2.12)

Shezrie's Old Hroldan Town Ver 2.0 (2.15)

Solitude Skyway (2.15)

Better Tel Mithryn (2.16)

Simple Raven Rock Expansion (2.16)

Distinct Skyrim Landscapes (2.17)

Killian Castle (2.18)

Lyngwi - A Nordic Village (2.18)

Settlements Expanded (2.19)

Greater Skaal Village (2.19)

Whiteraven Manor (2.19)

 

Ultra Trees support included in DynDOLOD Resources Core Files

Realistic Aspen Trees

Enhanced Landscapes Oaks installation option and Enhanced Landscapes Oaks Standalone courtesy of kojak747

 

Mods with Ultra Trees support

Enhanced Vanilla Trees from Some_Random_Guy_83

 

 

 

Fixes include

Better Enhanced Lights and FX 3.x support - College of Winterhold missing reported by baronaatista, Fenric

Added better LOD for Dragonsreach arch thing and braziers (high only), so certain fires do not float - reported by Paolino

Fixed parent world dynamic LOD sometimes being disabled when leaving interiors - reported by Paolino

Updates to "create mod" function - see Docs\DynDOLOD_Mod_Authors.html

Fixed image paths in all html documents - reported by CreeperLava

Fixed Exception in unit line -1 'Prepare' on line 712: Type mismatch - reported by druninja, Ilkob, hobo1137

Fixed Exception in unit userscript line 340: Access violation at address 0093C4EF in module 'DynDOLOD.exe - reported by Rasor1911

Fixed Exception in unit prepare line 517: Operation not allowed on sorted list - reported by druninja

Fixed wrong bunch of numbers added to json - reported by Ilkob, jennykitten78, LucidAPs, hobo1137 and probably others

Fixed not using SMIM sails meshes - reported by Ilkob

Fixed Exception in unit userscript line 347: 'xxxx' is not a valid integer value - reported by Madpaddy

Fixed erroneous output path - reported by Neovalen, Thallassa

Fixed not ignoring some merged mods correctly  - reported by Darth_mathias, Neovalen

Fixed TexGen output path - reported by Darth_mathias

Optimized applying form id updates from merged mods - reported by Selfishmonkey

Fixed SolitudeExterior.esp conflict with Legacy of Dragonborn - reported by Pickysaurus

Execute patch rules also for mods that are ignored - reported by Thallassa

Disable MCM if PapyrusUtil is not present - reported by disi

Fixed adding Glow LOD nif in certain conditions - reported by kcinlober

Fixed TWO freezes - reported by everyone

Added workaround for a rare case of not finding a base record - reported by GunSlinger21

Fixed finding an empty SolstheimWorld caused by a mod - reported by Tezliov

Hardened objects in exterior esp versus merging and accidentally having LOD - reported by Sundder

Glow LOD windows now using textures from replacer mods after running TexGen - reported by S.T.E.P.

Added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

Fixed meaningless No WRLD message reported by Nebulous112

Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly

 

[spoiler=Changelog DynDOLOD 2.00 BETA]DynDOLOD.esp - removed default esp - it will be created if it doesn't exist

DynDOLOD.esp - new or updated esp will always be saved to output path together with generated meshes, json and texture files

DynDOLOD World.pas - DynDOLOD World.pas script is now started through DynDOLOD.exe - a modified version of xEdit

DynDOLOD.exe - updated logic and seperated functions for standalone version

DynDOLOD.exe - removed plug-in selection - load order is controlled by mod managers

DynDOLOD.exe - use own version of Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat

DynDOLOD.exe - use own settings files

DynDOLOD.exe - somewhat better error handling

DynDOLOD.exe - compile list of missing models for review once process completed

DynDOLOD.exe - some minor performance improvements

DynDOLOD.exe - cleaned up and unified log messages

DynDOLOD.exe - fixed a typo causing error when using IgnoreTrees=1

DynDOLOD.exe - made world bounds error message more descriptive

DynDOLOD.exe - made simple exe files time check to fail nicely if needed

DynDOLOD.exe - reworked create mod mode

DynDOLOD.exe - fixed using an unassigned list too early

DynDOLOD.exe - fixed not setting up manual base elements properly when updating

DynDOLOD.exe - skip parent/child worldspaces missing persistent cell for real this time

DynDOLOD TexGen.pas - DynDOLOD TexGen.pas script is now started through TexGen.exe - a modified version of xEdit

TexGen.exe - added an options window

TexGen.exe - added automatic saving/reading of options

TexGen.exe - added generation for icelakesurface.dds

TexGen.exe - added option window to select output path and texture size

TexGen.exe - do not stop if files are not found

LODGen.exe - now included in DynDOLOD standalone version

LODGen.exe - added logfile parameter so it can run more than one instance

Papyrus Scripts - fixed parent world dynamic LOD sometimes being disabled when leaving interiors

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD_Manual.html - updated for standalone instructions

DynDOLOD_Manual.html - added new tutorial videos

DynDOLOD_TexGen.html - manual updated to reflect new options window

DynDOLOD_Mod_Authors.html - added

DynDOLOD Resources - LOD resources, papyrus scripts and optionals are now a seperate archive

DynDOLOD Resources - updated/added core LOD meshes and textures for better compatibility with mods

DynDOLOD Patches - patches are now a seperate archive

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.01 BETA]

DynDOLOD.exe - fixed sometimes not finding a bunch of numbers

DynDOLOD.exe - fixed a case of uninitialized primitives

 

 

[spoiler=Changelog DynDOLOD 2.02 BETA]

DynDOLOD.exe - fixed not finding all merged mod map files for the load order

DynDOLOD.exe - fixed trying to violate sorted stringlists

DynDOLOD.exe - removed a confirmation message

 

 

[spoiler=Changelog DynDOLOD 2.03 BETA]

DynDOLOD.exe - fixed a variant to cardinal conversion

 

 

[spoiler=Changelog DynDOLOD 2.04 BETA]

DynDOLOD.exe - fixed a string to cardinal conversion

DynDOLOD.exe - fixed not loading mesh_replace list

DynDOLOD.exe - fixed typo caused by having fat fingers syndrome from too much pie

DynDOLOD.exe - use alternative version of setting up grids

DynDOLOD.exe - added switch to control which version of setting up grids is used

 

 

[spoiler=Changelog DynDOLOD 2.05 BETA]

DynDOLOD.exe - use merged map data also for lists using partial mod filename matches

DynDOLOD.exe - only ignore worldspaces if master mod is ignored

DynDOLOD.exe - always copy XEMI from highest override

TexGen.exe - sync updates with DynDOLOD.exe

 

 

[spoiler=Changelog DynDOLOD 2.06 BETA]

2.06 BETA

TexGen.exe - ensure trailing slash is added to selected output path

DynDOLOD.exe - fixed using some preset settings in wizard mode

 

 

[spoiler=Changelog DynDOLOD 2.07 BETA]

DynDOLOD.exe - export stage id -2 for dynamic creepy SovngardeStatue - high only

DynDOLOD.exe - optimized processing of merged form ids

TexGen.exe - added generation for stockadeplanks01.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - Papyrus Scripts - set current pos/angle from parent when enabling LOD object for stage id -2

DynDOLOD Resources - added SolitudeExterior

DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.08 BETA]

DynDOLOD.exe - skip loading - animation, - interface, - shaders, - sound, - voices .BSA

DynDOLOD.exe - get glow LOD from higher LOD level if lower level is not defined

DynDOLOD.exe - only set Has Distant LOD if LOD level 4 has static LOD

DynDOLOD.exe - apply patch rules regardless of mod ignore list

DynDOLOD.exe - disable and set other options accordingly if dynamic LOD is not generated

DynDOLOD.exe - added _dynamic/_static rule file functionality

Edit Scripts - fail properly when being started from xEdit.exe

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated with new step-by-step video

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - disable MCM if PapyrusUtil is not present

DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods

DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.09 BETA]

DynDOLOD.exe - fixed trying to clean dynamic LOD data

 

 

[spoiler=Changelog DynDOLOD 2.10]

DynDOLOD.exe - Release

DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.11]

DynDOLOD.exe - try to catch an unknown case of non existing base record

TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod

DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe

DynDOLOD-FAQ.txt - cleaned up for standalone version

DynDOLOD_Manual.html - updated compatibility information for a mod

 

 

[spoiler=Changelog DynDOLOD 2.12]

DynDOLOD.exe - use linksto instead of baserecord

DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace

DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe

DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file

DynDOLOD.exe - added simple check resource core files are installed

TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds

LODGen.exe - fixed not properly assigning null texture replacement

LODGen.exe - print nice error message if some hashing goes wrong

LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5

LODGen.exe - keep decal shader flag from for game mode TES5

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - open/close dynamic LOD DOORs according to parent

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.13]

DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry

 

 

[spoiler=Changelog DynDOLOD 2.14]

DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors

DynDOLOD.exe - use fastercreate for large worldspaces only

DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla)

DynDOLOD.exe - print strings filename if there is an error

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior

 

 

[spoiler=Changelog DynDOLOD 2.15]

DynDOLOD.exe - added logic for Enderal and seperate set of rule files

DynDOLOD.exe - create diffuse LOD texture atlas with explicit (1 bit) alpha

DynDOLOD.exe - added FakeLightsIntensity= to DynDOLOD_TES5.ini to choose intensity of Fake Lights nif

DynDOLOD.exe - fixed a case of siLODirt

DynDOLOD.exe - added flag to mesh rules to disable window glow LOD, not exposed to interface yet

DynDOLOD.exe - added debug= to DynDOLOD.ini

DynDOLOD.exe - added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

LODGen.exe - fixed a case of using wrong offset for higher LOD levels if origin is not multiple of 4

LODGen.exe - fixed not being able to generate for specific cell if x/y equals -1

LODGen.exe - fixed sometimes not keeping vertex colors in higher LOD levels for passthru

LODGen.exe - trim spaces from texture strings

TexGen.exe - added logic for Enderal and seperate set of rule files

TexGen.exe - added alpha threshold to texture creation if explicit alpha type is used, threshold of 0 disables alpha

TexGen.exe - added a texture convertion with mipmap filter control

TexGen.exe - added check for earlier TexGen Output files in game data folder to avoid circular creation of newly added textures

DynDOLOD_Manual.html - updated compatibility information for several mods and Enderal

trees.ultra\DynDOLOD-Trees.html - txt converted to html

trees.ultra\DynDOLOD-Trees.html - added 3rd party hybrid tree information

DynDOLOD Resources - removed some glow maps that might interfere with other mods - these are created by TexGen now

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods and Enderal

Papyrus Scripts - made scripts backwards compatible with PapyrusUtil 2.8 - was just a convinience function

Papyrus Scripts - made deactivating from MCM work more consistent

DynDOLOD Patches - added improved terrain LOD meshes and textures for Enderal

 

 

[spoiler=Changelog DynDOLOD 2.16]

DynDOLOD.exe - removed extraneous files

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.17]DynDOLOD.exe - added an installation check

DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data

DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model

DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list

DynDOLOD.exe - show message when building reference info to verify usage of missing models

DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - added more helpful messages for file not found errors

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

[spoiler=Changelog DynDOLOD 2.18]DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees

DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects

DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - fixed generation of dlc01castlefortlod.dds

TexGen.exe - generation for impwood01lod.dds

Papyrus Scripts - activate worldspace Master in case the activate all function is called

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

DynDOLOD Patches - added script patches for Caranthir Tower Reborn

 

 

 

Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.

  • +1 7

Recommended Posts

  • 0
Posted

That said, the author suggests that LOD issues have been addressed, and I'd think that more people would report the issue if it still were one. So I guess I'm back to something amiss on my end.

Issue happens depending on the used mods. If you have mods (including vanilla master files) that all also places trees and their refs FormIDs match the ones in Great Forest mod then you'll have that issue. It depends on used mods and hence why it happens not for everyone. The solution is to renumber FormIDs in the forest mod and this can be done by a script in xEdit. The problem is if there are some patches for this mod, they won't work after renumbering.

  • 0
Posted

I have a new problem related to DynDOLOD after I updated some mods in my load order and ran DynDOLOD again. Skyrim crashes on entering the Tamriel worldspace (i do console command 'coc whiterun' at the main menu to test dyndolod). An error message comes up saying

 

"...an object reference with form ID: 0x7C019009, base form ID: 0x7C019008 and type: 0x24 failed to produce loaded node most likely due to corrupted mesh or other reasons"

 

7C019009 is SFarmhouseSiloDirt01test_GLOWLOD [MSTT:7C019008]

 

I checked the "Windows" check-box in the dyndolod menu, so it should be doing window glow, but this didn't happen before (I used the same preset) so I don't know what the issue is. Any advice on what to do next? I reinstalled dyndolod just to make sure.

 

Here is my preset, in any case: 

 

 

[skyrim]
World=Blackreach (Blackreach) - Skyrim.esm
Export=C:\Dyndolod\DynDOLOD 2.07 BETA-59721-2-07-BETA\DynDOLOD\Edit Scripts\Export\LODGen_Blackreach.txt
Destination=C:\Dyndolod\DynDOLOD 2.07 BETA-59721-2-07-BETA\DynDOLOD\DynDOLOD_Output\
DataPath=C:\SteamLibrary2\steamapps\common\Skyrim\Data\
DontFixTangents=1
NoTangents=0
NoColors=0
NoMaterial=0
RemoveUnseen=1
RemoveUnseenIgnoreWater=0
LODLevel=0
LODX=0
LODY=0
LODScale=
Brightness=28
NearGridToLoad=11
FarGridToLoad=21
DoLODGen=1
DoDynDOLOD=1
CreateAtlas=1
UseCache=0
DoTreeLOD=0
UseOrgLOD=0
SkyFalls=1
ShowHint=1
Glow=1
GlowHigh=0
FakeLights=0
FakeLightsChildWorld=0
Candles=0
FXGlow=0

[skyrim LODGen]
LODGen1=sky\,,,,,Unchanged,0
LODGen2=magic\,,,,,Unchanged,0
LODGen3=furniture\dragonfurniture\,,,,,Unchanged,0
LODGen4=swirl,,,,,Unchanged,0
LODGen5=windowglow,,,,,Unchanged,0
LODGen6=movlod,,,,,Unchanged,0
LODGen7=1stperson,,,,,Unchanged,0
LODGen8=loadscreen,,,,,Unchanged,0
LODGen9=holycow,,,,,Unchanged,0
LODGen10=heb\ship\panksex.nif,,,,,Unchanged,0
LODGen11=effects\fxwaterfallthinsmall.nif,,,,,Unchanged,0
LODGen12=clutter\beehive01.nif,,,,,Unchanged,0
LODGen13=dlc01\effects\testdlcfxrapidsfallsline01.nif,,,,,Unchanged,0
LODGen14=dlc01\effects\testdlcfxrapids.nif,,,,,Unchanged,0
LODGen15=skyrim.esm;0005c854,,,,,Delete,0
LODGen16=skyrim.esm !open cities skyrim.esp;000ee66d,,,,,Delete,0
LODGen17=skyrim.esm !open cities skyrim.esp;0005d2be,,,,,Delete,0
LODGen18=dlc01\soulcairn\sc_towerfloatingrocks,,,,Far LOD,Unchanged,0
LODGen19=dlc01\effects\fxsoulcairnbeam.nif,,,,Far LOD,Unchanged,0
LODGen20=seruinswaygate01.nif,,,,Far LOD,Original,0
LODGen21=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallf01.nif,,,,Far LOD,Unchanged,0
LODGen22=_byoh\architecture\byohhouse\byohbyohwrhub1stflwalll01.nif,,,,Far LOD,Unchanged,0
LODGen23=_byoh\architecture\byohhouse\byohbyohwrhub1stflwalll02.nif,,,,Far LOD,Unchanged,0
LODGen24=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallm01.nif,,,,Far LOD,Unchanged,0
LODGen25=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallm02.nif,,,,Far LOD,Unchanged,0
LODGen26=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallr01.nif,,,,Far LOD,Unchanged,0
LODGen27=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallr02.nif,,,,Far LOD,Unchanged,0
LODGen28=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallf01.nif,,,,Far LOD,Unchanged,0
LODGen29=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwalll01.nif,,,,Far LOD,Unchanged,0
LODGen30=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwalll02.nif,,,,Far LOD,Unchanged,0
LODGen31=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallm01.nif,,,,Far LOD,Unchanged,0
LODGen32=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallmext01.nif,,,,Far LOD,Unchanged,0
LODGen33=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallmext02.nif,,,,Far LOD,Unchanged,0
LODGen34=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallr01.nif,,,,Far LOD,Unchanged,0
LODGen35=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallr02.nif,,,,Far LOD,Unchanged,0
LODGen36=_byoh\architecture\byohhouse\byohbyohwrhubchimneyext01.nif,,,,Far LOD,Unchanged,0
LODGen37=_byoh\architecture\byohhouse\byohbyohwrhubext01.nif,,,,Far LOD,Unchanged,0
LODGen38=_byoh\architecture\byohhouse\byohbyohwrlonghskext01.nif,,,,Far LOD,Unchanged,0
LODGen39=_byoh\architecture\byohhouse\byohbyohwrlonghslext01.nif,,,,Far LOD,Unchanged,0
LODGen40=_byoh\architecture\byohhouse\byohbyohwrlonghsrext01.nif,,,,Far LOD,Unchanged,0
LODGen41=_byoh\architecture\byohhouse\byohbyohwrporchkext01.nif,,,,Far LOD,Unchanged,0
LODGen42=_byoh\architecture\byohhouse\byohbyohwrporchlext01.nif,,,,Far LOD,Unchanged,0
LODGen43=_byoh\architecture\byohhouse\byohbyohwrporchrext01.nif,,,,Far LOD,Unchanged,0
LODGen44=_byoh\architecture\byohhouse\byohbyohwrshackext01.nif,,,,Far LOD,Unchanged,0
LODGen45=_byoh\architecture\byohhouse\byohbyohwrshackext02.nif,,,,Far LOD,Unchanged,0
LODGen46=_byoh\architecture\byohhouse\byohbyohwrtowerkext01.nif,,,,Far LOD,Unchanged,0
LODGen47=_byoh\architecture\byohhouse\byohbyohwrtowerlext01.nif,,,,Far LOD,Unchanged,0
LODGen48=_byoh\architecture\byohhouse\byohbyohwrtowerrext01.nif,,,,Far LOD,Unchanged,0
LODGen49=_byoh\architecture\byohhouse\byohbyohwrtowerroofk01.nif,,,,Far LOD,Unchanged,0
LODGen50=_byoh\architecture\byohhouse\byohbyohwrtowerroofl01.nif,,,,Far LOD,Unchanged,0
LODGen51=_byoh\architecture\byohhouse\byohbyohwrtowerroofr01.nif,,,,Far LOD,Unchanged,0
LODGen52=_byoh\architecture\byohhouse\byohbyohwrshackroof01.nif,,,,Far LOD,Unchanged,0
LODGen53=_byoh\architecture\byohhouse\byohbyohwrshackroof02.nif,,,,Far LOD,Unchanged,0
LODGen54=_byoh\architecture\byohhouse\byohfishdock01.nif,,,,Near LOD,Unchanged,0
LODGen55=dlc02\clutter\misc\siltstrider01.nif,,,,Far LOD,Unchanged,0
LODGen56=dlc02\dungeons\apocrypha\clutter\dlc2apocenvtenticle01.nif,,,,,Unchanged,0
LODGen57=dlc02\dungeons\apocrypha\clutter\dlc2apocenvtenticlesky01.nif,,,,,Unchanged,0
LODGen58=dlc02\dungeons\apocrypha\exterior\apotempletowertop01.nif,,,,,Unchanged,0
LODGen59=dlc02\dungeons\apocrypha\animated\hermaeusmorasface01.nif,,,,,Unchanged,0
LODGen60=dlc02\dungeons\apocrypha\animated\hermaeusmorasface02.nif,,,,,Unchanged,0
LODGen61=dlc02\dungeons\apocrypha\animated\hermaeusmorasface03.nif,,,,,Unchanged,0
LODGen62=heljarchenfarm.esp;00001a2b,,,,,Copy,0
LODGen63=fxwaterfallbodyslopesfdistant,,,,Far LOD,Disable,0
LODGen64=fxwaterfallbodytallsfdistant,,,,Far LOD,Disable,0
LODGen65=fxwaterfallbodytall02sfdistant,,,,Far LOD,Disable,0
LODGen66=sfarmhousesilo,,Static LOD8,Static LOD16,Far Full,Unchanged,1
LODGen67=wrfarmhousewindmill,,Static LOD8,Static LOD16,Far Full,Unchanged,1
LODGen68=hearthfireextended.esp;00008834,,,,,Copy,0
LODGen69=farmhouse\farmfreefireexttopcap.nif,,,,Far Full,Unchanged,0
LODGen70=fxsmokechimney,,,,Near LOD,Unchanged,0
LODGen71=roadchunk,Static LOD4,Static LOD8,Static LOD16,,Unchanged,1
LODGen72=01burning,,,,Far LOD,Unchanged,0
LODGen73=01landburning,,,,Far LOD,Unchanged,0
LODGen74=apocontrolring01water,,,,Near LOD,Unchanged,0
LODGen75=farmhousewindmillfan,,,,Far LOD,Replace,0
LODGen76=sfarmhousemillfan,,,,Far LOD,Replace,0
LODGen77=fxfirewithembers,,,,Near LOD,Unchanged,0
LODGen78=fxcreek,,,,Near LOD,Unchanged,0
LODGen79=fxrapids,,,,Near LOD,Unchanged,0
LODGen80=dlc2cliffbasalt,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1
LODGen81=dlc2dwecluttercolmlarge01,Full model,,,Far LOD,Unchanged,0
LODGen82=dlc2dwe,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1
LODGen83=fxwaterfallbody,,Static LOD8,Static LOD16,Far LOD,Unchanged,1
LODGen84=redorantemple01,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1
LODGen85=fxwaterfallmist,,,,,Unchanged,0
LODGen86=fxwaterfall,,,,Near LOD,Unchanged,0
LODGen87=imperialship01,,,,Far LOD,Unchanged,0
LODGen88=markarthwaterfallcliff,,,,Far LOD,Unchanged,0
LODGen89=mineralpoolbigwater,,,,Near LOD,Unchanged,0
LODGen90=mineralpoolsmwater,,,,Near LOD,Unchanged,0
LODGen91=shiplargekatariah02,,,,Far LOD,Unchanged,0
LODGen92=shipcaptainsbroken01,,,,Far LOD,Unchanged,0
LODGen93=slighthousefire,,,,Far LOD,Unchanged,0
LODGen94=solituderotor,,,,Far LOD,Replace,0
LODGen95=sovngardestatue0,,,,Far LOD,Unchanged,0
LODGen96=tundrastreambend01water,,,,Near LOD,Unchanged,0
LODGen97=tundrastreamstraight01water,,,,Near LOD,Unchanged,0
LODGen98=tundrastreamtransition,,,,Near LOD,Unchanged,0
LODGen99=waterwheel,,,,Far LOD,Replace,0
LODGen100=water1024.nif,,,,Near LOD,Unchanged,0
LODGen101=wrhouseshack01destroyed.nif,,,,Far LOD,Unchanged,0
LODGen102=wrtempletree01.nif,,,,Far LOD,Unchanged,0
LODGen103=wrtempletree02.nif,,,,Far LOD,Unchanged,0
LODGen104=wrtempletreesapling01.nif,,,,Far LOD,Unchanged,0
LODGen105=skyrim.esm;00084ce1,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1
LODGen106=skyrim.esm;00084ce2,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1
LODGen107=skyrim.esm;000eb82e,,,,Near LOD,Unchanged,0
LODGen108=skyrim.esm;000fcc65,,,,Near LOD,Unchanged,0
LODGen109=tree,Static LOD4,Static LOD8,Billboard,Far LOD,Unchanged,1
LODGen110=CasExtMainTower01,Full model,Full model,Static LOD4,,Unchanged,1
LODGen111=CasExtFrontRightTower01,Full model,Full model,Static LOD4,,Unchanged,1
LODGen112=CasExtBackRightTower01,Full model,Full model,Static LOD4,,Unchanged,1
LODGen113=CasExtBackLeftTower01,Full model,Full model,Static LOD4,,Unchanged,1
LODGen114=CasExtFrontLeftTower01,Full model,Full model,Static LOD4,,Unchanged,1
LODGen115=ship\,,,,Never Fade Full,Unchanged,0
LODGen116=\,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1

 

  • 0
Posted

Who can guess what this Dyndolod issue is?

 

[00:20:23.392] Missing models were ignored by DynDOLOD. The original mod may still try to use them, which can cause CTD.

[00:20:23.401] 

[00:20:23.410] 110768E2 Missing model "meshes\mbi_skinnymeshes\mbi_molagbalstatue.nif" - ignoring MBI_MalogWayHome [sTAT:110768E2] in MolagBalsInferno.esm for dynamic LOD

[00:20:23.420] 

​

 

Edit.

I have re-downloaded Molag Bal's Inferno, reinstalled it, and still can't find "meshes\mbi_skinnymeshes\mbi_molagbalstatue.nif", but I have found a copy of mbi_molagbalstatue.nif under "mbi - vicn - ​​mbi_molagbalstatue.nif". Can I do a copy paste.​

​

FAQ: Missing model "meshes\..\*.nif" - ignoring * [sTAT:xxxxxxxx] for dynamic LOD

 

Answer: 1) Verify that all required BSA files are loaded. MO archive management is incompatible with many 3rd party tools like xEdit. Check startup log of xEdit, make sure BSA files are loaded via a matching esp filename. 2) Mods often have left over base elements referencing non existing nifs. Look up the form id [sTAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Reload the record and check bottom for tab 'Referenced By'. If the tab is missing the base element is not used by any references and this error can be ignored. Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author.

  • 0
Posted

I have a new problem related to DynDOLOD after I updated some mods in my load order and ran DynDOLOD again. Skyrim crashes on entering the Tamriel worldspace (i do console command 'coc whiterun' at the main menu to test dyndolod). An error message comes up saying

 

"...an object reference with form ID: 0x7C019009, base form ID: 0x7C019008 and type: 0x24 failed to produce loaded node most likely due to corrupted mesh or other reasons"

 

7C019009 is SFarmhouseSiloDirt01test_GLOWLOD [MSTT:7C019008]

 

I checked the "Windows" check-box in the dyndolod menu, so it should be doing window glow, but this didn't happen before (I used the same preset) so I don't know what the issue is. Any advice on what to do next? I reinstalled dyndolod just to make sure.

 

Here is my preset, in any case: 

 

Look up 7C019008 in xEdit and let me know which nif model 7C019008 uses - it may be not from DynDOLOD but something else that got picked up. If it is from DynDOLOD Resources, you could try to delete and reinstall DynDOLOD Resources, maybe a mesh got corrupted.

 

Build the reference info in xEdit and look up which references use this model. I would also be interested in the editor IDs of the references, as that would show me additional mod info.

 

If you do not know how to do the above, let me know and I will give you more detailed instructions.

  • 0
Posted

Look up 7C019008 in xEdit and let me know which nif model 7C019008 uses - it may be not from DynDOLOD but something else that got picked up. If it is from DynDOLOD Resources, you could try to delete and reinstall DynDOLOD Resources, maybe a mesh got corrupted.

I reinstalled Resources (including downloading again from nexus). There is no .nif model used by 7C019008, is that the problem?

 

TGpW3vi.png

 

 

 

Build the reference info in xEdit and look up which references use this model. I would also be interested in the editor IDs of the references, as that would show me additional mod info.

I did this just as you instructed in the previous comment, if that is what you were after.

The only reference is to: Skyrimesm_099374_DynDOLOD_GLOW [REFR:7C019009] (places SFarmhouseSiloDirt01test_GLOWLOD [MSTT:7C019008] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -40,1)

  • 0
Posted

I reinstalled Resources (including downloading again from nexus). There is no .nif model used by 7C019008, is that the problem?

 

 

I did this just as you instructed in the previous comment, if that is what you were after.

The only reference is to: Skyrimesm_099374_DynDOLOD_GLOW [REFR:7C019009] (places SFarmhouseSiloDirt01test_GLOWLOD [MSTT:7C019008] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -40,1)

Uhm yes, that should not happen at all. Lets see if DynDOLOD trips over itself because of a mod:

 

Open the reference 00099374 in xEdit and see if it is changed by a mod, if so which one?

The reference 00099374 usually uses 000F58C0 as a base record, see if that is changed by a mod, if so which one?

  • 0
Posted

I have a new one:

 

If I only use High static LOD (unticked dynamic), I get all settings 0.0 in the options and there are no lod loaded in the distance. I can manually increase the settings and the lod appear.

It is reset every time I load the game or open the options menu.

 

https://i.imgur.com/phm4M2h.jpg

  • 0
Posted (edited)

I have a new one:

 

If I only use High static LOD (unticked dynamic), I get all settings 0.0 in the options and there are no lod loaded in the distance. I can manually increase the settings and the lod appear.

It is reset every time I load the game or open the options menu.

 

https://i.imgur.com/phm4M2h.jpg

These values are usually read and written to SkyrimPrefs.ini, check if they are already 0 there before starting the game.

Edited by sheson
  • 0
Posted

Uhm yes, that should not happen at all. Lets see if DynDOLOD trips over itself because of a mod:

 

Open the reference 00099374 in xEdit and see if it is changed by a mod, if so which one?

The reference 00099374 usually uses 000F58C0 as a base record, see if that is changed by a mod, if so which one?

It is indeed changed by Skyfalls & Skymills. Odd; I don't think I had changed anything since my first STEP install

 

NiRNnAO.png

 

  • 0
Posted (edited)

It is indeed changed by Skyfalls & Skymills. Odd; I don't think I had changed anything since my first STEP install

 

NiRNnAO.png

 

That is odd indeed. I will try running this setup and see what I can find.

 

In the meantime you can just add

lod\solitude\sfarmhousesiloglow_lod_1.nif

into the model filename field of 7C019008 and everything should work as normal.

Edited by sheson
  • 0
Posted (edited)

That is odd indeed. I will try running this setup and see what I can find.

 

In the meantime you can just add

lod\solitude\sfarmhousesiloglow_lod_1.nif

into the model filename field of 7C019008 and everything should work as normal.

Cool, thanks a lot, I will do that!

 

I found that a few other Movable Static Objects have no model filenames:

 

(Editor ID's)

SFarmhouseSiloDirt01test_DynDOLOD_GLOWLOD
SFarmhouseSiloDirt01test_GLOWLOD
SFarmhouseSilotest_DynDOLOD_GLOWLOD
FarmhouseSilo_FallForestDirt01test_DynDOLOD_GLOWLOD
SFarmhouseWindMillDirt02Whiteruntest_DynDOLOD_GLOWLOD
 
Static Objects with GLOWLOD seem to be fine (model filename points to a .nif)
 
I'm not sure if this is helpful!
 
EDIT: Nevermind. I added the filepath to 7C019008 (SFarmhouseSiloDirt01test_GLOWLOD) and everything worked fine. i guess DYNDOLOD_GLOWLOD doesn't need a model filepath since it is dynamic?
Edited by kcinlober
  • 0
Posted

 

Cool, thanks a lot, I will do that!

 

I found that a few other Movable Static Objects have no model filenames:

 

(Editor ID's)

SFarmhouseSiloDirt01test_DynDOLOD_GLOWLOD
SFarmhouseSiloDirt01test_GLOWLOD
SFarmhouseSilotest_DynDOLOD_GLOWLOD
FarmhouseSilo_FallForestDirt01test_DynDOLOD_GLOWLOD
SFarmhouseWindMillDirt02Whiteruntest_DynDOLOD_GLOWLOD
 
Static Objects with GLOWLOD seem to be fine (model filename points to a .nif)
 
I'm not sure if this is helpful!
 
EDIT: Nevermind. I added the filepath to 7C019008 (SFarmhouseSiloDirt01test_GLOWLOD) and everything worked fine. i guess DYNDOLOD_GLOWLOD doesn't need a model filepath since it is dynamic?

 

Everything should have a model. In the meantime I was able to replicate the bug. Will be fixed next version.

  • 0
Posted

These values are usually read and written to SkyrimPrefs.ini, check if they are already 0 there before starting the game.

Thanks for the answer. I still cannot figure it out, the values are in the ini files.

 

 

fMeshLODFadePercentDefault=1.2000

fMeshLODFadeBoundDefault=256.0000

fMeshLODLevel2FadeTreeDistance=4096

fMeshLODLevel1FadeTreeDistance=6144

fMeshLODLevel2FadeDist=10000000

fMeshLODLevel1FadeDist=10000000

fCloudLevel2Distance=262144.0000

fCloudLevel1Distance=32768.0000

fCloudLevel0Distance=16384.0000

fCloudNearFadeDistance=9000.0000

fTreeLoadDistance=75000

fBlockMaximumDistance=500000

fBlockLevel1Distance=1400000

fBlockLevel0Distance=75000

fSplitDistanceMult=4

 

 

fShadowLODMaxStartFade=1000.0

fSpecularLODMaxStartFade=2000.0

fLightLODMaxStartFade=3500.0

 

 

Rebuilt again as medium and no change.

Are there supposed to be scripts in DynDOLOD.esp or the output? There are none.

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.