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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15


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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.

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  • 0
Posted

That part of the code did not change between 2.07 and 2.09, so that is odd.

See if setting FasterCreate=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini lets it go through.

I was facing exactly the same problem as user @dropadred (for a different worldspace though), even with 2.09 beta.

Setting FasterCreate=0 helped go through the entire process successfully.

 

Thanks for that sheson!  ::):

  • 0
Posted (edited)

I was facing exactly the same problem as user @dropadred (for a different worldspace though), even with 2.09 beta.

Setting FasterCreate=0 helped go through the entire process successfully.

 

Thanks for that sheson!  ::):

Yep, me too, it has stretched a total time just about 5 minutes, but now without any issue.

 

Thank you, guys!

I would be interested in your load order and the worldspace it happened. I'd like to see if I can replicate it.

Edited by sheson
  • 0
Posted (edited)

I would be interested in your load order and the worldspace it happened. I'd like to see if I can replicate it.

Sure thing!

 

Here is my load order:

 

 

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - Full Version.esm
Falskaar.esm
Wyrmstooth.esp
EFFCore.esm
ETaC - RESOURCES.esm
UnlimitedBookshelves.esp
Omegared99-Compilation.esm
RSkyrimChildren.esm
Lanterns Of Skyrim - All In One - Main.esm
Campfire.esm
Inn Girls Resources.esm
SGHairPackBase.esm
Gray Fox Cowl.esm
notice board.esp
mannyDragonhead.esm
mannyBlackRock.esm
WM Flora Fixes.esp
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Skyrim Flora Overhaul.esp
Enhanced Landscapes - Merged.esp
Cutting Room Floor.esp
SGHairPackAIO.esp
mintylightningmod.esp
FISS.esp
SkyUI.esp
ORM-Arvak.esp
RUSTIC SOULGEMS - Unsorted.esp
WondersofWeather.esp
Gray Fox Flora Overhaul.esp
Footprints.esp
RaceMenu.esp
RaceMenuPlugin.esp
RaceMenuOverlays.esp
XPMSE.esp
towConversation.esp
UIExtensions.esp
JaxonzEnhGrab.esp
LeftHandRings - Enchanted.esp
RealisticRoomRental-Basic.esp
Predator Vision.esp
VioLens.esp
PermaZONESLegendaryBalanced.esp
DSAMG - Miraak Music Fixes.esp
You Hunger.esp
Sky Haven Temple M&M3.esp
EnhancedLightsandFX.esp
ELFX - Exteriors.esp
Hothtrooper44_ArmorCompilation.esp
Guard Dialogue Overhaul.esp
Weapons & Armor Fixes_Remade.esp
GuardAnimationsGDO.esp
Clothing & Clutter Fixes.esp
Better Dynamic Snow.esp
BardSoundsMalukah.esp
Auto Unequip Ammo.esp
Chesko_WearableLantern.esp
Dual Sheath Redux.esp
Breast Size Scaling for NPCs.esp
AutoPV.esp
CollegeOfWinterholdImmersive.esp
BetterQuestObjectives.esp
Skyrim Immersive Creatures.esp
aMidianBorn_ContentAddon.esp
Complete Crafting Overhaul_Remade.esp
WetandCold.esp
WetandCold - Ashes.esp
Book Covers Skyrim.esp
DawnofSkyrim-AllMajorCities.esp
Helgen Reborn.esp
ELFX Patches.esp
KS Hairdo's.esp
ElysiumEstate.esp
ElysiumEstate-HF.esp
Immersive Wenches.esp
Skyrim Immersive Creatures - DLC2.esp
High Level Enemies - SIC.esp
OBIS.esp
REGS - Better Docks.esp
SoS - The Dungeons.esp
hearthfireextended.esp
TradeBarter.esp
JKs SuperLITE - Merged.esp
DFB - Random Encounters.esp
Hebrock_Der Schatten von Meresis - EV.esp
CRF - Lighting Overhaul.esp
Inns and Taverns.esp
Point The Way.esp
RelightingSkyrim-FULL.esp
BetterDGEntrance.esp
Thieves Guild Requirements.esp
BFT Ships and Carriages.esp
AuroraVillage.esp
Inconsequential NPCs.esp
NPC Overhaul Merged.esp
Apachii - Hott Vamp and Witches.esp
Unique Uniques.esp
LeftHandRings.esp
Atlas Legendary.esp
Landscape Mods Merged.esp
BlackreachOverhaul.esp
Armors-Items-Weapons Merged.esp
ETaC - Complete.esp
Prometheus_No_snow_Under_the_roof.esp
RBB - REGS Merge.esp
ETaC-Modular Patches Merged.esp
UniqueBorderGates-All.esp
dawnguard sentries.esp
SMIM-Merged-All.esp
SFO - Dragonborn.esp
Understone Keep Repair.esp
quest_nomercy.esp
Seagulls.esp
Combat Evolved MM.esp
Immersive Horses.esp
tos_laintardale_hf.esp
Craftable Horse Barding.esp
Immersive Patrols II.esp
DawnguardArsenal.esp
Ivarstead.esp
OldHroldanRuins.esp
DynDOLOD - Addons.esp
arnima.esp
Beyond Reach - Tweaks Merged.esp
Book Covers Skyrim - Lost Library.esp
tos_amber_guard.esp
Falskaar Wildlife.esp
MusicMerge_NR.esp
RabbitsOfSkyrim.esp
Kynesgrove.esp
Frostfall.esp
Utility Mods Merged.esp
tos_granitehall.esp
Soljund's Sinkhole.esp
Better City Entrances - All in one.esp
ForgottenCity.esp
quest_pitfighter.esp
New Extra NPCs.esp
Blacksmith Chests.esp
Snowbound Acres.esp
High Level Enemies - SIC Falskaar.esp
imp_helm_legend.esp
GreaterSaarthal.esp
quest_andtherealmsofdaedra.esp
Dovah Vault.esp
UniqueBorderGates-All-BetterDGEntrance.esp
The Paarthurnax Dilemma.esp
The Paarthurnax Ultimatum.esp
Windhelm Lighthouse.esp
MzarkWonders.esp
high hrothgar overhaul.esp
BooksOfSkyrim.esp
PP_OgmundsTomb.esp
IslandFastTravel.esp
Gildergreen Regrown.esp
UniqueBorderGates-All-PointTheWay.esp
PP_WindcallerPass.esp
InvisEyeFixes.esp
DragonBlood.esp
EFFDialogue.esp
My Home Is Your Home.esp
Ordinator - Perks of Skyrim.esp
Complete Alchemy & Cooking Overhaul.esp
RealisticWaterTwo.esp
Improved Daedric Artifacts.esp
Traps Are Dangerous.esp
DeadlyDragons.esp
dD - Enhanced Blood Main.esp
DeadlySpellImpacts.esp
Dynamic Dialogue Followers.esp
Minerva.esp
AOS.esp
WM Trap Fixes.esp
quest_pitfighter_dlc01.esp
PreventsAccidentPickUp.esp
Darkend.esp
iNeed.esp
YOT - Your Own Thoughts.esp
Apocalypse - The Spell Package.esp
ExplosiveBoltsVisualized.esp
RSChildren_CompleteUSKP.esp
SS_BattlemageReborn.esp
DSAMG - Greybeard Fix.esp
OBISDB.esp
Appropriately Attired Jarls Redux.esp
BlockSparkles.esp
Bounty Gold.esp
ESFCompanions.esp
BFSEffects.esp
EnchantedArsenal.esp
Better Stealth AI for Followers.esp
dD-No Spinning Death Animation Merged.esp
Custom Family Home.esp
ImprovedHearthfireLighting.esp
Facial+Body Merged.esp
Mage Outfit Texture Overhaul.esp
College of Winterhold Entry Requirements (Normal).esp
True Dogs Of Skyrim.esp
FNIS.esp
Brevi_MoonlightTalesEssentials.esp
MatureSkinComplexions.esp
New Followers Merged.esp
TKDodge.esp
SimplyKnock.esp
EasyWheel.esp
WerewolfPerksExpanded.esp
HUD Merged.esp
Vivid Weathers Merged.esp
Hearthfire IHO Compatibility Patch.esp
ETaC IHO Compatibility Patch.esp
Improved Dragon Shouts Merged.esp
Animal Tweaks Merged.esp
Compatibility Patches Merged.esp
Mortal Enemies.esp
Dual Wield Parrying_SKSE.esp
EBS - Complete.esp
Vigor - Combat and Injuries.esp
CACO_Vigor_Campfire.esp
Immersive Sounds Merged.esp
HoamaiiSleepingBags.esp
Alternate Start - Live Another Life.esp
Notice Board - All Patches.esp
Immersive Citizens - AI Overhaul.esp
more idle markers.esp
Immersive Citizens - CRF patch.esp
Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp
Darkwater Crossing.esp
Whistling Mine.esp
FarmhouseChimneys Merged.esp
Provincial Courier Service.esp
ELE_Legendary_Fs_Wt_Lite.esp
Complete Crafting_TrueWeaponsLvlLists.esp
Scarcity - Less Loot Mod.esp
Scarcity - 6x Loot Rarity.esp
Scarcity - 6x Merchant Item Rarity.esp
SR Conflict Resolution.esp
Bashed Patch, 0.esp
DynDOLOD.esp
ASIS-Dependency.esp
ASIS.esp
Dual Sheath Redux Patch.esp

 

 

 

It happened around 16th-17th minute and while generating LOD for Wyrmstooth World.

 

Using Medium settings, Candles, FXGlow, Windows, High, and Fake lights in child worlds

 

I must say that I am running DynDOLOD twice.

The first time for getting Darkend done, then Restart and then the rest of all my worldspaces.

 

Thanks!

Edited by Astakos
  • 0
Posted

So consider me extremely late to the party, but just started installing everything per the Skyrim Revisited guide and it asks to use DynDOLOD 2.09 Beta + Resource files listed, however it gives me Fomod settings, when everytime I have attempted to install DynDOLOD there is no Fomod that launches. This might not be the right place for this, but what exactly are you supposed to do to install DynDOLOD since the Beta update?

  • 0
Posted (edited)

So consider me extremely late to the party, but just started installing everything per the Skyrim Revisited guide and it asks to use DynDOLOD 2.09 Beta + Resource files listed, however it gives me Fomod settings, when everytime I have attempted to install DynDOLOD there is no Fomod that launches. This might not be the right place for this, but what exactly are you supposed to do to install DynDOLOD since the Beta update?

Read the included Quickstart and Manual and watch the videos.

Edited by sheson
  • 0
Posted

Before I get to my question about the following screenshots, I'd just like to point out what an incredibly beautiful place DynDoLOD (and a few other mods) can let Skyrim be. That I was ALSO getting 60 FPS on a 1440 screen, no stutters, no crashes when I took these shots is actually kind of mind boggling. (Yeah, I have a decently powerful rig - 290x in Crossfire - but still!)

 

The most relevant mods here are Vividian ENB, Vividian Weather, Claralux and ELFX. I generated my DynDoLOD stuff on standard settings, level: high, all the usual light & glow settings. Version 2.07. I also have the latest version of RaceMenu installed, including NetImmerse Override. The NetImmerseOverride option is activated in DynDoLOD.

 

This is walking toward Whiterun in the early morning:

https://drive.google.com/file/d/0B-75ii8q8eebY1ZtUmZTTHVpZzg

 

This is a bit closer to Whiterun:

https://drive.google.com/file/d/0B-75ii8q8eebSnpNNmdrTjFJc2s

 

What I notice here is that Whiterun isn't generating the kind of distant lights it should - particularly in comparison to High Hrothgar, which has VERY visible lights. (Maybe even too visible? It's not like the place is a pleasure home on the mountain - it's a fairly damp, dark monastery. OTOH, I like seeing it up there, so I'm not going to complain about that.) It seems like Whiterun should have a little bit of a "metropolitan glow" - and that the individual ELFX lights should be visible in the same way that the High Hrothgar windows are visible - only, a bit brighter, since they are closer AND bigger.

 

Now, I've noticed that 2.09 has improved ELFX integration - so I'll definitely update. But I'm pretty sure that there are some other settings - maybe some of DynDoLOD's NetImmerseOverride MCM stuff - that could get Whiterun to show off a little more. I tried raising the numbers there, but nothing seemed to happen. Can someone get me going in the right direction?

  • 0
Posted

Heya, I generate the dynamic version with 2.09 and no problems.

 

Not choosing 'Dynamic' now disables fake lights in current and in child worlds as well. I always thought of it like a low budget version for having window lights with otherwise static only LOD.

  • 0
Posted (edited)

Before I get to my question about the following screenshots, I'd just like to point out what an incredibly beautiful place DynDoLOD (and a few other mods) can let Skyrim be. That I was ALSO getting 60 FPS on a 1440 screen, no stutters, no crashes when I took these shots is actually kind of mind boggling. (Yeah, I have a decently powerful rig - 290x in Crossfire - but still!)

 

The most relevant mods here are Vividian ENB, Vividian Weather, Claralux and ELFX. I generated my DynDoLOD stuff on standard settings, level: high, all the usual light & glow settings. Version 2.07. I also have the latest version of RaceMenu installed, including NetImmerse Override. The NetImmerseOverride option is activated in DynDoLOD.

 

This is walking toward Whiterun in the early morning:

https://drive.google.com/file/d/0B-75ii8q8eebY1ZtUmZTTHVpZzg

 

This is a bit closer to Whiterun:

https://drive.google.com/file/d/0B-75ii8q8eebSnpNNmdrTjFJc2s

 

What I notice here is that Whiterun isn't generating the kind of distant lights it should - particularly in comparison to High Hrothgar, which has VERY visible lights. (Maybe even too visible? It's not like the place is a pleasure home on the mountain - it's a fairly damp, dark monastery. OTOH, I like seeing it up there, so I'm not going to complain about that.) It seems like Whiterun should have a little bit of a "metropolitan glow" - and that the individual ELFX lights should be visible in the same way that the High Hrothgar windows are visible - only, a bit brighter, since they are closer AND bigger.

 

Now, I've noticed that 2.09 has improved ELFX integration - so I'll definitely update. But I'm pretty sure that there are some other settings - maybe some of DynDoLOD's NetImmerseOverride MCM stuff - that could get Whiterun to show off a little more. I tried raising the numbers there, but nothing seemed to happen. Can someone get me going in the right direction?

DynDOLOD doesn't add anything by itself that isn't added by vanilla or a mod there to begin with. ELFX 3 seems to have broken window lighting that never got fixed. Since ELFX (exterior?) adds lights inside and outside the city the usual discovery of copying stuff from inside the city to the outside is disabled for that mod. If you want additional light sources or glow you should add them through a mod.

 

Changing the multiplier won't result in an immediate change of the light intensity. It will only be applied if the LOD it applies to is enabled/disabled you walked through a cell that marks the near/far distance.

 

Heya, I generate the dynamic version with 2.09 and no problems.

 

Not choosing 'Dynamic' now disables fake lights in current and in child worlds as well. I always thought of it like a low budget version for having window lights with otherwise static only LOD.

Fake lights and window glow are two different things. Fake lights and 'high' window glow are dynamic LOD options, always have been - the interface just makes it clear now.

Edited by sheson
  • 0
Posted (edited)

It says on page 265:

 

 

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

In the video (Start to Finish) it advises for Mod Organizer to put the Billboards directly after the mod they are for (min 16:41 ff)?

If the Resources already contain Billboards, they would override the ones I install extra for mods (I have my DynDoLOD stuff usually at the very bottom on the left side in MO)?

Edited by disi
  • 0
Posted

It says on page 265:

 

 

In the video (Start to Finish) it advises for Mod Organizer to put the Billboards directly after the mod they are for (min 16:41 ff)?

If the Resources already contain Billboards, they would override the ones I install extra for mods (I have my DynDoLOD stuff usually at the very bottom on the left side in MO)?

The video makes a specific mention that vanilla billboards always need to be loaded first, overwritten by billboards for mods. DynDOLOD Resources + TES5LODGen vanilla+DLC  = vanilla billboards

 

See discussion with El_Rizzo

 

See 'overwrite orders' in the included Manual.

  • 0
Posted

I just want to say a big thank you, Sheson. Your directions for renumbering worked perfectly, and my trees are finally behaving like proper trees.

 

I have to admit that I resisted DynDOLOD for a long time simply because I run Skyrim with low quality LOD and didn't think I could afford an upgrade, but my LOD looks better than I ever expected at no cost in FPS. I'm delighted. Thank you for your help.

  • 0
Posted

I just want to say a big thank you, Sheson. Your directions for renumbering worked perfectly, and my trees are finally behaving like proper trees.

 

I have to admit that I resisted DynDOLOD for a long time simply because I run Skyrim with low quality LOD and didn't think I could afford an upgrade, but my LOD looks better than I ever expected at no cost in FPS. I'm delighted. Thank you for your help.

That is great to hear.

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