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 (edited)

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.

Thanks. If I got this correct, in layman terms (left hand side MO):

Skyrim
Dawnguard
Dragonborn
Hearthfire
High Resolution Texture Pack
Unofficial High Resolution Texture Patch
Vanilla TES5Gen Billboards
...
STUFF
...
DynDOLOD Resources
DynDOLOD Patches
Custom Billboards for Skyrim Flora Overhaul, Molag Bals Inferno, Summerset Isle, indistinguishable Vanilla Trees...
TexGen Output
DynDOLOD Output

For me the Vanilla TES5Gen Billboards are complete replaced by other mods in this order.

 

p.s. just saying this is actual nitpicking, I did not notice much/any difference by placing the billboards before or after the resources.

Edited by disi
  • 0
Posted (edited)

Thanks. If I got this correct, in layman terms (left hand side MO):

Skyrim
Dawnguard
Dragonborn
Hearthfire
High Resolution Texture Pack
Unofficial High Resolution Texture Patch
Vanilla TES5Gen Billboards
...
STUFF
...
DynDOLOD Resources
DynDOLOD Patches
Custom Billboards for Skyrim Flora Overhaul, Molag Bals Inferno, Summerset Isle, indistinguishable Vanilla Trees...
TexGen Output
DynDOLOD Output

For me the Vanilla TES5Gen Billboards are complete replaced by other mods in this order.

 

p.s. just saying this is actual nitpicking, I did not notice much/any difference by placing the billboards before or after the resources.

That will work.

 

You would only notice a very small difference for 1 type of tree used on Solstheim

Edited by sheson
  • 0
Posted (edited)

Alright, im stumped, im gonna say now im not using the 2.0 beta. Iv re-ran DyndoLOD so many times before and never had this issue. I recently found out my Beyond Reach file was two updates behind so I installed it. The mod author said he did do some minor changes to the worldspace so I figured a re-run of DyndoLOD wouldnt hurt. I followed it step by step, go into a vanilla interior/new save/quit/uninstall dyndolod/delete texture,meshes,skse files from data and scripts and cache from my xEdit folder/load save and wait 10 ingame days/make another new save/run dyndolod/save changes to dyndolod.esp and move everything from my output folder to Skyrim datas folder/load skyrim. This is how iv always updated Skyrim, first I would go outside and DyndoLOD would activate before the MCM menu registered so the message on DyndoLODs MCM menu would say the json doesnt match, so I wait inside Riverwood Trader until the MCM menu registers, this can take some time but I found out if I open MCM menu and then close it I get the MCM menu quickly. Once the menu registers I check and it says the json doesnt match and DyndoLOD isnt active, I will go outside and in a few seconds I get a message saying "DyndoLOD Successfully Initialized" and everything looks normal. I dont get any other message after that saying the json file doesnt match, but when I check DyndoLOD in the MCM menu it says the latest message is the json doesnt match. If I deactivate and reactivate DyndoLOD it doesnt say that anymore and says the last message is DyndoLOD succesfully loaded. What am I doing wrong? Iv done it 3 times last night and just did it again. Im stumped at what to do and why the MCM suddenly keeps saying the json doesnt match but the message I get ingame says DyndoLOD successfully activated.

Edited by Snakestone
  • 0
Posted (edited)

Alright, im stumped, im gonna say now im not using the 2.0 beta. Iv re-ran DyndoLOD so many times before and never had this issue. I recently found out my Beyond Reach file was two updates behind so I installed it. The mod author said he did do some minor changes to the worldspace so I figured a re-run of DyndoLOD wouldnt hurt. I followed it step by step, go into a vanilla interior/new save/quit/uninstall dyndolod/delete texture,meshes,skse files from data and scripts and cache from my xEdit folder/load save and wait 10 ingame days/make another new save/run dyndolod/save changes to dyndolod.esp and move everything from my output folder to Skyrim datas folder/load skyrim. This is how iv always updated Skyrim, first I would go outside and DyndoLOD would activate before the MCM menu registered so the message on DyndoLODs MCM menu would say the json doesnt match, so I wait inside Riverwood Trader until the MCM menu registers, this can take some time but I found out if I open MCM menu and then close it I get the MCM menu quickly. Once the menu registers I check and it says the json doesnt match and DyndoLOD isnt active, I will go outside and in a few seconds I get a message saying "DyndoLOD Successfully Initialized" and everything looks normal. I dont get any other message after that saying the json file doesnt match, but when I check DyndoLOD in the MCM menu it says the latest message is the json doesnt match. If I deactivate and reactivate DyndoLOD it doesnt say that anymore and says the last message is DyndoLOD succesfully loaded. What am I doing wrong? Iv done it 3 times last night and just did it again. Im stumped at what to do and why the MCM suddenly keeps saying the json doesnt match but the message I get ingame says DyndoLOD successfully activated.

Update the papyrus scripts to 1.49. See its update post.

Edited by sheson
  • 0
Posted

Update the papyrus scripts to 1.49. See its update post.

You said "As always, there is no need to generate from scratch or update anything unless you want to." Does that mean I dont need to update, again? Cause, as iv stated I only get this message about tamriel_ojects.json in the MCM menu.

  • 0
Posted (edited)

You said "As always, there is no need to generate from scratch or update anything unless you want to." Does that mean I dont need to update, again? Cause, as iv stated I only get this message about tamriel_ojects.json in the MCM menu.

That depends on the version of the scripts / esp you are upgrading from. Scripts from 1.49 will work with existing esp from 1.46/1.47/1.48. Follow update procedure for scripts as outlined in the update notes.

Edited by sheson
  • 0
Posted (edited)

Hello.

 

I just started using Dyndolod (with the latest beta). The lod is generated perfectly but somehow it makes the watermills (like the one on Riverwood) disappear... Any ideas? Maybe I should try an older version? My loadorder:

 

 

GameMode=Skyrim

Skyrim.esm=1
Update.esm=1
Dawnguard.esm=1
HearthFires.esm=1
Dragonborn.esm=1
Unofficial Skyrim Legendary Edition Patch.esp=1
SkyUI.esp=1
dD-No Spinning Death Animation Merged.esp=1
Skyrim Particle Patch for ENB - Flame Atronach Fix.esp=1
83Willows_101BUGS_V4_HighRes_HighSpawn.esp=1
83Willows_101BUGS_V4_HighRes.esp=1
AMatterOfTime.esp=1
Skyrim HD Tribute - Roads.esp=1
No_stretching.esp=1
No_stretching_Markarth.esp=1
Vivacity Weather.esp=1
AOS.esp=1
RealisticWaterTwo.esp=1
RealisticWaterTwo - Legendary.esp=1
SMIM-Merged-All.esp=1
Skyrim Flora Overhaul.esp=1
Verdant - A Skyrim Grass Plugin.esp=1
EmbersHD.esp=1
dD - Enhanced Blood Main.esp=1
dD-Dragonborn-Dawnguard-EBT Patch.esp=1
Jump Sound Fix.esp=1
SFO - Dragonborn.esp=1
SkyFalls + SkyMills + DG + DB.esp=1
TrueStorms.esp=1
AOS2_EBT Patch.esp=1
AOS2_RealisticWaterTwo Patch.esp=1
AOS2_TrueStorms Patch.esp=1
Vivacity Snow FX.esp=1
Alternate Start - Live Another Life.esp=1
Better Dynamic Snow.esp=1
Watercolor_for_ENB_RWT.esp=1
aMidianBorn_ContentAddon.esp=1

 

 

Thanks :)

 

EDIT: I think I found how to solve it, so nevermind xD

Edited by Fukushi
  • 0
Posted

Hello.

 

I just started using Dyndolod (with the latest beta). The lod is generated perfectly but somehow it makes the watermills (like the one on Riverwood) disappear... Any ideas? Maybe I should try an older version? My loadorder:

 

 

GameMode=Skyrim

 

Skyrim.esm=1

Update.esm=1

Dawnguard.esm=1

HearthFires.esm=1

Dragonborn.esm=1

Unofficial Skyrim Legendary Edition Patch.esp=1

SkyUI.esp=1

dD-No Spinning Death Animation Merged.esp=1

Skyrim Particle Patch for ENB - Flame Atronach Fix.esp=1

83Willows_101BUGS_V4_HighRes_HighSpawn.esp=1

83Willows_101BUGS_V4_HighRes.esp=1

AMatterOfTime.esp=1

Skyrim HD Tribute - Roads.esp=1

No_stretching.esp=1

No_stretching_Markarth.esp=1

Vivacity Weather.esp=1

AOS.esp=1

RealisticWaterTwo.esp=1

RealisticWaterTwo - Legendary.esp=1

SMIM-Merged-All.esp=1

Skyrim Flora Overhaul.esp=1

Verdant - A Skyrim Grass Plugin.esp=1

EmbersHD.esp=1

dD - Enhanced Blood Main.esp=1

dD-Dragonborn-Dawnguard-EBT Patch.esp=1

Jump Sound Fix.esp=1

SFO - Dragonborn.esp=1

SkyFalls + SkyMills + DG + DB.esp=1

TrueStorms.esp=1

AOS2_EBT Patch.esp=1

AOS2_RealisticWaterTwo Patch.esp=1

AOS2_TrueStorms Patch.esp=1

Vivacity Snow FX.esp=1

Alternate Start - Live Another Life.esp=1

Better Dynamic Snow.esp=1

Watercolor_for_ENB_RWT.esp=1

aMidianBorn_ContentAddon.esp=1

 

 

Thanks :)

 

EDIT: I think I found how to solve it, so nevermind xD

You care to share?

I only had missing mills, if I had SkyFalls+SkyMills installed while generating LOD (from what I remember with the not standalone version). And I see you have the mod in your load order.

  • 0
Posted

You care to share?

I only had missing mills, if I had SkyFalls+SkyMills installed while generating LOD (from what I remember with the not standalone version). And I see you have the mod in your load order.

Open Dyndolod -> Advanced -> Find "waterwheel" -> change reference to "original" -> create new lod

 

Not really sure if this if how it should be done, but at least for me the waterwheel on riverwood is ok now (don't know about others).

  • 0
Posted

That should not be needed if following the instructions correctly. I suggest to remove SkyFalls + SkyMills + DG + DB.esp as it is not need anymore.

  • 0
Posted (edited)

That should not be needed if following the instructions correctly. I suggest to remove SkyFalls + SkyMills + DG + DB.esp as it is not need anymore.

 

I have already checked the manual and... I don't know what could I be doing wrong. Even if I completely unninstall Skyfalls (acording to the manual it is not needed), the waterwheels and wind wheels are still missing.

 

EDIT: Ok, FINALLY fixed, looks like I didn't install the resources correctly. Everything works cool now!

 

https://i.imgur.com/KmDn5jd.jpg

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

Edited by Fukushi
  • 0
Posted

I have already checked the manual and... I don't know what could I be doing wrong. Even if I completely unninstall Skyfalls (acording to the manual it is not needed), the waterwheels and wind wheels are still missing.

 

EDIT: Ok, FINALLY fixed, looks like I didn't install the resources correctly. Everything works cool now!

 

https://i.imgur.com/KmDn5jd.jpg

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

That is great. Nice screenshots.

  • 0
Posted

Hi there, I'm having some problems with DynDOLOD building the lods incorrectly. I follow the STEP install guide and everything runs smoothly, but in-game the lods are just abysmal. I've included a link to a few example screenshots. Big problems are house lods using only the wooden roof frames, nothing besides grass and trees for landscape lods, and other various house lods not being built correctly.

 

Here's the album: https://imgur.com/a/48k0I

 

The first screenshot is just my riverwood, which has been modified by ETAC. The lod is only partially correct.

The second is my whiterun field. I'm thinking there should be much more out there than grass and partial waterfalls.

The third is from inside whiterun city, and I tfc'd out towards honningbrew meadery. It looks just like this when I'm outside Whiterun's walls too. Oddly enough the Lanterns of Skyrim lods are perfect.

 

It's not pictured but other things I've noticed are Windhelm's outer wall looking like a window from the college of winterhold, bridges just not appearing at all, and windmills disappearing.

 

I wish I could provide more information. Ask me anything about my install if need be. I'm hoping that these symptoms have popped up somewhere before and you have some idea of what could be happening. Thanks in advance.


Hi there, I'm having some problems with DynDOLOD building the lods incorrectly. I follow the STEP install guide and everything runs smoothly, but in-game the lods are just abysmal. I've included a link to a few example screenshots. Big problems are house lods using only the wooden roof frames, nothing besides grass and trees for landscape lods, and other various house lods not being built correctly.

 

Here's the album: https://imgur.com/a/48k0I

 

The first screenshot is just my riverwood, which has been modified by ETAC. The lod is only partially correct.

The second is my whiterun field. I'm thinking there should be much more out there than grass and partial waterfalls.

The third is from inside whiterun city, and I tfc'd out towards honningbrew meadery. It looks just like this when I'm outside Whiterun's walls too. Oddly enough the Lanterns of Skyrim lods are perfect.

 

It's not pictured but other things I've noticed are Windhelm's outer wall looking like a window from the college of winterhold, bridges just not appearing at all, and windmills disappearing.

 

I wish I could provide more information. Ask me anything about my install if need be. I'm hoping that these symptoms have popped up somewhere before and you have some idea of what could be happening. Thanks in advance.

https://imgur.com/a/YOgzd

Messed up the album. Here's a working link.

  • 0
Posted

Hi there, I'm having some problems with DynDOLOD building the lods incorrectly. I follow the STEP install guide and everything runs smoothly, but in-game the lods are just abysmal. I've included a link to a few example screenshots. Big problems are house lods using only the wooden roof frames, nothing besides grass and trees for landscape lods, and other various house lods not being built correctly.

 

Here's the album: https://imgur.com/a/48k0I

 

The first screenshot is just my riverwood, which has been modified by ETAC. The lod is only partially correct.

The second is my whiterun field. I'm thinking there should be much more out there than grass and partial waterfalls.

The third is from inside whiterun city, and I tfc'd out towards honningbrew meadery. It looks just like this when I'm outside Whiterun's walls too. Oddly enough the Lanterns of Skyrim lods are perfect.

 

It's not pictured but other things I've noticed are Windhelm's outer wall looking like a window from the college of winterhold, bridges just not appearing at all, and windmills disappearing.

 

I wish I could provide more information. Ask me anything about my install if need be. I'm hoping that these symptoms have popped up somewhere before and you have some idea of what could be happening. Thanks in advance.

https://imgur.com/a/YOgzd

Messed up the album. Here's a working link.

I assume the DynDOLOD log in ..\DynDOLOD\Logs\TES5Edit_log.txt didn't report any errors?

How about the LODGen log in ..\DynDOLOD\Logs\LODGen_Tamriel_log.txt

 

Make sure to copy everything (meshes, skse and textures and the esp) from the dedicated output folder into a new mod and make sure nothing is overwritten by any other mod.

There should be about 689 files in ..\Meshes\Terrain\Tamriel\Objects\*.bto

  • 0
Posted

I assume the DynDOLOD log in ..\DynDOLOD\Logs\TES5Edit_log.txt didn't report any errors?

How about the LODGen log in ..\DynDOLOD\Logs\LODGen_Tamriel_log.txt

 

Make sure to copy everything (meshes, skse and textures and the esp) from the dedicated output folder into a new mod and make sure nothing is overwritten by any other mod.

There should be about 689 files in ..\Meshes\Terrain\Tamriel\Objects\*.bto

I should mention I'm using v1.47

2 Error messages in LODGEN_log.txt:

 

Error reading block textures\terrain\lodgen\skyrim.esm\reachclifftree01_000b8a76.dds Unable to read beyond the end of the stream.

Error reading block textures\terrain\lodgen\skyrim.esm\tundradriftwood01_000b8f53.dds Unable to read beyond the end of the stream.

 

I'm unsure what you're referring to by "*.bto"

 

Would it be best if I tried updating to 1.49 and see what happens?

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.