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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

Hello Sheson

i have used Dyndolod in the past and have never had any issue's with it, but decided to update to 2.09 and at the 13 min mark I get an error could not be resolved message???? The TES5Edit_log.txt says 

 

Exception in unit userscript line 341: [02165DA3]

 

I have provided a link to my Log file below, If there is any info I can provide please let me know. 

 

https://drive.google.com/open?id=1jAOPF_Oqqh5BBdoOjkKi390qBGCc_SB3wkT0y3QQE-A

Check your load order for errors in xEdit. You have a mod that adds a record which links to the non existing form id 02165DA3.

  • 0
Posted

I heard that Vurt made a pink billboard for his lupins in SFO.

I'm not sure how this is possible as the lupins are grass and therefore randomly placed. Unless you wrote some magic to make it possible? Plus, I haven't seen it :( (I been looking!)

 

But there is a purple billboard for lavender.

 

Sheson I haven't had time to do any more troubleshooting on that issue we were PM'ing about. I'm pretty sure I'll get back to you by the end of the week.

  • 0
Posted

Check your load order for errors in xEdit. You have a mod that adds a record which links to the non existing form id 02165DA3.

Thanks for your response.

I did a search for that record on the internet and found 2 post's coming from this forum and Reddit referencing the missing form ID 02165DA3 neither of them resulted in an end result.

https://forum.step-project.com/index.php?app=core&module=search&do=search&fromMainBar=1

 

With that I followed your advice to Kelmych and did an error check on all mods and it brought back 260 matches for the phrase 
      Error: Could not be resolved  (Good Grief.....)
 
Both of the posts found referenced the mod "FarmhouseChimneysFalskaar+Wyrmstooth.esp" which for me was combined into a merge patch following the SR:LE Extended wiki page.
 
I could not locate the mod that referenced that form ID (I guess because it does not exist???) so I tried to run the Dyndolod exe with the merge plugin deactivated, and it finished at 13 min into the run (blew my mind as 1.49 took almost 1 hour to complete back in May) with no errors. Re entered the game inside a tavern and went outside and the Dyndolod succesfully intialized.
I noticed for the first time in 21 levels my FPS dropped to 29fps in Markarth but did not show any ill effects to game play. (I have played from level 13 to 21 without Dyndolod activated as that is when I tried ver 2.07 and recieved the same type of errors)
 
I ran to just south of Dragons Bridge to see if I could see the windmill near the Blue Palace in Solitude and the game world looked good. 
 
  • 0
Posted

Thanks for your response.

I did a search for that record on the internet and found 2 post's coming from this forum and Reddit referencing the missing form ID 02165DA3 neither of them resulted in an end result.

https://forum.step-project.com/index.php?app=core&module=search&do=search&fromMainBar=1

 

With that I followed your advice to Kelmych and did an error check on all mods and it brought back 260 matches for the phrase 

      Error: Could not be resolved  (Good Grief.....)

 

 

Both of the posts found referenced the mod "FarmhouseChimneysFalskaar+Wyrmstooth.esp" which for me was combined into a merge patch following the SR:LE Extended wiki page.

 

I could not locate the mod that referenced that form ID (I guess because it does not exist???) so I tried to run the Dyndolod exe with the merge plugin deactivated, and it finished at 13 min into the run (blew my mind as 1.49 took almost 1 hour to complete back in May) with no errors. Re entered the game inside a tavern and went outside and the Dyndolod succesfully intialized.

I noticed for the first time in 21 levels my FPS dropped to 29fps in Markarth but did not show any ill effects to game play. (I have played from level 13 to 21 without Dyndolod activated as that is when I tried ver 2.07 and recieved the same type of errors)

 

I ran to just south of Dragons Bridge to see if I could see the windmill near the Blue Palace in Solitude and the game world looked good. 

https://i.imgur.com/A3ox9Fj.png

Sounds like something went wrong when generating the merge and it needs to be redone so there are no unresolved errors.

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Posted (edited)

I have missing LODs NW of Winterhold and an pretty sure have had them for as long as I can remember. Despite the latest in LOD and vid-card tech, max settings, tweaked ini etc, this never seems to go away.

 

There is one mod that sort of, seems to try to address this;  https://www.nexusmods.com/skyrim/mods/71753/?

 

Is there someway to get these cells filled in properly? There are at least two actually, the one closer, and the one beyond. Its always been like this from bridge, or on top of the college.I know its not Dyndolods fault, but if anyone knows where I can fill in these missing lods, be grateful.

 

36760-0-1466710898.jpg

Edited by Mebantiza
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Posted (edited)

I have missing LODs NW of Winterhold and an pretty sure have had them for as long as I can remember. Despite the latest in LOD and vid-card tech, max settings, tweaked ini etc, this never seems to go away.

 

There is one mod that sort of, seems to try to address this;  https://www.nexusmods.com/skyrim/mods/71753/?

 

Is there someway to get these cells filled in properly? There are at least two actually, the one closer, and the one beyond. Its always been like this from bridge, or on top of the college.I know its not Dyndolods fault, but if anyone knows where I can fill in these missing lods, be grateful.

 

 

 

You are not missing LOD, the game is just occlusion culling those patches. It looks like you tfc?

 

The terrain/object LOD occlusion culling is a bit sketchy and often starts too early. I was looking into that data just recently. Unfortunately trying to use CK to update it revealed that the CK generates even more borked results right now.

You could try to see if using the low/medium/high/ultra Skyrim/Prefs ini values for TerrainManager / maybe just fSplitDistanceMult changes anything.

I have a feeling the pre-made occlusion works best when the native ini settings are used it was generated in - which ever they were when Bethesda did it, maybe copy values from default SkyrimEditor.ini

 

I did not follow through with full testing yet and stopped looking into that when SE was announced, because FO4 is using a different occlusion system. Maybe we are lucky and SE uses the new system which seems to work without issues in FO4. If not I will look into that again when SE comes out.

 

EDIT: If you encounter a really bad spot, you can try to remove the TVDT - Unknown data from the CELL record you are in.

FPS can drop drastically if looking into certain directions then. For a test I removed all TVDT from all CELLs and while there were no more missing patches in the distance, looking in-land from the sea of ghost had severe FPS drops... of course.

Edited by sheson
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Posted

You are not missing LOD, the game is just occlusion culling those patches. It looks like you tfc?

 

The terrain/object LOD occlusion culling is a bit sketchy and often starts too early. I was looking into that data just recently. Unfortunately trying to use CK to update it revealed that the CK generates even more borked results right now.

You could try to see if using the low/medium/high/ultra Skyrim/Prefs ini values for TerrainManager / maybe just fSplitDistanceMult changes anything.

I have a feeling the pre-made occlusion works best when the native ini settings are used it was generated in - which ever they were when Bethesda did it, maybe copy values from default SkyrimEditor.ini

 

I did not follow through with full testing yet and stopped looking into that when SE was announced, because FO4 is using a different occlusion system. Maybe we are lucky and SE uses the new system which seems to work without issues in FO4. If not I will look into that again when SE comes out.

 

EDIT: If you encounter a really bad spot, you can try to remove the TVDT - Unknown data from the CELL record you are in.

FPS can drop drastically if looking into certain directions then. For a test I removed all TVDT from all CELLs and while there were no more missing patches in the distance, looking in-land from the sea of ghost had severe FPS drops... of course.

Interesting, it sure looks like missing LODs. If you read the desc of that mod, he says this

 

This mod is a tribute to Immersive College of Winterhold by Grantyboy.  It was a shame to enjoy his wonderful creation and then having to face a big black hole in the Sea of Ghosts every time you leave. This mod addresses this LOD problem that seems to have no other solution.   

 

When playing on UltraDrawDistance with or without DynDoLOD, when looking out southwest from the Winterhold College bridge just outside the college, a rather large section of the Sea of Ghosts and the landscape behind it simply aren't there.  Instead there is a black hole with floating trees behind it.

 

This mod addresses this issue by pretending there is a ward around the college that blurs vision and makes noise as the player passes through it.  The LOD mess is still there, it is just too blurry to see it.

 

Unfortunately, he uses a script to try and fix it. I didnt imagine it was my HQ settings that could cause such holes. I will adjust my settings accordingly, or just drop my backup default INIs in ans see what happens? 

 

Thanks for the reply!

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Posted

Interesting, it sure looks like missing LODs. If you read the desc of that mod, he says this

 

This mod is a tribute to Immersive College of Winterhold by Grantyboy.  It was a shame to enjoy his wonderful creation and then having to face a big black hole in the Sea of Ghosts every time you leave. This mod addresses this LOD problem that seems to have no other solution.   

 

When playing on UltraDrawDistance with or without DynDoLOD, when looking out southwest from the Winterhold College bridge just outside the college, a rather large section of the Sea of Ghosts and the landscape behind it simply aren't there.  Instead there is a black hole with floating trees behind it.

 

This mod addresses this issue by pretending there is a ward around the college that blurs vision and makes noise as the player passes through it.  The LOD mess is still there, it is just too blurry to see it.

 

Unfortunately, he uses a script to try and fix it. I didnt imagine it was my HQ settings that could cause such holes. I will adjust my settings accordingly, or just drop my backup default INIs in ans see what happens? 

 

Thanks for the reply!

You can also change the settings in DynDOLOD MCM - Settings page and see if it changes anything. That is probably quicker than changing inis and starting the game several times to see if it has an effect.

It could be that the occlusion data is simply for the location is so bad that changing ini settings doesn't have an effect, then you could still try to remove the data from CELL in xEdit (create overwrite record for the cell, then remove the TVDT from it) It maybe just that going from the college towards Winterhold FPS will drop some when you are in that cell. It may be still good enough.

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Posted (edited)

You can also change the settings in DynDOLOD MCM - Settings page and see if it changes anything. That is probably quicker than changing inis and starting the game several times to see if it has an effect.

It could be that the occlusion data is simply for the location is so bad that changing ini settings doesn't have an effect, then you could still try to remove the data from CELL in xEdit (create overwrite record for the cell, then remove the TVDT from it) It maybe just that going from the college towards Winterhold FPS will drop some when you are in that cell. It may be still good enough.

Fsplitmulti fixes it.  From initial setting of  Ultra 1.5000, I ran it down to 0, then back upwards. .6800 is tipping point. Beyond that, the culling kicks in again. Standing just outside the entrance to the college. But I had to reduce it further to .5000 as moving along the bridge@.68 caused it to occlude again. At .5000, it never appeared. I can still notice the far distance hole, is actually Solitude and its mountain not filled in, but its a lot less noticeable at .5-.68 that it is at 1.5, and the near gaps no longer appear at all.

 

Fblockdistance is 120k, increasing it to 250k didnt make the solitude LOD fill in any sooner.(it fills in once you begin to walk down the hill towards the coastline quickly enough though). Like you say, that seems to be a bad spot. But the worst is fixable.

Edited by Mebantiza
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Posted

Hi, apologies for most likely repeating the same derned question. I ran through STEP Extended mod for mod, and have the STEP Vanilla Optimized Textures- Standard mod, yet am still receiving the "cant find Tree LOD billboards" error. I found the file at Nexus on the STEP page, but still, it seems not to work- even after re-running every patch from the "patches" step. 

I'm sure it's me being a dolt, but i'd really appreciate the help >.<

What do i need to do to get it to output to my designated folder?

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Posted

Hi, apologies for most likely repeating the same derned question. I ran through STEP Extended mod for mod, and have the STEP Vanilla Optimized Textures- Standard mod, yet am still receiving the "cant find Tree LOD billboards" error. I found the file at Nexus on the STEP page, but still, it seems not to work- even after re-running every patch from the "patches" step. 

 

I'm sure it's me being a dolt, but i'd really appreciate the help >.

 

What do i need to do to get it to output to my designated folder?

The tree billboards for STEP are contained within the STEP Compilation. The files you are referring to are just vanilla textures that have been optimized.

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Posted

The tree billboards for STEP are contained within the STEP Compilation. The files you are referring to are just vanilla textures that have been optimized.

See? A dolt! Called it. Suddenly, as if by magic, it's working *gasps in mock awe*  Bless you.

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Posted (edited)

Release.... wooohooo

 

Thanks to all beta testers and all the feedback. Nothing new in 2.10, just the continued small updates for mods and a few touch ups.

 

It will now only report missing nifs at the end of the process if there are references in the current load order using it.

Edited by sheson
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Posted

Release.... wooohooo

 

Thanks to all beta testers and all the feedback. Nothing new in 2.10, just the continued small updates for mods and a few touch ups.

 

It will now only report missing nifs at the end of the process if there are references in the current load order using it.

Just dropping by to say, what a massive difference this new version is. It easily cut generation time in half or more for me alone.

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Posted

hey soo i tested this new version but im useing mod manager and when i start it as executable it only opens tes5edit soo im wondering if i should add some augment or if im doing something wrong ?

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