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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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Posted (edited)

Hello, i have the persistent errors 

"Exception in unit userscript line 513: Access violation at address 0040A9F2 in module 'TexGen.exe'. Write of address 00610066"

and

"Exception in unit userscript line 324: Access violation at address 0040A9F2 in module 'DynDOLOD.exe'. Write of address 00610066" 

 

I have attached the logs after the unsuccessful execution of both programs, zipped because of space. attachicon.gifTES5Edit Logs.7z.

I have tried setting the output outside of 'Program Files (x86)', and all it does is change the first address. The second one stays the same.

I have scanned this thread for a solution but all i got was something about overclocking (?). I haven't OC'd anything in this box.

 

Thank you for your time.

"Exception in unit userscript line 324: Access violation at address 0040A9F2 in module 'DynDOLOD.exe'. Write of address 00610066" 

Install all of DynDOLOD Standalone outside of "Program Files (x86)". I think windows file permission or UAC is prohibiting writing to files in its subfolders.

Though there is also a chance it is because it is in "ModOrganizer (Skyrim)\Tools\" but that *should* be OK

Edited by sheson
  • 0
Posted (edited)

I've followed DynDOLOD's instructions to the step wherein I wait a very long time for DynDOLOD.exe to work its magic and output to the specified directory... Except it didn't. It for some reason appears to have instead placed its output directly into my Skyrim/Data directory (when I couldn't find the output, I searched my hard drive for the .esp, which is in Skyrim/Data). I've verified that the preset I created specified the correct destination, and the texgen output correctly. My concern is that if DynDOLOD output into my Data folder, I am now effectively unable to uninstall or modify DynDOLOD without completely reinstalling Skyrim. Is this the case?

Edited by darkhymn
  • 0
Posted (edited)

I've followed DynDOLOD's instructions to the step wherein I wait a very long time for DynDOLOD.exe to work its magic and output to the specified directory... Except it didn't. It for some reason appears to have instead placed its output directly into my Skyrim/Data directory (when I couldn't find the output, I searched my hard drive for the .esp, which is in Skyrim/Data). I've verified that the preset I created specified the correct destination, and the texgen output correctly. My concern is that if DynDOLOD output into my Data folder, I am now effectively unable to uninstall or modify DynDOLOD without completely reinstalling Skyrim. Is this the case?

There are safe guards in place so you can not select the data folder. It also tries to protect you from generating into MO Overwrite folder. But I guess if someone tries hard enough it can be circumvented somehow.

 

Why would you have to reinstall Skyrim? Just delete the folders and files it created. Read the manual "Uninstallation" section. It also lists the Core Files from DynDOLOD Resources, so skip over anything that doesn't exist.

Edited by sheson
  • 0
Posted (edited)

There are safe guards in place so you can not select the data folder. It also tries to protect you from generating into MO Overwrite folder. But I guess if someone tries hard enough it can be circumvented somehow.

 

Why would you have to reinstall Skyrim? Just delete the folders and files it created. Read the manual "Uninstallation" section. It also lists the Core Files from DynDOLOD Resources, so skip over anything that doesn't exist.

 

Thanks for the quick response. I actually came back to add that at this point I believe I've found all of the files it created and removed them, then made a mod file with them for the manager. As for how it was installed into the data folder, I truly have no idea. It certainly isn't the target location I gave it, but it's where I found it. Amusingly enough, I activated the .esp and started up the game, and DynDOLOD appeared to be working as intended. I'll see if I can reproduce the error and recheck to make sure I followed the instructions correctly.

Edited by darkhymn
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Thanks for the quick response. I actually came back to add that at this point I believe I've found all of the files it created and removed them, then made a mod file with them for the manager. As for how it was installed into the data folder, I truly have no idea. It certainly isn't the target location I gave it, but it's where I found it. Amusingly enough, I activated the .esp and started up the game, and DynDOLOD appeared to be working as intended. I'll see if I can reproduce the error and recheck to make sure I followed the instructions correctly.

Of course it should work when everything is in the data folder, that kind of is the intention :)

The ..\DynDOLOD\Logs\TES5Edit_log.txt prints out the path/to/file every once in a while when generating.

Edited by sheson
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Of course it should work when everything is in the data folder, that kind of is the intention :)

The ..\DynDOLOD\Logs\TES5Edit_log.txt prints out the path/to/file every once in a while when generating.

Well, I have it working and I'm no longer worried about difficulties uninstalling, and up until that weird little hitch the installation was quite simple and straightforward. Just to be certain, I manually removed it and reinstalled from step one and it took circa half an hour, most of which was the software doing its magic. Kudos to you for this mod (and of course for being the reason we can even seriously mod the game)!

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Hey, I'm trying to create lod for sfo 2.5b no grass version + skyrim bigger trees mods.. so far not so good...

 

I'm not sure exactly how to split atlas for these mods.. do I need to select only sfo 2.5 no trees in TES5Edit plugin selection and only split tree atlas for it?
Or do I need to select skyrim.esm too or some other master/plugin files? Also do I need to do something with the bigger trees mod? Heeeelp xd

Btw.. the tree atlas splitting video could be more helpful if sheson did it with custom tree mod instead just using default skyrim files :Sss

So far this is what I've got:

https://imgur.com/a/GQNlf

(Sry bad screens, already uninstalled lod files I created before as I knew it wasn't 100% right... fountains, lights, etc were working nicely though, also after using dyndolod the tree lod dimensions matched better the actual tree size, as before using it the lod trees were 2x too small...)

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Posted (edited)

Hey, I'm trying to create lod for sfo 2.5b no grass version + skyrim bigger trees mods.. so far not so good...

 

I'm not sure exactly how to split atlas for these mods.. do I need to select only sfo 2.5 no trees in TES5Edit plugin selection and only split tree atlas for it?

Or do I need to select skyrim.esm too or some other master/plugin files? Also do I need to do something with the bigger trees mod? Heeeelp xd

Btw.. the tree atlas splitting video could be more helpful if sheson did it with custom tree mod instead just using default skyrim files :Sss

So far this is what I've got:

https://imgur.com/a/GQNlf

 

(Sry bad screens, already uninstalled lod files I created before as I knew it wasn't 100% right... fountains, lights, etc were working nicely though, also after using dyndolod the tree lod dimensions matched better the actual tree size, as before using it the lod trees were 2x too small...)

Why not just the billboards available for 2.5b on Skyrim Flora Overhaul file section instead.

 

Skyrim Bigger Trees just changes the scale of tree references so it works with any tree mod and their billboards (or ultra trees for that matter) without having to worry about it.

 

From ../DynDOLOD/Docs/DynDOLOD_Manual.html - xLODGen for trees LOD - Splitting

"When splitting trees from DLC or mods, only load the mod and its masters into xEdit by just selecting the mod in the Master/Plugin Selection."

By only selecting the mod, xEdit will automatically load its required masters.

 

The video shows splitting tree LOD for Dragonborn, which technically is a mod. The video says: "Start TESEdit only with the mods that were used to create the tree LOD ..."

No need to show the same thing twice just because the name of a mod is different.

 

Also check out the video Tree LOD Billboard Creation : Start to Finish regarding billboard creation

 

Regarding the screenshots:

 

DynDOLOD does not change how LOD works. LOD always starts beyond the loaded cells, which might be closer than you think or like.

If LOD trees do not unload in loaded cells, then most likely the load order of certain mods changed after generating tree LOD. Update LOD.

 

If you seem to miss tree LOD, then most likely there is no billboard installed for that tree. Maybe what you think is a tree is actually a shrub, bush or other smaller plants that typically has no tree LOD.

The billboards from Skyrim Flora Overhaul do include some billboards for shrub, bush or other smaller plants. Remember the more things have LOD, the more memory and performance is required.

 

Floating LOD trees

Edited by sheson
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Install all of DynDOLOD Standalone outside of "Program Files (x86)". I think windows file permission or UAC is prohibiting writing to files in its subfolders.

Though there is also a chance it is because it is in "ModOrganizer (Skyrim)\Tools\" but that *should* be OK

Tried moving the entire MO folder first to "C:\Users\User\...", then just to "C:\...", and the error still procs.

I've included the logs from the second location only because they behave identically - and only from the TexGen executions because there's less waiting. Saved logs.7z

Running MO without admin privileges returns the error "Exception in unit userscript line 484: Cannot create file "C:\ModOrganizer (Skyrim)\Tools\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds". Access is denied" (which makes sense), and running it with privileges gives the same error as before.

 

Any location you advise i should place MO? Or should i move the DynDOLOD folder out of the MO folder?

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Tried moving the entire MO folder first to "C:\Users\User\...", then just to "C:\...", and the error still procs.

I've included the logs from the second location only because they behave identically - and only from the TexGen executions because there's less waiting. attachicon.gifSaved logs.7z

Running MO without admin privileges returns the error "Exception in unit userscript line 484: Cannot create file "C:\ModOrganizer (Skyrim)\Tools\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds". Access is denied" (which makes sense), and running it with privileges gives the same error as before.

 

Any location you advise i should place MO? Or should i move the DynDOLOD folder out of the MO folder?

 

From the log:

 

 

Cannot create file "C:\ModOrganizer (Skyrim)\Tools\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds". Access is denied

It is either MO, Antivirus or Windows itself denying write access.

 

Just install and generate into its own dedicated folders that have nothing to do with MO.

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From the log:

 

It is either MO, Antivirus or Windows itself denying write access.

 

Just install and generate into its own dedicated folders that have nothing to do with MO.

Installed into it's own folder as you suggested. Now MO doesn't need privileges to get past the "access denied" error, but the "access violation" error is still persistent as ever.

TES5Edit_log.7z

 

Sorry for this annoying exception. It's probably something to do with my third-world PC.

 

Edit: the only anti-virus i have is Windows Defender...

Edited by dlseanan
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Installed into it's own folder as you suggested. Now MO doesn't need privileges to get past the "access denied" error, but the "access violation" error is still persistent as ever.

attachicon.gifTES5Edit_log.7z

 

Sorry for this annoying exception. It's probably something to do with my third-world PC.

 

Edit: the only anti-virus i have is Windows Defender...

Try running as admin. Find DynDOLOD and TexGen .exe with explorer right click, compatibility tab, check box run this program as an administrator.

Since you have to start them through MO, do the same for MO as well.

 

It is probably best to move the game out of Program Files at some point.

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DynDOLOD can not make texture files go missing. DynDLOD might use models including from other mods, which use textures that are missing.

 

Make sure to install and keep the DynDOLOD Resource Core Files in the load order.

DynDOLOD.exe might even report if some textures are missing while creating the LOD texture atlas. So check ..\DynDOLOD\Logs\TES5Edit_log.txt for those.

 

Missing textures are file not found errors that you need to fix on your end.

Thanks, I forgot to read the log. Turns out I had MO managing my archives by accident...

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I have a question regarding installing with MO; when I add the Core files with MO do I install the the files even though it says 'No game data at top level'? Also would I have to run the .exe file via MO or by clicking on it regularly?

 

When I install this do I delete the 'STEP LOD Textures' and 'STEP DynDOLOD Output' folders and just use 'DynDOLOD'?

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I have a question regarding installing with MO; when I add the Core files with MO do I install the the files even though it says 'No game data at top level'? Also would I have to run the .exe file via MO or by clicking on it regularly?

 

When I install this do I delete the 'STEP LOD Textures' and 'STEP DynDOLOD Output' folders and just use 'DynDOLOD'?

The DynDOLOD Resource archive has a FOMOD installer that should open in MO. See video

 

Since you are using STEP follow its instructions for DynDOLOD.

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