Sean144800 Posted March 18, 2018 Share Posted March 18, 2018 Huh, I'll be, wow that was an easy fix. I wonder what in the world I ran into with the old version. Link to comment Share on other sites More sharing options...
ArchimageKhan Posted March 27, 2018 Share Posted March 27, 2018 I have the exact same problem... but I'm using oldrim, does the dyndolod 2.36beta works for oldrim also? I can't figure it out looking at the topic... (sorry, english is not my main language) Link to comment Share on other sites More sharing options...
ArchimageKhan Posted March 27, 2018 Share Posted March 27, 2018 And another issue : I'm using solitude reborn, along with JK solitude (and legacy of the dragonborn if maybe it matters). My problem is : after finishing the civil war, and so "disturbing" Solitude a little, I have major glitches when I'm around the solitude hall of the dead. When I turn my head to look to blue palace direction, a lot of the existing buildings slowly fade in, showing the frame first, then the wall etc... and always going from being there to disappearing, depending on how I turn my head. I don't have the problem when solitude reborn is deactivated, only when it is activated. And indeed, my dyndolod esp doesn't have solitude reborn as master (shouldn't have it?)... this bug is really annoying because I just can't finish the civil war quest (otherwise my solitude becomes just horrible and very glitchy...) The same way, in an interior cell that comes from a personnal mod, when I enter the cell, walls that are behind me are slowly fade in when I turn my head to look at them... Is it linked to the "disabled neverfade and replace by dynamic lod" ? If so, Is there a way to remove this "disabled neverfade" process? Link to comment Share on other sites More sharing options...
sheson Posted March 27, 2018 Author Share Posted March 27, 2018 (edited) does the dyndolod 2.36beta works for oldrim also? I can't figure it out looking at the topic... (sorry, english is not my main language)Yes. And another issue : I'm using solitude reborn, along with JK solitude (and legacy of the dragonborn if maybe it matters). My problem is : after finishing the civil war, and so "disturbing" Solitude a little, I have major glitches when I'm around the solitude hall of the dead. When I turn my head to look to blue palace direction, a lot of the existing buildings slowly fade in, showing the frame first, then the wall etc... and always going from being there to disappearing, depending on how I turn my head. This sounds like a problem with occlusion planes. I don't have the problem when solitude reborn is deactivated, only when it is activated. And indeed, my dyndolod esp doesn't have solitude reborn as master (shouldn't have it?) So you found the culprit to be solitude reborn. That mod is ignored by DynDOLOD as it only modifies the inside of the city without doing the same modifications to the outside. The Solitude Reborn.esp should probably load after DynDOLOD.esp, though I am not sure that will fix this kind of problem. The same way, in an interior cell that comes from a personnal mod, when I enter the cell, walls that are behind me are slowly fade in when I turn my head to look at them... Is it linked to the "disabled neverfade and replace by dynamic lod" ? No If so, Is there a way to remove this "disabled neverfade" process? "disabled neverfade and replace by dynamic lod" messages mean that a reference that is always loaded and visible has been demoted to a normal reference, that now is only visible and loaded when its cell is loaded or the player is within the Near or Far Grid distance. Generating dynamic LOD has a check box on the advanced options window. Edited March 27, 2018 by sheson Link to comment Share on other sites More sharing options...
ArchimageKhan Posted March 27, 2018 Share Posted March 27, 2018 Thank you for the quick and very precise answers! Much appreciated... I'll give you my second born. Link to comment Share on other sites More sharing options...
Alvaro Posted May 8, 2018 Share Posted May 8, 2018 (edited) Hi. When I try run Texgen or Dyndolod in SE it give me an error "Background Loader: Fatal: <Exception: "SkyTEST-RealisticAnimals&Predators.esp" requires master "ccqdrsse001-survivalmode.esl" to be loaded before it.>" And it do that with every others "esl" connect file. In load order all is good. I run it in MO Loot merges and bash patches. Edited May 8, 2018 by Alvaro Link to comment Share on other sites More sharing options...
sheson Posted May 8, 2018 Author Share Posted May 8, 2018 The error message is self explanatory, it says exactly what is wrong. You need to make sure ccqdrsse001-survivalmode.esl is loaded before SkyTEST-RealisticAnimals&Predators.esp. However, I am not sure that an ESP should use an ESL as a master. Link to comment Share on other sites More sharing options...
Alvaro Posted May 9, 2018 Share Posted May 9, 2018 (edited) The error message is self explanatory, it says exactly what is wrong. You need to make sure ccqdrsse001-survivalmode.esl is loaded before SkyTEST-RealisticAnimals&Predators.esp. However, I am not sure that an ESP should use an ESL as a master.But it is... and all other similar files(like SkyTEST) that cause the same error are on top, that is my load order in MO with Loot sorting: 0 0 Skyrim.esm1 1 Update.esm2 2 Dawnguard.esm3 3 HearthFires.esm4 4 Dragonborn.esm254 FE 0 ccqdrsse001-survivalmode.esl5 5 cceejsse001-hstead.esm6 6 Unofficial Skyrim Special Edition Patch.esp7 7 dD - Enhanced Blood Main.esp8 8 Fixed body collision.esp9 9 Footprints.esp10 a Spells Emit Light.esp11 b TrueStormsSE.esp12 c SRG Enhanced Trees Activator.esp13 d Verdant - A Skyrim Grass Plugin SSE Version.esp14 e JKs Skyrim.esp15 f Landscape Fixes For Grass Mods.esp16 10 Realistic-Voice.esp17 11 SkyUI_SE.esp18 12 AlchemyPotionsIngredientsAdjustments.esp19 13 Skyrim Immersive Creatures Special Edition.esp20 14 Ordinator - Perks of Skyrim.esp21 15 SkyTEST-RealisticAnimals&Predators.esp22 16 Hothtrooper44_ArmorCompilation.esp23 17 Immersive Music.esp24 18 unofficial skyrim survival patch.esp25 19 SurvivalConfig.esp26 1a Run For Your Lives.esp27 1b Cloaks.esp28 1c Bent Pines.esp29 1d SurvivalConfig - SkyTEST Patch.esp30 1e APIA - Survival.esp31 1f TKDodge.esp32 20 FNIS.esp33 21 TerrainLodRedone.esp34 22 LessDragons25.esp35 23 Simply Stronger Dragons x2.esp36 24 Thief skills rebalance for Ordinator.esp37 25 fastermining3-3.esp38 26 Hothtrooper44_Armor_Ecksstra.esp39 27 1nivWICCloaks.esp40 28 WetandCold.esp41 29 Cloaks - Dawnguard.esp42 2a Cloaks - USSEP Patch.esp43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp44 2c 1nivWICSkyCloaksPatch.esp45 2d Cloaks+WIC Survival RUS patch.esp46 2e IA Survival RUS patch.esp47 2f WetandCold Survival RUS patch.esp48 30 Immersive Weapons.esp49 31 Perk Points at Skill Levels 50-75-100.esp50 32 SSEEditMegret.espBashed Patch, 0.esp Edited May 9, 2018 by Alvaro Link to comment Share on other sites More sharing options...
sheson Posted May 9, 2018 Author Share Posted May 9, 2018 (edited) But it is... and all other similar files(like SkyTEST) that cause the same error are on top, that is my load order in MO with Loot sorting: 0 0 Skyrim.esm1 1 Update.esm2 2 Dawnguard.esm3 3 HearthFires.esm4 4 Dragonborn.esm254 FE 0 ccqdrsse001-survivalmode.esl5 5 cceejsse001-hstead.esm6 6 Unofficial Skyrim Special Edition Patch.esp7 7 dD - Enhanced Blood Main.esp8 8 Fixed body collision.esp9 9 Footprints.esp10 a Spells Emit Light.esp11 b TrueStormsSE.esp12 c SRG Enhanced Trees Activator.esp13 d Verdant - A Skyrim Grass Plugin SSE Version.esp14 e JKs Skyrim.esp15 f Landscape Fixes For Grass Mods.esp16 10 Realistic-Voice.esp17 11 SkyUI_SE.esp18 12 AlchemyPotionsIngredientsAdjustments.esp19 13 Skyrim Immersive Creatures Special Edition.esp20 14 Ordinator - Perks of Skyrim.esp21 15 SkyTEST-RealisticAnimals&Predators.esp22 16 Hothtrooper44_ArmorCompilation.esp23 17 Immersive Music.esp24 18 unofficial skyrim survival patch.esp25 19 SurvivalConfig.esp26 1a Run For Your Lives.esp27 1b Cloaks.esp28 1c Bent Pines.esp29 1d SurvivalConfig - SkyTEST Patch.esp30 1e APIA - Survival.esp31 1f TKDodge.esp32 20 FNIS.esp33 21 TerrainLodRedone.esp34 22 LessDragons25.esp35 23 Simply Stronger Dragons x2.esp36 24 Thief skills rebalance for Ordinator.esp37 25 fastermining3-3.esp38 26 Hothtrooper44_Armor_Ecksstra.esp39 27 1nivWICCloaks.esp40 28 WetandCold.esp41 29 Cloaks - Dawnguard.esp42 2a Cloaks - USSEP Patch.esp43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp44 2c 1nivWICSkyCloaksPatch.esp45 2d Cloaks+WIC Survival RUS patch.esp46 2e IA Survival RUS patch.esp47 2f WetandCold Survival RUS patch.esp48 30 Immersive Weapons.esp49 31 Perk Points at Skill Levels 50-75-100.esp50 32 SSEEditMegret.espBashed Patch, 0.esp Load order 254 is pretty much after any other plugin. Test load order in xEdit. Edited May 9, 2018 by sheson Link to comment Share on other sites More sharing options...
Alvaro Posted May 9, 2018 Share Posted May 9, 2018 (edited) Load order 254 is pretty much after any other plugin. Test load order in xEdit. All my loads order programs shows this, but it still give me the same error in texgen&dyndolod What else I can do to make it work? Edited May 9, 2018 by Alvaro Link to comment Share on other sites More sharing options...
sheson Posted May 9, 2018 Author Share Posted May 9, 2018 All my loads order programs shows this, but it still give me the same error in texgen&dyndolod What else I can do to make it work? Use the latest version from https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/ 1 Link to comment Share on other sites More sharing options...
Alvaro Posted May 9, 2018 Share Posted May 9, 2018 Use the latest version from https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/Yes that fix the problem. Link to comment Share on other sites More sharing options...
sheson Posted May 9, 2018 Author Share Posted May 9, 2018 Yes that fix the problem. Great Link to comment Share on other sites More sharing options...
Shabdez Posted May 16, 2018 Share Posted May 16, 2018 (edited) A couple of pages back another user posted about having LOD Trees in an acitve Cell. I am having the same issue and try to follow your intstructions for the other guy. At one point you say, that we should use the console to get the ID by "click on the full model". What does that mean exactly? I tried to get an ID from this trees, but it looks like I can't select them at all. Whatever I do, I only get the ID of the object behind it (a wall, the ground...). EDIT: I should add, that without DynDOLOD output files, there are no trees at this location. Edited May 16, 2018 by Shabdez Link to comment Share on other sites More sharing options...
sheson Posted May 16, 2018 Author Share Posted May 16, 2018 (edited) A couple of pages back another user posted about having LOD Trees in an acitve Cell. I am having the same issue and try to follow your intstructions for the other guy. At one point you say, that we should use the console to get the ID by "click on the full model". What does that mean exactly? I tried to get an ID from this trees, but it looks like I can't select them at all. Whatever I do, I only get the ID of the object behind it (a wall, the ground...). EDIT: I should add, that without DynDOLOD output files, there are no trees at this location.You can only get form IDs from loaded full models. If there is no loaded full model at this location in the parent world, go to that location in the child world or vice versa. If there is no full model in either world, just generate tree LOD for the current load order. Edited May 16, 2018 by sheson Link to comment Share on other sites More sharing options...
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