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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98


sheson

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  • 2 weeks later...

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?

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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 by sheson
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  • 1 month later...

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 by Alvaro
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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.

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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.esm

1 1 Update.esm

2 2 Dawnguard.esm

3 3 HearthFires.esm

4 4 Dragonborn.esm

254 FE 0 ccqdrsse001-survivalmode.esl

5 5 cceejsse001-hstead.esm

6 6 Unofficial Skyrim Special Edition Patch.esp

7 7 dD - Enhanced Blood Main.esp

8 8 Fixed body collision.esp

9 9 Footprints.esp

10 a Spells Emit Light.esp

11 b TrueStormsSE.esp

12 c SRG Enhanced Trees Activator.esp

13 d Verdant - A Skyrim Grass Plugin SSE Version.esp

14 e JKs Skyrim.esp

15 f Landscape Fixes For Grass Mods.esp

16 10 Realistic-Voice.esp

17 11 SkyUI_SE.esp

18 12 AlchemyPotionsIngredientsAdjustments.esp

19 13 Skyrim Immersive Creatures Special Edition.esp

20 14 Ordinator - Perks of Skyrim.esp

21 15 SkyTEST-RealisticAnimals&Predators.esp

22 16 Hothtrooper44_ArmorCompilation.esp

23 17 Immersive Music.esp

24 18 unofficial skyrim survival patch.esp

25 19 SurvivalConfig.esp

26 1a Run For Your Lives.esp

27 1b Cloaks.esp

28 1c Bent Pines.esp

29 1d SurvivalConfig - SkyTEST Patch.esp

30 1e APIA - Survival.esp

31 1f TKDodge.esp

32 20 FNIS.esp

33 21 TerrainLodRedone.esp

34 22 LessDragons25.esp

35 23 Simply Stronger Dragons x2.esp

36 24 Thief skills rebalance for Ordinator.esp

37 25 fastermining3-3.esp

38 26 Hothtrooper44_Armor_Ecksstra.esp

39 27 1nivWICCloaks.esp

40 28 WetandCold.esp

41 29 Cloaks - Dawnguard.esp

42 2a Cloaks - USSEP Patch.esp

43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp

44 2c 1nivWICSkyCloaksPatch.esp

45 2d Cloaks+WIC Survival RUS patch.esp

46 2e IA Survival RUS patch.esp

47 2f WetandCold Survival RUS patch.esp

48 30 Immersive Weapons.esp

49 31 Perk Points at Skill Levels 50-75-100.esp

50 32 SSEEditMegret.esp

Bashed Patch, 0.esp

 

Edited by Alvaro
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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.esm

1 1 Update.esm

2 2 Dawnguard.esm

3 3 HearthFires.esm

4 4 Dragonborn.esm

254 FE 0 ccqdrsse001-survivalmode.esl

5 5 cceejsse001-hstead.esm

6 6 Unofficial Skyrim Special Edition Patch.esp

7 7 dD - Enhanced Blood Main.esp

8 8 Fixed body collision.esp

9 9 Footprints.esp

10 a Spells Emit Light.esp

11 b TrueStormsSE.esp

12 c SRG Enhanced Trees Activator.esp

13 d Verdant - A Skyrim Grass Plugin SSE Version.esp

14 e JKs Skyrim.esp

15 f Landscape Fixes For Grass Mods.esp

16 10 Realistic-Voice.esp

17 11 SkyUI_SE.esp

18 12 AlchemyPotionsIngredientsAdjustments.esp

19 13 Skyrim Immersive Creatures Special Edition.esp

20 14 Ordinator - Perks of Skyrim.esp

21 15 SkyTEST-RealisticAnimals&Predators.esp

22 16 Hothtrooper44_ArmorCompilation.esp

23 17 Immersive Music.esp

24 18 unofficial skyrim survival patch.esp

25 19 SurvivalConfig.esp

26 1a Run For Your Lives.esp

27 1b Cloaks.esp

28 1c Bent Pines.esp

29 1d SurvivalConfig - SkyTEST Patch.esp

30 1e APIA - Survival.esp

31 1f TKDodge.esp

32 20 FNIS.esp

33 21 TerrainLodRedone.esp

34 22 LessDragons25.esp

35 23 Simply Stronger Dragons x2.esp

36 24 Thief skills rebalance for Ordinator.esp

37 25 fastermining3-3.esp

38 26 Hothtrooper44_Armor_Ecksstra.esp

39 27 1nivWICCloaks.esp

40 28 WetandCold.esp

41 29 Cloaks - Dawnguard.esp

42 2a Cloaks - USSEP Patch.esp

43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp

44 2c 1nivWICSkyCloaksPatch.esp

45 2d Cloaks+WIC Survival RUS patch.esp

46 2e IA Survival RUS patch.esp

47 2f WetandCold Survival RUS patch.esp

48 30 Immersive Weapons.esp

49 31 Perk Points at Skill Levels 50-75-100.esp

50 32 SSEEditMegret.esp

Bashed Patch, 0.esp

 

Load order 254 is pretty much after any other plugin. Test load order in xEdit.

Edited by sheson
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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

 

 

3f8938c58f81.jpg

 

113a98fee44a.jpg

 

3473a4de409c.jpg

 

 

What else I can do to make it work?

Edited by Alvaro
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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 by Shabdez
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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 by sheson
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