sheson Posted October 13, 2017 Author Posted October 13, 2017 (edited) On 10/13/2017 at 4:07 PM, XenolithicYardZone said: Ooh that did it! But I haven't added JK's to DynDOLOD yet. So I should just load JK's esp after Whiterun Forest's esp in MO and run DynDOLOD? Generally yes, you should generate tree LOD after changing the load order, but technically, you only need to generate LOD again if JK also adds trees outside the cities that should have LOD - I didn't check if it does that. So you could skip and only do it when you notice different trees having stuck LOD now. The important part to take away from this right now is, to sort plugins that modify/add references for TREE records in child worlds to load after plugins that modify/add references for TREE records in the parent world. Edited October 13, 2017 by sheson
XenolithicYardZone Posted October 14, 2017 Posted October 14, 2017 On 10/13/2017 at 5:43 PM, sheson said: The important part to take away from this right now is, to sort plugins that modify/add references for TREE records in child worlds to load after plugins that modify/add references for TREE records in the parent world.Yep. Didn't think JK's superlite module did anything tree related inside Whiterun but based on this evidence, looks like it does. Locked JK's esp to load after Whiterun Forest's and re-ran DynDOLOD. All good as of now.
HeirIofIHerjeim Posted October 15, 2017 Posted October 15, 2017 Hey all, new to the forums. I'm planning to super overhaul mod my Skyrim as my old hard drive crashed so enters a new opportunity for me to use all the mods I couldn't install before cause of older incompatible mods or mods I was afraid to attempt to eveer install. I want it to be as official as possible this time. What I want to know for DynDOLod is how difficult is it to install perse compared to older distance overhaul mods? For example I did all of the RAEVWD mods for Oblivion and Shivering Isles back in the day, and that for me was relatively simple enough. Can I expect installation of this mod to be as simple as that? I am fully familiar with TESIVLodGen for that particular mod on Oblivion. If it's no more than 60% more difficult to use this mod than that I can probably handle it. I have plenty of custom textures and structures, and it would be great to get the full package, be able to see it all from a distance, and finally get to use one of the flora and tree landscape replacers. Thanks!
sheson Posted October 16, 2017 Author Posted October 16, 2017 On 10/15/2017 at 10:56 PM, HeirIofIHerjeim said: Hey all, new to the forums. I'm planning to super overhaul mod my Skyrim as my old hard drive crashed so enters a new opportunity for me to use all the mods I couldn't install before cause of older incompatible mods or mods I was afraid to attempt to eveer install. I want it to be as official as possible this time. What I want to know for DynDOLod is how difficult is it to install perse compared to older distance overhaul mods? For example I did all of the RAEVWD mods for Oblivion and Shivering Isles back in the day, and that for me was relatively simple enough. Can I expect installation of this mod to be as simple as that? I am fully familiar with TESIVLodGen for that particular mod on Oblivion. If it's no more than 60% more difficult to use this mod than that I can probably handle it. I have plenty of custom textures and structures, and it would be great to get the full package, be able to see it all from a distance, and finally get to use one of the flora and tree landscape replacers. Thanks! How to install DynDOLOD Standalone from 0:00 to 0:22How to install DynDOLOD Resources from 0:33 to 0:44 Best to watch entire video though for how to install other requirements and how to use the tools to create and install a LOD mod for the load order. There is also an extensive DynDOLOD Start To Finish video and a detailed manual in the DynDOLOD Standalone archive in case you prefer the written word or need to do a bit more customization or choose different options when using the tools. All in all, this is 666 times easier than anything that came before it.
darksynth0 Posted October 24, 2017 Posted October 24, 2017 Hi, Sheson! First of all, big thanks for the DynDOLOD! I have a relatively stupid question: If I install any "city interior" mod (such as JK whiterun, or Autumn in Whiterun), or any other similiar mod, that changes textures inside the city or add/moves objects within the city walls, will running DynDOLOD mirror these changes on the city's LOD model? So will I see trees / custom rooftop textures / new buildings in Whiterun from afar, from example? This is a very crucial moment for me, since obviously it breaks immersion a lot when you approach city walls and behind them there's good-old whiterun, then you go inside and there's 10 new buildings, few new streets and a small forest around new dark rooftop textures... Also, for stuff, such as Oblivion Gates or Wayshrines, for some smaller distant objects, will DynDOLOD generate proper LOD models? I only tried Bent Pines so far, and it worked, but I assume that's because some kind of billboard / premade lods were included, which were used as a resources by DynDOLOD Sorry for stupid questions. ++what largerefsize you can recommend in ini (if you are using this of course)?11/13 to start with?
sheson Posted October 25, 2017 Author Posted October 25, 2017 On 10/24/2017 at 10:54 PM, darksynth0 said: Hi, Sheson! First of all, big thanks for the DynDOLOD! I have a relatively stupid question: If I install any "city interior" mod (such as JK whiterun, or Autumn in Whiterun), or any other similiar mod, that changes textures inside the city or add/moves objects within the city walls, will running DynDOLOD mirror these changes on the city's LOD model? So will I see trees / custom rooftop textures / new buildings in Whiterun from afar, from example? This is a very crucial moment for me, since obviously it breaks immersion a lot when you approach city walls and behind them there's good-old whiterun, then you go inside and there's 10 new buildings, few new streets and a small forest around new dark rooftop textures... Also, for stuff, such as Oblivion Gates or Wayshrines, for some smaller distant objects, will DynDOLOD generate proper LOD models? I only tried Bent Pines so far, and it worked, but I assume that's because some kind of billboard / premade lods were included, which were used as a resources by DynDOLOD Sorry for stupid questions. ++what largerefsize you can recommend in ini (if you are using this of course)? 11/13 to start with? There is no mod support for Skryim SE by me as long as it has game breaking engine bugs. I can not recommended using large references at all the second the game is modded. I suggest to read the manual, for example (4) Scan the world in DynDOLOD_Reference.html. The Compatibility section in DynDOLOD_Manual.html may also have some clues, but it applies to SKyrim, if it mentions rules you could try to copy them over to a corresponding SSE file, but without dynamic LOD support they only have limited use.
NewYears1978 Posted November 3, 2017 Posted November 3, 2017 (edited) TexGen is telling me that ELFXEnhancer.esp requires master "EnhancedLightsandFX.esp" to be loaded before it..but it already it. Looks like it's loading them out of order despite being in the right order in MO. This same message happened in LODGen but reordering them sovled in.. With TexGen it will not work not matter what order I place them in..any ideas? Even if I disable those ESP it still says the same thing. I am using Mod Organizer. Edited November 3, 2017 by NewYears1978
sheson Posted November 3, 2017 Author Posted November 3, 2017 (edited) On 11/3/2017 at 1:49 AM, NewYears1978 said: TexGen is telling me that ELFXEnhancer.esp requires master "EnhancedLightsandFX.esp" to be loaded before it..but it already it. Looks like it's loading them out of order despite being in the right order in MO. This same message happened in LODGen but reordering them sovled in.. With TexGen it will not work not matter what order I place them in..any ideas? Even if I disable those ESP it still says the same thing. I am using Mod Organizer. Test and fix the load order in xEdit on which TexGen and DynDOLOD are based upon. LODGen does not load any plugins and can not have the same error message. Edited November 3, 2017 by sheson
NewYears1978 Posted November 4, 2017 Posted November 4, 2017 (edited) I have not used xEdit before..is that the same thing as TES5EDIT? Can you elaborate ? I am googling to see what I can find out, maybe the listed order in MO and the actual order is not matching from the sounds of what you are saying. When I load up TES5Edit it gives me the same error message.[00:03] Background Loader: Fatal: <Exception: "ELFXEnhancer.esp" requires master "EnhancedLightsandFX.esp" to be loaded before it.> (rerunning LOOT seemed to fix it) Edited November 4, 2017 by NewYears1978
sheson Posted November 4, 2017 Author Posted November 4, 2017 On 11/4/2017 at 12:51 AM, NewYears1978 said: I have not used xEdit before..is that the same thing as TES5EDIT? Can you elaborate ? I am googling to see what I can find out, maybe the listed order in MO and the actual order is not matching from the sounds of what you are saying. When I load up TES5Edit it gives me the same error message.[00:03] Background Loader: Fatal: <Exception: "ELFXEnhancer.esp" requires master "EnhancedLightsandFX.esp" to be loaded before it.> (rerunning LOOT seemed to fix it) You googled correctly. The included manual also explains such terms. When the loader of xEdit throws this error it means the required master EnhancedLightsandFX.esp is either missing or sorted after ELFXEnhancer.esp. Enable the plugin or sort the load order manually in MO right window or with LOOT. Once the load order is corrected, xEdit, DynDOLOD and TexGen should load all plugins without problem.
HeirIofIHerjeim Posted November 24, 2017 Posted November 24, 2017 (edited) On 10/16/2017 at 8:59 PM, sheson said: How to install DynDOLOD Standalone from 0:00 to 0:22How to install DynDOLOD Resources from 0:33 to 0:44 Best to watch entire video though for how to install other requirements and how to use the tools to create and install a LOD mod for the load order. There is also an extensive DynDOLOD Start To Finish video and a detailed manual in the DynDOLOD Standalone archive in case you prefer the written word or need to do a bit more customization or choose different options when using the tools. All in all, this is 666 times easier than anything that came before it.Thanks for the reply Sheson! Sorry for getting back late, I had to do life stuff and hadn't had time to get back to my Skyrim modding installation till today. Good to know about it being easier. I can only imagine true insidiousness can make it specifically 666 times that. You should be receiving the firstborn of Herjeim house shortly, happy thanksgiving. Edited November 24, 2017 by HeirIofIHerjeim
snares Posted November 30, 2017 Posted November 30, 2017 Hello, i have recently updated from version 2.18 to the latest 2.35 and now have a problem: Dyndolod does not finish the process and quits with the "lodgeneratorcmd has stopped working" message. I am using Skyrim LE. To update, i chose to completely delete my old dyndolod instance and remake everything. I use the ultra trees option. I searched the forum for this problem and the fix that was mentioned did not solve the issue, as i allready point dyndolod to a directory outside of MO. I am using MO 1.3.11. I have tried it with MO 2.07 and while the error message does not pop up, the dyndolod process stops after only a few minutes of running instead of the usual 30min process and shows no LOD ingame. What can i do to solve the problem?
sheson Posted November 30, 2017 Author Posted November 30, 2017 On 11/30/2017 at 12:46 PM, snares said: Hello, i have recently updated from version 2.18 to the latest 2.35 and now have a problem: Dyndolod does not finish the process and quits with the "lodgeneratorcmd has stopped working" message. I am using Skyrim LE. To update, i chose to completely delete my old dyndolod instance and remake everything. I use the ultra trees option. I searched the forum for this problem and the fix that was mentioned did not solve the issue, as i allready point dyndolod to a directory outside of MO. I am using MO 1.3.11. I have tried it with MO 2.07 and while the error message does not pop up, the dyndolod process stops after only a few minutes of running instead of the usual 30min process and shows no LOD ingame. What can i do to solve the problem? See if replacing ..DynDOLOD/Edit Scripts/LODGen.exe and LODGenx64.exe with this latest version changes anything. If not, try to bring the command prompt window to the front and make a screenshot of the error and check the ..DynDOLOD/Logs/LODGen_TES5_[Worldspace]_log.txt. If DynDOLOD.exe stops/freezes see if setting FasterBase=0 or FasterCreate=0 makes a difference. Otherwise make a screenshot where it stopped working. Make sure CPU temps and/or overclocking settings are fine and not the problem. 1
snares Posted November 30, 2017 Posted November 30, 2017 On 11/30/2017 at 4:05 PM, sheson said: See if replacing ..DynDOLOD/Edit Scripts/LODGen.exe and LODGenx64.exe with this latest version changes anything. If not, try to bring the command prompt window to the front and make a screenshot of the error and check the ..DynDOLOD/Logs/LODGen_TES5_[Worldspace]_log.txt. If DynDOLOD.exe stops/freezes see if setting FasterBase=0 or FasterCreate=0 makes a difference. Otherwise make a screenshot where it stopped working. Make sure CPU temps and/or overclocking settings are fine and not the problem. Thank you very much for helping. I tried the newer executables you provided. The same error occured, but i saw the actual error message in the lodgen.exe window: "Unhandled Exception: Unhandled Exception: OutOfMemoryException. OutOfMemoryException." All LODGen_TES5_Worldpace_log.txt end with a Code:0, but LODGen_TES5_Tamriel_log.txt is empty. The exe did not freeze, as it could be terminated with the OK button in the popup window that said "lodgeneratorcmd has stopped working". CPU temp is fine.
sheson Posted November 30, 2017 Author Posted November 30, 2017 (edited) On 11/30/2017 at 5:03 PM, snares said: Thank you very much for helping. I tried the newer executables you provided. The same error occured, but i saw the actual error message in the lodgen.exe window: "Unhandled Exception: Unhandled Exception: OutOfMemoryException. OutOfMemoryException." All LODGen_TES5_Worldpace_log.txt end with a Code:0, but LODGen_TES5_Tamriel_log.txt is empty. The exe did not freeze, as it could be terminated with the OK button in the popup window that said "lodgeneratorcmd has stopped working". CPU temp is fine.Can you try to make a screenshot of the entire error message and upload it somewhere? You do not have to re-run the entire process. Just change to Expert=1 in ..DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_TES5.iniStart DynDOLOD as always, change the drop down to Tamriel, then click "Execute LODGen.exe" button to start it directly with the already gathered LOD data. Edited November 30, 2017 by sheson 1
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