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New Game with disabled mods that have dyndolod LODs


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Posted (edited)

Sorry for the cryptic title.  I'm about to use Dyndolod for the first time and, after RTFM and watching vids, I think I have the basics down but I haven't been able to find an answer to a question I have that's kind of a twist on the usual game update one.

 

Just got back into Skyrim after a long break and will be playing my current (old) game for just a little while longer before starting a new one, but I'd like to run Dyndolod right away.  I have a few lands mods (Falskaar, Beyond Reach, Wyrmstooth, Summerset Isles), and would like to include those into the dyndolod mix.  (TES5LodGen even has billboards for Summerset.) 

 

However, in a new game, I like to disable the those mod's esps for a while as I like to be at a fairly high level before playing them.  (And would rather not have to deal with their start quest scenarios - courier with messages etc - until I'm ready.)

 

Is there any problem in doing that, even though I will have selected those world spaces when running Dyndolod in my previous game?  Or will I run into some kind of "missing master" type issue.

 

Hope that made sense.  Thanks.

Edited by kevkiev

5 answers to this question

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Posted (edited)

DynDOLOD generates LOD for the selected worldspaces. Only worldspaces of enabled plugins are available at generation time.

 

Many mods adding new worldpspaces also change things in the vanilla worldspaces.

 

If mods are only enabled for LOD generation but not in the game it means that the LOD will not match the current load order. 

 

So, mods adding new worldspaces that are enabled while generating LOD can be masters in DynDOLOD plugins. If LOD for a new worldspace is generated it most definitely will be a master in a DynDOLOD plugin.

 

Generate LOD for the current load order. After adding new mods, try to update existing DynDOLOD as explained in the manual. If that doesn't work, generate DynDOLOD from scratch.

Edited by sheson
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Posted

Ah, ok, thanks.  So my plan isn't going to work.  Since I'm pretty much done with those new lands mods in my current game, I won't select them when (or, probably better, will disable them before) I run dyndolod.  When I eventually play them on a new game, I'll update as per the manual.  Cheers.

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Posted
On 10/2/2018 at 1:00 PM, sheson said:

DynDOLOD generates LOD for the selected worldspaces. Only worldspaces of enabled plugins are available at generation time.

 

Many mods adding new worldpspaces also change things in the vanilla worldspaces.

 

If mods are only enabled for LOD generation but not in the game it means that the LOD will not match the current load order. 

 

So, mods adding new worldspaces that are enabled while generating LOD can be masters in DynDOLOD plugins. If LOD for a new worldspace is generated it most definitely will be a master in a DynDOLOD plugin.

 

Generate LOD for the current load order. After adding new mods, try to update existing DynDOLOD as explained in the manual. If that doesn't work, generate DynDOLOD from scratch.

I have a thing that drives me nuts about what you said. I recently installed Summerset Isles, and wanted to redo the Dyndolod setup for that too, but I can not get that new worldspace to show up in the worldspace list whatever I do.
If anyone could point out what I am doing wrong, would be great.
Using Dyndolod 3 latest test build

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Posted
7 minutes ago, F1X said:

I have a thing that drives me nuts about what you said. I recently installed Summerset Isles, and wanted to redo the Dyndolod setup for that too, but I can not get that new worldspace to show up in the worldspace list whatever I do.
If anyone could point out what I am doing wrong, would be great.
Using Dyndolod 3 latest test build

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts which DynDOLOD log and debug log to upload when making posts.

See https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box

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Posted
On 2/13/2024 at 11:36 PM, sheson said:

Ok, figured it out, it was my mistake when entering the command line variables, added an extra - for the part that points to the plugins, and hence it was not reading any plugins at all. Funny thing is, I made this error 7 months ago when I first started using Dyno, and still my game looked amazing after generating, with some very minor glitches :biggrin:

Sheson, you are a modding God, this tool is the best thing that happened to Skyrim bar none, so a huge thank you for your work, you are a rock star and Dyndolod is fantastic :celebration:

Thank you!!!!

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