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Posted

Hello. I was trying to find an answer to why no esp and esm files are created with the latest beta when using DynDOLOD64.exe, it did work with a previous beta, just tested it and it still does with the previous. Mod Organizer 2.1.2 here.

Posted (edited)

Hello. I was trying to find an answer to why no esp and esm files are created with the latest beta when using DynDOLOD64.exe, it did work with a previous beta, just tested it and it still does with the previous. Mod Organizer 2.1.2 here.

Nowhere I can see an option to edit the post, so here's an excerpt from the logs:

 

 

[00:00:00.004] Creating new DynDOLOD.esm
[00:00:00.013] Creating new DynDOLOD.esp
[00:00:00.050] DynDOLOD.esp=104 > DynDOLOD.esm=103 > 14
[00:00:00.071] DynDOLOD.esm found
[00:00:00.079] DynDOLOD.esp found

However NO DynDOLOd.esm or esp are created. HERE are the full logs.
 
EDIT2: False alarm! Looked again in my directory and they are there... I do not know what windows did to me, first time such issue. I even went in and out of the folder and they weren't shown. Now I can see them. Strange but true. Please disregard.
Edited by outdatedTV
Posted

 

Nowhere I can see an option to edit the post, so here's an excerpt from the logs:

 

 

[00:00:00.004] Creating new DynDOLOD.esm
[00:00:00.013] Creating new DynDOLOD.esp
[00:00:00.050] DynDOLOD.esp=104 > DynDOLOD.esm=103 > 14
[00:00:00.071] DynDOLOD.esm found
[00:00:00.079] DynDOLOD.esp found

However NO DynDOLOd.esm or esp are created. HERE are the full logs.
 
EDIT2: False alarm! Looked again in my directory and they are there... I do not know what windows did to me, first time such issue. I even went in and out of the folder and they weren't shown. Now I can see them. Strange but true. Please disregard.

 

Use "Save & Exit", just "Exit' is not guaranteed to always save the generated plugins.

Posted

Hi there.

 

I'm still confused about which mods I need to have active before I'll run the DynDOLOD. I know, for example plugins that alters the LODs (like that about the white city for "Bruma" ), okay I got it - these needs to be active. But, what about the rest plugins?

The cities expansions... the new landscape places... oblivion gates... etc?

 

Is there a "pattern" of what we need to have active?

  • +1 1
Posted

Hey Lupus, good question. In my last attempt I deactivated Realistic Water 2 for the generation as it was a topic before that it can ruin the water LODs. Apart from that I had pretty much everything active, but I do not use Open Cities and most other mods that restrict too much the compatibility.

Posted (edited)

Hi there.

 

I'm still confused about which mods I need to have active before I'll run the DynDOLOD. I know, for example plugins that alters the LODs (like that about the white city for "Bruma" ), okay I got it - these needs to be active. But, what about the rest plugins?

The cities expansions... the new landscape places... oblivion gates... etc?

 

Is there a "pattern" of what we need to have active?

This gets asked so often it is unreal considering that it is also touched on in the manual.

 

Generally have all mods active for consistency. You can disable plugins or mods if you know you do not care about their effect for LOD if they have any.

 

The patcher can only use the existing data in the load order when it creates the patch, so you need to consider the overwrite order before and after LOD generation for plugins that modify/add world and cell records, but also base records that are used by references that have LOD.

 

RWT2 is a good example. Among other things RWT2 modifies the world record to set different water LOD. If that plugin is not last in the load order when LOD is generated, that change will not be present in the DynDOLOD plugin. Consequently the RWT2 plugin would have to load after the DynDOLOD plugin in order for that particular change to take effect. This can have consequences on other records in the two plugins as well. If the RWT2 plugin was the last plugin in the load order when LOD was generated, then the DynDOLOD plugin also contains that change and can load after without any problem. Obviously such issues can also solved by manually updating plugins with the correct records or data.

Edited by sheson
Posted

Is a fix or a workaround for the lod not unloading when fast travelling possible? Maybe artificially increasing the load times to assure the lod has been unloaded?

Posted

Is a fix or a workaround for the lod not unloading when fast travelling possible? Maybe artificially increasing the load times to assure the lod has been unloaded?

AFAIK nobody knows the cause or has a fix for that issue in Skyrim SE that also happens with vanilla LOD.

Posted

Not sure if anyone else is having this problem, but I'm on Windows 10, and every time I run DynDOLOD, the pinned entries in my File Explorer Quick Access magically disappear. This can be annoying, since a lot of my productivity depends on getting to these folders quickly. And, of course, it's no fun always having to recreate the entries. Any idea whether this is a Windows bug or a (heaven forbid!) DynDOLOD bug?

Posted

Not sure if anyone else is having this problem, but I'm on Windows 10, and every time I run DynDOLOD, the pinned entries in my File Explorer Quick Access magically disappear. This can be annoying, since a lot of my productivity depends on getting to these folders quickly. And, of course, it's no fun always having to recreate the entries. Any idea whether this is a Windows bug or a (heaven forbid!) DynDOLOD bug?

Hey, this is a known bug with Mod Organizer 2.1.1. Will be fixed with 2.1.2. You can get a beta on the MO2 DEV Discord. I presume you are using MO2?
Posted (edited)

Hey Sheson,

 

Need your help again please. I have generated static lod only and having an issue with window lod showing (from certain distance, i.e. whitewatch tower) on the dragonsreach, however the rest of the roof isn't. Any pointers on how to fix it? Running SSE dyndolod beta 10, static only.

 

Thanks

Edited by sm0kem
Posted

Hey Sheson,

 

Need your help again please. I have generated static lod only and having an issue with window lod showing (from certain distance, i.e. whitewatch tower) on the dragonsreach, however the rest of the roof isn't. Any pointers on how to fix it? Running SSE dyndolod beta 10, static only.

 

Thanks

Please upload DynDOLOD\Logs\DynDOLOD_SSE_log.txt and DynDOLOD\Edit Scripts\Export\LODGen_TES5_Tamriel.txt to a file service for me to check.

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