adancau Posted April 19, 2018 Posted April 19, 2018 Hi Sheson, a big thank you for creating DynDOLOD. I've been using it for Oldrim, for SSE, and recently for Skyrim VR (via SSE), and it's always provided that big extra in terms of graphics and immersion.I wanted to ask if it's possible in the next version to have a -vr command line argument (like -sse for Skyrim SE), that would default the path to Skyrim VR instead of Skyrim Special Edition. It is a bit painful right now to create LODs in SSE and copy them over to Skyrim VR, as installed active mods need to be identical. Also, at least until SKSE comes out, the Generate DynDOLOD option needs to be disabled for VR to work properly (otherwise it would constantly complain about not finding *.json files, as well as DynDOLOD.esp). It would still complain (once on load) that it doesn't find SKSE, but the message seems to be just a warning, and everything looks and works great. And I have to say it takes the immersion all the way :)
sheson Posted April 19, 2018 Author Posted April 19, 2018 Hi Sheson, a big thank you for creating DynDOLOD. I've been using it for Oldrim, for SSE, and recently for Skyrim VR (via SSE), and it's always provided that big extra in terms of graphics and immersion. I wanted to ask if it's possible in the next version to have a -vr command line argument (like -sse for Skyrim SE), that would default the path to Skyrim VR instead of Skyrim Special Edition. It is a bit painful right now to create LODs in SSE and copy them over to Skyrim VR, as installed active mods need to be identical. Also, at least until SKSE comes out, the Generate DynDOLOD option needs to be disabled for VR to work properly (otherwise it would constantly complain about not finding *.json files, as well as DynDOLOD.esp). It would still complain (once on load) that it doesn't find SKSE, but the message seems to be just a warning, and everything looks and works great. And I have to say it takes the immersion all the way :) Yes, that will be added. Just do not select "Generate DynDOLOD" for now and hide the "scripts" folder from Resources.
xii7 Posted April 25, 2018 Posted April 25, 2018 (edited) After a successful attempt at getting 2.36 to work, I needed to redo it after realising that Dynamic Fires causes giant camps to pop in and out of existence when near. So the next time I installed DynDOLOD Resources, it now refuses to create the selected .esps - which means I can't complete the process. I don't know how or why this is happening, as nothing changed besides the removal of Dynamic Fires. I've deleted/redownloaded/re-installed 5 times now and it DynDOLOD Resources still doesn't create any .esp's. I can see in the zip file the esp's look like this - "SolitudeExterior_Tamriel.patch" - is this an issue? Don't know what I'm doing wrong. Using NMM. Edited April 25, 2018 by xii7
xii7 Posted April 25, 2018 Posted April 25, 2018 Please ignore the above post. Seems to be working now.
sheson Posted April 25, 2018 Author Posted April 25, 2018 After a successful attempt at getting 2.36 to work, I needed to redo it after realising that Dynamic Fires causes giant camps to pop in and out of existence when near. So the next time I installed DynDOLOD Resources, it now refuses to create the selected .esps - which means I can't complete the process. I don't know how or why this is happening, as nothing changed besides the removal of Dynamic Fires. I've deleted/redownloaded/re-installed 5 times now and it DynDOLOD Resources still doesn't create any .esp's. I can see in the zip file the esp's look like this - "SolitudeExterior_Tamriel.patch" - is this an issue? Don't know what I'm doing wrong. Using NMM. Read the section "Other new stuff" in first post.
fruttyx Posted April 30, 2018 Posted April 30, 2018 hi sheson, i have a problem with dyndolod. After his execution, he shows me an error every time in all the logs saying "Error reading meshes \ terrain \ ......... \ ............ xx. x.xx.btr from BSA / BA2 The lz4 assembly requires the Microsoft Visual C ++ 2015 runtime installedlz4.AnyCPU.loader Log ended at 11:39:56 Code: 601 " I have however VCRedistx86 and x64 2017 installed which should logically suffice. My system is up to date, PapyrusUtil 3.4, SKSE64 2.0.7, AV disabled, UAC to a minimum, I tried to change the DynDoLod folder instead (at the root of the MO2 and SE drive), tried the DynDoLodx86, as an administrator on everything (MO2 and Dyn), etc ... but nothing to do. I really do not understand why, I read the pages before and change location the folder does not solve anything. It worked very well before with MO 2.1.1 and since the maj beta 11 impossible to execute it by MO2 2.1.2. All the other tools work but not the one in the end. If you had a solution can be or a start of the track, thank you.
fruttyx Posted April 30, 2018 Posted April 30, 2018 hi sheson, i have a problem with dyndolod. After his execution, he shows me an error every time in all the logs saying "Error reading meshes \ terrain \ ......... \ ............ xx. x.xx.btr from BSA / BA2 The lz4 assembly requires the Microsoft Visual C ++ 2015 runtime installedlz4.AnyCPU.loaderLog ended at 11:39:56Code: 601 " I have however VCRedistx86 and x64 2017 installed which should logically suffice. My system is up to date, PapyrusUtil 3.4, SKSE64 2.0.7, AV disabled, UAC to a minimum, I tried to change the DynDoLod folder instead (at the root of the MO2 and SE drive), tried the DynDoLodx86, as an administrator on everything (MO2 and Dyn), etc ... but nothing to do. I really do not understand why, I read the pages before and change location the folder does not solve anything. It worked very well before with MO 2.1.1 and since the maj beta 11 impossible to execute it by MO2 2.1.2. All the other tools work but not the one in the end. If you had a solution can be or a start of the track, thank you. Ok, so in the end you need the 2015 version of VCRedist for it to work. The problem is that the 2017 version removes the 2015 version unlike other updates before. I just removed the VCRedist 2017 and reinstall the 2015, launch DynDoLod64 and everything works. By installing VCRedist 2017 after seeing that it deletes the 2015 version, it is the return of the errors.
sheson Posted April 30, 2018 Author Posted April 30, 2018 Ok, so in the end you need the 2015 version of VCRedist for it to work. The problem is that the 2017 version removes the 2015 version unlike other updates before. I just removed the VCRedist 2017 and reinstall the 2015, launch DynDoLod64 and everything works. By installing VCRedist 2017 after seeing that it deletes the 2015 version, it is the return of the errors. Not sure what you are doing with your setup, but for my Windows 7 it is enough and works perfectly with a VCRedist 2017 and no 2015.
fruttyx Posted April 30, 2018 Posted April 30, 2018 Not sure what you are doing with your setup, but for my Windows 7 it is enough and works perfectly with a VCRedist 2017 and no 2015.Everything is fine setup but thank you to care. I solved the problem simply by unblocking the DynDoLod files in "properties". Sometimes it is not enough to create minor problems. Thank you for answering me.
MyHouseATL Posted May 6, 2018 Posted May 6, 2018 I'm getting some strange lod generation. I have been using DynDOLOD on LE for a long time successfully. In SE, some of the lod trees don't disappear. I can walk up to a lod tree. Any ideas on how to fix that?
sheson Posted May 6, 2018 Author Posted May 6, 2018 (edited) I'm getting some strange lod generation. I have been using DynDOLOD on LE for a long time successfully. In SE, some of the lod trees don't disappear. I can walk up to a lod tree. Any ideas on how to fix that?FAQ: Tree LOD: LOD trees show in loaded cells A: Make sure all plugins with ITM or deleted references are cleaned. See https://ck.uesp.net/wiki/TES5Edit_Cleaning_Guide_-_TES5Edit A: If the load order / priority of mods adding or changing tree references was changed, generate tree LOD again so it matches the new load order. Edited May 6, 2018 by sheson
DarthVitrial Posted May 7, 2018 Posted May 7, 2018 (edited) So there's a good chance this is user error, but I was hoping you could help identify a CTD. I ran Dyndolod following the Open Cities instructions, and mostly it works great, but near Whiterun (around coords X: -6584.1787, Y: -15192.61, Cell -2,-4, facing towards Bleak Falls Barrow) I CTD. Following the readme, I enabled papyrus logging in and debug mode in DynDOLOD, and these are the last lines in my papyrus log. However, deleting any/all of the NIFs mentioned there doesn't seem to have an effect. [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA7E)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14017F27)>] using dyndolod\lod\effects\fxfirewithembers01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA7D)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14017F27)>] using dyndolod\lod\effects\fxfirewithembers01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA7A)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14017F27)>] using dyndolod\lod\effects\fxfirewithembers01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA7B)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14017F27)>] using dyndolod\lod\effects\fxfirewithembers01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00B911)>] [sHESON_DynDOLOD_Minion < (1401876E)>] Enable #2 [Form < (14017FC9)>] using lod\whiterun\wrscaframptranstop_lod_0.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00B910)>] [sHESON_DynDOLOD_Minion < (1401876E)>] Enable #2 [Form < (14017FC8)>] using lod\whiterun\wrscafguardtowerbase01_lod_0.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00B90F)>] [sHESON_DynDOLOD_Minion < (1401876E)>] Enable #2 [Form < (14017FC7)>] using lod\whiterun\wrscafguardtower01_lod_2.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA79)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14017F27)>] using dyndolod\lod\effects\fxfirewithembers01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00B90E)>] [sHESON_DynDOLOD_Minion < (1401876E)>] Enable #2 [Form < (14017FC6)>] using lod\whiterun\wrscaframptransbottom_lod_0.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA75)>] [sHESON_DynDOLOD_Minion < (140186CC)>] Enable #2 [Form < (14017F27)>] using dyndolod\lod\effects\fxfirewithembers01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00CA13)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14017F91)>] using Effects\FXfireWithEmbers03.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00B98A)>] [sHESON_DynDOLOD_Minion < (140186CC)>] Enable #2 [Form < (14017F28)>] using dyndolod\lod\water\tundrastreamtransition01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00CB74)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (140181E4)>] using lod\whiterun\wrguardhouse01glow_lod_1.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00C848)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14018011)>] using DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00C84C)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14018073)>] using dyndolod\lod\effects\fxwaterfallthin128x128_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00C84B)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14018073)>] using dyndolod\lod\effects\fxwaterfallthin128x128_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00CA12)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14017F91)>] using Effects\FXfireWithEmbers03.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA76)>] [sHESON_DynDOLOD_Minion < (140186CC)>] Enable #2 [Form < (14018011)>] using DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BA7C)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14018011)>] using DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00CB48)>] [sHESON_DynDOLOD_Minion < (140186CC)>] Enable #2 [Form < (1401804A)>] using lod\whiterun\wrhousewind01glow_lod_1.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00C758)>] [sHESON_DynDOLOD_Minion < (14018726)>] Enable #2 [Form < (14018011)>] using DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BFF9)>] [sHESON_DynDOLOD_Minion < (14018615)>] Disable #3 10 [Form < (14017F59)>] using dyndolod\lod\clutter\ruinsfloorcandlelampsmon02_dyndolod_lod.nif [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BFF7)>] [sHESON_DynDOLOD_Minion < (14018615)>] Disable #3 10 [Form < (14017F36)>] using dyndolod\lod\clutter\ruinsfloorcandlelampsmon_dyndolod_lod.nif [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BFFA)>] [sHESON_DynDOLOD_Minion < (14018615)>] Disable #3 10 [Form < (14017F36)>] using dyndolod\lod\clutter\ruinsfloorcandlelampsmon_dyndolod_lod.nif [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00BFF8)>] [sHESON_DynDOLOD_Minion < (14018615)>] Disable #3 10 [Form < (14017F59)>] using dyndolod\lod\clutter\ruinsfloorcandlelampsmon02_dyndolod_lod.nif [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00C72B)>] [sHESON_DynDOLOD_Firstborn < (140187E1)>] Enable #2 [Form < (140181AA)>] using CreationClub\EEJSSE001\architecture\EEJ_ShackEXT.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00C731)>] [sHESON_DynDOLOD_Firstborn < (140187E1)>] Enable #2 [Form < (140181AD)>] using CreationClub\EEJSSE001\architecture\EEJ_BYOHTOWERFULL.nif TRUE False TRUE [05/07/2018 - 10:13:03AM] [sHESON_DynDOLOD_LODObject < (5F00C742)>] [sHESON_DynDOLOD_Firstborn < (140187E1)>] Enable #2 [Form < (140181B0)>] using CreationClub\EEJSSE001\architecture\EEJ_ShackExtStub.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00BFF2)>] [sHESON_DynDOLOD_Firstborn < (14018736)>] Enable #2 [Form < (14017F2A)>] using dyndolod\lod\effects\fxwaterfallskirtslope_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00BFF0)>] [sHESON_DynDOLOD_Firstborn < (14018736)>] Enable #2 [Form < (14017F2A)>] using dyndolod\lod\effects\fxwaterfallskirtslope_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00BFF1)>] [sHESON_DynDOLOD_Firstborn < (14018736)>] Enable #2 [Form < (14017F2A)>] using dyndolod\lod\effects\fxwaterfallskirtslope_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00BFEF)>] [sHESON_DynDOLOD_Firstborn < (14018736)>] Enable #2 [Form < (14017F13)>] using Effects\FXRapids.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00C30C)>] [sHESON_DynDOLOD_Firstborn < (140186DC)>] Enable #2 [Form < (14017F14)>] using Effects\FXrapidsFallsLine01.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00C30E)>] [sHESON_DynDOLOD_Firstborn < (140186DC)>] Enable #2 [Form < (14017F13)>] using Effects\FXRapids.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00BFEE)>] [sHESON_DynDOLOD_Firstborn < (14018736)>] Enable #2 [Form < (14017F3D)>] using dyndolod\lod\effects\fxrapidsrocks01_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00C312)>] [sHESON_DynDOLOD_Firstborn < (140186DC)>] Enable #2 [Form < (14017F14)>] using Effects\FXrapidsFallsLine01.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00C313)>] [sHESON_DynDOLOD_Firstborn < (140186DC)>] Enable #2 [Form < (14017F38)>] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00C30D)>] [sHESON_DynDOLOD_Firstborn < (140186DC)>] Enable #2 [Form < (14017F14)>] using Effects\FXrapidsFallsLine01.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00B768)>] [sHESON_DynDOLOD_Firstborn < (140186DC)>] Enable #2 [Form < (14017F19)>] using Effects\FXrapidsFallsTop.nif TRUE False TRUE [05/07/2018 - 10:13:04AM] [sHESON_DynDOLOD_LODObject < (5F00B766)>] [sHESON_DynDOLOD_Firstborn < (140186DC)>] Enable #2 [Form < (14017F38)>] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif TRUE False TRUE Mods I have that might be related (are there known crashes with any of these?): SMIM HD LODS Textures (https://www.nexusmods.com/skyrimspecialedition/mods/3333) High Poly Project: (https://www.nexusmods.com/skyrimspecialedition/mods/12029) Landscape Fixes for Grass Mods (https://www.nexusmods.com/skyrimspecialedition/mods/9005) Natural Mountains: (https://www.nexusmods.com/skyrimspecialedition/mods/14965) Enhanced Lighting for ENB (https://www.nexusmods.com/skyrimspecialedition/mods/1377) Skyrim Flora Overhaul Relighting Skyrim Ruins Clutter Improved Obsidian Weathers Wonders of Weather ENB Particle Patch Enhanced Textures Detail (https://www.nexusmods.com/skyrimspecialedition/mods/992/?) Also I have cleaned my mods with SSEEdit, and sorted my load order with LOOT. Edited May 8, 2018 by Greg Added spoiler tags
sheson Posted May 7, 2018 Author Posted May 7, 2018 (edited) However, deleting any/all of the NIFs mentioned there doesn't seem to have an effect. Instead of removing the nif a better test is to remove the reference from the plugin (I need to update the instructions) Find the first Form ID from mentioned, the one after [sHESON_DynDOLOD_LODObject ]) and remove it from the DynDOLOD plugin with xEdit. Start with the last one and work your way up. You only need to look at nifs mentioned in the last second that is reported to the log. You can assume that nifs from DynDOLOD Resources SE do not cause CTD, but might test them as well just to be sure nothing happened to them. Check the DynDOLOD log for messages about missing nifs. I can not say anything about models from CreationClub or having such plugins in the load order as I am not able to test paid mods. The meshes are probably safe, since they are enabled a second earlier, but I do not know what ESL plugins do to the load order. It might be a good idea to do a test without them. It seems likely the cause of the CTD can not be found this way. You mat need to remove batches of references to find the culprit. See https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/page-20?do=findComment&comment=219732 Edited May 7, 2018 by sheson
DarthVitrial Posted May 7, 2018 Posted May 7, 2018 OK, I'll try that...but there is an issue with that that this reminds me of: DynDOLOD.esm uses cceejsse001-hstead.esm as a master, and SSEEdit always loads DynDOLOD.esm before cceejsse001-hstead.esm, meaning I can't load it in SSEEdit without a lot of messing with stuff.I'll let you know how the test works.
sheson Posted May 7, 2018 Author Posted May 7, 2018 (edited) OK, I'll try that...but there is an issue with that that this reminds me of: DynDOLOD.esm uses cceejsse001-hstead.esm as a master, and SSEEdit always loads DynDOLOD.esm before cceejsse001-hstead.esm, meaning I can't load it in SSEEdit without a lot of messing with stuff. I'll let you know how the test works. Yeah, that does not sound right and is likely to cause problems. Best to generate new DynDOLOD plugins without that paid mod (you can just temporary move it out of the Data folder before starting DynDOLOD and then put it back) Edited May 7, 2018 by sheson
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