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Posted (edited)

I've noticed that texconv.exe has been updated 2 days ago https://github.com/Microsoft/DirectXTex/releases

 

Does DynDOLOD uses the same version?... If not... Can I replace the current one included already?

It is updated all the time. It is is currently only used to be able to load BC7 textures. Unless you notice broken textures with terrain LOD for Skyrim SE/VR or Fallout 4 for there would be really no need. Seems to me most updates are about creating BC7.

 

In any case as long as its command line parameters do not change their meaning you should be able to replace it.

Edited by sheson
Posted

Dyndolod is still looking for Skyrim.ini in Documents\MyGames\Skyrim instead of Skyrim Special Edition.  How can I fix this?

By starting it in SSE mode with the command line parameter -sse as explained in the manual installation instructions.

Posted (edited)

I was generating DynDOLOD while following a modding guide, but then I realized I forgot to check some tickboxes as the guide suggested. Anyway, this process took almost 2 full hours and resulted to more than 7GB of output. I then proceeded to delete it and restart it over and I made sure I ticked all the boxes I had, but this time the process strangely took much less time. something around 30 minutes, and resulted only in almost 2GB of output. Is this normal?

Edited by RedRex46
Posted (edited)

By starting it in SSE mode with the command line parameter -sse as explained in the manual installation instructions.

I have the argument -sse in MO2 but, it still looks for Skyrim and not SSE.

 

Actually, I'm having the same problem with Merge Plugins.  No matter what order I place the master, Merge Plugins says it can't merge the .esp's because of improper plugin order.  I'm beginning to think my MO2 install is borked... 

Edited by MyHouseATL
Posted (edited)

I was generating DynDOLOD while following a modding guide, but then I realized I forgot to check some tickboxes as the guide suggested. Anyway, this process took almost 2 full hours and resulted to more than 7GB of output. I then proceeded to delete it and restart it over and I made sure I ticked all the boxes I had, but this time the process strangely took much less time. something around 30 minutes, and resulted only in almost 2GB of output. Is this normal?

FAQ: LODGen.exe runs a long time
 
A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.
 
A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.
 
A: Do not use the experimental TreeFullFallBack=1 setting without understanding what it does and what it is for.
 
Not a single useful information was given. No log was provided. The options and what they do are explained in the manual or in the hints that pop-up when hovering the mouse.
 
I can not answer questions or support about third party guides. You will have to ask the author.

 

I have the argument -sse in MO2 but, it still looks for Skyrim and not SSE.

 

Actually, I'm having the same problem with Merge Plugins.  No matter what order I place the master, Merge Plugins says it can't merge the .esp's because of improper plugin order.  I'm beginning to think my MO2 install is borked... 

The only thing that is borked is the exectuable setup in MOs drop down. See ..\DynDOLOD\Docs\DynDOLOD-Shortcut.txt

For further help I suggest to see MO manual and guides in order to learn how this mod manager works.

Edited by sheson
Posted

 

The only thing that is borked is the exectuable setup in MOs drop down. See ..\DynDOLOD\Docs\DynDOLOD-Shortcut.txt

For further help I suggest to see MO manual and guides in order to learn how this mod manager works.

 

I have been using MO for years on Oldrim.  I know how to use Tes5Edit, Wrybash, Loot, Bodyslide, FNIS, Merge Plugins, Dual Sheath and DynDOLOD.  It's just for whatever reason, the argument isn't working for SSE in MO2.  I just recently upgraded MO2 and I have been having weird problems with MO2 recognizing SSE.  Everything points to Oldrim every since I upgraded MO2.  (I don't mean I upgraded from MO to MO2, I mean there was a new MO2 that I upgraded to.)  I will post in MO2 forums to see if others are having problems or if it is something I did when I copied the files to the Mod Organizer folder.  

I have been using MO for years on Oldrim.  I know how to use Tes5Edit, Wrybash, Loot, Bodyslide, FNIS, Merge Plugins, Dual Sheath and DynDOLOD.  It's just for whatever reason, the argument isn't working for SSE in MO2.  I just recently upgraded MO2 and I have been having weird problems with MO2 recognizing SSE.  Everything points to Oldrim every since I upgraded MO2.  (I don't mean I upgraded from MO to MO2, I mean there was a new MO2 that I upgraded to.)  I will post in MO2 forums to see if others are having problems or if it is something I did when I copied the files to the Mod Organizer folder.  

Yup, found it.  It was left out in the last update.  If anyone is having these issues, check this:

https://www.nexusmods.com/skyrimspecialedition/mods/6194/?tab=forum&topic_id=5170465

Posted

I have been using MO for years on Oldrim.  I know how to use Tes5Edit, Wrybash, Loot, Bodyslide, FNIS, Merge Plugins, Dual Sheath and DynDOLOD.  It's just for whatever reason, the argument isn't working for SSE in MO2.  I just recently upgraded MO2 and I have been having weird problems with MO2 recognizing SSE.  Everything points to Oldrim every since I upgraded MO2.  (I don't mean I upgraded from MO to MO2, I mean there was a new MO2 that I upgraded to.)  I will post in MO2 forums to see if others are having problems or if it is something I did when I copied the files to the Mod Organizer folder.  

Yup, found it.  It was left out in the last update.  If anyone is having these issues, check this:

https://www.nexusmods.com/skyrimspecialedition/mods/6194/?tab=forum&topic_id=5170465

The INI configurator of MO has nothing to do with DynDOLOD and its command line parameters, or how MO starts executables and applies command line arguments.

Posted

The INI configurator of MO has nothing to do with DynDOLOD and its command line parameters, or how MO starts executables and applies command line arguments.

Then I don't know what it could be.  DynDOLOD isn't the only program not detecting my SE.  DynDOLOD does have the -sse argument.  I was able to create DynDOLOD files, and had no other problems with SSEEDIT\Merge Plugins before I upgraded MO2 to 2.14.  Now I can't.

Posted (edited)

Then I don't know what it could be.  DynDOLOD isn't the only program not detecting my SE.  DynDOLOD does have the -sse argument.  I was able to create DynDOLOD files, and had no other problems with SSEEDIT\Merge Plugins before I upgraded MO2 to 2.14.  Now I can't.

If DynDOLOD runs in TES5 mode it was not started with the -sse command line argument.

 

MO 2.14 has been out for a week now and it seems to works fine for everybody. This is probably an MO installation or setup error, maybe caused by game/MO being in Program Files x86 or DynDOLOD/MO installed into game folders.

Edited by sheson
Posted (edited)

A possible glitch outside Whiterun. First image is before DynDOLOD and the second is after, showing new rocks that clip with the city wall. You can actually use the rocks to reach the wall and look inside at the LODs. To ensure this wasn't to do with any other mod I tested with a basic load order - just the USSEP and DyndoLODs requirements.

 

https://ibb.co/iWZ7t9

https://ibb.co/gMA2RU
 

Sorry if this is working-as-intended, search came up with nothing.

Edited by Pegasus33
Posted

A possible glitch outside Whiterun. First image is before DynDOLOD and the second is after, showing new rocks that clip with the city wall. You can actually use the rocks to reach the wall and look inside at the LODs. To ensure this wasn't to do with any other mod I tested with a basic load order - just the USSEP and DyndoLODs requirements.

 

https://ibb.co/iWZ7t9

https://ibb.co/gMA2RU

 

Sorry if this is working-as-intended, search came up with nothing.

The rock is added by the vanilla game to the inside of the city. So it needs to be on the outside as well and have LOD.

  • +1 1
Posted

If DynDOLOD runs in TES5 mode it was not started with the -sse command line argument.

 

MO 2.14 has been out for a week now and it seems to works fine for everybody. This is probably an MO installation or setup error, maybe caused by game/MO being in Program Files x86 or DynDOLOD/MO installed into game folders.

You where close.  I knew better than to run from Program Files.  Turns out, it's not a good idea to dump MO2 into the SkyrimSE folder.  That is how I installed it.  So, I guess I'll move everything outside the root folder and see if that fixes it.

Posted

It's rather unfortunate that a lot of places in the 'net recommend installing Mod Organizer in the game folder. This used to work fine with Mod Organizer 1.x even if it cluttered the game folder unnecessarily, but Mod Organizer 2's virtual file system doesn't work quite right if it's in the game folder. This may eventually get fixed, but I still prefer keeping the game folder as clean as possible..

Posted

It's rather unfortunate that a lot of places in the 'net recommend installing Mod Organizer in the game folder. This used to work fine with Mod Organizer 1.x even if it cluttered the game folder unnecessarily, but Mod Organizer 2's virtual file system doesn't work quite right if it's in the game folder. This may eventually get fixed, but I still prefer keeping the game folder as clean as possible..

Yeah I hadn't looked at videos about MO installation for a few years, but one of the first ones I looked at installed it in the skyrim directory. It was from a year ago.

The "latest" one that I watched was from March of this year and it didn't show to install it in the Skyrim directory, so yeah there is a lot of conflicting information out there.

 

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