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Enderal SE (GOG) - "DynDOLOD requires SKSE."


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Posted

Hey dear DynDOLOD-Community,

first off - THANK YOU for providing these great tools which help us enhance our game's visual fidelity by quite a bit!

I have used DynDOLOD on Skyrim, Skyrim SE and FNV already. Recently I have started modding and playing Enderal SE on GOG.
My GOG version of Skyrim (and Enderal) is 1.6.659.0 and SKSE as well as Engine Fixes (and some other things) come bundled with the Enderal installation out of the box.
I have gone through the standard process of installing the requirements (DynDOLOD Ressources + Scripts and DLL, as well as PapyrusUtils and Address Library). Everything completes fine, but when I load my savegame, I get prompted with "DynDOLOD needs SKSE".

The DynDOLOD Log recognizes my SKSE version and I can call it via the console ingame, so it IS installed.
I have tried multiple versions of the DynDOLOD DLL (as well as the NG version, which combines both scripts and the DLL), but all pop the same prompt, unfortunately.

How does DynDOLOD check, if SKSE is installed? (maybe I can debug my way out of this mess with a little help of you fine folks)

Best Regards,
Gand

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  • 0
Posted
  On 7/21/2024 at 3:44 PM, Gand said:

Hey dear DynDOLOD-Community,

first off - THANK YOU for providing these great tools which help us enhance our game's visual fidelity by quite a bit!

I have used DynDOLOD on Skyrim, Skyrim SE and FNV already. Recently I have started modding and playing Enderal SE on GOG.
My GOG version of Skyrim (and Enderal) is 1.6.659.0 and SKSE as well as Engine Fixes (and some other things) come bundled with the Enderal installation out of the box.
I have gone through the standard process of installing the requirements (DynDOLOD Ressources + Scripts and DLL, as well as PapyrusUtils and Address Library). Everything completes fine, but when I load my savegame, I get prompted with "DynDOLOD needs SKSE".

The DynDOLOD Log recognizes my SKSE version and I can call it via the console ingame, so it IS installed.
I have tried multiple versions of the DynDOLOD DLL (as well as the NG version, which combines both scripts and the DLL), but all pop the same prompt, unfortunately.

How does DynDOLOD check, if SKSE is installed? (maybe I can debug my way out of this mess with a little help of you fine folks)

Best Regards,
Gand

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum

See https://dyndolod.info/FAQ#DynDOLOD-requires-SKSE

The check uses a SKSE papyrus function which returns its version. Also check papyrus log for errors.

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Posted

OK, I went step by step:

  • SKSE log says:
    "plugin DynDOLOD.DLL (00000001 DynDOLOD DLL 00000001) loaded correctly (handle 4)"
    Log:
      Reveal hidden contents
  • "Use the latest versions" -> can't do concerning SKSE, since I need the version for Enderal SE GOG (i am using SKSE 2.2.2 and the DynDOLOD Log recognizes it)
    DynDOLOD Log:
      Reveal hidden contents
  • There are no log files in .../Data/DynDOLOD or .../Data/SKSE/Plugins/DynDOLOD_Data.
    Do you need the generation logs also?
  • The ConsoleUtil log:
      Reveal hidden contents
  • In the papyrus log I found the following line:
    [07/21/2024 - 07:25:23PM] DynDOLOD requires SKSE 69 65

 

-> What is SKSE 69 65?

Thanks and best regards,
Gand

  • 0
Posted
  On 7/22/2024 at 5:04 AM, Gand said:

OK, I went step by step:

  • SKSE log says:
    "plugin DynDOLOD.DLL (00000001 DynDOLOD DLL 00000001) loaded correctly (handle 4)"
    Log:
      Reveal hidden contents
  • "Use the latest versions" -> can't do concerning SKSE, since I need the version for Enderal SE GOG (i am using SKSE 2.2.2 and the DynDOLOD Log recognizes it)
    DynDOLOD Log:
      Reveal hidden contents
  • There are no log files in .../Data/DynDOLOD or .../Data/SKSE/Plugins/DynDOLOD_Data.
    Do you need the generation logs also?
  • The ConsoleUtil log:
      Reveal hidden contents
  • In the papyrus log I found the following line:
    [07/21/2024 - 07:25:23PM] DynDOLOD requires SKSE 69 65

 

-> What is SKSE 69 65?

Thanks and best regards,
Gand

Expand  

The numbers are returned from the papyrus SKSE functions GetVersionRelease and GetScriptVersionRelease. They are supposed to match if SKSE and its papyrus scripts are installed properly.

See SKSE.psc included in skse64_2_02_02_gog

; get the release index of SKSE.  This number is incremented every time
; SKSE is released outside of the development team
int Function GetVersionRelease() global native

; get the release index of this script file.
; Can be used to detect a script/runtime version mismatch
int Function GetScriptVersionRelease() global
    return 69
endFunction

The installed SKSE papyrus scripts are outdated and not from the same version as the SKSE plugin.

https://dyndolod.info/FAQ#DynDOLOD-requires-SKSE
Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods.

  • 0
Posted (edited)

Thank you.

I just downloaded the SKSE v2.2.2 and re-packed the "scripts" folder into its own .zip. This one I dragged into Vortex and the error was gone.

Am I allowed to ask another question in this same thread?

What settings do I have to set in order for objects to not pop into existence and for the terrain LOD to be more appealing? (I generated using these from STEP: https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Run_DynDOLOD)

Picture (embedding somehow doesn't work)

Edited by Gand
adding picture
  • 0
Posted
  On 7/22/2024 at 5:06 PM, Gand said:

Thank you.

I just downloaded the SKSE v2.2.2 and re-packed the "scripts" folder into its own .zip. This one I dragged into Vortex and the error was gone.

Am I allowed to ask another question in this same thread?

What settings do I have to set in order for objects to not pop into existence and for the terrain LOD to be more appealing? (I generated using these from STEP: https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Run_DynDOLOD)

Picture (embedding somehow doesn't work)

Expand  

The Step LOD settings expect Cathedral Landscapes and Enhanced Vanilla Trees (primarily). If you are using other landscape/grass/tree mods, then our settings are probably not optimal for your build. DynDOLOD default settings optimal for vanilla.

The following is what I think I know, so take it with a grain of salt:

Check 'rocks' mesh rules in DynDOLOD. Some/all of the LOD meshes for rocks are likely disabled.

Terrain LOD is governed by xLODGen, not DynDOLOD. It will never look great, due to the relatively low texture resolution. It's really just a matching background so terrain blends well in the distance. Changing the terrain noise map can benefit the illusion. It's really not too noticeable when using grass LOD. xLODGen also ensures that the terrain LOD mesh is accurately representing the close-up landscape. It's likely I'm

Toggle LOD using tll console command to see what's object LOD (not sure if this toggles terrain LOD or not).

 

What is 'embedding?'

  • 0
Posted
  On 7/22/2024 at 5:06 PM, Gand said:

Thank you.

I just downloaded the SKSE v2.2.2 and re-packed the "scripts" folder into its own .zip. This one I dragged into Vortex and the error was gone.

Am I allowed to ask another question in this same thread?

What settings do I have to set in order for objects to not pop into existence and for the terrain LOD to be more appealing? (I generated using these from STEP: https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Run_DynDOLOD)

Picture (embedding somehow doesn't work)

Expand  

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console.

Double check something is actually LOD by disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

See https://dyndolod.info/FAQ#Something-does-not-have-LOD

Read https://dyndolod.info/Help/xLODGen how to generate terrain LOD that matches the full terrain, with high enough texture resolutions that can be easily higher than the screens resolution at the distance they are displayed. See https://dyndolod.info/How-LOD-Works and also https://dyndolod.info/Help/Texture-Resolution.

Consider using grass LODhttps://dyndolod.info/Help/Grass-LOD

If you follow a modding guide for Skyrim with s specific list of mods for Skyrim it might require some guesses and adjustments for Enderal.

  • 0
Posted

Thank you both. I generated the grass cache and am now onto LOD Generation from scratch.

I tried xLODGen for Enderal (Terrain) and have no option for generating Terrain Textures. What am I missing?

Enderal_Screenshot_xLODGen.png

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Posted
  On 7/23/2024 at 6:58 AM, Gand said:

Thank you both. I generated the grass cache and am now onto LOD Generation from scratch.

I tried xLODGen for Enderal (Terrain) and have no option for generating Terrain Textures. What am I missing?

Enderal_Screenshot_xLODGen.png

Expand  

https://dyndolod.info/Help/xLODGen
xLODGen terrain LOD beta is the latest beta version where the current development and new features are tested before they are merged back into official xEdit and xLODGen releases.

Terrain LOD generation has not yet been merged back into main line xEdit.

https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-84-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/

  • 0
Posted (edited)

Thank you all. I have run xLODGen, TextureGen and DynDOLOD resulting in way better looking LOD. The only problem left is that some objects (like straw piles on fields) pop into existence about like half a kilometer away from the character. When in woods or a city, that doesn't really hit the eye, but if I stray around farmlands, it is very noticeable.

So two questions:

  1. Under which categories do most of these objects fall? I went through the DynDOLOD list and intuitively I could not point a finger on a certain one.
  2. I saw the "windowglow" category in the list. Does this on actually make windows glow when far, far away (like looking from a mountain down on a small village)?

 

Edit:

Here are screenshots of what I mean:

Before it loads: https://imgur.com/fqiFJIB

After it loaded: https://imgur.com/EIbjcW6

Edited by Gand
  • 0
Posted
  On 7/23/2024 at 11:33 AM, Gand said:

Thank you all. I have run xLODGen, TextureGen and DynDOLOD resulting in way better looking LOD. The only problem left is that some objects (like straw piles on fields) pop into existence about like half a kilometer away from the character. When in woods or a city, that doesn't really hit the eye, but if I stray around farmlands, it is very noticeable.

So two questions:

  1. Under which categories do most of these objects fall? I went through the DynDOLOD list and intuitively I could not point a finger on a certain one.
  2. I saw the "windowglow" category in the list. Does this on actually make windows glow when far, far away (like looking from a mountain down on a small village)?

 

Edit:

Here are screenshots of what I mean:

Before it loads: https://imgur.com/fqiFJIB

After it loaded: https://imgur.com/EIbjcW6

Expand  

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console.

See https://dyndolod.info/FAQ#Something-does-not-have-LOD

There are typically no LOD models for those straw piles, so you would need to create them or add mesh mask rules to use the full model for LOD. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

See https://dyndolod.info/Help/Glow-LOD#Windows but also https://dyndolod.info/Mods/Enderal, which explains:
Not all new buildings will have working glow LOD windows as of now. There are still objects that could use a LOD representation.

Vanilla Skyrim buildings will have glow LOD, while new buildings shipping with Enderal will most likey not.

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Posted

The adventure did take place today lol

I got the nif and will add it to the mesh list. However, as I went closer, I saw that the other things not spawning in, is grass: https://imgur.com/dQJJwRi

What could cause this? Apparently grass around this patch is displayed as LOD just fine - just those patches (see screenshots from last post) are barren until the player is close enough.

  • 0
Posted
  On 7/23/2024 at 3:26 PM, Gand said:

The adventure did take place today lol

I got the nif and will add it to the mesh list. However, as I went closer, I saw that the other things not spawning in, is grass: https://imgur.com/dQJJwRi

What could cause this? Apparently grass around this patch is displayed as LOD just fine - just those patches (see screenshots from last post) are barren until the player is close enough.

Expand  

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make close up screenshots in the LOD area with tlc.

Test if something is actually "grass" by toggeling all grass off/on with tg in console.

See https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

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