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Custom Worldspace is not listed in the "Select Worldspace" Window.


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Posted

Good day everyone,

I am aware that this question is already answered in the FAQ, but for some reason the solutions there do not work for me.

There is a *Worldspace*.lod file in the "lodsettings" folder in the my SE data folder. SSELodGen is picking it up too after I reinstalled Skyrim, though it somehow did not do so before. I am using Mo2 as a mod organiser and have installed the mod through it and after that not working, I manually placed the mod files in the data folder. Both without effect unfortunately.

It is showing up in the Background Loader, not sure If that helps however. I am not sure what else to do.

Any suggestions or ideas?

Thanks in advance, If you need any further information, I will happily provide them.

15 answers to this question

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  • 0
Posted
1 hour ago, HydraulicPress said:

Good day everyone,

I am aware that this question is already answered in the FAQ, but for some reason the solutions there do not work for me.

There is a *Worldspace*.lod file in the "lodsettings" folder in the my SE data folder. SSELodGen is picking it up too after I reinstalled Skyrim, though it somehow did not do so before. I am using Mo2 as a mod organiser and have installed the mod through it and after that not working, I manually placed the mod files in the data folder. Both without effect unfortunately.

It is showing up in the Background Loader, not sure If that helps however. I am not sure what else to do.

Any suggestions or ideas?

Thanks in advance, If you need any further information, I will happily provide them.

What tool is it that you have a problem with?

I assume the game is Skyrim Special Edition.

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Posted
11 minutes ago, HydraulicPress said:

Oh, my bad. DynDOLOD. Yes this is for SSE.

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

If I understand correctly, the custom worldspace shows in SSELODGen?

SSELODGen means the latest version of xLODGen from https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-115-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse?

  • 0
Posted (edited)

Alright, I compiled the logs.

https://ufile.io/clejfh7k

The custom worldspace ("Hweitwik" btw) shows in SSELODGen and I even used it to create LOD for it (though it does not seem to work for the terrain itself - only objects and trees show in the distance - but one issue at a time)
The link you sent is where I downloaded it from.

 

Edited by HydraulicPress
  • 0
Posted
8 hours ago, HydraulicPress said:

Alright, I compiled the logs.

https://ufile.io/clejfh7k

The custom worldspace ("Hweitwik" btw) shows in SSELODGen and I even used it to create LOD for it (though it does not seem to work for the terrain itself - only objects and trees show in the distance - but one issue at a time)
The link you sent is where I downloaded it from.

The worldspace Hweitwik "Hweitwik" [WRLD:xxCC169D] does not have a persistent cell, which is required for generating LOD with DynDOLOD.

https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box
Only worldspaces that have a persistent cell are shown.

If you have a problem with xLODGen generating terrain LOD, upload the SSELODGen_log.txt

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Posted
13 minutes ago, HydraulicPress said:

I see. How would you set such a persistent cell? Through xEdit? Thank you for pointing me the right way.

You can add it manually via xEdit.

As soon as you start adding references, markers and whatnot, especially once they are properties of scripts for example, CK will set them persistent and create the persistent cell.

  • 0
Posted (edited)

If I am not mistaken, an .esp file that is included in the modfile has a persistent cell. At least that what I gather from this screenshot, correct me If I am wrong on that.

 

Does DynDOLOD not pick it up because this information is not part of the esm?

image.png

Edited by HydraulicPress
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Posted
31 minutes ago, HydraulicPress said:

If I am not mistaken, an .esp file that is included in the modfile has a persistent cell. At least that what I gather from this screenshot, correct me If I am wrong on that.

Does DynDOLOD not pick it up because this information is not part of the esm?

image.png

Yes, for DynDOLOD to list the worldspace, the persistent cell needs to be added by the same plugin that also adds the worldspace.

  • 0
Posted

I am developing a mod for Skyrim CE. In this mod is a separate dimension (WorldSpace), which is home to the player. Everything is built, but the problem is that the lods are not generated, causing the chunks to load right before my eyes. Wanted to fix this with DynDolode, but my game dimension is not listed.

1. WorldSpace really exists in my fashion:

Spoiler

1.png

2. I Uploaded a DynDolode with my mod (Cold_Harbor.esp):

Spoiler
DynDOLOD 3.0 Alpha-190 x64 - Skyrim Special Edition (SSE) (8B6A1E1C) starting session 2025-05-03 00:31:46

The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0
If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.

The Source Code Form is available at https://github.com/TES5Edit/TES5Edit

Using Skyrim Special Edition Data Path: J:\The Elder Scrolls V Skyrim\Data\
Using Scripts Path: I:\DynDOLOD\Edit Scripts\
Using Cache Path: I:\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\Users\Yukio\AppData\Local\Temp\DynDOLOD_SSE\
Using Output Path: I:\DynDOLOD\DynDOLOD_Output\
Using ini: D:\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: D:\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: D:\Documents\My Games\Skyrim Special Edition\__MO_Saves\
Using Creation Club Content list: J:\The Elder Scrolls V Skyrim\Skyrim.ccc
Using plugin list: C:\Users\Yukio\AppData\Local\Skyrim Special Edition\Plugins.txt
Using settings file: I:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini
Using language: russian
Using general string encoding: 1252  (ANSI - латиница 1)
Using translatable string encoding: 65001 (UTF-8)
Using VMAD string encoding: 65001 (UTF-8)
Loading active plugin list: C:\Users\Yukio\AppData\Local\Skyrim Special Edition\Plugins.txt
[00:00] xEdit Background Loader: starting...
[00:00] xEdit Background Loader: [Skyrim - Misc.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Shaders.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Interface.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Animations.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Meshes0.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Meshes1.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Sounds.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Voices_ru0.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures0.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures1.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures2.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures3.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures4.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures5.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures6.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures7.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Textures8.bsa] Loading Resources.
[00:00] xEdit Background Loader: [Skyrim - Patch.bsa] Loading Resources.
[00:00] xEdit Background Loader: [High Poly Head.bsa] Loading Resources.
[00:00] xEdit Background Loader: [RaceMenu.bsa] Loading Resources.
[00:00] xEdit Background Loader: [UIExtensions.bsa] Loading Resources.
[00:00] xEdit Background Loader: [atkspdmod.bsa] Loading Resources.
[00:00] xEdit Background Loader: [HD Lods SSE.bsa] Loading Resources.
[00:00] xEdit Background Loader: [J:\The Elder Scrolls V Skyrim\Data\] Setting Resource Path.
[00:00] xEdit Background Loader: [Skyrim.esm] File loaded (CRC32:AF75991D)
[00:05] xEdit Background Loader: [Skyrim.esm] Warning: File contains empty top level group: GRUP Top "HAZD"
[00:05] xEdit Background Loader: [Skyrim.esm] Warning: File contains empty top level group: GRUP Top "RGDL"
[00:05] xEdit Background Loader: [Skyrim.esm] Warning: File contains empty top level group: GRUP Top "CLDC"
[00:05] xEdit Background Loader: [Skyrim.esm] Warning: File contains empty top level group: GRUP Top "PWAT"
[00:05] xEdit Background Loader: [Skyrim.esm] Warning: File contains empty top level group: GRUP Top "SCOL"
[00:05] xEdit Background Loader: [Skyrim.esm] Warning: File contains empty top level group: GRUP Top "SCPT"
[00:05] xEdit Background Loader: [Skyrim.esm] Warning: File contains empty top level group: GRUP Top "HAIR"
[00:05] xEdit Background Loader: loading "SkyrimSE.exe"...
[00:05] xEdit Background Loader: [SkyrimSE.exe] File loaded (CRC32:DF35062C)
[00:05] xEdit Background Loader: [Update.esm] File loaded (CRC32:7DD64ACD)
[00:05] xEdit Background Loader: [Dawnguard.esm] File loaded (CRC32:354FFD10)
[00:06] xEdit Background Loader: [HearthFires.esm] File loaded (CRC32:0A89DE35)
[00:06] xEdit Background Loader: [Dragonborn.esm] File loaded (CRC32:96F8CD2D)
[00:07] xEdit Background Loader: [RaceCompatibility.esm] File loaded (CRC32:1388E9CC)
[00:07] xEdit Background Loader: [Expressive Facegen Morphs.esl] File loaded (CRC32:62D8C4B3)
[00:07] xEdit Background Loader: [High Poly Head.esm] File loaded (CRC32:9B702BC0)
[00:07] xEdit Background Loader: [Cold_Harbor.esp] File loaded (CRC32:D51EF8CE)
[00:07] xEdit Background Loader: [RaceMenu.esp] File loaded (CRC32:7A89300E)
[00:07] xEdit Background Loader: [XPMSE.esp] File loaded (CRC32:8FADD1A1)
[00:07] xEdit Background Loader: [Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp] File loaded (CRC32:08C8B9D3)
[00:07] xEdit Background Loader: [RaceMenuPlugin.esp] File loaded (CRC32:8FF336FE)
[00:07] xEdit Background Loader: [UIExtensions.esp] File loaded (CRC32:FF385919)
[00:07] xEdit Background Loader: [Dynamic Activation Key.esp] File loaded (CRC32:65970659)
[00:07] xEdit Background Loader: [Keytrace.esp] File loaded (CRC32:AAD4EBC7)
[00:07] xEdit Background Loader: [atkspdmod.esp] File loaded (CRC32:224E6FC7)
[00:07] xEdit Background Loader: [FNIS.esp] File loaded (CRC32:8699147D)
[00:07] xEdit Background Loader: [PROTEUS.esp] File loaded (CRC32:5D3782E3)
[00:07] xEdit Background Loader: [HD Lods SSE.esp] File loaded (CRC32:8CC253C3)
[00:07] xEdit Background Loader: finished
Game: J:\The Elder Scrolls V Skyrim\SkyrimSE.exe, Version: 1.5.97, Date: 2019-11-23 14:19:35
SKSE: J:\The Elder Scrolls V Skyrim\skse64_loader.exe, Version: 2.0.20, Date: 2022-06-25 09:38:33
PapyrusUtil DLL: J:\The Elder Scrolls V Skyrim\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 3.9, Game Version: 1.5.97, Date: 2020-02-04 14:53:31
DynDOLOD DLL: J:\The Elder Scrolls V Skyrim\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.33.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2024-09-05 06:00:00
Program: I:\DynDOLOD\DynDOLODx64.exe, Version: 3.0.0.190, Date: 2025-02-23 22:53:16
Started by: I:\MO2\ModOrganizer.exe, Version: 2.5.2, Date: 2024-08-04 10:17:46
External: I:\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2025-02-10 07:00:00
External: I:\DynDOLOD\Edit Scripts\LODGenx64.exe, Version: 3.0.34.0, Date: 2025-02-10 07:00:00
DynDOLOD Resources SE: 3.00 <= 3.00 <= 3.00
TexGen: 3.00 <= 3.00 <= 3.00
Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)
[00:00] Exit DynDOLOD, check log or restart?
[00:02] User says "Restart"
Game: J:\The Elder Scrolls V Skyrim\SkyrimSE.exe, Version: 1.5.97, Date: 2019-11-23 14:19:35
SKSE: J:\The Elder Scrolls V Skyrim\skse64_loader.exe, Version: 2.0.20, Date: 2022-06-25 09:38:33
PapyrusUtil DLL: J:\The Elder Scrolls V Skyrim\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 3.9, Game Version: 1.5.97, Date: 2020-02-04 14:53:31
DynDOLOD DLL: J:\The Elder Scrolls V Skyrim\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.33.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2024-09-05 06:00:00
Program: I:\DynDOLOD\DynDOLODx64.exe, Version: 3.0.0.190, Date: 2025-02-23 22:53:16
Started by: I:\MO2\ModOrganizer.exe, Version: 2.5.2, Date: 2024-08-04 10:17:46
External: I:\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2025-02-10 07:00:00
External: I:\DynDOLOD\Edit Scripts\LODGenx64.exe, Version: 3.0.34.0, Date: 2025-02-10 07:00:00
DynDOLOD Resources SE: 3.00 <= 3.00 <= 3.00
TexGen: 3.00 <= 3.00 <= 3.00
Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)

 

3. My WorldSpace is not on the list for generating lodes...

Spoiler

1.png

What exactly could be the problem?

 

 


 

  • 0
Posted
1 hour ago, GreyLis said:

I am developing a mod for Skyrim CE. In this mod is a separate dimension (WorldSpace), which is home to the player. Everything is built, but the problem is that the lods are not generated, causing the chunks to load right before my eyes. Wanted to fix this with DynDolode, but my game dimension is not listed.

1. WorldSpace really exists in my fashion:

  Reveal hidden contents

2. I Uploaded a DynDolode with my mod (Cold_Harbor.esp):

  Reveal hidden contents

3. My WorldSpace is not on the list for generating lodes...

  Reveal hidden contents

What exactly could be the problem?

Moved to an appropriate thread for the problem. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search and posts above.

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

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
Do not post screenshots of the tools, unless it is about visual issues with the user interface. If necessary, convey the information in text form. The debug log as explained below typically contains most of the selected settings and options already.

What are the screenshots showing, that you haven't already explained in text?
Read the message under the box. If click the the Help as it tells you to, it opens https://dyndolod.info/Help/Wizard-Mode. Read everything under "Select Worldspaces"

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

  • 0
Posted

Moved to the appropriate thread for the issue. See above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
It is simpler and quicker to check logs files for information, especially when temporality not having access to a Skyrim setup.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ -> https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box:
Only worldspaces that have a persistent cell are shown. The persistent cell must be added by the same plugin that add he worldspace.

If you find the time, I am still waiting for a report if changing the alpha threshold of a specific 3D tree LOD model still works as desired and also the logs for the error with the TexGen test version to address the issue of some grass billboards not being generated for your load order. 

  • 0
Posted
2 hours ago, sheson said:

Moved to the appropriate thread for the issue. See above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
It is simpler and quicker to check logs files for information, especially when temporality not having access to a Skyrim setup.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ -> https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box:
Only worldspaces that have a persistent cell are shown. The persistent cell must be added by the same plugin that add he worldspace.

If you find the time, I am still waiting for a report if changing the alpha threshold of a specific 3D tree LOD model still works as desired and also the logs for the error with the TexGen test version to address the issue of some grass billboards not being generated for your load order. 

adding a persistent tree fixed it thanks

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