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Posted
8 hours ago, sheson said:

The DynDOLOD log reports deleted references. The reported plugins need to be cleaned. Read https://dyndolod.info/Messages/Deleted-Reference.

The DynDOLOD log reports references attached to wrong cells. The plugins need to be fixed with an xEdit scripts. Read https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell.

As explained in https://dyndolod.info/Help/LODGen C0000005 can be a sign of hardware issues or high memory usage.

High main memory usage and the memory usage of individual (sub) process can be checked with the Windows task manager for example.

The -memory argument for TexGen/DynDOLOD only makes sense if the OS runs out of main memory because TexGenx64.exe or DynDOLODx64.exe use a lot.

https://dyndolod.info/Help/LODGen#Out-of-Memory, especially:
Let Windows handle virtual memory automatically.

It seems you exited or stopped DynDOLOD manually.

I suggest to do this:
Do not check Occlusion, since it will fail if there are xLODGen errors. However, the DynDOLOD patch plugins, SKSE data and textures are typically generated fine if only xLODGen fails and Occlusion was not selected. Keep an eye on memory usage with Window task manager. If you notice lots of xLODGen process running at the same time, consider change the MaxLODGen as explained in https://dyndolod.info/Help/LODGen#Out-of-Memory.

If there are still xLODGen errors next run, do this to try to generate each failed worldspace one by one or in small batches - from https://dyndolod.info/Help/LODGen:
To restart LODGen generation for a worldspace in case there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .Net Framework or the .NET Desktop Runtime.

If xLODGen fails then, rename ..\DynDOLOD\Edit Scripts\LODGenx64Win.exe to LODGenx64Win.bak, so it will use LODGenx64.exe next start up, then try above steps again.

If you can generate object LOD meshes for all failed worldspaces like this you will end up and have successfully generated the DynDOLOD plugins, SKSE and textures, you should have a complete LOD patch output that you can install and for which you can generate Occlusion separately by only checking the Occlusion checkbox in advance mode. https://dyndolod.info/Help/Occlusion-Data#Generation

I set everything you said and tried again about 5 times and it worked!

image.thumb.png.b50172acf6faeb1b2ff71eedc67343ed.png

Now I just need to adjust the grass lighting a bit. Thank you so much for your help. Today is a holiday in our country. Have a nice day. Thank you.

Posted
On 10/6/2025 at 1:23 AM, mostwanted11 said:

Where are these numbers saved? the direct/ambient ones at least

https://dyndolod.info#Quickstart
Click the Help buttons in the GUI or browse Help to open contextual help and explanations for a tool or topic.

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Do not post screenshots of the tools, unless it is about visual issues with the user interface.

Is there something I am supposed to look at in the screenshot other than verifying that the "Help" button is present? Clicking it should open https://dyndolod.info/Help/TexGen, which explains:
Once the Start button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_TexGen_Default.ini for the next time TexGen is started.

Posted
On 10/4/2025 at 6:03 AM, sheson said:

Get the latest test version of DynDOLOD from https://dyndolod.info/Downloads/Test-Versions

Generate underside as usual for the first time and add the base records, form lists and references to your master plugin. This necessary because the EditorIDs of those records changed going forward to include the term _DynDOLOD_ to properly identify these records.

Then it should be possible to generate a LOD patch with DynDOLOD as usual. If the Underside option is checked, the records will be overwritten only if there are any changes to them. There should be no new duplicate records created. The mesh will always be generated.

This works great, thank you!

Posted
On 10/8/2025 at 10:03 AM, Gamma_Metroid said:

This works great, thank you!

Thanks for letting us know. The updates will be part of the next alpha version as usual.

Posted

I noticed that the giant campfires no longer burn my character when using Fire Hurts NG. I traced the problem to the fact that the base object ID of the campfire was changed and replaced by an object that is now in the DynDOLOD.esm plugin (see attached screenshot).

I then found the following rule in the DynDOLOD_SSE_embersxdesp.ini (yes I do use EmbersXD):

[Skyrim LODGen]
LODGen1=giantcampfire01,,,,Far Full,Replace,0

If I'm reading that correctly, it looks like the LOD is being used for the closeup model. I'm getting that from here where it says "Replace" means that when the cell is attached (when the character enters the cell?) the original reference is disabled and the LOD continues to be used. Am I reading that correctly? If so, why was that done? It breaks the giant campfires for the Fire Hurts mod.

ScreenShot1973.png

Posted
13 hours ago, Glanzer said:

I noticed that the giant campfires no longer burn my character when using Fire Hurts NG. I traced the problem to the fact that the base object ID of the campfire was changed and replaced by an object that is now in the DynDOLOD.esm plugin (see attached screenshot).

I then found the following rule in the DynDOLOD_SSE_embersxdesp.ini (yes I do use EmbersXD):

[Skyrim LODGen]
LODGen1=giantcampfire01,,,,Far Full,Replace,0

If I'm reading that correctly, it looks like the LOD is being used for the closeup model. I'm getting that from here where it says "Replace" means that when the cell is attached (when the character enters the cell?) the original reference is disabled and the LOD continues to be used. Am I reading that correctly? If so, why was that done? It breaks the giant campfires for the Fire Hurts mod.

ScreenShot1973.png

What the rules does is use the full model (in this case from EmbersXD) for LOD instead of the usual dynamic LOD model included in DynDOLOD Resources, since that is for the vanilla model and doesn't match well. Typically there is no need to switch from the full model to the same full model used for LOD, so that is why the rule uses "Replace", to use the "LOD" reference continuously.

For now, change the rule from "Replace" to "Unchanged", so the original reference is used in the active cells and the LOD reference in the LOD area.

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules.

I will see if I can add support for FireHurts to automatically create a proper JSON file for it if a new base record added is added in the DynDOLOD plugins. Check the changelog of the next couple alpha release for support. Then you can use the EmbersXD rule with "Replace" again.

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Posted
2 hours ago, sheson said:

For now, change the rule from "Replace" to "Unchanged", so the original reference is used in the active cells and the LOD reference in the LOD area...

I will see if I can add support for FireHurts to automatically create a proper JSON file for it if a new base record added is added in the DynDOLOD plugins.

Thank you! For now I just created a new JSON file with the updated formids and that worked. If you do create a dynamic JSON file be sure to give each of the 3 bounds in it a value of at least 300 due to the size of the firelog mesh. I'm using 400 but I like to get burnt early since it's such a big fire. :)

Posted

Hi, I'm having an issue with DynDOLOD together with some mods affecting Solitude in Skyrim SE. Specifically, I'm using Grand Solitude, Legacy of the Dragonborn, Blue Palace Terrace, and the official patches for them. All versions are the latest as of the time of posting. With DynDOLOD disabled, everything looks fine in the areas touched by these mods. But after running DynDOLOD with these mods installed and installing the output, the area around the back of the museum, facing the terrace, is missing most of its geometry, with a parts of the museum just floating in the air. Selecting the floating pieces of the museum with the console confirms they were modified by DynDOLOD.esm.

Here's how the area looks with everything except DynDOLOD output installed:

https://ibb.co/xtFwLxp1 

https://ibb.co/BVjZ7yRS

And here's how it looks with DynDOLOD active:

https://ibb.co/0Vtp2G1q

I looked in xEdit and I can see DynDOLOD.esm overriding many of the entries from LotD and Blue Palace Terrace:

https://ibb.co/b59y69Gx

Any idea what's going on here? From my (limited) understanding of how DynDOLOD works, I think this is related to large references and Parent > Child worldspace copies, but I'm not really sure.

Logs from the most recent run (let me know if you need to see any others):

DynDOLOG_SSE_log

ChildworldMatches

ChildworldCopies_Tamriel

ModelsUsed_Tamriel

Bug Report

 

Posted
10 hours ago, Glanzer said:

Thank you! For now I just created a new JSON file with the updated formids and that worked. If you do create a dynamic JSON file be sure to give each of the 3 bounds in it a value of at least 300 due to the size of the firelog mesh. I'm using 400 but I like to get burnt early since it's such a big fire. :)

Data will just be copied from the json data found in the load order or the defaults baked into the DLL. Just the plugin name and id will be updated accordingly for the copied base record. If you need different values, make sure there is a json defining them for the original based record. In case of your screenshot that seems to be 0x00051577.

Posted
9 hours ago, Goldhawk said:

Hi, I'm having an issue with DynDOLOD together with some mods affecting Solitude in Skyrim SE. Specifically, I'm using Grand Solitude, Legacy of the Dragonborn, Blue Palace Terrace, and the official patches for them. All versions are the latest as of the time of posting. With DynDOLOD disabled, everything looks fine in the areas touched by these mods. But after running DynDOLOD with these mods installed and installing the output, the area around the back of the museum, facing the terrace, is missing most of its geometry, with a parts of the museum just floating in the air. Selecting the floating pieces of the museum with the console confirms they were modified by DynDOLOD.esm.

Here's how the area looks with everything except DynDOLOD output installed:

https://ibb.co/xtFwLxp1 

https://ibb.co/BVjZ7yRS

And here's how it looks with DynDOLOD active:

https://ibb.co/0Vtp2G1q

I looked in xEdit and I can see DynDOLOD.esm overriding many of the entries from LotD and Blue Palace Terrace:

https://ibb.co/b59y69Gx

Any idea what's going on here? From my (limited) understanding of how DynDOLOD works, I think this is related to large references and Parent > Child worldspace copies, but I'm not really sure.

Logs from the most recent run (let me know if you need to see any others):

DynDOLOG_SSE_log

ChildworldMatches

ChildworldCopies_Tamriel

ModelsUsed_Tamriel

Bug Report

The DynDOLOD log only contains a session that starts the tool without generating anything. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Make sure they both contain the entire last LOD generation session.

Explain in which worldspace the in-game screenshots were made. Outside or inside the city walls? Is the main museum building missing in Tamriel or in the SolitudeWorld?

Parent->Child being checked is not supposed to have an affect the museum building being visible in both worldspaces in this case.

The xEdit screenshot shows a new reference in a DynDOLOD plugin not overwriting any other record. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Posted
Quote

The DynDOLOD log only contains a session that starts the tool without generating anything.

 

Apologies about the log file, I realized that I accidentally overwrote the the logfile from the DynDOLOD I meant to share and shared an empty logfile from an aborted run. I ran DynDOLOD again after your reply and have uploaded the complete log from that run here: 

https://drive.google.com/file/d/11LBOuWN0l5ydoVIGjujK2zVDtwzJRwbh/view?usp=sharing

Quote

Explain in which worldspace the in-game screenshots were made. Outside or inside the city walls? Is the main museum building missing in Tamriel or in the SolitudeWorld?

The in-game screenshots were taken from the Blue Palace Terrace area. This is part of the Tamriel worldspace. DynDOLOD 'You are here' indicates it is at coordinates Block -1,0 Sub-Block -2,3. When viewing the museum from within the Solitude space on the other side, everything looks fine. The problem appears to be specific to how it looks from outside the city proper. I have added a few more better quality screenshots as well:

Wide view of the missing geometry viewed by the terrace area

Second angle

Floating piece of the museum added by DynDOLOD.esm

Quote

The xEdit screenshot shows a new reference in a DynDOLOD plugin not overwriting any other record.

Sorry if the initial xEdit screenshot was unclear. DynDOLOD is indeed adding some new records in this area that do not have conflicts. However, they include the floating geometry pieces shown in the above screenshot, so I thought they were relevant.

The same floating museum piece, shown as a record in xEdit

DynDOLOD is also overwriting entries from BluePalaceTerrace.esp, however. 

Overridden record from BPT in xEdit

Another overridden record

 

Posted
8 hours ago, Goldhawk said:

 

Apologies about the log file, I realized that I accidentally overwrote the the logfile from the DynDOLOD I meant to share and shared an empty logfile from an aborted run. I ran DynDOLOD again after your reply and have uploaded the complete log from that run here: 

https://drive.google.com/file/d/11LBOuWN0l5ydoVIGjujK2zVDtwzJRwbh/view?usp=sharing

The in-game screenshots were taken from the Blue Palace Terrace area. This is part of the Tamriel worldspace. DynDOLOD 'You are here' indicates it is at coordinates Block -1,0 Sub-Block -2,3. When viewing the museum from within the Solitude space on the other side, everything looks fine. The problem appears to be specific to how it looks from outside the city proper. I have added a few more better quality screenshots as well:

Wide view of the missing geometry viewed by the terrace area

Second angle

Floating piece of the museum added by DynDOLOD.esm

Sorry if the initial xEdit screenshot was unclear. DynDOLOD is indeed adding some new records in this area that do not have conflicts. However, they include the floating geometry pieces shown in the above screenshot, so I thought they were relevant.

The same floating museum piece, shown as a record in xEdit

DynDOLOD is also overwriting entries from BluePalaceTerrace.esp, however. 

Overridden record from BPT in xEdit

Another overridden record

Also upload the DynDOLOD debug log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 

Posted
21 minutes ago, Goldhawk said:

Did you make any  changes to  C:\Modding\DynDOLOD SSE\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_High.ini?

Restore the default DynDOLOD_SSE_legacyofthedragonbornv5esm_high.ini from the DynDOLOD download archive. Probably best to unpack the DynDOLOD Standalone again into a new empty folder.

Then start DynDOLOD as usual, select high to load the rules and generate just LOD for Tamriel, no need to Occlusion etc. for test.

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