sheson Posted Friday at 06:13 PM Author Posted Friday at 06:13 PM 3 hours ago, RainingTacco said: If something is not tangential to generating object lod like sse terrain tamriel extended, then its not a dyndolod job to nanny sit a user. You should not care if someone runs synthesis patcher or else that might add it as master, anyway nothing should be run after dyndolod, so your point is moot. Ok. if the order of the rules is important, then that make sense, it could come handy if clicking on the tab would sort it, similarily to mo2 filtering with priority number at the side, showing you the actual order of loading. Ok. i thought that i dont need whiterun exterior grass patch, but if that allows the grass to be loaded and not have the bare terrain between walls and the lod, then i will install it. I though i installed it, maybe i reinstalled it without that option thinking parent child tick in dyndolod is enough to fulfil that contract, but it looks like both are needed. And i will nag you again to place all the settings files in a root/top folder where you can easily NOT overwrite them when updating the dyndolod software, unless its specifically mentioned in changelog to do so or in software prompt at start. I made the restored terrain plugins for xLODGen terrain LOD generation only. if a xLODGen resource plugin is still active when running DynDOLOD, it means the user forgot to disable it after terrain LOD generation. If the plugin is still active, it might end up as a required master in the patch plugins generated by DynDOLOD, which means the time to generate output is wasted. I make DynDOLOD for myself, one of its jobs is to remind me to disable the plugin so I do not waste time. Use custom configs, rules and settings in the ..\Data\DynDOLOD\ folder.
RainingTacco Posted Saturday at 12:57 AM Posted Saturday at 12:57 AM 6 hours ago, sheson said: it might end up as a required master in the patch plugins generated by DynDOLOD, which means the time to generate output is wasted Ekhmm i always get some plugins as master to dyndolod, doesnt mean the time is wasted, i think thats the desired outcome when anything is patched? And i fail to see how terrain tamriel extend being the first in load order after mandatory bethesda plugins does any harm? It is literally overwritten by anything else and its only purpose is to extend the map terrain. You can safely play with it and nothing happens, crashes, null references, undr. I just dont see any reason beside your idiosyncrasy, but if im wrong, then feel free to correct me.
sheson Posted Saturday at 08:41 AM Author Posted Saturday at 08:41 AM 10 hours ago, RainingTacco said: Ekhmm i always get some plugins as master to dyndolod, doesnt mean the time is wasted, i think thats the desired outcome when anything is patched? And i fail to see how terrain tamriel extend being the first in load order after mandatory bethesda plugins does any harm? It is literally overwritten by anything else and its only purpose is to extend the map terrain. You can safely play with it and nothing happens, crashes, null references, undr. I just dont see any reason beside your idiosyncrasy, but if im wrong, then feel free to correct me. If the plugin that is only supposed to be loaded when generating terrain LOD with xLODGen is a required master in any of the patch plugins, then it can not be removed without having to redo the LOD patch. Neither of that is a desired outcome. Not all its records are being overwritten obviously. The plugin uses a full plugin slot and its content wastes resources when being loaded in the patcher and the game. The plugin is only supposed to be used with xLODGen when generating terrain LOD, which is typically done just before generating the LOD patch with DynDOLOD. Hence the helpful reminder in case it was forgotten (often because of not RTFM) to disable the plugin.
RainingTacco Posted Saturday at 06:31 PM Posted Saturday at 06:31 PM If i don't care about a slight lod mismatch after some tweaks to the grass texture[color/exposure], i dont have to rerun grass lods? The grass lod cache will still be loaded properly, or some kind of crc32 mechanism will detect mismatch and prevent loading the grass lod dyndolod cache?
RainingTacco Posted Saturday at 07:12 PM Posted Saturday at 07:12 PM Pretty tired of not having grass right outside walls while having it in lod further.
mabezard Posted Saturday at 09:21 PM Posted Saturday at 09:21 PM curious, the latest version Alpha-198 from nexus says it's version 197 when you run it and announces there's a new version available. Perhaps the wrong file was uploaded? Everything works fine. I'm using skyrimVR
z929669 Posted Saturday at 10:26 PM Posted Saturday at 10:26 PM 1 hour ago, mabezard said: curious, the latest version Alpha-198 from nexus says it's version 197 when you run it and announces there's a new version available. Perhaps the wrong file was uploaded? Everything works fine. I'm using skyrimVR The version tag failed to update properly in 198, but it's still 198. It will be fixed in 199, presumably.
sheson Posted Saturday at 10:34 PM Author Posted Saturday at 10:34 PM 4 hours ago, RainingTacco said: If i don't care about a slight lod mismatch after some tweaks to the grass texture[color/exposure], i dont have to rerun grass lods? The grass lod cache will still be loaded properly, or some kind of crc32 mechanism will detect mismatch and prevent loading the grass lod dyndolod cache? https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. There is no such thing as "grass LOD cache". 3 hours ago, RainingTacco said: Pretty tired of not having grass right outside walls while having it in lod further. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Help/DynDOLOD-Resources#Visual-Options Whiterun Exterior Grass contains a patch file that enables grass to be rendered outside the town walls when being inside the WhiterunWorld city worldspace. This patch requires to generate LOD and DynDOLOD.esp/Occlussion.esp to be loaded last. Or just unset the Data\No Grass flag on the worldspace record with xEdit yourself. If the flag is unset and there is still no full grass, then you may have disabled in-game on-demand grass generation. Generate grass cache for WhiterunWorld. Full grass is handled by the game and/or NGIO. 1
sheson Posted Saturday at 10:45 PM Author Posted Saturday at 10:45 PM 1 hour ago, mabezard said: curious, the latest version Alpha-198 from nexus says it's version 197 when you run it and announces there's a new version available. Perhaps the wrong file was uploaded? Everything works fine. I'm using skyrimVR https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/720/#findComment-288627
Jonado Posted yesterday at 01:21 AM Posted yesterday at 01:21 AM On 2/1/2026 at 9:22 PM, Jonado said: The LOD for some building moss cover from Riften Extension - Northshore does not look quite right. See the attached screenshots (they are taken from the Creation Kit, but I would expect it to look similar in game). As you can see, the building is not nearly as overgrown as it looks in the LOD. To me, it looks like some scaling issue. How would I resolve this? If I need specific mesh mask rules for these particular objects, I need to know how to set them up. Or perhaps this is something you can fix on the DynDOLOD side? The affected objects have FormIDs 22890~RiftenExtensionNorth.esp and 22891~RiftenExtensionNorth.esp, respectively. Logs can be found here: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0 There is definitely something wrong with the billboard for the affected mesh (TreeReachMntMossCover01). I have these huge billboards all over Solitude too. Also, it doesn't look like I have any DynDOLOD render object for this mesh in my game files, so I don't know how to debug this. If DynDOLOD is causing this, you should fix it, else I would need help debugging it.
Jonado Posted yesterday at 01:55 AM Posted yesterday at 01:55 AM Also, is it intentional that the rotation of the root block is ignored during LOD generation? I guess LOD meshes aren't supposed to have a rotated root block, but if that is the case they get their rotation wrong. I have seen it several times, and can give you an example if you want to look into it.
Fantasi Posted yesterday at 05:18 AM Posted yesterday at 05:18 AM Hi Everyone, I come here seeking assistance, I have this issue where if I load a save in whiterun I have horrible frames, however if I walk into whiterun from anywhere else, the frames are fine. Think the DynDOLOD is causing this issue, but I have no idea how I tried every other city, but it seems like only whiterun is giving me this issue, and this only happens if I load into a save that is whiterun, or a cell within whiterun, for example bannered mare, breezehome or jorrvaskr I wasted so many hours regenerating DynDOLOD with different setups, but cant seem to find the issue, really at my wit's end here
vaselinetime Posted yesterday at 06:07 AM Posted yesterday at 06:07 AM I have this stubborn issue with western watchtower texture not matching https://imgur.com/a/hGX6xDY https://pastee.dev/p/FK6ZpOJM I'm using CS with Tomato's PBR forts and dungeons. I don't think any other structures have this issue
sheson Posted yesterday at 08:38 AM Author Posted yesterday at 08:38 AM On 2/1/2026 at 9:22 PM, Jonado said: The LOD for some building moss cover from Riften Extension - Northshore does not look quite right. See the attached screenshots (they are taken from the Creation Kit, but I would expect it to look similar in game). As you can see, the building is not nearly as overgrown as it looks in the LOD. To me, it looks like some scaling issue. How would I resolve this? If I need specific mesh mask rules for these particular objects, I need to know how to set them up. Or perhaps this is something you can fix on the DynDOLOD side? The affected objects have FormIDs 22890~RiftenExtensionNorth.esp and 22891~RiftenExtensionNorth.esp, respectively. Logs can be found here: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0 See https://dyndolod.info/FAQ#Something-does-not-have-LOD The moss covers are references and meshes for which no LOD model exists. 7 hours ago, Jonado said: I have these huge billboards all over Solitude too. Also, it doesn't look like I have any DynDOLOD render object for this mesh in my game files, so I don't know how to debug this. If DynDOLOD is causing this, you should fix it, else I would need help debugging it. Read the first post and/or 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 the full model with more informative console and close-ups of the LOD using the tfc console command. Use TexGen to generate all required/desired billboards. Make sure the tree base records have correct object bounds. See https://dyndolod.info/Help/Object-Bounds/ 6 hours ago, Jonado said: Also, is it intentional that the rotation of the root block is ignored during LOD generation? I guess LOD meshes aren't supposed to have a rotated root block, but if that is the case they get their rotation wrong. I have seen it several times, and can give you an example if you want to look into it. https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem .. Read the explanations and tips below, especially about what information and logs to provide and how. .. Try not to make posts that only promise more information, logs, results etc. in the future. Report the LOD model from the vanilla game or DynDOLOD Resources that does not match the rotation of their full model. The game ignores translation on the root block on placed full models.
sheson Posted 22 hours ago Author Posted 22 hours ago 5 hours ago, Fantasi said: Hi Everyone, I come here seeking assistance, I have this issue where if I load a save in whiterun I have horrible frames, however if I walk into whiterun from anywhere else, the frames are fine. Think the DynDOLOD is causing this issue, but I have no idea how I tried every other city, but it seems like only whiterun is giving me this issue, and this only happens if I load into a save that is whiterun, or a cell within whiterun, for example bannered mare, breezehome or jorrvaskr I wasted so many hours regenerating DynDOLOD with different setups, but cant seem to find the issue, really at my wit's end here Read the first post and/or 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#Rudimentary-Troubleshooting and make sure to follow the clean save routine. If this happens with a clean or new save, then and report results for no output, for static LOD meshes disabled with tll in console and then for deactivating dynamic LOD in the SkyUI MCM.
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