Bushranger Posted November 24, 2025 Posted November 24, 2025 1 hour ago, sheson said: In that case (most of) the textures not matching errors are because of Additional DynDOLOD Resources was not specifically made to be compatible with Majestic Mountains. DynDOLOD typically is able to substitute the textures on the fly, so it often works out anyways. The message is for easier troubleshooting you end up with visual texture discrepancies between full and LOD model in the game. If you follow a third party modding guide like STEP, they typically verified the selected mods work OK together when following their instructions accordingly. That makes sense now. I'm using Additional DynDOLOD Resources since STEP is going to be replacing Gacier LOD Meshes with it in the next update of the Guide. I had gone through this with STEP to sort out the load order in a forum post Replacing Glacier LOD with AdditionalDynDOLOD Resources & Icy Mesh Remaster - Ice Glaciers - LOD but it isn't a verified mod in the guide. I'll disable Additional DynDOLOD Resources and run it again to check and I'll update the post about it for STEP to know about testing that mod. Also I have had an idea for the DynDOLOD log and debug log. Instead of truncating them, since I'm just using notepad and it takes too long, I'm going to move that text out of the logs folder and after I run DynDOLOD I'll copy that and attach it to the bottom of the master log. Then I'll rename and move that individual log outside the logs folder.
Atardecer Posted November 24, 2025 Posted November 24, 2025 Hi there, Seem to be having access violation error with this version. It gets through about 3GB of meshes and textures but throws an error and no esp is produced. Logs attached - I'm trying to attach my DynDOLOD_SSE_Debug_log.txt but it's 94mb (!). Not sure what that's all about. Cheers DynDOLOD_SSE_log.txt bugreport.txt
sheson Posted November 24, 2025 Author Posted November 24, 2025 1 hour ago, Atardecer said: Hi there, Seem to be having access violation error with this version. It gets through about 3GB of meshes and textures but throws an error and no esp is produced. Logs attached - I'm trying to attach my DynDOLOD_SSE_Debug_log.txt but it's 94mb (!). Not sure what that's all about. Cheers DynDOLOD_SSE_log.txt 146.2 kB · 1 download bugreport.txt 109.37 kB · 1 download Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files like the debug log.
Bushranger Posted November 24, 2025 Posted November 24, 2025 DynDOLOD log and DynDOLOD Debug log in 7z I installed DynDOLOD TexGen Fixes to help fix some of the warnings with the Extended Cut Saints and Seducers mod and I disabled Additional DynDOLOD Resources then I redid the LODGen, TexGen and DynDOLOD. I can confirm most of the https://dyndolod.info/Messages/Textures-Do-Not-Match warnings are related to that (with a few concerning dwemer roads that with some looking into after learning from what you've directed me to I believe can be attributed to Far Object LOD Improvement Project SSE) Unfortunately I might have done something wrong here because I'm just as confused as I was last time. I deleted the files I had moved into the MO2 Mod folders before moving them from the xLODGen_Output, TexGen_Output and DynDOLOD_Output folders but this time DynDOLOD did not create the esm and esp plugins. Do the esm and esp plugins not get generated each time DynDOLOD is run?
sheson Posted November 24, 2025 Author Posted November 24, 2025 57 minutes ago, Bushranger said: DynDOLOD log and DynDOLOD Debug log in 7z I installed DynDOLOD TexGen Fixes to help fix some of the warnings with the Extended Cut Saints and Seducers mod and I disabled Additional DynDOLOD Resources then I redid the LODGen, TexGen and DynDOLOD. I can confirm most of the https://dyndolod.info/Messages/Textures-Do-Not-Match warnings are related to that (with a few concerning dwemer roads that with some looking into after learning from what you've directed me to I believe can be attributed to Far Object LOD Improvement Project SSE) Unfortunately I might have done something wrong here because I'm just as confused as I was last time. I deleted the files I had moved into the MO2 Mod folders before moving them from the xLODGen_Output, TexGen_Output and DynDOLOD_Output folders but this time DynDOLOD did not create the esm and esp plugins. Do the esm and esp plugins not get generated each time DynDOLOD is run? The DynDOLOD log shows these log lines: [45:25] DynDOLOD plugins generated successfully [45:25] Occlusion.esp completed successfully However, at the prompt where it asks "Save DynDOLOD plugins, save plugins and zip output, exit DynDOLOD without saving, check the log? If 'Check log' is selected, the DynDOLOD plugins will be saved and the log can be checked." you selected to exit without saving the plugins according to the debug log. Make sure to either save or save & zip or to check log the messages, which also saves the plugins.
Bushranger Posted November 24, 2025 Posted November 24, 2025 Thanks. Third time then. I should not be doing this at 3am.
Atardecer Posted November 25, 2025 Posted November 25, 2025 9 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files like the debug log. No worries - sorry here's all logs zipped up: https://www.dropbox.com/scl/fi/k4yzhqxusyi618jv3giqi/Dyndolod-Logs.zip?rlkey=asnmugpfj2y0wvizsow4k45wl&st=nerg82ec&dl=0
sheson Posted November 25, 2025 Author Posted November 25, 2025 6 hours ago, Atardecer said: No worries - sorry here's all logs zipped up: https://www.dropbox.com/scl/fi/k4yzhqxusyi618jv3giqi/Dyndolod-Logs.zip?rlkey=asnmugpfj2y0wvizsow4k45wl&st=nerg82ec&dl=0 Windows uses \ as path separator. Fix the command line arguments to -sse -d:"C:\Modlists\Duul\Stock Game\Data\" -o:"C:\Modlists\Duul\tools\Dyndolod\LODS\Output\" See https://dyndolod.info/Help/Command-Line-Argument Upload new logs if there is still a problem.
Atardecer Posted November 25, 2025 Posted November 25, 2025 5 hours ago, sheson said: Windows uses \ as path separator. Fix the command line arguments to -sse -d:"C:\Modlists\Duul\Stock Game\Data\" -o:"C:\Modlists\Duul\tools\Dyndolod\LODS\Output\" See https://dyndolod.info/Help/Command-Line-Argument Upload new logs if there is still a problem. Ah I seem to have my slashes back to front. So I copy pasted the corrected path above in the MO2 Dyndolod exe but I still seem to be getting the same problem/error. Unless I'm misunderstanding what you meant. https://www.dropbox.com/scl/fi/zv08di5knibu9v7j0v65l/Logs.zip?rlkey=u5kkfv327etkxalt4smbky2lj&st=nvy13q6e&dl=0
sheson Posted November 25, 2025 Author Posted November 25, 2025 3 hours ago, Atardecer said: Ah I seem to have my slashes back to front. So I copy pasted the corrected path above in the MO2 Dyndolod exe but I still seem to be getting the same problem/error. Unless I'm misunderstanding what you meant. https://www.dropbox.com/scl/fi/zv08di5knibu9v7j0v65l/Logs.zip?rlkey=u5kkfv327etkxalt4smbky2lj&st=nvy13q6e&dl=0 Try again with the test version https://dyndolod.info/Downloads/Test-Versions Upload new logs if problem persists. Consider installing/using DynDOLOD DLL NG and Scripts.
Atardecer Posted November 26, 2025 Posted November 26, 2025 20 hours ago, sheson said: Try again with the test version https://dyndolod.info/Downloads/Test-Versions Upload new logs if problem persists. Consider installing/using DynDOLOD DLL NG and Scripts. Oh God, I'm a complete idiot. Dyndolod DLL NG & Scripts was installed but it wasn't actually activated, for whatever reason. Needless to say it worked just fine when it was. Sorry to have wasted your time. I'm off to Sovngarde to reflect on my foolishness.
sheson Posted November 26, 2025 Author Posted November 26, 2025 2 hours ago, Atardecer said: Oh God, I'm a complete idiot. Dyndolod DLL NG & Scripts was installed but it wasn't actually activated, for whatever reason. Needless to say it worked just fine when it was. Sorry to have wasted your time. I'm off to Sovngarde to reflect on my foolishness. It should still work nonetheless.
Chereb Posted November 28, 2025 Posted November 28, 2025 Hello everyone. I want to thank the author of Dyndolod for creating a wonderful program that makes Skyrim much more beautiful. I have a question about the LOD generation for glowing windows. The further you move from a building with glowing windows, the more their LOD becomes distorted. The windows become visible through the city wall and the walls of other buildings. This effect is present in all cities, and it's very frustrating. Is there a way to fix this bug? Here's what it looks like in Whiterun. Spoiler
sheson Posted November 28, 2025 Author Posted November 28, 2025 55 minutes ago, Chereb said: Hello everyone. I want to thank the author of Dyndolod for creating a wonderful program that makes Skyrim much more beautiful. I have a question about the LOD generation for glowing windows. The further you move from a building with glowing windows, the more their LOD becomes distorted. The windows become visible through the city wall and the walls of other buildings. This effect is present in all cities, and it's very frustrating. Is there a way to fix this bug? Here's what it looks like in Whiterun. Hide contents This already happens in the vanilla game. This is how decals work in this game which is used so they do not z-fight / flicker. You can unset the decal flag in selected glow_lod NIFs to see if you like the result better. Moss, wall corners etc. especially on large references suffer the same problem. https://stepmodifications.org/forum/search/?q=windows decals&quick=1&type=forums_topic&nodes=223
Chereb Posted November 28, 2025 Posted November 28, 2025 I see. Thank you very much for your reply. That means I have nothing to worry about and it's not a LOD generation bug.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now