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Posted
10 hours ago, ikonomov said:

https://www.dropbox.com/scl/fo/f74ertrigguf3beox96nk/AEUZLpAuWe0vWfnydVB2GGs?rlkey=o0xelapvepv0d5vmzfi6dvxv6&st=9p1da6eb&dl=0

The two towers in Solitude are using the same model.

In Markarth there are a few of the rocks that are significantly darker.  There are probably a few more but aren't normally visible.

In Riften there's the two water gates which are dynamic.  There's also the deck of Honeyside and inside the city that's visible when swimming in the lake there's the railings of two of the bridges and the upper wooden deck.

Remember that the full model of vanilla references that are overwritten by a non ESM flagged plugin and any new reference typically do not load outside the active cells as they stop or can not be large references. So the transition from full to LOD model or nothing if no LOD model exists happens closer than in the vanilla game. Since large reference usually showing further out, some things not having LOD models is not that obvious. You could also test how things look in the vanilla game with large refs disabled. See https://dyndolod.info/Help/Large-References

Use the base record form IDs to look up what LOD models if any where found for that particular full model in C:\Games\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
Not finding a base record form id means no LOD models were found.

Here is the quick run down:

  • All Markarth LOD models included in DynDOLOD Resources are derived from the combined vanilla LOD models. They use textures\lod\MrkBuildingsLOD03.dds for the rock texture, with a rendered LOD texture that TexGen generates. If it was rendered for the current load order and still seems to dark, you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\lod\mrkbuildingslod03.nif in NifSkope and adjust the 4 vertex colors entries for block 5 to make it a bit ligher. Then run TexGen and DynDOLOD in expert mode to "Rebuild Atlas". See https://dyndolod.info/Help/Expert-Mode
  • riften_1dyn.png, 000F795B, no LOD model exists for RTPlayerHouseDeck01.nif.
  • riften_2dyn.png and riften_3_dyn.png, FE015844, no LOD model exists for sr_rtcanallock01.nif, or the vanilla rtcanallock01.nif.
  • riften_4.png, riften_5.png, 000EF2FE, 000EF2DF the LOD models included in DynDOLOD Resources for rtcanalsbridge* inside the city only have the walkway without the railing. They were derived from the vanilla LOD models like rtcanalsl01_lod.nif, rtcanalsl02_lod.nif etc. for example that combine them into a single mesh.
  • riften_6.png, 000F0EC2, no LOD model exists for RTSnowShodDeck01.nif. In the vanilla game, the are no upper decks in the Tamriel worldspace version of Riften IIRC.
  • solitude.png, FE0159EF, the "LOD" model srexsolitudegatehouse_lod4.nif and srexsolitudegatehouse_lod8.nif shipping with SR Exterior Cities. To be frank, whoever made them does not really know how to make LOD models. I check how copying the (already renamed) vanilla LOD model meshes\LOD\Solitude\new_smaingate_sr_lod.nif from DynDOLOD Resources to srexsolitudegatehouse_lod4.nif and srexsolitudegatehouse_lod8.nif to replace it looks in the game. Or use the full model for LOD Level 4.

In case of missing LOD models, you could add a mesh mask rule to use the full model for LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

I suggest to not worry too much about how LOD looks close up or when using tcl or tfc with camera positions/angles that are typically not reached when playing the game.

  • Thanks 1
Posted (edited)
On 1/6/2026 at 7:50 AM, sheson said:

Cleaning is done after installing the patch. I have been using this patch with cleaned DLCs for a couple years for testing DynDOLOD DLL NG and Scripts.

If you believe cleaning plugins causes issues, then get the latest xEdit version and if troubleshoot/report your issue to the xEdit Discord.

Recent mods require the latest Skyrim SE/AE game plugins, so following a modern modding guide is suggested:

https://dyndolod.info/Mods/Skyrim-VR
It is suggested to refer to modding guides how to setup the base game properly. For example, the Skyrim Initial Setup (VR) guide also has explanations how to use the latest Skyrim SE or Skyrim AE game files and the latest Unofficial Skyrim Special Edition Patch for best compatibility with the latest mods.

Went the simple route and abandoned USEEP and everything that required it, so cleaned files cause no issues for now in my setup.

But commencing with TEXGenx64 it now produced this :

https://postimg.cc/hhshcT7F

Edited by Jayombi
Posted
On 1/7/2026 at 3:33 PM, Jayombi said:

Went the simple route and abandoned USEEP and everything that required it, so cleaned files cause no issues for now in my setup.

But commencing with TEXGenx64 it now produced this :

https://postimg.cc/hhshcT7F

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

Use the Copy message to clipboard link to copy/paste the text of the error message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Record [STAT:00000001] in file Skyrim.esm is being overridden by record [REFR:00000001] in file FlyingCrowsSSE.esp.

Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Record-Is-Being-Overridden:
Starting with runtime version 1.6.1130, plugins with the version 1.71 can use form ID in the range 0x000 to 0x800. If the reported form ID is less than 0x800, use xEdit to make sure the plugin defines version 1.71. Install Backported Extended ESL Support to use such plugins with older runtime versions or Skyrim VR ESL Support for Skyrim VR.

Install the Skyrim VR ESL support. The unofficial patch works the same regardless of the vanilla game plugins being cleaned or not. There will be many game/quests issues without it. I suggest to follow a modern modding guide that explains how to setup Skyrim VR properly with the current Skyrim SE/AE game file if you want to use mods made for Skyrim SE/AE.

Posted (edited)

I'm working on rebuilding my LODs using DynDOLOD 3.0, but I'm running into a version mismatch issue. Both the Nexus Mods and Mega compressed archives I've downloaded contain version 3.0.0.197, not the expected 3.0.0.198.

To troubleshoot, I completely replaced my DynDOLOD folder with the new download and edited the relevant .ini files as per the instructions. However, when I run DynDOLOD 3.0, it still notifies me that a new version (198) is available.

I've double-checked my downloaded files from Nexus and also tried the Mega cloud link, but both sources provide the same 197 version. Has anyone else encountered this, or is there a known issue with the current uploads? Any advice on how to get the correct 198 version would be appreciated!

Edited by Christopher_C
Posted
39 minutes ago, Christopher_C said:

I'm working on rebuilding my LODs using DynDOLOD 3.0, but I'm running into a version mismatch issue. Both the Nexus Mods and Mega compressed archives I've downloaded contain version 3.0.0.197, not the expected 3.0.0.198.

To troubleshoot, I completely replaced my DynDOLOD folder with the new download and edited the relevant .ini files as per the instructions. However, when I run DynDOLOD 3.0, it still notifies me that a new version (198) is available.

I've double-checked my downloaded files from Nexus and also tried the Mega cloud link, but both sources provide the same 197 version. Has anyone else encountered this, or is there a known issue with the current uploads? Any advice on how to get the correct 198 version would be appreciated!

Yes, somehow the version number in the exe did not get updated to 198.

You know you have the currently latest version if the DynDOLODx64.exe timestamp is January 5th instead of the 3rd (could be one day different due to timezone).

If you like, you can download the latest test version from https://dyndolod.info/Downloads/Test-Versions. It currently reports as 198.
Delete all old logs.

  • Like 1
Posted
17 hours ago, sheson said:

Remember that the full model of vanilla references that are overwritten by a non ESM flagged plugin and any new reference typically do not load outside the active cells as they stop or can not be large references. So the transition from full to LOD model or nothing if no LOD model exists happens closer than in the vanilla game. Since large reference usually showing further out, some things not having LOD models is not that obvious. You could also test how things look in the vanilla game with large refs disabled. See https://dyndolod.info/Help/Large-References

Use the base record form IDs to look up what LOD models if any where found for that particular full model in C:\Games\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
Not finding a base record form id means no LOD models were found.

Here is the quick run down:

  • All Markarth LOD models included in DynDOLOD Resources are derived from the combined vanilla LOD models. They use textures\lod\MrkBuildingsLOD03.dds for the rock texture, with a rendered LOD texture that TexGen generates. If it was rendered for the current load order and still seems to dark, you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\lod\mrkbuildingslod03.nif in NifSkope and adjust the 4 vertex colors entries for block 5 to make it a bit ligher. Then run TexGen and DynDOLOD in expert mode to "Rebuild Atlas". See https://dyndolod.info/Help/Expert-Mode
  • riften_1dyn.png, 000F795B, no LOD model exists for RTPlayerHouseDeck01.nif.
  • riften_2dyn.png and riften_3_dyn.png, FE015844, no LOD model exists for sr_rtcanallock01.nif, or the vanilla rtcanallock01.nif.
  • riften_4.png, riften_5.png, 000EF2FE, 000EF2DF the LOD models included in DynDOLOD Resources for rtcanalsbridge* inside the city only have the walkway without the railing. They were derived from the vanilla LOD models like rtcanalsl01_lod.nif, rtcanalsl02_lod.nif etc. for example that combine them into a single mesh.
  • riften_6.png, 000F0EC2, no LOD model exists for RTSnowShodDeck01.nif. In the vanilla game, the are no upper decks in the Tamriel worldspace version of Riften IIRC.
  • solitude.png, FE0159EF, the "LOD" model srexsolitudegatehouse_lod4.nif and srexsolitudegatehouse_lod8.nif shipping with SR Exterior Cities. To be frank, whoever made them does not really know how to make LOD models. I check how copying the (already renamed) vanilla LOD model meshes\LOD\Solitude\new_smaingate_sr_lod.nif from DynDOLOD Resources to srexsolitudegatehouse_lod4.nif and srexsolitudegatehouse_lod8.nif to replace it looks in the game. Or use the full model for LOD Level 4.

In case of missing LOD models, you could add a mesh mask rule to use the full model for LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

I suggest to not worry too much about how LOD looks close up or when using tcl or tfc with camera positions/angles that are typically not reached when playing the game.

I guess my initial reaction to these issues has been right and I should have reported them in the SR forum.  Their LODs need to be created properly.  Thank you for your thorough breakdown.  I will forward our discussion to the SR forum, hopefully it helps them move things forward.

Posted

I keep getting these kind of errors from Dyndolod when running it. It's so annoying. It's a different object most of the time too. I don't know why it gives me this, saying that the program/object is in use by another program already

"[11:46] [DLC2SolstheimWorld] Creating texture atlas C:\DynDOLOD\DynDOLOD\DynDOLOD 3.00-68518-Alpha-196-1757405466\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds 8192 x 4096
[12:18] Error: Cannot open file "C:\Users\spart\AppData\Local\Temp\DynDOLOD_SSE\2470E5CE951C4C13A876BC8BC01D6524.dds". The process cannot access the file because it is being used by another process [C:\Users\spart\AppData\Local\Temp\DynDOLOD_SSE\2470E5CE951C4C13A876BC8BC01D6524.dds] while processing textures\dungeons\dwemerruins\dwemetaltiles03.dds."

After several attempts at running Dyndolod sometimes it pulls through for a full completion but recently I just changed my mod order, so I got rid of some things and trying to run a new one right now.

Anybody know what might be causing this?

Posted
9 hours ago, TheKhajiitHero said:

I keep getting these kind of errors from Dyndolod when running it. It's so annoying. It's a different object most of the time too. I don't know why it gives me this, saying that the program/object is in use by another program already

"[11:46] [DLC2SolstheimWorld] Creating texture atlas C:\DynDOLOD\DynDOLOD\DynDOLOD 3.00-68518-Alpha-196-1757405466\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds 8192 x 4096
[12:18] Error: Cannot open file "C:\Users\spart\AppData\Local\Temp\DynDOLOD_SSE\2470E5CE951C4C13A876BC8BC01D6524.dds". The process cannot access the file because it is being used by another process [C:\Users\spart\AppData\Local\Temp\DynDOLOD_SSE\2470E5CE951C4C13A876BC8BC01D6524.dds] while processing textures\dungeons\dwemerruins\dwemetaltiles03.dds."

After several attempts at running Dyndolod sometimes it pulls through for a full completion but recently I just changed my mod order, so I got rid of some things and trying to run a new one right now.

Anybody know what might be causing this?

Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.

Use the task manager to find and close any hidden TexGen, DynDOLOD, LODGen, Texconv, mod manager or other processes that might access files.
Try rebooting the OS. Could be Antvir etc. or similar blocking access, try adding exceptions

Posted (edited)

After updating to Alpha-198, all tree LODs just render as billboards, despite that I have set Level 4 tree LOD to use the Level0 model, checked Ultra Tree LOD, and have a lot of hybrid LOD models installed. I have never had any issues with this on previous DynDOLOD versions, despite using the same settings. I don't understand what is going on, so could you look into this?

Logs can be found here: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0

EDIT: I figured it out. Most of my tree models had gotten a replacer with different checksums, and I forgot to disable those for LOD generation. You may ignore this report.

Edited by Jonado
Posted
6 hours ago, Jonado said:

After updating to Alpha-198, all tree LODs just render as billboards, despite that I have set Level 4 tree LOD to use the Level0 model, checked Ultra Tree LOD, and have a lot of hybrid LOD models installed. I have never had any issues with this on previous DynDOLOD versions, despite using the same settings. I don't understand what is going on, so could you look into this?

Logs can be found here: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0

EDIT: I figured it out. Most of my tree models had gotten a replacer with different checksums, and I forgot to disable those for LOD generation. You may ignore this report.

Disabling something is a troubleshooting step and not really a fix. Whatever mod(s) replace tree full models should also include updated 3D tree LOD models with matching CRC32 in their filenames so everything works as intended.

Posted (edited)

Before I start debugging things, can I ask if you've changed anything regarding tree lods and their mipmapping between alpha 196 and the latest version? 

Also is there a way to batch change the crowns of passthru files to have an alpha of 1 like you've told me before?

Edited by mostwanted11
Posted
1 hour ago, mostwanted11 said:

Before I start debugging things, can I ask if you've changed anything regarding tree lods and their mipmapping between alpha 196 and the latest version? 

Also is there a way to batch change the crowns of passthru files to have an alpha of 1 like you've told me before?

See https://dyndolod.info/Changelog which lists the changes between versions.

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making unverified assumptions or asking leading questions.

This script should work https://www.afkmods.com/index.php?/topic/5155-fnvedit-editing-alpha-flags-in-nif-files/#findComment-171206

Posted (edited)

Logs: https://limewire.com/d/bDlNu#FVTlUVSG0k

Tree IDs: https://imgbox.com/g/Egxz38Zfxj

Mods used:

https://www.nexusmods.com/skyrimspecialedition/mods/161936?tab=description

https://www.nexusmods.com/skyrimspecialedition/mods/63604

https://www.nexusmods.com/skyrimspecialedition/mods/133619?tab=description

and pic of the issue in the attachment. Lods are way too thin from afar. This is after changing every passthru crown's alpha to 1. (the issue did not get resolved with or without that change)

SkyrimSE 2026-01-10 20-04-55.png

Edited by mostwanted11
Posted
25 minutes ago, mostwanted11 said:

Logs: https://limewire.com/d/bDlNu#FVTlUVSG0k

Tree IDs: https://imgbox.com/g/Egxz38Zfxj

Mods used:

https://www.nexusmods.com/skyrimspecialedition/mods/161936?tab=description

https://www.nexusmods.com/skyrimspecialedition/mods/63604

https://www.nexusmods.com/skyrimspecialedition/mods/133619?tab=description

and pic of the issue in the attachment. Lods are way too thin from afar. This is after changing every passthru crown's alpha to 1. (the issue did not get resolved with or without that change)

SkyrimSE 2026-01-10 20-04-55.png

The useful screenshots with more informative console show 3 different tree base record. The uploaded logs reports this:
xx01516E, spruce_forest_bigest01_summer.nif, uses unmodified spruce_forest_bigest01_summer_1b80523fpassthru_lod.nif with alpha threshold of 110
xx357AAC, spruce_common_big02_summer.nif, seems to use a modified version of spruce_common_big02_summer_lod_0.nif, it seems to set an alpha threshold of 1
xx408AC0, pruce_forest_slim01_summer.nif, uses unmodified spruce_forest_slim01_summer_16985565passthru_lod.nif with alpha threshold of 110

All of these trees seem to use the same spruce03_summer.dds for the crown. The object LOD atlas should have one version of spruce03_summer.dds adjusted to alpha threshold 1 and a second adjusted to 110.

Also upload L:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.lst and LODGen_SSE_ObjectAtlasMap_Tamriel.txt
From the generated output, upload ..\meshes\Terrain\Tamriel\Objects\Tamriel.4.4.-8.bto, ..\textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds and DynDOLOD_Tamriel_Alpha_n.dds

Posted (edited)
14 minutes ago, sheson said:

The useful screenshots with more informative console show 3 different tree base record. The uploaded logs reports this:
xx01516E, spruce_forest_bigest01_summer.nif, uses unmodified spruce_forest_bigest01_summer_1b80523fpassthru_lod.nif with alpha threshold of 110
xx357AAC, spruce_common_big02_summer.nif, seems to use a modified version of spruce_common_big02_summer_lod_0.nif, it seems to set an alpha threshold of 1
xx408AC0, pruce_forest_slim01_summer.nif, uses unmodified spruce_forest_slim01_summer_16985565passthru_lod.nif with alpha threshold of 110

All of these trees seem to use the same spruce03_summer.dds for the crown. The object LOD atlas should have one version of spruce03_summer.dds adjusted to alpha threshold 1 and a second adjusted to 110.

Also upload L:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.lst and LODGen_SSE_ObjectAtlasMap_Tamriel.txt
From the generated output, upload ..\meshes\Terrain\Tamriel\Objects\Tamriel.4.4.-8.bto, ..\textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds and DynDOLOD_Tamriel_Alpha_n.dds

Quote

All of these trees seem to use the same spruce03_summer.dds for the crown. The object LOD atlas should have one version of spruce03_summer.dds adjusted to alpha threshold 1 and a second adjusted to 110.

I'm not sure if you're making a request or a conclusion sorry

Here are the files requested: https://limewire.com/d/u3RTp#wbcQRJAwrt

I have another issue, the grass lods are always properly lit at low sun angles (dawn/dusk) but sooo dark from 9am to 4pm. I tried changing the ComplexGrassBacklightMask to 0 or 90, it made no difference. Uploaded a pic without ENB or CS. 

Making the grass brighter would make the grass too bright at dawn/dusk, I uploaded logs for that worldspace

SkyrimSE 2026-01-10 21-30-40.png

Edited by mostwanted11

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