ikonomov Posted yesterday at 07:33 PM Posted yesterday at 07:33 PM I'm using SR Exterior Cities Series and I've noticed a few minor issues around Solitude, Markarth and Riften. My first thought was to report it in the SR discord, but I decided to check if the issues exist when not using DynDOLOD and although different, the Solitude towers don't have the same problem. Logs
sheson Posted yesterday at 08:28 PM Author Posted yesterday at 08:28 PM 5 hours ago, inyourocean said: I'm aware, I wiped my Dyndolod folder and forgot to do that when I ran the last test version. DynDOLOD_SSE_log DynDOLOD_SSE_Debug_log The result of the new one is identical. Everything looks fine except for Skyrim and Solstheim not getting trees or an atlas texture. I uploaded a new test version for you to try. It should generate the texture atlasses of the combined worldspaces again. It should always work now, regardless of changing DynDOLOD_SSE_worldspace_ignore.txt or not. Please report results, upload new logs if there still is a problem.
sheson Posted yesterday at 08:45 PM Author Posted yesterday at 08:45 PM 56 minutes ago, ikonomov said: I'm using SR Exterior Cities Series and I've noticed a few minor issues around Solitude, Markarth and Riften. My first thought was to report it in the SR discord, but I decided to check if the issues exist when not using DynDOLOD and although different, the Solitude towers don't have the same problem. Logs Please also upload useful screenshots of the full models with more informative console so we know the reference and base record form IDs. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
ikonomov Posted 22 hours ago Posted 22 hours ago (edited) 4 hours ago, sheson said: Please also upload useful screenshots of the full models with more informative console so we know the reference and base record form IDs. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots 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. Edited 21 hours ago by ikonomov
inyourocean Posted 22 hours ago Posted 22 hours ago (edited) 4 hours ago, sheson said: I uploaded a new test version for you to try. It should generate the texture atlasses of the combined worldspaces again. It should always work now, regardless of changing DynDOLOD_SSE_worldspace_ignore.txt or not. Please report results, upload new logs if there still is a problem. The latest one works now and everything looks good in game as far as I can tell. Sorry for the trouble. Out of curiosity, could I know what the problem was so that I can avoid causing a similar one in the future. Edited 22 hours ago by inyourocean
sheson Posted 15 hours ago Author Posted 15 hours ago 6 hours ago, inyourocean said: The latest one works now and everything looks good in game as far as I can tell. Sorry for the trouble. Out of curiosity, could I know what the problem was so that I can avoid causing a similar one in the future. The item not found error was due to the BSHeartland worldspace not being commented in the DynDOLOD_SSE_worldspace_ignore.txt. It happened also in every older version. The atlas textures not being generated was a regression due to updates to rendering processes.
jepster Posted 13 hours ago Posted 13 hours ago On 1/5/2026 at 12:28 PM, sheson said: Increase the already mentioned MaxTextureSize setting in E:\Skyrim VR jepster\tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to 16384 or add TreeLODMaxAtlasSize=16384 to it. I suggest to read the information in https://dyndolod.info/Help/Texture-Resolution how to test/find sensible texture resolutions. increasing by one step should be sufficient. Also see https://dyndolod.info/Updating how to keep the content of the preset folder to automatically keep the settings of the last generation. Upload new DynDOLOD log, debug log and bugreport.txt if it exists. He Sheson, just checking in to confirm that all my issues are solved with the latest Dyndolod version. I am able to run with the 4k LoD settings without any further special configuration. Thanks a lot for the help 1
sheson Posted 12 hours ago Author Posted 12 hours ago 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.
Jayombi Posted 8 hours ago Posted 8 hours ago (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 8 hours ago by Jayombi
sheson Posted 6 hours ago Author Posted 6 hours ago 1 hour ago, 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. 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.
Christopher_C Posted 5 hours ago Posted 5 hours ago (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 5 hours ago by Christopher_C
sheson Posted 5 hours ago Author Posted 5 hours ago 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. 1
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