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First Time Using DynDOLOD DLL NG - LODs Not Appearing


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Hi, 

I've used DynDOLOD 3 with DynDOLOD DLL SE until now, without issue. Now I wanted to try DLL NG instead. I ran the program successfully and got the initialization message in game, but nothing appears as it should. There is no LOD on the surrounding mountains for example, and objects such as lampposts and buildings do not pop in until close. I updated the Resources file to Alpha 52 after running DynDolod 3 Alpha v1.79. The strangest thing is, When I first started a new game and then went outside, things appeared normal, once. Then I loaded an earlier save from just after I started the new game. The LODs were gone, and I haven't been able to get them back since; not with a new game and not with reinstalling and re-enabling the output files. It took over 6.5 hours to run the program the first time I did it, then realized I forgot the new settings for NG. The second time I ran it, it took almost 4.5 hours to run. So, I am loathe to try again unless I can identify the problem. Downgrade FarGrid references to NearGrid was disabled and Parent-Child was enabed when I ran the program the second time. The rest of my settings matched the regular Step guide for QHD. The one thing I know I probably did wrong was I enabled the Large tree checkbox without any .Ini edits. I would expect that to only cause issues with the trees, however. There is no bug report text file, the debug file exceeds the upload limit size for mod authors, dragging and dropping the log text into this box does nothing, and I don't see any other way to attach the log file. I looked at the Paste.ee site, but the log file is also too large for an unregistered user, and I don't understand how it works anyway. Definitely feeling frustrated after all of that.

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Posted
10 minutes ago, CrKhan09 said:

Hi, 

I've used DynDOLOD 3 with DynDOLOD DLL SE until now, without issue. Now I wanted to try DLL NG instead. I ran the program successfully and got the initialization message in game, but nothing appears as it should. There is no LOD on the surrounding mountains for example, and objects such as lampposts and buildings do not pop in until close. I updated the Resources file to Alpha 52 after running DynDolod 3 Alpha v1.79. The strangest thing is, When I first started a new game and then went outside, things appeared normal, once. Then I loaded an earlier save from just after I started the new game. The LODs were gone, and I haven't been able to get them back since; not with a new game and not with reinstalling and re-enabling the output files. It took over 6.5 hours to run the program the first time I did it, then realized I forgot the new settings for NG. The second time I ran it, it took almost 4.5 hours to run. So, I am loathe to try again unless I can identify the problem. Downgrade FarGrid references to NearGrid was disabled and Parent-Child was enabed when I ran the program the second time. The rest of my settings matched the regular Step guide for QHD. The one thing I know I probably did wrong was I enabled the Large tree checkbox without any .Ini edits. I would expect that to only cause issues with the trees, however. There is no bug report text file, the debug file exceeds the upload limit size for mod authors, dragging and dropping the log text into this box does nothing, and I don't see any other way to attach the log file. I looked at the Paste.ee site, but the log file is also too large for an unregistered user, and I don't understand how it works anyway. Definitely feeling frustrated after all of that.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Zip and upload large log files to a file service as explained.

See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size

Check LOD distances and their explanations in https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings 
All initial values for object, tree and terrain LOD are defined in SkyrimPrefs.INI.

  • 0
Posted

I have a monster of a PC and using DynDOLOD 3 with DLL SE normally only takes 36-45 minutes to run. It also doesn't require me to change any settings in the MCM. I normally play with maximum size textures, lots of 3D plants, an ENB, and essentially unlimited grass draw distance.

As I said, the NG log files are too big for the unregistered text sharing service. I am not willing to register for a file or text sharing service that I will not use for anything else. 

It looks like I will simply be forgetting about using DLL NG and going back to DLL SE. I will make sure to warn others not to use that version as it appears to be far too resource intensive to be practical. Especially as the log files are too big to troubleshoot without registering elsewhere.

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Posted
11 minutes ago, CrKhan09 said:

I have a monster of a PC and using DynDOLOD 3 with DLL SE normally only takes 36-45 minutes to run. It also doesn't require me to change any settings in the MCM. I normally play with maximum size textures, lots of 3D plants, an ENB, and essentially unlimited grass draw distance.

As I said, the NG log files are too big for the unregistered text sharing service. I am not willing to register for a file or text sharing service that I will not use for anything else. 

It looks like I will simply be forgetting about using DLL NG and going back to DLL SE. I will make sure to warn others not to use that version as it appears to be far too resource intensive to be practical. Especially as the log files are too big to troubleshoot without registering elsewhere.

The file service linked in the explanations and in my signature does not require a registration.

You also seem to have ignored my suggestion to verify LOD distances in the MCM. Post a screenshot of it.

Also post a screenshot of whatever issue you have in the game. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Since Alpha-179 was just posted like 2 hours ago, it seems likely the generation taking 6 or 4 hours was with an older version.

https://dyndolod.info/Changelog
Version 3.00 Alpha 179
DynDOLODx64.exe - fixed sometimes spending a long time testing for manual statics config files

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Posted

You are correct. It is v178, I mis-read it as a 9. 

The log-in/register buttons on the file sharing site left the impression that either was required. Thank you for informing me otherwise. https://ufile.io/f/wqxpd

As for screenshots I will get one once I can get the output files working again. I removed the output files after my last post and then re-installed them after reading your post, but now I am seeing that the occlusion.esp file did not install for some reason.

 

  • 0
Posted

See https://dyndolod.info/FAQ#Entire-LOD-missing
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

You have a clear map overhaul. You probably installed the option which requires LOD Level 32 object LOD meshes for the map.
Level32=1 was not set C:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Follow the instructions of the mod or set uLockedObjectMapLOD=16

  • 0
Posted

Ahhhh.. Thank you. I was guessing I must have missed something but didn't know where to look. I thought I copied over all the custom settings after I updated. Apparently not. I will fix the settings and try again with the new version.

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