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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

  • +1 15

Recommended Posts

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Posted (edited)
  On 5/15/2015 at 6:10 PM, Vulgar1 said:

GamerPoets video states that the DynDOLOD and DynDOLOD Output folders should be placed at the top of the left pane window (after Vanilla Billboards).

Doing this I have over a thousand files being overwritten which seems to undermine the point of DynDOLOD.

 

Especially considering that this is the last step I take in finishing my setup (after Bash, DSR, FNIS etc.).

Also, considering that Skymills + Skyfalls should be above DynDOLOD.

Why wouldn't I just leave both folders at the bottom of the left pane window?

 

Also, while running the DynDOLOD script a "Confirm" window pops up and tells me LODGen.exe is already running.

Clicking Cancel will stop the lod from generating. Click yes when LODGen.exe has stopped running. I'm paraphrasing.

This may be a faulty TES5Edit installation. Am I supposed to install the LODGen from here https://www.nexusmods.com/skyrim/mods/62698/?

into my TES5Edit folder or leave TES5Edit as is because LODGen is already included?

I was extra confused by this be cause the lastes version of TES5Edit is newer and already does contain a LODGen.exe file

in the Edit Scripts folder.

Check the priority column. Mods with higher numbers overwrite lower numbers. Top or bottom in left pane has no meaning, because the sort order can be changed by clicking any of the tabs on top of the columns.

The video/Michael speaks of higher and lower priority to make it as clear as possible.

 

"Can not start LODGen.exe because it is still running. Clicking Cancel means there will be no static object LOD generated for this worldspace! Click Yes once LODGen.exe is not running anymore."

 

LODGen.exe is the command prompt window generating static LOD. Only one at a time can be executed. Click Yes once it finished doing the worldspace so a new one can be started for the next worldspace.

 

The videos and docs are correct. Get xEdit which includes LODGen from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit

 

Edited by sheson
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Posted (edited)
  On 5/15/2015 at 6:10 PM, Vulgar1 said:

GamerPoets video states that the DynDOLOD and DynDOLOD Output folders should be placed at the top of the left pane window (after Vanilla Billboards).

Doing this I have over a thousand files being overwritten which seems to undermine the point of DynDOLOD.

 

Especially considering that this is the last step I take in finishing my setup (after Bash, DSR, FNIS etc.).

Also, considering that Skymills + Skyfalls should be above DynDOLOD.

Why wouldn't I just leave both folders at the bottom of the left pane window?

I was wondering about this as well. I initially tried placing them after the SFO billboards and (IIRC) couldn't get DDL to activate. I now have them between the bashed patch and dual sheath redux. All seems well in game but don't take my word for it ... I'm just getting back into Skyrim after taking a four-year break. My current playthrough character is appropriately named John Snow.

 

Sheson clarified while i was posting this, apologies for the cruft

Edited by StrvnMrvn
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Posted (edited)

Vulgar1 maybe right though later in the video it may happen that a tree mod that ships with LOD maybe loaded after the DynDOLOD Output. So a mod with tree LOD overwrites tree LOD generated with DynDOLOD - which by all intends and purposes is most likely not desired. Just leave DynDOLOD Output so it loads after any tree mods that have tree LOD. I asked Michael to add a note to the video.

Edited by sheson
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Posted
  On 5/14/2015 at 9:29 AM, sheson said:

Upload a copy of TES5Edit\TES5Edit_log.txt and TES5Edit\LODGen_log.txt somehwere

Here:

https://www.dropbox.com/s/akx0kt94aeuc0oo/LODGen_log.txt?dl=0

 

https://www.dropbox.com/s/dwvmtkicxavy54u/TES5Edit_log.txt?dl=0

 

 

I also included the error check of the patch after lod gen was complete. Again, no object generation for the Tamriel worldspace. This was with the new 1.26 update.

 

And here's my load order in an easier to view format:

 

  Reveal hidden contents

 

 

  • 0
Posted (edited)

Save DynDOLOD.esp and reopen it before checking for errors. If you then have still error other than Unknown 15, please post that part again

Edited by sheson
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Posted (edited)
  On 5/15/2015 at 9:20 PM, sheson said:

Save DynDOLOD.esp and reopen it before checking for errors. If you then have still error other than Unknown 15, please post that part again

Ah I see. After rescanning for errors, only unrecognized flags remained!

 

However, I do still get a guaranteed ctd when entering the cell directly south of northwatch keep with this patch active.... But maybe that's skyrim sorcery....

 

Does anything stand out to you about the cause of object generation not working? The lodgenlog mentions it fails to find a certain file a few times.... I'm not sure what file this is from, or why it seems to insist on loading it.

Edited by moonandstar99
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Posted (edited)
  On 5/15/2015 at 9:46 PM, moonandstar99 said:

Ah I see. After rescanning for errors, only unrecognized flags remained!

 

However, I do still get a guaranteed ctd when entering the cell directly south of northwatch keep with this patch active.... But maybe that's skyrim sorcery....

 

Does anything stand out to you about the cause of object generation not working? The lodgenlog mentions it fails to find a certain file a few times.... I'm not sure what file this is from, or why it seems to insist on loading it.

Yes. Can you disable immersive snow ice and then run again. The LODGen.exe log shows missing meshes, that is why for most worlds it can not generate static LOD.

I guess the cause is that mod, but it is discontinued and removed from nexus so I can't check myself or create a fix.

 

While generating without that mod check while LODGen.exe runs (the black on white command prompt) or the lodgen log afterwards if "file not found" errors are gone.

 

If not, maybe you have an idea which other mod might add the data \meshes\immersive_environments\landscape\mountains\lod\ but not provide the files.

 

 

This most likely will not fix the CTD, but one thing at a time. Check recent messages I traded with Obliterator2 about his CTD.

Edited by sheson
  • 0
Posted (edited)
  On 5/15/2015 at 9:58 PM, sheson said:

Yes. Can you disable immersive snow ice and then run again. The LODGen.exe log shows missing meshes, that is why for most worlds it can not generate static LOD.

I guess the cause is that mod, but it is discontinued and removed from nexus so I can't check myself or create a fix.

 

While generating without that mod check while LODGen.exe runs (the black on white command prompt) or the lodgen log afterwards if "file not found" errors are gone.

 

If not, maybe you have an idea which other mod might add the data \meshes\immersive_environments\landscape\mountains\lod\ but not provide the files.

 

 

This most likely will not fix the CTD, but one thing at a time. Check recent messages I traded with Obliterator2 about his CTD.

Oh, I had not realized that mod was outdated. I will try to narrow down the cause of that mesh, and I have lodgen running now. In the meantime I will check out the CTD issue.

Thanks for your help, by the way.

 

Yep, it appears that mod was preventing static lod creations!

Edited by moonandstar99
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Posted
  On 5/14/2015 at 9:44 PM, sheson said:

It could very well be a nif that is used several times throughout the world. It can be fine if used as static object, and only cause crash when used as neverfade, we had that happen before.

 

There is quite a few messages from other mods. I suggest to first create a new MO profile only with the bare essentials. Skyrim.esm, Update.esm, SFO and DynDOLOD.

Generate LOD for that. Obviously the cause may be another mod ... try to remove as many as possible while still having the CTD.

 

If it is indeed a nif causing the CTD you will have to find it with the info based for the log since this data is generated for your load order.

 

Based on the newest Papyrus.0 - Copy (4).log start with the last form id xx007D77 (xx is the load order number of DynDOLOD.esp)

Start TES5Edit  enter the form ID top left and hit enter.

The right window now shows the reference. Find the row NAME - Base and CTRL+Click on the entry.

It opens the base element in the right window. Find the row MODL - Model Filename and take note of the path\to\mesh.nif

You could either change the entry to a non existing nif here and save the updated esp, or rename the nif file name so it doesn't load it next time the game runs.

Start the game see if it still CTD.

If it still CTD, open the latest papyrus log find last entry form and repeat.

If the cause is indeed an invalid nif it should be one of the last few in the log (within the same second)

So, it looks like the actual cause was another mod (despite the CTD only happening with dyndolod and SFO on my main mod list), as it worked alright when I went down to the bare essentials. Dyndolod has quite a lot of masters, so I'll try disable what I can (the list got a bit complicated with patches, so it's not as easy as just unticking whatever), and rerun the generation to see if it's one of those mods :)

There won't be any other mods it uses other than what's in the masters list right?

 

For the record btw, the xx007D77 thing was a solitude lamp, then the next papyrus log from the same location was a campfire instead, so it's not really useful ;p

  • 0
Posted (edited)
  On 5/16/2015 at 1:21 AM, Obliterator2 said:

So, it looks like the actual cause was another mod (despite the CTD only happening with dyndolod and SFO on my main mod list), as it worked alright when I went down to the bare essentials. Dyndolod has quite a lot of masters, so I'll try disable what I can (the list got a bit complicated with patches, so it's not as easy as just unticking whatever), and rerun the generation to see if it's one of those mods :)

There won't be any other mods it uses other than what's in the masters list right?

 

For the record btw, the xx007D77 thing was a solitude lamp, then the next papyrus log from the same location was a campfire instead, so it's not really useful ;p

You could try a 2 or 3 more form ids backwards from the log.

 

Yes, it has be a mod that is a master to DynDOLOD and the model/nif will be most likely provided by that mod as well. And it will be an object that is added to the Near/Far Grid with as a neverfade.

 

If you use MO another method to quickly filter down possible candidates is to simple "hide" the meshes folders of the used mods one at a time. If the mesh can not be loaded it can not CTD :)

As soon as you have a mod name please let me know I can then help quickly.

Edited by sheson
  • 0
Posted (edited)

Getting same problem as other guy. Using 1.26 from 1.25 doesn't work for me, instant CTD when loading saves. A bunch of the unknown 15 errors. Game works fine with DynDOLOD.esp disabled. LODGen_Log is empty. No new mod was added since using 1.25. This is not an upgrade issue since I was just testing, clean install and generation. Suspect it might have to do with lod files packaged to replace HighResDLC ones. Wasted a whole day trying to figure this out before realizing it might be DynDOLOD, sigh.

 

  Quote

 

[00:00] Checking for Errors in [F6] DynDOLOD.esp
[00:00] DA09MeridiaStatue [ACTI:0004E4D5]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DragonMoundDirtCapPlacedAlt [ACTI:00068DE4]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DragonMoundBaseAlt [ACTI:00068E43]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DragonMoundBaseCaveDirt [ACTI:0009192A]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] MGRitualSummonDremoraPlatform [ACTI:00099F44]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] TG02BeeHiveDummy [ACTI:000A7C45]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DragonMoundDirtCapPlaced [ACTI:000CAF74]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DragonMoundBase [ACTI:000CAF75]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneWarrior "The Warrior Stone" [ACTI:000D232D]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneMage "The Mage Stone" [ACTI:000D232E]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneThief "The Thief Stone" [ACTI:000D232F]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneLady "The Lady Stone" [ACTI:000D2330]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneApprentice "The Apprentice Stone" [ACTI:000D2331]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneLover "The Lover Stone" [ACTI:000D2332]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneSteed "The Steed Stone" [ACTI:000D2333]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneAtronach "The Atronach Stone" [ACTI:000D2334]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneShadow "The Shadow Stone" [ACTI:000D2335]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneLord "The Lord Stone" [ACTI:000D2336]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneRitual "The Ritual Stone" [ACTI:000D2337]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneTower "The Tower Stone" [ACTI:000D2338]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DoomstoneSerpent "The Serpent Stone" [ACTI:000D2339]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] SovngardeWatcherStatue01 [ACTI:00105D01]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] SovngardeWatcherStatue02 [ACTI:00105D05]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] SovngardeWatcherStatue03 [ACTI:00105D06]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DLC1_BF_TestThrone [ACTI:03003326]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DIntGate01 [ACTI:03003D68]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DLC01TempWayshrine [ACTI:0300785C]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DLC1TempWaygate03 [ACTI:0300A4C3]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] PROM_DA09MeridiaStatueSnow [ACTI:5C00BD95]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DreeARMMQ03SmelterACTIV "Well Functioning Smelter" [ACTI:D302F46B]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] DreeARMHQHeadquarterENTRNC "Nirtius's Headquarter" [ACTI:D305EC49]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] tos_DLC_AshlandsExitActivator "Exit" [ACTI:D9055FFB]
[00:00]     ACTI \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] BYOHBYOHApiary "Apiary" [CONT:05012A54]
[00:00]     CONT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] CRFFrostRiverBeeHive "Bee Hive" [CONT:14023900]
[00:00]     CONT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] MJBFalkreathBeeHouse "Bee House" [CONT:6192098B]
[00:00]     CONT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] ARTHLALBeeHive "Bee Hive" [CONT:E706CA95]
[00:00]     CONT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] StockadeGate01 "Gate" [DOOR:0001AE14]
[00:00]     DOOR \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] StockadeGate01Light_SN "Gate" [DOOR:0002A289]
[00:00]     DOOR \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] WHDoorFrontGate "Door" [DOOR:0009F27C]
[00:00]     DOOR \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] ShipLongBoatAnim010000 [MSTT:00089D29]
[00:00]     MSTT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] ShipLarge01Anim01 [MSTT:00089D2A]
[00:00]     MSTT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] ShipRowBoatAnim010000 [MSTT:00089D2B]
[00:00]     MSTT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] HelgenStoneBlock03 [MSTT:000C2CCB]
[00:00]     MSTT \ Record Header \ Record Flags -> <Unknown: 15>
[00:00] HelgenStoneBlock04 [MSTT:000C2CCC]

Edited by myztikrice
  • 0
Posted (edited)
  On 5/16/2015 at 4:03 AM, myztikrice said:

Getting same problem as other guy. Using 1.26 from 1.25 doesn't work for me, instant CTD when loading saves. A bunch of the unknown 15 errors. Game works fine with DynDOLOD.esp disabled. LODGen_Log is empty. No new mod was added since using 1.25. This is not an upgrade issue since I was just testing, clean install and generation. Suspect it might have to do with lod files packaged to replace HighResDLC ones. Wasted a whole day trying to figure this out before realizing it might be DynDOLOD, sigh.

1.24, 1.25 and 1.26 both ship with the same LOD Meshes and the same LOD Textures. No changes.

The Skyrim high resolution texture pack files added to the DynDOLOD archive are textures only and do not cause CTD. They are added to the atlas as before if you had them.

As I keep saying Unknown 15 flag is not an error but to be expected.

LODGen_LOG is for LODGen.exe and static LOD. If the game game loads and then CTDs when activating dynamic LOD, static LOD is already loaded.

Disable only the esp to test, static LOD will still be loaded.

 

To quickly narrow down the list of possible meshes causing this, start to "hide" meshes folder in MO for the mods.

Start with the meshes of DynDOLOD of course. Then go through the mod list of masters of DynDOLOD.

 

  On 5/16/2015 at 7:15 AM, pStyl3 said:

As sheson said, those Unknown: 15 lines are expected.

 

In any case, I noticed that this particular windmill isn't displayed correctly, while looking outside from within Whiterun:

https://abload.de/img/1ktqti.jpg

https://abload.de/img/2afpz0.jpg

 

The other two (screenshot #2) on the other hand are displayed correctly.

The Vanilla game never shows these buildings when close to the wall. You can use Options\whiterunexterior\WhiterunExterior.esp from the DynDOLOD archive to fix that.

 

Any one with CTD the second DynDOLOD switches on, post your load order please.

Edited by sheson
  • 0
Posted (edited)

1.27

 

Thanks to SKSE I was able to make the debug messages more useful. This should help greatly narrowing down possible nifs. See instructions below.

It should be enough to only update Data\Scripts\

 

I also ran all nifs shipping with DynDOLOD through nif convert again. It is enough to simply update the Data\Meshes folder.

 

There is no need to generate any LOD again or update the esp with this version. This is simply to help some folks narrowing down on meshes.

 

 

Debug CTD caused by invalid nif

Step 1) Open skse\plugins\StorageUtilData\DynDOLOD_Worlds.json with notepad and change the line from 
"debug":"false"
to
"debug":"true"

Step 2) Open Skyrim.ini in notepad or use MO INI Editor (puzzle icon) and change
[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0

to

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

Step 3) Start the game and proceed to make it CTD.

Step 4) Find the latest papyrus logfile typically in c:\Users\[username]\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log.
Scroll to the very bottom and find lines like 
[05/16/2015 - 01:15:10PM] [SHESON_DynDOLOD_LODObject < (0D003F52)>] using base element [Form < (0D0010F3)>] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif
[05/16/2015 - 01:15:10PM] [SHESON_DynDOLOD_LODObject < (0D00445E)>] using base element [Form < (0D0011D7)>] using meshes\landscape\trees\wrtempletree01.nif
[05/16/2015 - 01:15:10PM] [SHESON_DynDOLOD_LODObject < (0D003B01)>] using base element [Form < (0D00106B)>] using meshes\clutter\giant\giantcampfire01burning.nif

Step 5) Take note of the meshes used. To test if any of these are the cause of CTD disable, rename or otherwise make the last mesh in the list unavailable to the game. The ones from this example are all vanilla meshes in 'Skyrim - Meshes.bsa' and unless a mod replaces them they do no cause CTD. Repeat from step 3 until CTD stop.

When done debugging simply revert changes to DynDOLOD_Worlds.json and Skyrim.ini.
Edited by sheson
  • 0
Posted

DynDOLOD 1.27

 

[00:12:58.338]    LOD references: 76268, unique LOD objects: 2366
[00:12:58.351]    Gathering textures for atlas creation
[00:13:47.672]    Creating atlas textures \\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds
Exception in unit create line 160: Access violation at address 00406C08 in module 'TES5Edit.exe'. Read of address 00000000
[Apply Script done]  Processed Records: 0, Elapsed Time: 14:03

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