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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 10/8/2015 at 4:46 PM, TangoDrango said:

I have an issue with the DynDOLOD TexGen Script. Every time I try to run it I get an error almost immediately. It says something about a Stream Read Error on line 260. Here's the TES5Edit Bugreport log: https://drive.google.com/open?id=0B8K5Q9ILqtBgSHpwdFlXdktMMWM

 

A few things though, I'm running Windows 10 N, not 8, my system has not been on for 4 days straight, and I have been following the SRLE guide to the letter, so I know that I have all of the prerequisites installed.

This is an error when executing a built-in xEdit command. Sounds like a file read error (maybe from inside a BSA?) to me... maybe Zilav has an idea.

Please post TES5Edit\TES5Edit_log.txt so I have an idea at what point in the process this happens.

 

  On 10/8/2015 at 6:49 PM, rayhne said:

Should I rerun this if I add things like replacer for grass or flowers?

Only objects and trees are used for LOD, no grass or flowers

 

 

  On 10/8/2015 at 9:39 PM, ToggleAI said:

Alright, Sheson brace yourself. First time poster here, but I visit the STEP site at least a couple times a week. Created an account just to ask you questions, haha. 

First off, DynDOLOD is my favorite mod/tool of all time. I'm rebuilding my whole Skyrim experience and DynDOLOD is the core. I've been testing it for about a week (I should have a video up on my performance tests next week) and it's amazing. I really want to get into making my own rules. I read the manual and am still confused.

 

1) I notice a lot more tree popping in with the mod (maybe just because I am so focused on watching the distance now) and was wondering if something like this would work:

Insert a MeshLOD Gen Rule for the most notorious trees (in the Whiterun plains) that would change their LOD 4 to full models. If it happens to hit performance harder than expected, then I could pull back my fBlockLevel0Distance in the ini which is currently set at ultra. I saw a few months ago in this topic you mentioned some hybrid trees, but I'm interested in the full models.

 

2) I don't quite understand what exactly your NearGrids and FarGrids do and how they interact with something like the [TerrainManager] ini tweaks that control LOD 4/8/16 distance. Also, would you possibly be able to explain what exactly fSplitDistanceMult actually does? You just seem like the person to ask. I can testify after my week of testing, users of DynDOLOD should not mess the [TerrainManager] ini tweaks. I am able to run DynDOLOD on High with a pure vanilla game at 60 FPS with not much increase in memory, but the second I started increasing those numbers like seen in some guides it was stutter city. It was to be expected, but I haven't experimented with fSplitDistanceMult yet and it's supposed to help z-fighting which I desperately need.

 

3) Even comparing rules already established between the settings, I wasn't sure which one affects the distance at which fires animate. I want to be able to do something like keep the way High settings handle roads but pull back fires to the Medium settings. Basically just tune down certain parts of High settings. I barely found any increase in performance impact between Medium and High, but I'm assuming once I add a full load order the little things may make a difference. 

 

4) Might there be a way to manipulate mountain LODs to help with z-fighting?

 

Thanks in advance for any help.

1) I think pop-in is confusing here, you probably mean abrupt change from 2D billboard to full model tree. For me pop-in means into existing out of nothing :)

You either need to target specific trees by their reference form id, or target a type of tree by its mesh name.

You may have to create pure static version of the full models yourself, as LODGen.exe may trip over the NiSwitchMode (for the swaying animation). If you know how to use nifksope this is easily done. You may find static version in the gkbtrees as well but maybe not for vanilla trees.

For testing rules use the hybrids... when successful create and then overwrite the hybrid files with your full model static version.

 

2) Near and Far Grid are completely separate from the engine and used for DynDOLOD dynamic LOD - the neverfade/Is Full LOD object switcher programmed into the papyrus scripts. If people increase the distance of LOD4 there is a LOT more object/triangles/draw calls so FPS impact is expected. If I remember correctly fSplitDistanceMult defines how much further the LOD levels for the *.btr terrain LOD go compared to the static object LOD *.bto based on the other distance settings.

 

3) Fires are dynamic LOD. Either change their rules from Far Grid to Near Grid, or reduce the Far Grid size from 21 to 19. That should already help. Deactive dynamic LOD in MCM for a quick performance check. Dyanmic LOD are the single objects you see in the distance after turning off static and tree LOD with tll in console.

 

4) I would suggest someone creates a mod that just covers up sore spots with more objects like mountains / rocks that then have LOD - maybe https://www.nexusmods.com/skyrim/mods/68782/ already does it. I know it was talked about in its thread.

Edited by sheson
  • 0
Posted
  On 10/8/2015 at 4:45 PM, sheson said:

I never checked myself, but shouldn't you be able to set adapter/screen in enblocal.ini with

[MULTIHEAD]

ForceVideoAdapterIndex=true

VideoAdapterIndex=0

No idea, but there is an equivalent setting in Skyrim.ini (the one in SkyrimPrefs.ini is bogus):

[Display]
iAdapter=0

@ToggleAI

TerrainManager SkyrimPrefs.ini settings are described and demonstrated here: https://wiki.step-project.com/Guide:SkyrimPrefs_INI/TerrainManager

  • 0
Posted
  On 10/8/2015 at 11:53 PM, sheson said:

This is an error when executing a built-in xEdit command. Sounds like a file read error (maybe from inside a BSA?) to me... maybe Zilav has an idea.

Yes probably a bad DDS texture file from some texture replacer. Maybe you can add output for TexGen script what the current LOD texture is being created out of what source textures, then they could be troubleshooted with Assets Browser in TES5Edit.

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Posted (edited)
  On 10/8/2015 at 11:53 PM, sheson said:

1) I think pop-in is confusing here, you probably mean abrupt change from 2D billboard to full model tree. For me pop-in means into existing out of nothing :)

You either need to target specific trees by their reference form id, or target a type of tree by its mesh name.

You may have to create pure static version of the full models yourself, as LODGen.exe may trip over the NiSwitchMode (for the swaying animation). If you know how to use nifksope this is easily done. You may find static version in the gkbtrees as well but maybe not for vanilla trees.

For testing rules use the hybrids... when successful create and then overwrite the hybrid files with your full model static version.

Yeah I meant the abrupt change and not pop in, sorry. Thanks for the info. I haven't touched nifskope but I've had it installed for a while now so I guess it's time to finally give it a go.

 

  On 10/8/2015 at 11:53 PM, sheson said:

2) Near and Far Grid are completely separate from the engine and used for DynDOLOD dynamic LOD - the neverfade/Is Full LOD object switcher programmed into the papyrus scripts. If people increase the distance of LOD4 there is a LOT more object/triangles/draw calls so FPS impact is expected. If I remember correctly fSplitDistanceMult defines how much further the LOD levels for the *.btr terrain LOD go compared to the static object LOD *.bto based on the other distance settings.

Ok that makes sense now about both the Near/Far Grids and fSplitDistanceMult. Now I get why increasing fSplitDistanceMult helps with z-fighting since, if I remember right, the z-fighting is the terrain and object LOD fighting over who will be seen.

 

@DoubleYou: I had been to that page many times and never noticed that the fSplitDistanceMult had the word "landscape" in the explanation. I kept thinking it must be "object" related since the other [TerrainManager] settings are. Even the pictures didn't help it click. I think I just stared at it too many times and was so zoned. My fault on that one. Have you tried pushing it past 4.000? That seems to be the 'accepted' value for it and I was wondering why.

 

Great ini guides by the way. I've reset mine to vanilla and have literally gone through every single entry in the ini and prefs.ini guides for clarity and to determine what changes I'm going to implement or play around with in testing (in baby steps of course).

 

 

  On 10/8/2015 at 11:53 PM, sheson said:

3) Fires are dynamic LOD. Either change their rules from Far Grid to Near Grid, or reduce the Far Grid size from 21 to 19. That should already help. Deactive dynamic LOD in MCM for a quick performance check. Dyanmic LOD are the single objects you see in the distance after turning off static and tree LOD with tll in console.

4) I would suggest someone creates a mod that just covers up sore spots with more objects like mountains / rocks that then have LOD - maybe https://www.nexusmods.com/skyrim/mods/68782/ already does it. I know it was talked about in its thread.

I'll play around with the Far Grids and see what I can do.

I did try Enhanced Landscapes as I had the same thought and even saw it mentioned that it greatly covered up someone's z-fighting by about 90%. In my testing with the mod (more is needed though), I did not notice much of a difference. This may also be because I reset to default ini's without any z-fighting tweaks. I was planning to also make it a core mod in my setup, but it hits FPS on occasion for me with a purely vanilla game. The Morthal swamp is a killer even when selecting the 'no trees' version and since I've begun recording for YouTube (which has a performance impact itself), I'm putting Enhanced Landscapes on the sidelines for now. If I could get only the mountain changes it makes then I'll throw it back in the mix. The mod looks really great though for those that can handle it on high settings.

 

Thanks for all the help Sheson.

Edited by ToggleAI
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Posted

I decided to run Skyrim without DynDOLOD while waiting for your response and I noticed that a few textures from the base skyrim game (some eye textures to be specific) had that "ya done goofed" purple around them, so I redownloaded the Optimized Vanilla Texture BSAs, installed them, and re-extracted them, and lo and behold the TexGen script works now! I guess I had a bad download when I installed them the first time. Thanks for the help!

  • 0
Posted

Say, about pop-in (as opposed to, umm, 3drop-in?): If I'm still seeing (a few) trees springing into existence when I reach the bridge at Riverwood as I walk up the hill from Whiterun, is that a sign that I've messed up my billboards? Most of the trees just turn more 3d as I approach, but a FEW - typically farther off and sort of clumped with larger ones - seem to appear out of nowhere. Note: It happens so quickly that I haven't been able to figure out exactly what I'm seeing.

 

To make sure, this is what my load order looks like:

 

post-577-0-79829200-1444386003_thumb.jpg

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Posted (edited)
  On 10/9/2015 at 10:20 AM, mikegray said:

Say, about pop-in (as opposed to, umm, 3drop-in?): If I'm still seeing (a few) trees springing into existence when I reach the bridge at Riverwood as I walk up the hill from Whiterun, is that a sign that I've messed up my billboards? Most of the trees just turn more 3d as I approach, but a FEW - typically farther off and sort of clumped with larger ones - seem to appear out of nowhere. Note: It happens so quickly that I haven't been able to figure out exactly what I'm seeing.

 

To make sure, this is what my load order looks like:

Not sure what the screenshot is supposed to show us!?

 

When there are trees without LOD there are probably are no billboards for them, or their settings prevent them from having 2D tree LOD. Typically those trees are done as static LOD or dyanmic LOD but only for vanilla trees.

 

Go to the tree, open console and click it, note its first two digest from the form ID to know which mod adds them. Look up the tree in TES5Edit, find its base record and check the billboards for it.

Edited by sheson
  • 0
Posted
  On 10/9/2015 at 10:37 AM, sheson said:

Not sure what the screenshot is supposed to show us!?

 

Ah - sorry, wasn't very clear. That's my "patches" category, left-pane Mod Organizer. The stuff in this category typically loads at the very bottom of my load order. I posted it since I was wondering if I maybe had activated a billboard set that I shouldn't have activated, or had maybe activated them in the wrong order. (Specifically: First DynDOLOD mod files, then Vanilla Billboards, then STEP Texture Compilation, then SFO 2.3 Billboards, then DnyDOLOD output.)

 

I'll see if I can figure out which trees are popping in - though it's VERY hard to tell! They're typically a long way away and grouped with other trees.

  • 0
Posted

I'm investigating a problem I'm experiencing while running DynDOLOD Worlds per the instructions included with SRLE. I've installed STEP: Extended 2.2.9.1 with a few select mods from SRLE. DynDOLOD worked great at the end of the STEP install. When I run DynDOLOD fresh again with the new additions from SRLE, I get an error related to Immersive Citizens - AI Overhaul, which I've merged per the instructions in SRLE.

 

  Quote

There is a problem in Immersive Citizens - AI Overhaul Merged.esp with Whiterun [CELL:00009655] (in Tamriel "Skyrim" [WRLD:0000003C] at 8, -5) using [0700BBE9] < Error Could not be resolved > in Immersive Citizens - AI Overhaul Merge.esp probably requires a different version of

Exception in unit functions line 358: Found a CELL reference, expected: LCTN

I tried searching Google for this error and came out empty-handed. I admit that I have not stepped through the Skyrim Revisited: Legendary Edition Conflict Resolution Subguide yet, but I have searched it for the cell values referenced in the error. I've provided my load order and screenshots for more context.

 

[spoiler=Load Order]# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
Skyrim Project Optimization - Full Version.esm
Lanterns Of Skyrim - All In One - Main.esm
RSkyrimChildren.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
Cutting Room Floor.esp
Appropriately Attired Jarls Redux.esp
Brawl Bugs CE.esp
Guard Dialogue Overhaul.esp
Weapons & Armor Fixes_Remade.esp
Weapons & Armor_TrueOrcish&DaedricWeapons.esp
RealisticRoomRental.esp
Clothing & Clutter Fixes.esp
SPTConsistentOlderPeople.esp
SkyFalls + SkyMills + DG + DB.esp
WeaponsArmorFixes_ImmersiveWeapons_Patch.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
Chesko_LoreBasedLoadingScreens.esp
SkyUI.esp
TradeBarter.esp
ViewableFactionRanksBothDLC.esp
Moss Rocks.esp
Moss Rocks_DB.esp
Beards.esp
Brows.esp
iHUD.esp
ORM-Arvak.esp
Footprints.esp
83Willows_101BUGS_V4_LowRes.esp
Elemental Staves.esp
GQJ_DG_vampireamuletfix.esp
BFSEffects.esp
DawnguardRuneWeaponsFXSReplacer.esp
Dual Wield Parrying_SKSE.esp
mintylightningmod.esp
Rainbows.esp
ShootingStars.esp
Radiant and Unique Potions Poisons and BOOZE.esp
Soul Gems Differ.esp
DragonShoutVoice.esp
ADS.esp
WetandCold.esp
BetterQuestObjectives.esp
TheChoiceIsYours.esp
Book Covers Skyrim.esp
RealisticWaterTwo.esp
AOS.esp
Skyrim Immersive Creatures.esp
ExplosiveBoltsVisualized.esp
Dead Body Collision.esp
Invisibility Eyes Fix.esp
Animated Weapon Enchants.esp
Paralyze.esp
DeadlySpellImpacts.esp
dD - Enhanced Blood Main.esp
IHSS.esp
randomthunder.esp
Improved Combat Sounds v2.2.esp
Auto Unequip Ammo.esp
Better Stealth AI for Followers.esp
ClamsDropPearls.esp
Nausicaa's Tweaker.esp
Convenient Horses.esp
SMDropLitTorch.esp
Thieves Guild Requirements.esp
Traps Make Noise.esp
WetandCold - Ashes.esp
When Vampires Attack.esp
WM Trap Fixes.esp
BetterQuestObjectives-PerMaPatch.esp
OBIS.esp
aMidianBorn_ContentAddon.esp
Complete Crafting Overhaul_Remade.esp
imp_helm_legend.esp
Complete Crafting_TrueWeaponsLvlLists.esp
SkyrimCoinReplacerRedux.esp
Skyrim Immersive Creatures - DLC2.esp
Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp
Dual Sheath Redux.esp
Lock Overhaul.esp
XPMSE.esp
GuardAnimationsGDO.esp
BFT Ships and Carriages.esp
RealisticWaterTwo - Legendary.esp
Atlas Legendary.esp
Bring Out Your Dead.esp
Immersive Patrols II.esp
SkyrimImprovedPuddles-DG-HF-DB.esp
HearthfireChimneys.esp
Provincial Courier Service.esp
Skyrim Flora Overhaul.esp
TimingIsEverything.esp
PilgrimsDelight.esp
The Paarthurnax Dilemma.esp
HoldBorderBanners.esp
Brevi_MoonlightTales.esp
BlockSparkles.esp
Gildergreen Regrown.esp
TheChoiceIsYours_Dawnguard.esp
Chesko_Step418_SN.esp
NonEssentialChildren.esp
Atlas Compass Tweaks.esp
DeadlyDragons.esp
BooksOfSkyrim.esp
RelightingSkyrim_Legendary.esp
ELE_Legendary_Lite.esp
RSChildren_PatchBooksofSkyrim.esp
RSChildren_CompleteUSKP.esp
FCO - Follower Commentary Overhaul.esp
High Level Enemies - SIC.esp
Rebirth Monster - SIC Patch.esp
High Level Enemies - SIC Falskaar.esp
NPC Knockout Overhaul.esp
AMatterOfTime.esp
OBIS DG Faction Patch.esp
STEP Extended Patch.esp
Alternate Start - Live Another Life.esp
BetterQuestObjectives-AlternateStartPatch.esp
Immersive Citizens - AI Overhaul Merge.esp
Bashed Patch, 0.esp
ASIS-Dependency.esp
ASIS.esp
Dual Sheath Redux Patch.esp
DynDOLOD.esp

 

[spoiler=Print Screens of the errors]

QF6FaBm.png

 

sZGUQv5.png

 

qgBd69T.png

 

 

  • 0
Posted
  On 10/10/2015 at 1:29 AM, d3monic said:

I'm investigating a problem I'm experiencing while running DynDOLOD Worlds per the instructions included with SRLE. I've installed STEP: Extended 2.2.9.1 with a few select mods from SRLE. DynDOLOD worked great at the end of the STEP install. When I run DynDOLOD fresh again with the new additions from SRLE, I get an error related to Immersive Citizens - AI Overhaul, which I've merged per the instructions in SRLE.

 

I tried searching Google for this error and came out empty-handed. I admit that I have not stepped through the Skyrim Revisited: Legendary Edition Conflict Resolution Subguide yet, but I have searched it for the cell values referenced in the error. I've provided my load order and screenshots for more context.

 

[spoiler=Load Order]# This file was automatically generated by Mod Organizer.

Skyrim.esm

Update.esm

Unofficial Skyrim Patch.esp

Dawnguard.esm

Unofficial Dawnguard Patch.esp

HearthFires.esm

Unofficial Hearthfire Patch.esp

Dragonborn.esm

Unofficial Dragonborn Patch.esp

Skyrim Project Optimization - Full Version.esm

Lanterns Of Skyrim - All In One - Main.esm

RSkyrimChildren.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Unofficial High Resolution Patch.esp

Cutting Room Floor.esp

Appropriately Attired Jarls Redux.esp

Brawl Bugs CE.esp

Guard Dialogue Overhaul.esp

Weapons & Armor Fixes_Remade.esp

Weapons & Armor_TrueOrcish&DaedricWeapons.esp

RealisticRoomRental.esp

Clothing & Clutter Fixes.esp

SPTConsistentOlderPeople.esp

SkyFalls + SkyMills + DG + DB.esp

WeaponsArmorFixes_ImmersiveWeapons_Patch.esp

Weapons & Armor_TrueWeaponsLvlLists.esp

Chesko_LoreBasedLoadingScreens.esp

SkyUI.esp

TradeBarter.esp

ViewableFactionRanksBothDLC.esp

Moss Rocks.esp

Moss Rocks_DB.esp

Beards.esp

Brows.esp

iHUD.esp

ORM-Arvak.esp

Footprints.esp

83Willows_101BUGS_V4_LowRes.esp

Elemental Staves.esp

GQJ_DG_vampireamuletfix.esp

BFSEffects.esp

DawnguardRuneWeaponsFXSReplacer.esp

Dual Wield Parrying_SKSE.esp

mintylightningmod.esp

Rainbows.esp

ShootingStars.esp

Radiant and Unique Potions Poisons and BOOZE.esp

Soul Gems Differ.esp

DragonShoutVoice.esp

ADS.esp

WetandCold.esp

BetterQuestObjectives.esp

TheChoiceIsYours.esp

Book Covers Skyrim.esp

RealisticWaterTwo.esp

AOS.esp

Skyrim Immersive Creatures.esp

ExplosiveBoltsVisualized.esp

Dead Body Collision.esp

Invisibility Eyes Fix.esp

Animated Weapon Enchants.esp

Paralyze.esp

DeadlySpellImpacts.esp

dD - Enhanced Blood Main.esp

IHSS.esp

randomthunder.esp

Improved Combat Sounds v2.2.esp

Auto Unequip Ammo.esp

Better Stealth AI for Followers.esp

ClamsDropPearls.esp

Nausicaa's Tweaker.esp

Convenient Horses.esp

SMDropLitTorch.esp

Thieves Guild Requirements.esp

Traps Make Noise.esp

WetandCold - Ashes.esp

When Vampires Attack.esp

WM Trap Fixes.esp

BetterQuestObjectives-PerMaPatch.esp

OBIS.esp

aMidianBorn_ContentAddon.esp

Complete Crafting Overhaul_Remade.esp

imp_helm_legend.esp

Complete Crafting_TrueWeaponsLvlLists.esp

SkyrimCoinReplacerRedux.esp

Skyrim Immersive Creatures - DLC2.esp

Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp

Dual Sheath Redux.esp

Lock Overhaul.esp

XPMSE.esp

GuardAnimationsGDO.esp

BFT Ships and Carriages.esp

RealisticWaterTwo - Legendary.esp

Atlas Legendary.esp

Bring Out Your Dead.esp

Immersive Patrols II.esp

SkyrimImprovedPuddles-DG-HF-DB.esp

HearthfireChimneys.esp

Provincial Courier Service.esp

Skyrim Flora Overhaul.esp

TimingIsEverything.esp

PilgrimsDelight.esp

The Paarthurnax Dilemma.esp

HoldBorderBanners.esp

Brevi_MoonlightTales.esp

BlockSparkles.esp

Gildergreen Regrown.esp

TheChoiceIsYours_Dawnguard.esp

Chesko_Step418_SN.esp

NonEssentialChildren.esp

Atlas Compass Tweaks.esp

DeadlyDragons.esp

BooksOfSkyrim.esp

RelightingSkyrim_Legendary.esp

ELE_Legendary_Lite.esp

RSChildren_PatchBooksofSkyrim.esp

RSChildren_CompleteUSKP.esp

FCO - Follower Commentary Overhaul.esp

High Level Enemies - SIC.esp

Rebirth Monster - SIC Patch.esp

High Level Enemies - SIC Falskaar.esp

NPC Knockout Overhaul.esp

AMatterOfTime.esp

OBIS DG Faction Patch.esp

STEP Extended Patch.esp

Alternate Start - Live Another Life.esp

BetterQuestObjectives-AlternateStartPatch.esp

Immersive Citizens - AI Overhaul Merge.esp

Bashed Patch, 0.esp

ASIS-Dependency.esp

ASIS.esp

Dual Sheath Redux Patch.esp

DynDOLOD.esp

 

[spoiler=Print Screens of the errors]

QF6FaBm.png

 

sZGUQv5.png

 

qgBd69T.png

 

 

Possibly a dumb question but did you clear your cache from the previous run before starting a new one with the additions?

  • 0
Posted (edited)

That's a good dumb question. I don't remember the answer, but I'll just go ahead and completely repeat the process one more time after also following the Update section of Gamerpoets video from the STEP DynDOLOD wiki.

 

EDIT: Corrected the proper section of the video to watch if you want to re-run clean.

EDIT 2: I cleared the cache and followed all other steps for re-running DynDOLOD. I got the same error upon retrying.

Edited by d3monic
  • 0
Posted
  On 10/10/2015 at 1:29 AM, d3monic said:

I'm investigating a problem I'm experiencing while running DynDOLOD Worlds per the instructions included with SRLE. I've installed STEP: Extended 2.2.9.1 with a few select mods from SRLE. DynDOLOD worked great at the end of the STEP install. When I run DynDOLOD fresh again with the new additions from SRLE, I get an error related to Immersive Citizens - AI Overhaul, which I've merged per the instructions in SRLE.

 

I tried searching Google for this error and came out empty-handed. I admit that I have not stepped through the Skyrim Revisited: Legendary Edition Conflict Resolution Subguide yet, but I have searched it for the cell values referenced in the error. I've provided my load order and screenshots for more context.

 

Bring up form id 00009655 in TES5Edit, the record should have an overwrite from Immersive Citizens - AI Overhaul Merge.esp. Look for a data field that says [0700BBE9]

You need to fix that error by changing the form id to a valid record for that data field. I guess checking Immersive Citizens - AI Overhaul Merge.esp for errors should also help find it.

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Posted
  On 10/10/2015 at 8:59 AM, sheson said:

Bring up form id 00009655 in TES5Edit, the record should have an overwrite from Immersive Citizens - AI Overhaul Merge.esp. Look for a data field that says [0700BBE9] < Error Could not be resolved >

You need to fix that error by changing the form id to a valid record for that data field. I guess checking Immersive Citizens - AI Overhaul Merge.esp for errors should also help find it.

I'm a newb, but I'm making with the RTFM, i.e.: reading the TES5Edit wiki page and also following Sharlikran's Conflict Resolution video that @Neovalen recommends in his SRLE conflict resolution guide. If I'm reading this correctly, it's a conflict between Provincial Courier Service and Immersive Citizens. I see there's a section in the wiki about Changing Mod Form IDs. Am I on the right track?

 

[spoiler=Screenshots beneath the fold:]

zc8polR.png

 

HibbiwU.png

 

 

 

Now that it's been verified that this is not a DynDOLOD problem, perhaps I should move this discussion to an SRLE thread? Mods or @sheson, feel free to chime in.

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Posted (edited)
  On 10/10/2015 at 7:27 PM, d3monic said:

I'm a newb, but I'm making with the RTFM, i.e.: reading the TES5Edit wiki page and also following Sharlikran's Conflict Resolution video that @Neovalen recommends in his SRLE conflict resolution guide. If I'm reading this correctly, it's a conflict between Provincial Courier Service and Immersive Citizens. I see there's a section in the wiki about Changing Mod Form IDs. Am I on the right track?

 

[spoiler=Screenshots beneath the fold:]

zc8polR.png

 

HibbiwU.png

 

 

 

Now that it's been verified that this is not a DynDOLOD problem, perhaps I should move this discussion to an SRLE thread? Mods or @sheson, feel free to chime in.

You are on the right track. To fix the problem right click on the entry with the error message in the column of Immersive Citizens - AI Overhaul Merge.esp and select edit. Tell TES5Edit you are sure and know what yo are doing :)

Remove everything from the input field and then put in the form id found in the provincial courier service : 5900BBE9

Click OK and it should show the same in both mods now. Safe changes to Immersive Citizens - AI Overhaul Merge.esp

 

You should report that this error happened whereever this merge/tool used is discussed :)

Edited by sheson
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