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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

  • 0
Posted (edited)

Hello

thank you for your fantastic mod wich I have been using for several months.

Sadly it does not work anymore :ermm:

In the MCM, I can see this error "DynDOLOD_Tamriel_Objects.json does not belong to this DynDOLOD.esp" (screenshot).

I read the related FAQ on nexus web site but, no, I have only one version (1.46) in both ModOrganizer and TES5Edit.

I double-checked that, even deleted (mod in MO, 2 scripts and the DynDOLOD folder in TES5Edit) and re-installed several times: the edit scripts and the mod come from the same .zip.

I even restarted skyrim for a new game. But still with same result.

Strangely, it used to work perfectly...

 

The only thing I noticed is this file 'DynDOLOD_next-object.fid' found in TESEdit/Edit Scrpts.

I don't think it was there before, so I deleted it and restarted the process, but did not change anything.

Do you have any idea ?

 

In case the load order can help

[spoiler=Load order]# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - No Homes - Full Version.esm
ClimatesOfTamriel.esm
EFFCore.esm
RSkyrimChildren.esm
MFVM.esm
notice board.esp
WM Flora Fixes.esp
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Cutting Room Floor.esp
DSAMG - Miraak Music Fixes.esp
GQJ_DG_vampireamuletfix.esp
FISS.esp
AMatterOfTime.esp
Auto Unequip Ammo.esp
Chesko_WearableLantern.esp
SkyUI.esp
Dual Sheath Redux.esp
EpisodeParallax.esp
MoonGlow.esp
ORM-Arvak.esp
EnhancedLightsandFX.esp
ELFX - Exteriors.esp
ELFX - Dragonborn.esp
ELFX - Dawnguard.esp
WondersofWeather.esp
RaceMenu.esp
RaceMenuPlugin.esp
RaceMenuOverlays.esp
towConversation.esp
UIExtensions.esp
AHZmoreHUD.esp
EK_RingLimiter.esp
DSAMG - Greybeard Fix.esp
BFSEffects.esp
Dual Wield Parrying_SKSE.esp
dD-No Spinning Death Animation Merged.esp
Beards.esp
Brows.esp
hornsareforever.esp
NB-Scars.esp
TheEyesOfBeauty.esp
The Eyes Of Beauty - Elves Edition.esp
dD - Realistic Ragdoll Force - Realistic.esp
Tribunal Robes by Zairaam.esp
Extended UI.esp
iHUD.esp
DialogueTweaks.esp
3DNPC.esp
Hothtrooper44_ArmorCompilation.esp
Guard Dialogue Overhaul.esp
Weapons & Armor Fixes_Remade.esp
Clothing & Clutter Fixes.esp
DeadlyDragons.esp
CollegeOfWinterholdImmersive.esp
Skyrim Immersive Creatures.esp
aMidianBorn_ContentAddon.esp
Complete Crafting Overhaul_Remade.esp
Book Covers Skyrim.esp
RealisticRoomRental.esp
WAF_CCF_SIC Patch.esp
Better Dynamic Snow.esp
NSUTR - Merged.esp
Helgen Reborn.esp
SkyrimCoinReplacerRedux.esp
Breezehome_Fully_Upgradable.esp
ELFX_2_0_BFU_Patch.esp
WetandCold.esp
Immersive Weapons.esp
Weathered Road Signs.esp
EatingSleepingDrinking.esp
RBB - DLC Merge.esp
Skyrim Immersive Creatures - DLC2.esp
High Level Enemies - SIC.esp
JK's Falkreath.esp
Point The Way.esp
JK's Rorikstead.esp
RelightingSkyrim-FULL.esp
TheChoiceIsYours.esp
JK's Dawnstar.esp
CWIELnFXPatch.esp
Inconsequential NPCs.esp
Solitude A City Of Trade.esp
Cloaks.esp
JKs LITE - Riften.esp
Darkwater Crossing.esp
JKs Dragon Bridge.esp
JK's Morthal.esp
QaxeWinterholdRebuild.esp
SMIM-Merged-All.esp
Atlas Legendary.esp
LeafRest OnePiece.esp
SFO - Dragonborn.esp
Bring Out Your Dead - Legendary Edition.esp
Immersive Patrols II.esp
Shor's Stone.esp
Weathered Road Signs - CRF.esp
Ivarstead.esp
Kynesgrove.esp
FarmhouseChimneys - Merged.esp
Book Covers Skyrim - Lost Library.esp
Skyrim Flora Overhaul.esp
Provincial Courier Service.esp
ElysiumEstate.esp
Riverwood Plus.esp
Immersive Citizens - AI Overhaul.esp
WATER Plants.esp
RealisticWaterTwo.esp
AOS.esp
RRR_ELFX-Patch.esp
NightingaleArrows.esp
Immersive Sounds - Compendium.esp
Paralyze.esp
Better Vampires.esp
Lords of Skyrim.esp
Beautiful Whiterun.esp
Armors Redux.esp
The Companions by Mizzog - AIO - Basic Edition.esp
CCO_SIC_Patch.esp
imp_helm_legend.esp
1nivWICCloaksCRAFT.esp
AshRocks.esp
SulfurRocks.esp
XPMSE.esp
Craftable Horse Barding.esp
Atlas Compass Tweaks.esp
Elemental Staves.esp
IHSS.esp
dD - Enhanced Blood Main.esp
dD-DG-DB-Immersive Creatures EBT Patch.esp
DeadlySpellImpacts.esp
SBF All In One - UNP.esp
MatureSkinComplexions.esp
Thieves Guild Requirements.esp
NPC Knockout Overhaul.esp
TobisBoltVendors.esp
Immersive Citizens - RRR patch.esp
RRR_3DNPC-Patch.esp
Immersive Horses.esp
GuardAnimationsGDO.esp
EFFDialogue.esp
Traps Are Dangerous.esp
Invisibility Eyes Fix.esp
ISCompendium Enhanced Blood Patch.esp
Vivid Snow.esp
ISCompendium AOS Patch.esp
SleepTight.esp
TMHousecarls.esp
Vampire Lords.esp
mjollfacelift-v4-1-Blonde.esp
Mage Outfit Texture Overhaul.esp
TimingIsEverything.esp
Immersive Citizens - CRF patch.esp
PilgrimsDelight.esp
The Paarthurnax Dilemma.esp
HoldBorderBanners.esp
JKs LITE - Solitude.esp
JKs LITE - Windhelm.esp
BooksOfSkyrim.esp
PreventsAccidentPickUp.esp
iNeed.esp
3DNPC - Winterhold Mods Patch.esp
Gildergreen Regrown.esp
3DNPCEFF.esp
3DNPC Followers Perk Addon.esp
Patch - Interesting NPCs - RS kids.esp
Inconsequential NPCs - CRF Compatibility Patch.esp
Patch - Inconsequential NPCs - RS kids.esp
RealisticWhiterun.esp
DBHousecarls.esp
eola1.3.esp
Bijin Wives.esp
Dynamic Dialogue Followers.esp
MFVM_EFF_Patch.esp
QaxeWinterholdRebuild - IHO Compatibility Patch.esp
DSerHorsesRevamped.esp
Moss Rocks - Legendary.esp
WM Trap Fixes.esp
Serana1.3.esp
Hulda.esp
Sapphire.esp
FNIS.esp
SFMFollower.esp
Cloaks - Dawnguard.esp
Brevi_MoonlightTalesEssentials.esp
WetandCold - Ashes.esp
CoT - Patches.esp
Vividian ENB.esp
Sell Stones of Barenziah.esp
notice board - dragonborn patch.esp
TCoW Improvement.esp
Compatibility_ICoW_CoWNPCImprov.esp
SPTConsistentOlderPeople.esp
RSChildren - Merged.esp
GoToBed.esp
Vividian ENB - Extended Weathers.esp
Clothing & Clutter_3DNPC_Patch.esp
ELE_Legendary_Lite.esp
Complete Crafting_TrueWeaponsLvlLists.esp
No Combat Boundaries - Legendary.esp
JKs LITE - Markarth.esp
Override.esp
DynDOLOD.esp
ASIS-Dependency.esp
ASIS.esp
Dual Sheath Redux Patch.esp
Requiem.esp
Requiem - Legendary Bugsmasher Edition.esp
Requiem - Hearthfire.esp
NRM_Dragonborn_Reqtified.esp
KFR-Kryptopyr'sFixesReqtified.esp
COR-CraftingOverhaulReqtified.esp
CAR-ContentAddonReqtified.esp
Requiem - Audio Overhaul for Skyrim.esp
Requiem - Black Mage Armor Redux.esp
Requiem - Cutting Room Floor.esp
Requiem - Deadly Dragons - AOS.esp
Requiem - Immersive Armors.esp
Requiem - Immersive College of Winterhold.esp
Requiem - Immersive Creatures.esp
Requiem - Immersive Horses.esp
Requiem - Immersive Patrols.esp
Requiem - Immersive Weapons.esp
Requiem - Improved Closefaced Helmets.esp
Requiem - Inconsequential NPCs.esp
Requiem - Inconsequential NPCs - Enhancement.esp
Requiem - RS Children Overhaul.esp
Requiem - Rustic Soulgems.esp
Requiem - Timing is Everything.esp
Requiem - WM Flora Fixes.esp
NRM 3DNPC - Requiem Patch.esp
GLRequiem - OldPeoplePatch.esp
GL Requiem - InvisEyesFix.esp
Requiem - Helgen Reborn.esp
Requiem - No Overencumbered Messages.esp
Requiem - Restored Rewarding Sounds.esp
Requiem - Restored Saving Messages.esp
Requiem - Potions Weight.esp
Requiem - Options merged.esp
VioLens.esp
VioLens - Requiem Patch.esp
Requiem for the Indifferent.esp

 

Edited by Thierry5820
  • 0
Posted (edited)
  On 2/3/2016 at 6:45 PM, Thierry5820 said:

Hello

thank you for your fantastic mod wich I have been using for several months.

Sadly it does not work anymore :ermm:

In the MCM, I can see this error "DynDOLOD_Tamriel_Objects.json does not belong to this DynDOLOD.esp" (screenshot).

Make sure to use the latest papyrus scripts from the update post. Then check the new MCM Information page if there still is a message about files not belonging to each other.

Edited by sheson
  • 0
Posted (edited)

Does DynDOLOD generate LODs for all statics in aworlspace or only specific ones?

 

I ask because I notice some popping up buildings/ trees  in Solstheim. There are static LODs for Dragonborn made by DynDOLOD but not all I guess.

 

The picture shows what I mean:

 

p1.jpg

 

 

Small video

 

So is this normal behaviour or did something went wrong?

Edited by archer
  • 0
Posted

I am having a problem with Trees LoDs, or at least I think I am

 

I use Skysight simply bigger trees. Here is what I have done

 

>Installed Vanilla Tree Lods

>Overwrote with SSBT LODs.

Ran Dyndolod with Medium Settings-not custom-just basic medium.

 

Now I didn't exactly have a large number of tree lods showing up in game-I wasn't sure if this was by design or not, but went with it.

 

Now I was having an unrelated problem with z-fighting and added some values in terrain manager to see if they worked. They sort of did, but after altering TM specs, all of a sudden I have tree LODs everywhere. But the problem is, they dont seem to scale very well in the distance at all, and I am not even sure some are in the correct place. Like the swamp for example. 

 

Here is what I pluged into the ini

 

TreeLoadDistance=150000.0000
fBlockMaximumDistance=100000.0000
fBlockLevel1Distance=280000.0000
fBlockLevel0Distance=140000.0000
fSplitDistanceMult=10.0000

 

After this, it was trees everywhere, prior too, tree lods were fairly sparse. Here is what I have now

 

screenshot25147-0.jpg?rev=0

 

 

Notice as well, the gaps in the ocean tiles clearly visible. those tree LODS down in the swamp-do they even belong there?  I just reinstalled and still have some vanilla INI values. Though I have settings to ultra and distance 14-15. With ENB and Skyrim FXAA enabled. 

 

The good news, I seem to have cured my z-fighting problem (I think). But at a cost of mountain quality-they look rather smoothed and fairly low detail again. But what values *should* we be using in the ini with Dyndolod? I am pretty well certain at this point, whatever they should be-I dont have them-or only do partly. 

 

Note:When I cleaned with Xedit, It removed 584 ITMs. -Medium-all worlds, not custom.

  • 0
Posted (edited)
  On 2/4/2016 at 3:39 PM, archer said:

Does DynDOLOD generate LODs for all statics in aworlspace or only specific ones?

 

I ask because I notice some popping up buildings/ trees in Solstheim. There are static LODs for Dragonborn made by DynDOLOD but not all I guess.

 

The picture shows what I mean:

 

 

So is this normal behaviour or did something went wrong?

Of course there isn't LOD for all static objects - that would be technically impossible :)

Anyhow, yes, there are still objects that could use LOD but do not have it yet. I haven't created a LOD model for everything that could use one, this is an ongoing process that requires time/work.

If you truly miss LOD for a certain object, you could help yourself by adding custom rules using the full model as LOD - or pick up Blender/3dmax and start creating dedicated LOD models :)

 

  On 2/4/2016 at 10:17 PM, Mebantiza said:

I am having a problem with Trees LoDs, or at least I think I am

 

I use Skysight simply bigger trees. Here is what I have done

 

>Installed Vanilla Tree Lods

>Overwrote with SSBT LODs.

Ran Dyndolod with Medium Settings-not custom-just basic medium.

 

Now I didn't exactly have a large number of tree lods showing up in game-I wasn't sure if this was by design or not, but went with it.

 

Now I was having an unrelated problem with z-fighting and added some values in terrain manager to see if they worked. They sort of did, but after altering TM specs, all of a sudden I have tree LODs everywhere. But the problem is, they dont seem to scale very well in the distance at all, and I am not even sure some are in the correct place. Like the swamp for example. 

 

Here is what I pluged into the ini

 

TreeLoadDistance=150000.0000

fBlockMaximumDistance=100000.0000

fBlockLevel1Distance=280000.0000

fBlockLevel0Distance=140000.0000

fSplitDistanceMult=10.0000

 

After this, it was trees everywhere, prior too, tree lods were fairly sparse. Here is what I have now

 

screenshot25147-0.jpg?rev=0

 

 

Notice as well, the gaps in the ocean tiles clearly visible. those tree LODS down in the swamp-do they even belong there?  I just reinstalled and still have some vanilla INI values. Though I have settings to ultra and distance 14-15. With ENB and Skyrim FXAA enabled. 

 

The good news, I seem to have cured my z-fighting problem (I think). But at a cost of mountain quality-they look rather smoothed and fairly low detail again. But what values *should* we be using in the ini with Dyndolod? I am pretty well certain at this point, whatever they should be-I dont have them-or only do partly. 

 

Note:When I cleaned with Xedit, It removed 584 ITMs. -Medium-all worlds, not custom.

I am not sure what you mean tree LOD is not scaling very well. Also since you are using a tree mod I can't tell if the screenshot is correct or not.

 

To verify a LOD tree just go close until the full model tree replaces the LOD model. It should be the same type of tree in the exact same location. It would be technically very difficult for a LOD tree to have another position than the full model tree.

However if the source tree LOD billboards are incorrect for the load order or something overwrites the generated tree LOD meshes or textures the look/size of a LOD tree can be wrong.

 

Gabs in the ocean are caused by the engines occlusion culling and have nothing to do with the LOD itself.

fTreeLoadDistance= changes tree LOD draw distance

 

There are no recommended settings for DynDOLOD. Typically I would recommend the default settings, which depend on the launcher quality options. Choose what works for you. You can change them in the game through DynDOLODs MCM pages.

 

ITMs are intentional. Removing them can cause missing objects in attached cells if adding DynDOLOD to an existing save game. If  starting a new game they are not needed.

Edited by sheson
  • 0
Posted (edited)

By scaling well, I mean they(trees) look unnaturally large, even at distances(at least to my eye) where one would expect them to decrease in size. IoW, over distances, the LODs still look a bit oversized and tacked on-at least in some places. If you look at the picture, that is taken above skyborn altar. The swamp area, didnt quite look right at long distance, at least to my eyes.

 

On testing, the sizing does in fact appear to 'line' up, but then again it IS a bigger tree mod-so I cant really complain it's not delivering  ::):

 

 

I ran the test you suggested, ran down the mountain towards the Morthal\swamp area. I see what I find so jarring. The actual trees texture(color) is not the same as the Tree Lods themselves. The trees are a light green. The LODs, you can clearly see the in pictures, are substantially darker in color. This is what is making the swamp specifically, and lods in general, look so 'off'. They are not color matched at all. The snow covered ones are fine. I ran all the way from Skyborn to Solitude in the air-and none of my tree lods match the color of the actual trees. I didnt realize the cause before now-but trees are constantly changing color as I move around-thus to my eye, they looked odd, but I wasnt quite putting my finger on why-till now. Is there anyway, well, for a simpleton like me that is, to correct this mismatch? I know you didnt make the LoDs, thats fine. Both the size(pretty close) and location do in fact seem to line up fairly well-its only the color.

 

Its kind of an optical illusion in a way. The tree Lods are very dark-which makes them stand out a lot more than the actual color of the tree models themselves. Again, this is the root(ahem) cause of why I was seeing things the way I am. If they matched the color properly, I likely would never have felt anything was wrong.

 

I posed the same question over at zilavs page(where i got the SSBT billboards and LODS). 

Edited by Mebantiza
  • 0
Posted
  On 2/5/2016 at 1:56 AM, Mebantiza said:

By scaling well, I mean they(trees) look unnaturally large, even at distances(at least to my eye) where one would expect them to decrease in size. IoW, over distances, the LODs still look a bit oversized and tacked on-at least in some places. If you look at the picture, that is taken above skyborn altar. The swamp area, didnt quite look right at long distance, at least to my eyes.

 

On testing, the sizing does in fact appear to 'line' up, but then again it IS a bigger tree mod-so I cant really complain it's not delivering  ::):

 

 

I ran the test you suggested, ran down the mountain towards the Morthal\swamp area. I see what I find so jarring. The actual trees texture(color) is not the same as the Tree Lods themselves. The trees are a light green. The LODs, you can clearly see the in pictures, are substantially darker in color. This is what is making the swamp specifically, and lods in general, look so 'off'. They are not color matched at all. The snow covered ones are fine. I ran all the way from Skyborn to Solitude in the air-and none of my tree lods match the color of the actual trees. I didnt realize the cause before now-but trees are constantly changing color as I move around-thus to my eye, they looked odd, but I wasnt quite putting my finger on why-till now. Is there anyway, well, for a simpleton like me that is, to correct this mismatch? I know you didnt make the LoDs, thats fine. Both the size(pretty close) and location do in fact seem to line up fairly well-its only the color.

 

Its kind of an optical illusion in a way. The tree Lods are very dark-which makes them stand out a lot more than the actual color of the tree models themselves. Again, this is the root(ahem) cause of why I was seeing things the way I am. If they matched the color properly, I likely would never have felt anything was wrong.

 

I posed the same question over at zilavs page(where i got the SSBT billboards and LODS). 

Adjust the brightness of tree LOD by using the brightness drop down on advanced options of DynDOLOD or you can quickly update only the tree LOD by using the built-in TES5Edit tree LOD generation instead.

  • 0
Posted

Hello, thanks for this amazing mod! I've been using it for some time now but I've always noticed that the Bard's College clock tower is floating much higher than it should (it's base starting roughly where it's top should be), which makes for a kind of jarring view of scenic Solitude up on it's mountain. I use the High settings with windows (the tower windows are in the right place at least). Apologies if this is a known issue, I tried searching this thread for "bard" but nothing came up. If I did something wrong please let me know what, and I can provide more info/pictures if required. I don't have any mods that mess with the Bard's College (that I know of).

 

Oh I've also noticed a pair of floating fire embers in the Dragonsreach porch when I recently did the Odahviing fight, but I think they've already been mentioned by someone.

  • 0
Posted (edited)

Looking for some assistance from the experts. 
 
I have finished the STEP process, but this mod (the world process files) is causing my game to lock up on new game load and I have to end it through the task manager.   If I load a previous save it will load into a building, but if I leave it will CTD or if I hit the ESC key it will CTD.  Now i know it crashes due to this mod (the world mod-organizer process output textures), because when i uninstall the world meshes, texture LODs (the 2nd part of the LOD generation) through Bash, a new game loads up.  
 
Both DynDOLOD apply scripts go through the process without errors when I ran through MO and TESVEdit.  Used the medium setting.  I tried reinstalling it again in case something messed up, but no luck.   Although 1st time I had 1,790 files, the 2nd time 1,777.  For what that is worth.
 
Here is the end part of the papyrus log when stuck on new game loading screen (too big to upload):
[spoiler=Log]02/05/2016 - 02:09:36PM] UE: Entering Recovery
[02/05/2016 - 02:09:36PM] error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 20
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 24
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 28
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 32
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "WetandCold - Holidays.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 557
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Chesko_Frostfall.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 569
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Campfire.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 583
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "iNeed.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 590
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "getSnowy.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 595
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "EFFCore.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 619
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] ~~~~~ Footprints: Initializing ~~~~~
[02/05/2016 - 02:09:36PM] InitWidgetLoader()
[02/05/2016 - 02:09:36PM] ========== Convenient Horses: Scanning for supported plugins...
[02/05/2016 - 02:09:36PM] ========== ERRORS RELATED TO MISSING FILES SHOULD BE IGNORED!
[02/05/2016 - 02:09:36PM] error: File "Convenient Horse Herding.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 124
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "XFLMain.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 125
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "UFO - Ultimate Follower Overhaul.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 126
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "3DNPC.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 127
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "HothFollower.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 128
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "CompanionValfar.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 129
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "CompanionArissa.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 130
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "SkyTEST-RealisticAnimals&Predators.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 131
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] ========== Convenient Horses: Scan complete.
[02/05/2016 - 02:09:36PM] ========== Auto Unequip Ammo: Scanning for supported plugins...
[02/05/2016 - 02:09:36PM] ========== ERRORS RELATED TO MISSING FILES SHOULD BE IGNORED!
[02/05/2016 - 02:09:36PM] error: File "XFLMain.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[AUA (1300C6C2)].AUAQuestScript.GameLoaded() - "AUAQuestScript.psc" Line 40
[AUA (1300C6C2)].AUAQuestScript.OnUpdate() - "AUAQuestScript.psc" Line 73
[02/05/2016 - 02:09:36PM] ========== Auto Unequip Ammo: Scan complete.
[02/05/2016 - 02:09:37PM] error: Cannot cast from None to SKI_WidgetBase[]
stack:
[iHUDControlQuest (5E000805)].ihudwidgetscript.initialize() - "iHUDWidgetScript.psc" Line 38
[iHUDControlQuest (5E000805)].ihudcontrolscript.startUp() - "iHUDControlScript.psc" Line 93
[iHUDMaintainanceQuest (5E002853)].iHUDMaintainanceScript.startUp() - "iHUDMaintainanceScript.psc" Line 20
[alias PlayerAlias on quest iHUDMaintainanceQuest (5E002853)].iHUDLoadScript.OnPlayerLoadGame() - "iHUDLoadScript.psc" Line 11
[02/05/2016 - 02:09:37PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].DualSheathReduxEffect.RegisterForSingleUpdate() - "" Line ?
[None].DualSheathReduxEffect.OnUpdate() - "DualSheathReduxEffect.psc" Line ?
[02/05/2016 - 02:09:37PM] error: File "TrueStorms.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_SPLQuest (6A000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 98
[alias _SPLPlayer on quest _SPLQuest (6A000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:37PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
[_SPLSKConfigQuest (6A00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93
[_SPLQuest (6A000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 112
[alias _SPLPlayer on quest _SPLQuest (6A000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:37PM] warning: Assigning None to a non-object variable named "::temp13"
stack:
[_SPLSKConfigQuest (6A00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93
[_SPLQuest (6A000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 112
[alias _SPLPlayer on quest _SPLQuest (6A000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:37PM]
[02/05/2016 - 02:09:37PM] =====Wet and Cold is finished refreshing itself and searching for addons!=====
[02/05/2016 - 02:09:37PM]
[02/05/2016 - 02:09:38PM] UE: Recovering
[02/05/2016 - 02:09:39PM] UE: Exit code is 10000
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints: Running Maintenance ~~~~~
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints VC: Checking if update is required. (Current Version: 1.000000) ~~~~~
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints VC: SkyUI Installed ~~~~~
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints: Switching to SKSE Footprints, SKSE Installed ~~~~~
[02/05/2016 - 02:09:41PM] [DLC1VampireSleepScript ]PlayerActivateBed() IsCoffin =False


 
 
Here is my loot order, with other mods from years back that I have left deactivated:
[spoiler=LOOT order] 0 0 Skyrim.esm
1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 Unofficial Skyrim Legendary Edition Patch.esp
6 6 Skyrim Project Optimization - Full Version.esm
7 7 Falskaar.esm
8 8 Lanterns Of Skyrim - All In One - Main.esm
3rdEraWeaponsMoS.esm
ClimatesOfTamriel.esm
JSwords.esm
moonpath.esm
XFLMain.esm
9 9 Wyrmstooth.esp
10 a HighResTexturePack01.esp
11 b HighResTexturePack02.esp
12 c HighResTexturePack03.esp
13 d Unofficial High Resolution Patch.esp
14 e Cutting Room Floor.esp
15 f Appropriately Attired Jarls Redux.esp
ClimatesOfTamriel Falskaar.esp
16 10 DawnguardRuneWeaponsFXSReplacer.esp
First Person Messages.esp
17 11 Nausicaa's Tweaker.esp
ClimatesOfTamriel-Nights-Level-8.esp
sOverEncumbered.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
18 12 Lock Overhaul.esp
CutthroatMerchantsMedium.esp
19 13 Auto Unequip Ammo.esp
JSwords_Load_Screens.esp
20 14 Beards.esp
Lanterns Of Skyrim - CoT Nights lvl 8.esp
Ket_PictureLoadscreens.esp
21 15 Convenient Horses.esp
22 16 BFSEffects.esp
abotFiresHurt.esp
23 17 DragonShoutVoice.esp
24 18 ClamsDropPearls.esp
25 19 Chesko_LoreBasedLoadingScreens.esp
SKSE Hotkeys.esp
26 1a WetandCold.esp
27 1b WetandCold - Ashes.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
28 1c Dual Wield Parrying_SKSE.esp
AlwaysPickUpBooks.esp
29 1d mintylightningmod.esp
No Empty Tag on Containers.esp
changed syntaxes.esp
NoPsychicLockKnowledge.esp
30 1e ORM-Arvak.esp
SkyTEST-RealisticAnimals&Predators-Dawnguard.esp
31 1f 83Willows_101BUGS_V4_HighRes.esp
32 20 SMDropLitTorch.esp
The Dance of Death - Ultimate Edition.esp
UnlimitedBookshelves.esp
Realistic Lighting Overhaul - Major City Interiors.esp
Hothtrooper44_Armor_Ecksstra.esp
33 21 Guard Dialogue Overhaul.esp
34 22 Weapons & Armor Fixes_Remade.esp
35 23 Weapons & Armor_TrueOrcish&DaedricWeapons.esp
36 24 ADS.esp
37 25 SkyFalls + SkyMills + DG + DB + FS + WT.esp
38 26 Point The Way.esp
39 27 BirdsHFclean.esp
40 28 BetterQuestObjectives.esp
41 29 TheChoiceIsYours.esp
42 2a FarmhouseChimneys.esp
43 2b Book Covers Skyrim.esp
44 2c RealisticWaterTwo.esp
45 2d AOS.esp
46 2e Animated Weapon Enchants.esp
47 2f Immersive Citizens - AI Overhaul.esp
3DNPC.esp
48 30 Clothing & Clutter Fixes.esp
CollegeOfWinterholdImmersive.esp
Realistic Lighting Overhaul - Dungeons.esp
Realistic Lighting Overhaul - Dawnguard Interiors.esp
Babettes Feast Balanced.esp
JBS_weight_overhaul_complete.esp
ABT - Progressive Damage (with Nord Hero Arrow).esp
49 31 When Vampires Attack.esp
50 32 IHSS.esp
51 33 dD - Enhanced Blood Main.esp
BetterMagic_FULL.esp
52 34 DeadlySpellImpacts.esp
53 35 Improved Combat Sounds v2.2.esp
XFLPlugins.esp
54 36 Weapons & Armor_TrueWeaponsLvlLists.esp
55 37 aMidianBorn_ContentAddon.esp
56 38 Complete Crafting Overhaul_Remade.esp
57 39 RealisticWaterTwo - Wyrmstooth.esp
58 3a aMidianborn_Skyforge_Weapons.esp
59 3b SkyrimCoinReplacerRedux.esp
SkyTEST-RealisticAnimals&Predators.esp
Realistic Lighting Overhaul - Major City Exteriors.esp
60 3c SkyFalls Plus SkyMills - All DLC and Falskaar.esp
61 3d RealisticWaterTwo - Waves - Falskaar.esp
62 3e RealisticWaterTwo - Falskaar.esp
BetterDocks-MP-DLC-Compatible.esp
Distant DetailHF.esp
63 3f SFO - Expanded Diversity.esp
64 40 hearthfireextended.esp (bash says masters have been re-ordered)
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
DawnofWindhelm.esp
JBS_weight_overhaul_pot.esp
65 41 ExplosiveBoltsVisualized.esp
ABT - Faster Bolts Improved +50%.esp
ABT-DEBV Patch.esp
Cloaks - Dawnguard.esp
66 42 Radiant and Unique Potions Poisons and Booze.esp
EMCompViljaSkyrim.esp
hothtrooper44_ArmorCompilation.esp
WeaponsArmorFixes_MultiMod_DLCPatch.esp
ASW-GDO Patch.esp
67 43 Complete Crafting_TrueWeaponsLvlLists.esp
3rdEraWeapMoS-lvlList.esp
ABT - Loot Arrows -50%.esp
68 44 NoxUE2.00.esp
EMViljaInSolstheimAddOn.esp
69 45 Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp
70 46 RealisticWaterTwo - Legendary.esp
Cloaks.esp
1nivWICCloaks.esp
CWIDawnguardPatch.esp
71 47 Dead Body Collision.esp
CWIDragonbornPatch.esp
1nivWICSkyCloaksPatch.esp
quest_thebiggertheyare.esp
DawnofRiften.esp
Druid Den Redux.esp
quest_nomercy.esp
moonpath_questdata.esp
ABT - Faster Arrows Improved +50%.esp
72 48 Atlas Legendary.esp
WhiterunAlivePiano.esp
73 49 SFO - Dragonborn.esp
tos_laintardale_hf.esp
JSwordsDistributionBalancePlugin.esp
74 4a Bring Out Your Dead - Legendary Edition.esp
75 4b NonEssentialChildren.esp
quest_seaofghosts.esp
76 4c SkyrimImprovedPuddles-DG-HF-DB.esp
tos_oakwood_hf.esp
tos_amber_guard.esp
RabbitsPlus.esp
Chesko_Frostfall.esp
First Person Messages - Frostfall Compatibility.esp
Beautiful Whiterun.esp
tos_granitehall.esp
quest_pitfighter.esp
SkyTEST-RealisticAnimals&Predators-Dragonborn.esp
Better City Entrances - All in one.esp
77 4d RealisticWaterTwo - Waves - Wyrmstooth.esp
78 4e Skyrim Flora Overhaul.esp
quest_sorcery.esp
quest_andtherealmsofdaedra.esp
79 4f SkyUI.esp
80 50 TimingIsEverything.esp
quest_pitfighter_dlc01.esp
81 51 WATER Plants.esp
82 52 PilgrimsDelight.esp
83 53 The Paarthurnax Dilemma.esp
PersonalizedMusic_v5.0.esp
skyrimsoundtrackexpansion.esp
84 54 BlockSparkles.esp
85 55 Gildergreen Regrown.esp
RealisticWhiterun.esp
ABT - Merchants Arrows HARDCORE.esp
86 56 Chesko_Step418_SN.esp
General Patch.esp
ABT - Recover 50% Less Arrows and Bolts.esp
87 57 RelightingSkyrim_Legendary.esp
XFLDialogue.esp
88 58 SPTConsistentOlderPeople.esp
89 59 imp_helm_legend.esp
90 5a Invisibility Eyes Fix.esp
91 5b NoAnimalsReportCrimes-DG+DB.esp
92 5c Paralyze.esp
93 5d ELE_Legendary_Lite.esp
94 5e iHUD.esp
95 5f RaceMenu.esp
96 60 RaceMenuPlugin.esp
97 61 ViewableFactionRanksBothDLC.esp
98 62 TradeBarter.esp
99 63 Atlas Compass Tweaks.esp
100 64 Footprints.esp
101 65 Moss Rocks - Legendary.esp
102 66 Brows.esp
103 67 Elemental Staves.esp
104 68 GQJ_DG_vampireamuletfix.esp
105 69 Mage Outfit Texture Overhaul.esp
106 6a WondersofWeather.esp
107 6b Soul Gems Differ.esp
108 6c randomthunder.esp
109 6d Better Stealth AI for Followers.esp
110 6e NotSoFast-MainQuest.esp
111 6f Thieves Guild Requirements.esp
Traps Make Noise.esp
112 70 BetterQuestObjectives-CRFPatch.esp
113 71 BetterQuestObjectives-DBForevertoMisc.esp
114 72 BetterQuestObjectives-NECPatch.esp
115 73 BetterQuestObjectives-PaarDilemmaPatch.esp
116 74 WM Trap Fixes.esp
117 75 ESFCompanions.esp
118 76 Dual Sheath Redux.esp
119 77 FNIS.esp
120 78 STEP Extended Patch.esp (bash says masters have been re-ordered)
121 79 Dual Sheath Redux Patch.esp (bash says masters have been re-ordered)
122 7a Bashed Patch, 0.esp
123 7b DynDOLOD.esp (bash says masters have been re-ordered)


 
 
I have also checked the memory block log as indicated in the FAQ, but didnt see an issue.

If anyone has an idea that would be fantastic!  Thanks.

Edited by BahamutZ
  • 0
Posted (edited)
  On 2/5/2016 at 5:55 PM, LeanWolf said:

Hello, thanks for this amazing mod! I've been using it for some time now but I've always noticed that the Bard's College clock tower is floating much higher than it should (it's base starting roughly where it's top should be), which makes for a kind of jarring view of scenic Solitude up on it's mountain. I use the High settings with windows (the tower windows are in the right place at least). Apologies if this is a known issue, I tried searching this thread for "bard" but nothing came up. If I did something wrong please let me know what, and I can provide more info/pictures if required. I don't have any mods that mess with the Bard's College (that I know of).

 

Oh I've also noticed a pair of floating fire embers in the Dragonsreach porch when I recently did the Odahviing fight, but I think they've already been mentioned by someone.

When installing the data folder from the DynDOLOD archive you need to make sure its contents overwrites all existing LOD files and nothing else overwrites them. In particular DynDOLOD contains fixed new meshes for the tower in Meshes\lod\solitude\sbardscollegetower_lod.nif with 3857 bytes and Meshes\lod\solitude\sbardscollegetower_lod_2.nif with 2109 bytes.

 

Then make sure to not accidentally delete the default mesh rule for "skyrim.esm !open cities skyrim.esp;000EE66D" with "Delete" in the Reference column and that the file ..\TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_manual_static_Tamriel.txt

still contains a line for SBardsCollegeTower_LOD.

 

  On 2/5/2016 at 8:40 PM, BahamutZ said:

Looking for some assistance from the experts. 

 

I have finished the STEP process, but this mod (the world process files) is causing my game to lock up on new game load and I have to end it through the task manager.   If I load a previous save it will load into a building, but if I leave it will CTD or if I hit the ESC key it will CTD.  Now i know it crashes due to this mod (the world mod-organizer process output textures), because when i uninstall the world meshes, texture LODs (the 2nd part of the LOD generation) through Bash, a new game loads up.  

 

Both DynDOLOD apply scripts go through the process without errors when I ran through MO and TESVEdit.  Used the medium setting.  I tried reinstalling it again in case something messed up, but no luck.   Although 1st time I had 1,790 files, the 2nd time 1,777.  For what that is worth.

 

 

I have also checked the memory block log as indicated in the FAQ, but didnt see an issue.

If anyone has an idea that would be fantastic!  Thanks.

Please post memory blocks log. Try a "new" game with coc whiterun from main menu and other locations far away from each other. The only 2 typical reasons for CTD are either heap memory or missing/invalid nif. So by trying coc to somewhere else and the off chance it works could indicate nif problems, once heap memory has been ruled out. Then try to start game without esp but just the static meshes and textures. nif troubles can only happen with the esp enabled.

Edited by sheson
  • 0
Posted

I keep hearing about being able to change options in the MCM, but all I have ever gotten as far as options has been for windows. I'm on week 4 of just trying to get my Tree's correct and at this point I have started from scratch with Dyn hundreds of times. Should there be tree settings in the MCM?

  • 0
Posted
  On 2/6/2016 at 1:19 AM, Gunkin said:

I keep hearing about being able to change options in the MCM, but all I have ever gotten as far as options has been for windows. I'm on week 4 of just trying to get my Tree's correct and at this point I have started from scratch with Dyn hundreds of times. Should there be tree settings in the MCM?

Tree LOD is done by built-in TES5LODGen and is only started by DynDOLOD. You have to install the correct billboards for any tree mods in the correct order. Then maybe change tree LOD brightness if needed. While we discussed this plenty in this thread the past year it may also help to check TES5LODGen pages for more information if it comes to details about certain tree mods and their billboards.

 

The latest MCM updates are in the the latest papyrus scripts from the update post and allow direct manipulation of a few select ini settings, like tree LOD draw distance.

  • 0
Posted
  On 2/5/2016 at 11:01 PM, sheson said:

When installing the data folder from the DynDOLOD archive you need to make sure its contents overwrites all existing LOD files and nothing else overwrites them. In particular DynDOLOD contains fixed new meshes for the tower in Meshes\lod\solitude\sbardscollegetower_lod.nif with 3857 bytes and Meshes\lod\solitude\sbardscollegetower_lod_2.nif with 2109 bytes.

You were right, one of those files was overwritten by an unlikely mod, thanks for the help!

  • 0
Posted (edited)
  On 2/5/2016 at 11:01 PM, sheson said:

Please post memory blocks log. Try a "new" game with coc whiterun from main menu and other locations far away from each other. The only 2 typical reasons for CTD are either heap memory or missing/invalid nif. So by trying coc to somewhere else and the off chance it works could indicate nif problems, once heap memory has been ruled out. Then try to start game without esp but just the static meshes and textures. nif troubles can only happen with the esp enabled.

[spoiler=Mem Blocks Log]logging of blocks enabled

logging max values only

Timer disabled

Block1 Block2

256MB 256MB

85 8

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So I did 1 out of 30 times or so get it to start a new game, where I went through into into Helgen Keep, coc'd Riverwood, coc'd Whiterun no problem.  I saved multiple times during this.  However, I then quit and tried to reload any of them and CTD occured inside again, and outside didnt even load.   

 

Let me know what you think if you could.

 

The only thing other I can think of that maybe my video card which has artifacts pop up on my monitor at random times could be a cause.  I can sometimes go months with it running perfectly, and without cause it causes problems intermittently then suddenly works fine.    Or maybe I can't handle the medium setting, which I wouldnt think so, but who knows.  As when I uninstalled last time, it seemed to work again.  Used baseline step.

 

Computer stats:

I7 950 oc'ed to 3.6

AMD HD 7950 3G Sapphire 925/1250mhz

12 GB gaming ram

 

coc'd from Main menu to Whiterun where I get an infinite loading screen and had Ctrlaltdelete out. Same thing happened with Kynesgrove.  Disabling the .esp had no effect.

Edited by BahamutZ
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