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I started a new installation for Skyrim. In this new installation, after building and installing Dyndolod, I’m getting the message «Dyndolod requires PapyrusUtil». However, PapyrusUtil was one of the first utilities installed. I tried with PapyrusUtil 3.6b, 3.7, 3.8 and 3.9, and also tried putting the scripts inside the data/Dyndolod folder. I’m still getting this same message, and Dyndolod wont start. Anyone know what kind of bug is this?
https://imgur.com/0R6rLYa
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FAQ: Game: DynDOLOD requires PapyrusUtil
A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.
A: PapyrusUtil is not installed, outdated or not running at all.
A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods.
A: Check the c:Users[username]DocumentsMy Games[skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
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FAQ: Game: DynDOLOD requires PapyrusUtil
A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.
A: PapyrusUtil is not installed, outdated or not running at all.
A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods.
A: Check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
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34 minutes ago, dgambino1 said:
I’ve been searching everywhere but cannot find a fix for this one and figured I would ask here!
My DynDoLod in MCM shows it as not active and displays «DynDOLOD requires PapyrusUtil». I do have it installed (version 4.4) near the top of my load order so that other mods can overwrite it (when necessary) and I’m using SSE AE 1.640.
I saw that there is a bug post for this issue in PapyrusUtil from Dec2022 but wanting to know if anyone has a workaround? This «seems» like an issue with DynDOLOD not recognizing that PapyrusUtil is properly installed. I checked my SKSE log and it reflects that PapyrusUtil was loaded correctly.
I do have SimplyKnock installed and saw that PapyrusUtil.dll was there so I deleted it. In addition, I also put it above the PapyrusUtil mod. I have DynDOLOD Resources SE at the bottom of my load order so it overwrites everything above it. I do NOT have Camping installed or any of the sex mods. In addition, I’m also using the «DynDOLOD DLL NG and Scripts 3.00″ which is supposed to omit PapyrusUtil but that doesn’t appear to be true.
Can anyone who’s using SSE 1.640, PapyrusUtil and DynDOLOD confirm that their DynDOLOD mod in MCM shows the active box being checked?
Thanks in advance!
Proper install order (MO left pane):
- Papyrus
- DynDOLOD Resources
- DynDOLOD DLL
These should not be high priority in you MO left pane unless you have almost no other mods installed. They should be near lowest priority.
You probably have the wrong versions of #1 or #2 for your game runtime and/or the version of DynDOLOD you are running. Assuming you are using DynDOLOD alpha 111.
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8 hours ago, dgambino1 said:
I’ve been searching everywhere but cannot find a fix for this one and figured I would ask here!
My DynDoLod in MCM shows it as not active and displays «DynDOLOD requires PapyrusUtil». I do have it installed (version 4.4) near the top of my load order so that other mods can overwrite it (when necessary) and I’m using SSE AE 1.640.
I saw that there is a bug post for this issue in PapyrusUtil from Dec2022 but wanting to know if anyone has a workaround? This «seems» like an issue with DynDOLOD not recognizing that PapyrusUtil is properly installed. I checked my SKSE log and it reflects that PapyrusUtil was loaded correctly.
I do have SimplyKnock installed and saw that PapyrusUtil.dll was there so I deleted it. In addition, I also put it above the PapyrusUtil mod. I have DynDOLOD Resources SE at the bottom of my load order so it overwrites everything above it. I do NOT have Camping installed or any of the sex mods. In addition, I’m also using the «DynDOLOD DLL NG and Scripts 3.00″ which is supposed to omit PapyrusUtil but that doesn’t appear to be true.
Can anyone who’s using SSE 1.640, PapyrusUtil and DynDOLOD confirm that their DynDOLOD mod in MCM shows the active box being checked?
Thanks in advance!
Read https://dyndolod.info/FAQ «DynDOLOD requires PapyrusUtil».
There is no issue with DynDOLOD not recognizing PapyrusUtil. A PapyrusUtil papyrus script function does not return the required version value. Either because the PapyrusUtil.dll or the PapyrusUtil scripts are not working right.
The DynDOLOD DLL NG and scripts are being overwritten by the DynDOLOD papyrus scripts for PapyrusUtil included in DynDOLOD Resources. The papyrus scripts from DynDOLOD DLL do not check if PapyrusUtil is working.
6 hours ago, dgambino1 said:
Thank you z9 for replying! Here is the top of my load order and the bottom of my load order:
Top: https://freeimage.host/i/Hl8zbKG
Bottom: https://freeimage.host/i/Hl8IIDP
What am I missing? I thought the «DynDOLOD DLL NG and Scripts 3.00″ was supposed to omit PapyrusUtil, is that true? Is there some cache file?
I looked at the Nexus page for PapyrusUtil and, aside from SimplyKnock, I’m not using any of those listed there but I suppose it’s possible there’s another one. Is there a list of mods that overwrite PapyrusUtil out there for cross-checking?
I tried utilzing the non-3.00 scripts and DLL and that gave the same error that PapyrusUtil is required.
I sincerely thank you and anyone else that can assist with this one. Can you confirm that DynDOLOD in MCM shows as active in 1.640?
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The screenshots do not show what files are actually in the virtual data folder.
Use the right window Data tab to check what DLL and papyrus script files are the last to win the overwrite priorities and what mods they are coming from.
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2 hours ago, dgambino1 said:
Thank you @sheson and @z929669 for the reply. I looked in the «Data» tab in MO2 and found PapyrusUtil is showing the proper virtual path (DataSKSEPlugins) and the «From» reflects that it’s coming from the Papyrus mod folder (PapyrusUtil SE — Modders Scripting Utility Functions).
I have just two DynDOLOD mods in the following load order:
PapyrusUtil SE > DynDOLOD Resources SE > DynDOLOD DLL NG and Scripts 3.00
Do I still need the 2.45 file from Nexus below the «DLL NG and Scripts 3.00»?
My TextGen_Output and DynDOLOD_Output mods are both at the very bottom.
As I mentioned in my previous, if you are using game version 1.6.640, then everything relating to DynDOLOD and its dependencies is available for reference in the install priority I linked, which follows the DynDOLOD requirements I also linked. Search for the mods you are using in our guide, and use those links to download the required mods and their install priority. This guide also serves as an example of overall install priority of various mod types.
I’ve no idea what the «2.45» file is, and all the needed info has been provided.
EDIT: If you are referring to DynDOLOD DLL 2.45, then it doesn’t make sense to use this if using DynDOLOD DLL NG. Use one or the other.
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4 hours ago, dgambino1 said:
Thank you @sheson and @z929669 for the reply. I looked in the «Data» tab in MO2 and found PapyrusUtil is showing the proper virtual path (DataSKSEPlugins) and the «From» reflects that it’s coming from the Papyrus mod folder (PapyrusUtil SE — Modders Scripting Utility Functions).
I have just two DynDOLOD mods in the following load order:
PapyrusUtil SE > DynDOLOD Resources SE > DynDOLOD DLL NG and Scripts 3.00
Do I still need the 2.45 file from Nexus below the «DLL NG and Scripts 3.00»?
My TextGen_Output and DynDOLOD_Output mods are both at the very bottom.
https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
DynDOLOD DLL NG and Scripts 3.00 Alpha-2 (Mega) overwrite DynDOLOD Resources SE, do not install older versions of DynDOLOD DLL or the papyrus scripts
If LOD was generated with the large reference bugs workarounds checked in the advanced options, then you need to install and use DynDOLOD DLL NG and scripts 3.x
If you have not checked the large reference bugs workarounds, then either use PapyrusUtil or the DynDOLOD DLL 2.x with its scripts as explained https://dyndolod.info/Help/DynDOLOD-DLL. Also https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions.
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Did you downloaded PapyrusUtil for SkyrimSE and playing with SkyrimLE? Or vice versa?
Where and how did you installed both mods?
Edited January 31, 2021 by PRieST
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I get a pop-up when I launch the new game. «DynDOLOD requires Papayrus util». It is installed, but it isnt recognized
Then once I get in the game I get an error along the top that says dynlod cannot find Tamriel in worlds. I have it in the sse terrain (Temp) file as instructed but the guide but it says to disable it. Now there isn’t another esp in xlodgen output.
then right after that it tells me that I need a master file for dynlod. I followed the guide to a T. I did add a few extra mods but ones that should be compatible.
I have sorted with loot without issues.
SSELODGen_log
DynDOLOD_SSE_log
Modlist
Plugins
Not sure if you need any other logs. This was all I could find.
I am nearly done bothering yall here. It has been a week in the making but I am sooo close. Thank you all for all your help. I cant wait to play!
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I dont know how to mark this as the answer but you were right. Campfire was loaded After Papayrus and it over writes that dll. I moved campfire above it and it runs like a dream. Now I can move on to step 6 and 7!
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6 hours ago, Zarok_Aleon said:
I dont know how to mark this as the answer but you were right. Campfire was loaded After Papayrus and it over writes that dll. I moved campfire above it and it runs like a dream. Now I can move on to step 6 and 7!
This is the DynDOLOD support area and not the SSE guide support area, but yes, move on to next steps if you are good with step 5
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Hello so I am brand new to all of this and I have been having TWO issues with DynDOLOD, I have searched for quite a while and have no found a sufficient fix to my problem so I thought I would ask here.
I keep getting the message when I enter the game «DynDOLOD requires PapyrusUtil» I have already downloaded Papy and there are a few things I have done myself to try and work around the issue.
— re-downloaded Papyrus
— re-downloaded DynDOLOD
Now I know these are obvious and basic things to list but I wanted to list them anyway for reference.
Now the second issue which I am almost certain is linked to the first problem I get TWO messages that read
«DynDOLOD can not find Tamriel in DynDOLOD_Worlds»
«DynDOLOD can not find master data in None»
The issue seem pretty specific on where the problem lies but since I am new to modding I do not want to go around messing with my files and then accidently mess up my mod list, So instead I decided to ask for help here before I go scrounging around.
Normally I would brush these two things off because DynDOLOD is actually working in my game, It fixed my tree textures and none of my textures/meshes are broken as far as I can tell. The only reason I am trying to fix this issue is that every 5 Seconds those two messages are spammed in the corner of my screen and it is irritating to watch.
I have linked both pictures of the messages.
I would appreciate any help or info on this! Thank you!
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You will need to post logs as described in the posting guidelines up one level from this topic, and in the DynDOLOD OP.
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4 hours ago, R3tro said:
Hello so I am brand new to all of this and I have been having TWO issues with DynDOLOD, I have searched for quite a while and have no found a sufficient fix to my problem so I thought I would ask here.
I keep getting the message when I enter the game «DynDOLOD requires PapyrusUtil» I have already downloaded Papy and there are a few things I have done myself to try and work around the issue.
— re-downloaded Papyrus
— re-downloaded DynDOLODNow I know these are obvious and basic things to list but I wanted to list them anyway for reference.
Now the second issue which I am almost certain is linked to the first problem I get TWO messages that read
«DynDOLOD can not find Tamriel in DynDOLOD_Worlds»
«DynDOLOD can not find master data in None»The issue seem pretty specific on where the problem lies but since I am new to modding I do not want to go around messing with my files and then accidently mess up my mod list, So instead I decided to ask for help here before I go scrounging around.
Normally I would brush these two things off because DynDOLOD is actually working in my game, It fixed my tree textures and none of my textures/meshes are broken as far as I can tell. The only reason I am trying to fix this issue is that every 5 Seconds those two messages are spammed in the corner of my screen and it is irritating to watch.
I have linked both pictures of the messages.
I would appreciate any help or info on this! Thank you!
![]()
![]()
DynDOLOD_SSE_log.txt
TexGen_SSE_log.txt
1 hour ago, z929669 said:
You will need to post logs as described in the posting guidelines up one level from this topic, and in the DynDOLOD OP.
Got it thanks, wasn’t sure how to edit the existing post so I just quoted it with the logs. Those were the only two I could find. Couldnt not find any debug logs or a bugreport log.
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From the DynDOLOD FAQ
Q: Game: DynDOLOD requires PapyrusUtil
A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.
A: PapyrusUtil is not installed, outdated or not running at all.
A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods.
A: Check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
https://levelskip.com/rpgs/How-to-Take-Screenshots-in-Skyrim
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Hello, I am having the «DynDOLOD requires PapyrusUtil» error. It continues to occur even after I disable every single mod and plugin in my load order except my TexGen and DynDOLOD outputs, the DynDOLOD resources, Papyrus Util, and SKSE. I have attached a log below from my Local Disk>Users>[Username]>Documents>My Games>SSE>SKSE>SKSE64 log and am hoping someone can decipher what it says about Papyrus Util and possibly lead me to a solution. Thanks for any help anyone can give me!
PapyrusUtilPossibleError.txt
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Go to skyrimmods
dyndolod requires papyrusutil [solved]
Total newbie here. Day 2 modding Skyrim and I was able to figure this out but did not find this exact answer for this exact issue. So I’m hoping to post this to help any other newbies along their journey.
When opening Skyrim SE via SKSE via MO2, and then loading a game I got an in-game pop-up with the error: «dyndolod requires papyrusutil». I had been running everything just fine up to this point with the latest SKSE, dynDOLOD, papyrus and everything. And then I added way too many mods between tests.
I ended up finding out that Campfire was the culprit by deactivating it (un-checking it in the left pane in MO2) and loading up a game to see the error had gone. I tried the unofficial Campfire and Frostfall patch (I have frostfall as well) and that didn’t work.
Here is the solution. I went to folder MO2/Mods/Campfire — Complete Camping System (Supports Skyrim VR)/SKSE/ (I actually right clicked on Campfire from the left pane in MO2 and chose «Open in Explorer» from the contextual menu to get here) and found the PapyrusUtil.dll file and deleted it. Opened Skyrim, loaded a game and error was gone!
Archived post. New comments cannot be posted and votes cannot be cast.
Check the manual included in the DynDOLOD Standalone archive and this FAQ first, then go to the Official DynDOLOD Forum to discuss and for help or feedback
=======================================================================
DynDOLOD — Dynamic Distant Objects LOD — Sheson
=======================================================================
Frequently Asked Questions
=======================================================================
Q: What does RTFM stand for?
A: Read The Funtastic Manual! Read the update post!
=======================================================================
Q: Skyrim Special Edition?
A: Beta. See ..DynDOLODDocsDynDOLOD_Manual_SSE.html
=======================================================================
Q: Skyrim VR?
A: Beta. See ..DynDOLODDocsDynDOLOD_Manual_TES5VR.html
=======================================================================
Q: Game: Performance
A: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior.
A: There are 3 presets: Low — almost none. Medium — like SkyFalls + SDO but 1000x better visuals. High — certainly yes. RTFM to adjust every detail yourself.
=======================================================================
Q: Do I need DynDOLOD to improve distance views / map?
A: DynDOLOD is a set of tools to generate a comprehensive LOD mod for drastically improved tree and object LOD. DynDOLOD ships with thousands of new LOD models that are missing from the game. The tools automate and combine processes into a few easy steps, that otherwise take months if not years to do manually.
A: There are no INI settings that improve or update tree or object LOD meshes or textures for the current load order.
A: Increasing uGridsToLoad does not improve LOD, it pushes the border where tree and object LOD start further away. It is not recommended to change it for stable play through. Use ultra tree LOD with 3D tree LOD models.
A: Using/Increasing uLargeRefGridSize has visual bugs which are documented in ..DynDOLODDocsSkyrimSELargeRefGridSkyrimSE-LargeRefGrid.html. It typically only works for a pre-defined list of vanilla large references (excluding trees) and exponentially requires more resources and performance than better matching and improved LOD. Setting insane values is not improving LOD meshes or textures. Texture flicker is caused by incompatible plugins triggering large reference bugs. The setting is not a substitute for better matching and improved object and tree LOD meshes and textures.
A: LOD only works and looks correctly for the load order it was generated for, which means pre-made LODs are always wrong and cause visual issues. Especially tree LOD breaks easily, see answers below for ‘LOD trees show in loaded cells’ for example.
A: Generating improved tree and object LOD with DynDOLOD is easy and following proper modding practice, testing it can be done quickly without affecting the load order or save files.
A: Use xLODGen to generate improved and bug free terrain LOD meshes and textures before generating improved tree and object LOD with DynDOLOD.
A: Use xLODGen or DynDOLOD to update occlusion data to fix rectangular holes in the distance. See ‘Rectangular holes in LOD’ below.
=======================================================================
Q: xEdit / TES5Edit / FO4Edit / SSEEdit
A: They are all the same thing. The ‘x’ in xEdit stands for whatever game is currently used. Substitute the ‘x’ by whatever game/path you are using. The xEdit.exe can be renamed to work for different games.
=======================================================================
Q: Virus?
A: Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab.
A: Check with https://www.virustotal.com to rule out false positives.
=======================================================================
Q: Errors while running DynDOLOD.exe/TexGen.exe
A: Look for helpful messages in the log above the error.
A: Use the latest version of DynDOLOD.exe/TexGen.exe.
A: Do not install tools or game into special Windows folders like Program Files.
A: Check this FAQ for the error.
A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.
A: If problem persists post error report with entire contents (not just the last couple lines) of ..DynDOLODbugreport.txt (if it exists) and ..DynDOLODLogsDynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error to the Official DynDOLOD Forum
=======================================================================
Q: DynDOLOD.exe: Not seeing all worlds in the selection box
A: Only worlds that have existing lodsettings file in ..DataLODSettings[Worldspace].lod are shown.
A: Some worlds added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Remove the worldspace name from the filter file ..DynDOLODEdit ScriptsDynDOLODDynDOLOD_[GAMEMODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on the Official DynDOLOD Forum for more information.
A: Read The Funtastic Message under the world selection box. When using MO check that ..ModOrganizerprofiles[profile name]Skyrim.ini / SkyrimVR.ini contains
Skyrim
[Archive]
sResourceArchiveList=Skyrim — Misc.bsa, Skyrim — Shaders.bsa, Skyrim — Textures.bsa, Skyrim — Interface.bsa, Skyrim — Animations.bsa, Skyrim — Meshes.bsa, Skyrim — Sounds.bsa
sResourceArchiveList2=Skyrim — Voices.bsa, Skyrim — VoicesExtra.bsa
Skyrim Special Edition / Skyrim VR
[Archive]
sResourceArchiveList=Skyrim — Misc.bsa, Skyrim — Shaders.bsa, Skyrim — Interface.bsa, Skyrim — Animations.bsa, Skyrim — Meshes0.bsa, Skyrim — Meshes1.bsa, Skyrim — Sounds.bsa
sResourceArchiveList2=Skyrim — Voices_en0.bsa, Skyrim — Textures0.bsa, Skyrim — Textures1.bsa, Skyrim — Textures2.bsa, Skyrim — Textures3.bsa, Skyrim — Textures4.bsa, Skyrim — Textures5.bsa, Skyrim — Textures6.bsa, Skyrim — Textures7.bsa, Skyrim — Textures8.bsa, Skyrim — Patch.bsa
Enderal
[Archive]
sResourceArchiveList=Skyrim — Misc.bsa, Skyrim — Shaders.bsa, Skyrim — Textures.bsa, Skyrim — Interface.bsa, Skyrim — Animations.bsa, Skyrim — Meshes.bsa, Skyrim — Sounds.bsa
sResourceArchiveList2=EEN — MeshesLOD.bsa, EEN — Meshes.bsa, EEN — Music.bsa, EEN — Scripts.bsa, EEN — SoundFX.bsa, EEN — SoundVoice.bsa, EEN — SoundExtra.bsa, EEN — TexturesLOD.bsa, EEN — Textures1.bsa, EEN — Textures2.bsa, EEN — Textures3.bsa
WARNING: It is possible the ArchiveLists are different for non English versions of the game, especially in case of Enderal. Do not replace these lines in case they are already existing and appear to work correctly.
Proper INIs with the Archive lines included are usually created when the launcher of the game is started once.
=======================================================================
Q: Checking for errors in DynDOLOD.esp or DynDOLOD.esm with xEdit
A: .. Record Flags ->
are intentional and can be ignored.
A: Any other error indicates a problem that should be reported to the Official DynDOLOD Forum
=======================================================================
Q: TexGen.exe/DynDOLOD.exe:
A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game.
=======================================================================
Q: TexGen.exe/DynDOLOD.exe: Access is denied
A: The OS, UAC, anti virus or another third party program is denying access to a file. Use the appropriate OS, UAC, anti virus settings etc. to allow access, including the TexConv.exe/LODGen.exe executables in the ..DynDOLODEdit Scripts folder.
A: Make sure only one copy of TexGen.exe/DynDOLOD.exe is running at a time.
=======================================================================
Q: DynDOLOD.exe: Missing model ‘meshes..*.nif’ — ignoring * [STAT:xxxxxxxx] for dynamic LOD
A: Verify that all required BSA files are loaded. MO archive management is incompatible with many 3rd party tools like xEdit. Check startup log of DynDOLOD or xEdit, make sure BSA files are loaded via a matching esp filename.
A: Make sure that after merging plugins, their assets are still loaded. BSAs are only loaded via matching esp filename.
A: Plugins often have left over base elements referencing non existing nifs. Look up the form id [STAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for ‘All done!’ message. Reload the record and check bottom for tab ‘Referenced By’. If the tab is not shown, the base element is not used by any references and this error can be ignored. Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author.
=======================================================================
Q: DynDOLOD.exe: ERROR: Worldspace object bounds added by plugin name.esp for [xxxxxxxx] Worldspace outside +- 128 cells.
A: A plugin changes the size of a worldspace beyond useful values. Either do not select this worldspace when generating LOD or fix the object bounds to useful values if they seem to be wild edits. To fix worldspace bounds error, in xEdit, open the worldspace record by entering the FormID of the worldspace into the field top left. Hit Enter key. Scroll right to the column of the plugin. Scroll down to the rows for Objects Bounds. Right click a value and select edit and enter a number <= +- 128. In case it is a overwrite record use numbers from master plugin as a guideline. Click OK or hit Enter. Save changed esp.
A: In addition, optionally, in the left tree view unfold the worldspace and and investigate Blocks with numbers <= -4 or >= 4 for unintentional edits.
=======================================================================
Q: DynDOLOD.exe: Could not be resolved
A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
=======================================================================
Q: DynDOLOD.exe: There is a problem in xxx.esp with xxx using [xxxxxxxx] < Error: Could not be resolved >
A: There is a plugin in the load order that links to a non existing form id. Use the mentioned form IDs to look up the records in xEdit. It will help to narrow down the broken plugin. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
=======================================================================
Q: DynDOLOD.exe: Duplicate FormID [xxx] in file [xx] xxx.esp
A: There is a plugin in the load order that duplicates an existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.
=======================================================================
Q: DynDOLOD.exe: FormID [xxx] references a master which is not available in file [xx] xxx.esp
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
A: Often caused by a broken Bashed Patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.
=======================================================================
Q: DynDOLOD.exe: Found a reference, expected for New Texture: TXST
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
=======================================================================
Q: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp
A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
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Q: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.
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Q: DynDOLOD.exe: Tree LOD: Error: Can not find tree LOD billboards required to create tree LOD
A: Always install the required vanilla tree LOD Billboards, then any optional LOD Billboards for tree mods in the load order. See the ‘Requirements’ section in the manual.
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Q: DynDOLOD.exe: Tree LOD
and similar
A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. Typically billboards are only created for trees. Some world spaces do not have any trees.
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Q: DynDOLOD.exe: Note: texturesterrainlodgenskyrim.esmtreepineforest01_0001306d_n.dds normal map not found, using flat replacement
A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.
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Q: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures*.dds: Not a valid DDS texture
A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.
A: Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is.
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Q: DynDOLOD.exe: Warning: Error when loading «meshes*.nif»: Not a valid NIF file
A: The mentioned NIF file is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.
A: Look up the NIF path in MOs right window Data tab to find out which mod supplies it. Reinstall the NIF from the mod, DynDOLOD Resources, whichever it is.
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Q: DynDOLOD.exe: FAILED loading DDS (80004005) *.dds / Error preparing textures for atlas: Error loading textures*.dds: Executing TexConv returned error
A: The mentioned texture uses an unsupported format and needs to be converted or replaced.
A: See answers for Error preparing textures for atlas: Error loading textures*.dds: Not a valid DDS texture
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Q: Game: Tree LOD: LOD trees do not match close-up full model trees
A: If the billboard tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods.
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the ‘NAME — Base’, like TreeAspen01 [TREE:0006A9E6]. Search in TexturesTerrainLODGen subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions.
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.
A: Find better matching billboards for the tree mods or create them. See this video https://www.youtube.com/watch?v=MFsIbCJWH_c
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Q: Game: Tree LOD: LOD trees textures cut off mid-way
A: The tree texture atlas like TexturesTerrainTamrielTreesTamrielTreeLod.dds does not belong to the generated tree LOD in MeshesTerrainTamrielTrees*.*
A: Verify that the tree texture atlas TexturesTerrainTamrielTreesTamrielTreeLod.dds and the tree LOD in MeshesTerrainTamrielTrees*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods.
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Q: Game: Tree LOD: LOD trees show in child worlds / towns
A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP — Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don’t have the limitation. See the section ‘Custom Settings For Specific Mods — Mods that add trees to the same area as child worlds’ in the ..DynDOLODDocsDynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.
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Q: Game: Tree LOD: LOD trees show in loaded cells
A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html
A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.
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Q: DynDOLOD.exe / LODGen.exe: There were errors in one or more LODGen logs resulting in incomplete static object LOD
A: Check the mentioned log LODGen_[GAMEMODE]_[Worldspace]_log.txt for specific error message
A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:output and try again.
A: Nif not found — Make sure the nif that is not found exists as loose file or in one of the loaded BSAs. Verify loaded BSAs in the loading messages of the DynDOLOD log. Turn off MOs archive management.
A: Rerun LODGen.exe for a specific worldspace by setting Expert=1 in ..DynDOLODEdit ScriptsDynDOLODDynDOLOD_[GameMode].ini, select worldspace in drop down, click «Execute LODGen.exe» button
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Q: Game: Incomplete static object LOD / LODGen.exe crash
A: Make sure DynDOLOD Resources Core Files have been installed completely. Sometimes mod managers fail to download or unpack archives correctly. Use a better mod manager.
A: Make sure to use latest LODGen.exe version included in the standalone download.
A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:output and try again.
A: Wait for all LODGen.exe processes to complete on their own. Close DynDOLOD.exe and save plugin once all LODGen processes finished.
A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.
A: If problem persists post error report with entire contents (not just the last couple lines) of ..DynDOLODbugreport.txt (if it exists) and ..DynDOLODLogsDynDOLOD_[GameMode]_log.txt and LODGen_[GAMEMODE]_[Worldspace]_log.txt or a screenshot of the error to the Official DynDOLOD Forum
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Q: Game: Rectangular holes in LOD
A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the ‘TVDT — Occlusion Data’ section in ..DynDOLODDocsDynDOLOD_Manual.html and https://stepmodifications.org/forum/topic/14250-skyrim-tvdt-occlusion-culling-data/
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Q: LODGen.exe: Runs a long time / The LOD files generated are several GB in size
A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.
A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.
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Q: Game: DynDOLOD requires SKSE
A: SKSE is not installed, outdated or not running at all.
A: Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods.
A: Check the logs in c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE
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Q: Game: DynDOLOD requires PapyrusUtil
A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.
A: PapyrusUtil is not installed, outdated or not running at all.
A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods.
A: Check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
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Q: Game: DynDOLOD requires DynDOLOD.DLL
A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL.
A: The DynDOLOD.DLL is not installed into the correct games ..DataSKSEPlugins folder, outdated or not running at all.
A: Make sure you have the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil.
A: Check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly.
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Q: Game: DynDOLOD requires plugins generated with version x.xx or higher
A: Either the plugins were generated with an older standalone version or the papyrus scripts from DynDOLOD Resources / DynDOLOD DLL are the wrong version.
A: Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources / DynDOLOD DLL. Do not use DynDOLOD Resources / DynDOLOD DLL with higher version than version of DynDOLOD standalone.
A: Make sure the DynDOLOD Resources / DynDOLOD DLL version is high enough for the DynDOLOD standalone that is being used. For example plugins generated with DynDOLOD standalone 2.45 require DynDOLOD Resources 2.45 / DynDOLOD DLL 2.45
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Q: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name]
A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above.
A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers.
A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSEDynDOLOD.log for errors.
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Q: Game: ILS or CTD
A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini.
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.
A: If heap memory is not the cause of CTD see ..DynDOLODDocsDynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.
A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLODEdit ScriptsDynDOLODDynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution.
A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.ini. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
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Q: Game: Out of place objects / floating objects / flickering full models
A: If LOD was generated for a different load order generate LOD for the current load order.
A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video https://www.youtube.com/watch?v=c3zVK8PD3Vg&t=1752 or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything.
A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where «old» and «new» plugin are the same. Consider generating less demanding dynamic LOD, see ‘Performance’ section in ..DynDOLODDocsDynDOLOD_Manual.html
A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the «pluginname_formid» information found in the Editor ID of the reference to find the plugin from which this object originates.
A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.
A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD.
A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro.
A: If the problems is stuck object LOD in Whiterun after fast travel in Skyrim Special Edition, consider using the dynamic LOD option of DynDOLOD which should fix that bug. Alternatively use the LOD Unloading Bug Fix
A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compability. This is especially true with mods modifying the walled cities. User are asked and welcome to provide feedback to the Official DynDOLOD Forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots about issues if possible.
A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLODDocsDynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.
A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.
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Q: Game: Save game size
A: More LOD means more data. Dynamic LOD saves data and current state of several 10,000s of objects which equates to several MB. Data and current states are saved, so that the same work does not have to be done over and over again. Once all world spaces have been visited this is more less a one time increase.
A: DynDOLOD does not cause save bloat. It does not use the methods that cause save bloat. Never did. Consult forums with knowledgeable people that investigate, discuss and solve problems like the official support forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen//
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Q: Game: Script instances
A: Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active.
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Q: Game: Script errors
A: Make sure to use matching script and plugin versions
A: Save game update gone wrong. Test with new game, if successful, repeat clean save procedure.
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Q: Help, feedback, comments?
A: S.T.E.P. Forums the Official DynDOLOD Forum
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THE SOFTWARE IS PROVIDED ‘AS IS’ AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
SKSE is not installed, outdated or not running at all.
Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods.
Check the logs in c:Users[USERNAME]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE
DynDOLOD requires PapyrusUtil
If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.
PapyrusUtil is not installed, outdated or not running at all.
Make sure the correct PapyrusUtil version for the current Skyrim and SKSE versions is installed and that none of its files are overwritten by other mods.
Check the c:Users[USERNAME]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
DynDOLOD requires DynDOLOD.DLL
If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL.
The DynDOLOD.DLL is not installed into the correct games ..DataSKSEPlugins folder, outdated or not running at all.
Make sure the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions is installed and that none of its files are overwritten by other mods. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil.
Check the c:Users[USERNAME]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly.
DynDOLOD requires plugins generated with version x.xx or higher
Either the plugins were generated with an older standalone version or the papyrus scripts from DynDOLOD Resources / DynDOLOD DLL are the wrong version.
Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources / DynDOLOD DLL. Do not use DynDOLOD Resources / DynDOLOD DLL with higher version than version of DynDOLOD standalone.
Make sure the DynDOLOD Resources / DynDOLOD DLL version is high enough for the DynDOLOD standalone that is being used. For example plugins generated with DynDOLOD standalone 2.45 require DynDOLOD Resources 2.45 / DynDOLOD DLL 2.45
DynDOLOD papyrus scripts are the wrong version
In case the large reference bugs workarounds setting has been enabled and DynDOLOD plugins with version 3.xx have been generated, make sure to install the latest version of DynDOLOD DLL NG and Scripts as explained and linked by the Large Reference Bugs Workarounds Requirements.
Otherwise, if DynDOLOD plugins of version 2.xx have been installed, make sure that nothing overwrites the papyrus script 2.x in DynDOLOD Resources SE for PapyrusUtil or the DynDOLOD DLL SE — Scripts 2.x for DynDOLOD DLL.
DynDOLOD could/can not read/find *
DynDOLOD* does not belong to these DynDOLOD plugins
Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL or PapyrusUtil above.
Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers.
Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:Users[USERNAME]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSEDynDOLOD.log for errors.
ILS or CTD
Make sure DynDOLOD Resources Core Files are installed completely and active in the load order.
More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log and adjust SKSE memory settings. Or use the alternative OSAllocator from Crash Fixes with SKSE Plugin Preloader. Do not use SSME or Safety Load. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini.
Do not use the experimental TreeFullFallBack=0 setting without understanding what it does and what it is for.
See ..DynDOLODDocsDynDOLOD-README.txt for checking if a missing or invalid asset (meshes or textures) is the cause.
Large load orders with many plugins might surpass the reference handle cap. SSE Engine Fixes prints a warning. Setting Temporary=1 in ..DynDOLODEdit ScriptsDynDOLODDynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution.
If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
If there are problems loading saves, make sure the clean save procedure was followed correctly when updating from scratch.
Save game size
More LOD means more data. Dynamic LOD saves data and current state of several 10,000s of objects which equates to several MB. Data and current states are saved, so that the same work does not have to be done over and over again. Once all world spaces have been visited this is more less a one time increase.
DynDOLOD does not cause save bloat. It does not use the methods that cause save bloat. Never did. Consult forums with knowledgeable people that investigate, discuss and solve problems like the official DynDOLOD support forum.
Script instances
Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active.
The scripts of DynDOLOD are not at all script intensive. There are no scripts that are constantly running. It uses small highly optimized papyrus scripts for dynamic LOD, which run in parallel only when needed at the moment dynamic LOD models are enabled or disabled.
Papyrus Script errors
Make sure to use matching script and plugin versions
Save game update gone wrong. Test with new game, if successful, repeat clean save procedure.
Check the manual included in the DynDOLOD Standalone archive and this FAQ first, then go to the Official DynDOLOD Forum to discuss and for help or feedback
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DynDOLOD — Dynamic Distant Objects LOD — Sheson
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Frequently Asked Questions
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Q: What does RTFM stand for?
A: Read The Funtastic Manual! Read the update post!
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Q: Skyrim Special Edition?
A: Beta. See ..DynDOLODDocsDynDOLOD_Manual_SSE.html
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Q: Skyrim VR?
A: Beta. See ..DynDOLODDocsDynDOLOD_Manual_TES5VR.html
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Q: Game: Performance
A: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior.
A: There are 3 presets: Low — almost none. Medium — like SkyFalls + SDO but 1000x better visuals. High — certainly yes. RTFM to adjust every detail yourself.
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Q: Do I need DynDOLOD to improve distance views / map?
A: DynDOLOD is a set of tools to generate a comprehensive LOD mod for drastically improved tree and object LOD. DynDOLOD ships with thousands of new LOD models that are missing from the game. The tools automate and combine processes into a few easy steps, that otherwise take months if not years to do manually.
A: There are no INI settings that improve or update tree or object LOD meshes or textures for the current load order.
A: Increasing uGridsToLoad does not improve LOD, it pushes the border where tree and object LOD start further away. It is not recommended to change it for stable play through. Use ultra tree LOD with 3D tree LOD models.
A: Using/Increasing uLargeRefGridSize has visual bugs which are documented in ..DynDOLODDocsSkyrimSELargeRefGridSkyrimSE-LargeRefGrid.html. It typically only works for a pre-defined list of vanilla large references (excluding trees) and exponentially requires more resources and performance than better matching and improved LOD. Setting insane values is not improving LOD meshes or textures. Texture flicker is caused by incompatible plugins triggering large reference bugs. The setting is not a substitute for better matching and improved object and tree LOD meshes and textures.
A: LOD only works and looks correctly for the load order it was generated for, which means pre-made LODs are always wrong and cause visual issues. Especially tree LOD breaks easily, see answers below for ‘LOD trees show in loaded cells’ for example.
A: Generating improved tree and object LOD with DynDOLOD is easy and following proper modding practice, testing it can be done quickly without affecting the load order or save files.
A: Use xLODGen to generate improved and bug free terrain LOD meshes and textures before generating improved tree and object LOD with DynDOLOD.
A: Use xLODGen or DynDOLOD to update occlusion data to fix rectangular holes in the distance. See ‘Rectangular holes in LOD’ below.
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Q: xEdit / TES5Edit / FO4Edit / SSEEdit
A: They are all the same thing. The ‘x’ in xEdit stands for whatever game is currently used. Substitute the ‘x’ by whatever game/path you are using. The xEdit.exe can be renamed to work for different games.
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Q: Virus?
A: Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab.
A: Check with https://www.virustotal.com to rule out false positives.
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Q: Errors while running DynDOLOD.exe/TexGen.exe
A: Look for helpful messages in the log above the error.
A: Use the latest version of DynDOLOD.exe/TexGen.exe.
A: Do not install tools or game into special Windows folders like Program Files.
A: Check this FAQ for the error.
A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.
A: If problem persists post error report with entire contents (not just the last couple lines) of ..DynDOLODbugreport.txt (if it exists) and ..DynDOLODLogsDynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error to the Official DynDOLOD Forum
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Q: DynDOLOD.exe: Not seeing all worlds in the selection box
A: Only worlds that have existing lodsettings file in ..DataLODSettings[Worldspace].lod are shown.
A: Some worlds added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Remove the worldspace name from the filter file ..DynDOLODEdit ScriptsDynDOLODDynDOLOD_[GAMEMODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on the Official DynDOLOD Forum for more information.
A: Read The Funtastic Message under the world selection box. When using MO check that ..ModOrganizerprofiles[profile name]Skyrim.ini / SkyrimVR.ini contains
Skyrim
[Archive]
sResourceArchiveList=Skyrim — Misc.bsa, Skyrim — Shaders.bsa, Skyrim — Textures.bsa, Skyrim — Interface.bsa, Skyrim — Animations.bsa, Skyrim — Meshes.bsa, Skyrim — Sounds.bsa
sResourceArchiveList2=Skyrim — Voices.bsa, Skyrim — VoicesExtra.bsa
Skyrim Special Edition / Skyrim VR
[Archive]
sResourceArchiveList=Skyrim — Misc.bsa, Skyrim — Shaders.bsa, Skyrim — Interface.bsa, Skyrim — Animations.bsa, Skyrim — Meshes0.bsa, Skyrim — Meshes1.bsa, Skyrim — Sounds.bsa
sResourceArchiveList2=Skyrim — Voices_en0.bsa, Skyrim — Textures0.bsa, Skyrim — Textures1.bsa, Skyrim — Textures2.bsa, Skyrim — Textures3.bsa, Skyrim — Textures4.bsa, Skyrim — Textures5.bsa, Skyrim — Textures6.bsa, Skyrim — Textures7.bsa, Skyrim — Textures8.bsa, Skyrim — Patch.bsa
Enderal
[Archive]
sResourceArchiveList=Skyrim — Misc.bsa, Skyrim — Shaders.bsa, Skyrim — Textures.bsa, Skyrim — Interface.bsa, Skyrim — Animations.bsa, Skyrim — Meshes.bsa, Skyrim — Sounds.bsa
sResourceArchiveList2=EEN — MeshesLOD.bsa, EEN — Meshes.bsa, EEN — Music.bsa, EEN — Scripts.bsa, EEN — SoundFX.bsa, EEN — SoundVoice.bsa, EEN — SoundExtra.bsa, EEN — TexturesLOD.bsa, EEN — Textures1.bsa, EEN — Textures2.bsa, EEN — Textures3.bsa
WARNING: It is possible the ArchiveLists are different for non English versions of the game, especially in case of Enderal. Do not replace these lines in case they are already existing and appear to work correctly.
Proper INIs with the Archive lines included are usually created when the launcher of the game is started once.
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Q: Checking for errors in DynDOLOD.esp or DynDOLOD.esm with xEdit
A: .. Record Flags -> <Unknown: 6> are intentional and can be ignored.
A: Any other error indicates a problem that should be reported to the Official DynDOLOD Forum
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Q: TexGen.exe/DynDOLOD.exe: <Error: xxx [xxxx:xxxxxxxx] has invalid ObjectID xxxxxx in xxx.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.
A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods….-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game.
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Q: TexGen.exe/DynDOLOD.exe: Access is denied
A: The OS, UAC, anti virus or another third party program is denying access to a file. Use the appropriate OS, UAC, anti virus settings etc. to allow access, including the TexConv.exe/LODGen.exe executables in the ..DynDOLODEdit Scripts folder.
A: Make sure only one copy of TexGen.exe/DynDOLOD.exe is running at a time.
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Q: DynDOLOD.exe: Missing model ‘meshes..*.nif’ — ignoring * [STAT:xxxxxxxx] for dynamic LOD
A: Verify that all required BSA files are loaded. MO archive management is incompatible with many 3rd party tools like xEdit. Check startup log of DynDOLOD or xEdit, make sure BSA files are loaded via a matching esp filename.
A: Make sure that after merging plugins, their assets are still loaded. BSAs are only loaded via matching esp filename.
A: Plugins often have left over base elements referencing non existing nifs. Look up the form id [STAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for ‘All done!’ message. Reload the record and check bottom for tab ‘Referenced By’. If the tab is not shown, the base element is not used by any references and this error can be ignored. Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author.
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Q: DynDOLOD.exe: ERROR: Worldspace object bounds added by plugin name.esp for [xxxxxxxx] Worldspace outside +- 128 cells.
A: A plugin changes the size of a worldspace beyond useful values. Either do not select this worldspace when generating LOD or fix the object bounds to useful values if they seem to be wild edits. To fix worldspace bounds error, in xEdit, open the worldspace record by entering the FormID of the worldspace into the field top left. Hit Enter key. Scroll right to the column of the plugin. Scroll down to the rows for Objects Bounds. Right click a value and select edit and enter a number <= +- 128. In case it is a overwrite record use numbers from master plugin as a guideline. Click OK or hit Enter. Save changed esp.
A: In addition, optionally, in the left tree view unfold the worldspace and and investigate Blocks with numbers <= -4 or >= 4 for unintentional edits.
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Q: DynDOLOD.exe: Could not be resolved
A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
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Q: DynDOLOD.exe: There is a problem in xxx.esp with xxx using [xxxxxxxx] < Error: Could not be resolved >
A: There is a plugin in the load order that links to a non existing form id. Use the mentioned form IDs to look up the records in xEdit. It will help to narrow down the broken plugin. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
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Q: DynDOLOD.exe: Duplicate FormID [xxx] in file [xx] xxx.esp
A: There is a plugin in the load order that duplicates an existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.
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Q: DynDOLOD.exe: FormID [xxx] references a master which is not available in file [xx] xxx.esp
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
A: Often caused by a broken Bashed Patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.
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Q: DynDOLOD.exe: Found a reference, expected for New Texture: TXST
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
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Q: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp
A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
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Q: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video
for help.
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Q: DynDOLOD.exe: Tree LOD: Error: Can not find tree LOD billboards required to create tree LOD
A: Always install the required vanilla tree LOD Billboards, then any optional LOD Billboards for tree mods in the load order. See the ‘Requirements’ section in the manual.
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Q: DynDOLOD.exe: Tree LOD <Note: BlackreachBush01 [TREE:000CE101] billboard not found TexturesTerrainLODGenSkyrim.esmBlackreachBush01_000CE101.dds> and similar
A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. Typically billboards are only created for trees. Some world spaces do not have any trees.
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Q: DynDOLOD.exe: Note: texturesterrainlodgenskyrim.esmtreepineforest01_0001306d_n.dds normal map not found, using flat replacement
A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.
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Q: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures*.dds: Not a valid DDS texture
A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.
A: Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is.
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Q: DynDOLOD.exe: Warning: Error when loading «meshes*.nif»: Not a valid NIF file
A: The mentioned NIF file is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.
A: Look up the NIF path in MOs right window Data tab to find out which mod supplies it. Reinstall the NIF from the mod, DynDOLOD Resources, whichever it is.
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Q: DynDOLOD.exe: FAILED loading DDS (80004005) *.dds / Error preparing textures for atlas: Error loading textures*.dds: Executing TexConv returned error
A: The mentioned texture uses an unsupported format and needs to be converted or replaced.
A: See answers for Error preparing textures for atlas: Error loading textures*.dds: Not a valid DDS texture
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Q: Game: Tree LOD: LOD trees do not match close-up full model trees
A: If the billboard tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods.
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the ‘NAME — Base’, like TreeAspen01 [TREE:0006A9E6]. Search in TexturesTerrainLODGen subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions.
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.
A: Find better matching billboards for the tree mods or create them. See this video https://www.youtube.com/watch?v=MFsIbCJWH_c
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Q: Game: Tree LOD: LOD trees textures cut off mid-way
A: The tree texture atlas like TexturesTerrainTamrielTreesTamrielTreeLod.dds does not belong to the generated tree LOD in MeshesTerrainTamrielTrees*.*
A: Verify that the tree texture atlas TexturesTerrainTamrielTreesTamrielTreeLod.dds and the tree LOD in MeshesTerrainTamrielTrees*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods.
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Q: Game: Tree LOD: LOD trees show in child worlds / towns
A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP — Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don’t have the limitation. See the section ‘Custom Settings For Specific Mods — Mods that add trees to the same area as child worlds’ in the ..DynDOLODDocsDynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.
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Q: Game: Tree LOD: LOD trees show in loaded cells
A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.git…r-checking.html
A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.
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Q: DynDOLOD.exe / LODGen.exe: There were errors in one or more LODGen logs resulting in incomplete static object LOD
A: Check the mentioned log LODGen_[GAMEMODE]_[Worldspace]_log.txt for specific error message
A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:output and try again.
A: Nif not found — Make sure the nif that is not found exists as loose file or in one of the loaded BSAs. Verify loaded BSAs in the loading messages of the DynDOLOD log. Turn off MOs archive management.
A: Rerun LODGen.exe for a specific worldspace by setting Expert=1 in ..DynDOLODEdit ScriptsDynDOLODDynDOLOD_[GameMode].ini, select worldspace in drop down, click «Execute LODGen.exe» button
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Q: Game: Incomplete static object LOD / LODGen.exe crash
A: Make sure DynDOLOD Resources Core Files have been installed completely. Sometimes mod managers fail to download or unpack archives correctly. Use a better mod manager.
A: Make sure to use latest LODGen.exe version included in the standalone download.
A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:output and try again.
A: Wait for all LODGen.exe processes to complete on their own. Close DynDOLOD.exe and save plugin once all LODGen processes finished.
A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.
A: If problem persists post error report with entire contents (not just the last couple lines) of ..DynDOLODbugreport.txt (if it exists) and ..DynDOLODLogsDynDOLOD_[GameMode]_log.txt and LODGen_[GAMEMODE]_[Worldspace]_log.txt or a screenshot of the error to the Official DynDOLOD Forum
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Q: Game: Rectangular holes in LOD
A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the ‘TVDT — Occlusion Data’ section in ..DynDOLODDocsDynDOLOD_Manual.html and https://stepmodifica…n-culling-data/
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Q: LODGen.exe: Runs a long time / The LOD files generated are several GB in size
A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.
A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.
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Q: Game: DynDOLOD requires SKSE
A: SKSE is not installed, outdated or not running at all.
A: Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods.
A: Check the logs in c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE
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Q: Game: DynDOLOD requires PapyrusUtil
A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.
A: PapyrusUtil is not installed, outdated or not running at all.
A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods.
A: Check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
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Q: Game: DynDOLOD requires DynDOLOD.DLL
A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL.
A: The DynDOLOD.DLL is not installed into the correct games ..DataSKSEPlugins folder, outdated or not running at all.
A: Make sure you have the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil.
A: Check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSE[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly.
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Q: Game: DynDOLOD requires plugins generated with version x.xx or higher
A: Either the plugins were generated with an older standalone version or the papyrus scripts from DynDOLOD Resources / DynDOLOD DLL are the wrong version.
A: Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources / DynDOLOD DLL. Do not use DynDOLOD Resources / DynDOLOD DLL with higher version than version of DynDOLOD standalone.
A: Make sure the DynDOLOD Resources / DynDOLOD DLL version is high enough for the DynDOLOD standalone that is being used. For example plugins generated with DynDOLOD standalone 2.45 require DynDOLOD Resources 2.45 / DynDOLOD DLL 2.45
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Q: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name]
A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above.
A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers.
A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:Users[username]DocumentsMy Games[Skyrim|Skyrim Special Edition|Skyrim VR]SKSEDynDOLOD.log for errors.
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Q: Game: ILS or CTD
A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmod…rim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini.
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.
A: If heap memory is not the cause of CTD see ..DynDOLODDocsDynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.
A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.c…gnosing_one_of/ Setting Temporary=1 in ..DynDOLODEdit ScriptsDynDOLODDynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution.
A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.ini. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
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Q: Game: Out of place objects / floating objects / flickering full models
A: If LOD was generated for a different load order generate LOD for the current load order.
A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video https://www.youtube.com/watch?v=c3zVK8PD3Vg&t=1752 or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything.
A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where «old» and «new» plugin are the same. Consider generating less demanding dynamic LOD, see ‘Performance’ section in ..DynDOLODDocsDynDOLOD_Manual.html
A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the «pluginname_formid» information found in the Editor ID of the reference to find the plugin from which this object originates.
A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.
A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD.
A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro.
A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000.
A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compability. This is especially true with mods modifying the walled cities. User are asked and welcome to provide feedback to href=»the Official DynDOLOD Forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots about issues if possible.
A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLODDocsDynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.
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Q: Game: Save game size
A: More LOD means more data. Dynamic LOD saves data and current state of several 10,000s of objects which equates to several MB. Data and current states are saved, so that the same work does not have to be done over and over again. Once all world spaces have been visited this is more less a one time increase.
A: DynDOLOD does not cause save bloat. It does not use the methods that cause save bloat. Never did. Consult forums with knowledgeable people that investigate, discuss and solve problems like the official support forum https://stepmodifica…ndolod-xlodgen/
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Q: Game: Script instances
A: Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active.
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Q: Game: Script errors
A: Make sure to use matching script and plugin versions
A: Save game update gone wrong. Test with new game, if successful, repeat clean save procedure.
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Q: Help, feedback, comments?
A: S.T.E.P. Forums the Official DynDOLOD Forum
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THE SOFTWARE IS PROVIDED ‘AS IS’ AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
Edited by sheson, 15 February 2021 — 06:55 am.