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IKE200

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26 comments

  1. ServalKhajiit217
    ServalKhajiit217
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    Hi, guys!

    On main mod pages comments are locked, so I want to know about some questions:

    1) If I'm not xLodGenxTextGenDyndoLOD.exe etc user and want to have another preset for my SSE v1.5.97 - then can somebody offer me link for good DYNDOLOD.esmDYNDOLOD.esp and Occlusion.esp, which not linked by other mods (for example: JK SkyrimLoS llEnchanced LandscapesRW2Vigilant etc etc etc, which not needed in my own assembly. More vanilla like one)?

    2) Where I can find a low-performance Dyndolod preset? For playing with ~10%-15% hitted-by-memory. 

    3) Anyway, its better to use Dyndolod with heavy modding-list? Cos I'll already have 3K+ active plugins and bloating around 21mb+ saves.

    Writed with help of translator. Thanks for understanding.
    1. IKE200
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      TL:DR

      1.) I will not provide that for reasons explained below
      2.) If you really just want a just click don't think solution just use the presets that come with DynDOLOD
      3.) Using a vanilla DynDOLOD with that large of a mod list is sure to be a nightmare. It might not crash but a lot of things will be broken, not looking right, and/or be reverted to vanilla. But using DynDOLOD in general with a huge modlist should work fine as long as you can spare the performance it will cost.

      I will be honest, using a vanilla DynDOLOD generated plugin with a setup that has 3k+ (!!!) active plugins is one of the worst ideas I have ever heard regarding modding in Skyrim. (btw. do you maybe mean active mods, because 3k+ actual plugins seems insane. My current setup has 1k+ plugins, and that took like a month and it's still not completely finetuned.)

      I would heavily discourage you from using any of these plugins when they were generated using a vanilla setup if your modlist is that huge. Chances are there are a lot of plugins in there, that change placement of objects, add new ones, etc. to the world space. So not only would new objects be missing also objects that are moved by some plugins or disabled, scaled differently, etc. would have their changes reverted. Changes to water records of cells would be broken, the list goes on even further. Besides, you will probably also have a lot of textures changed and, since DynDOLOD needs to generate its own textures from your mod list, it would look completely wrong even when displaying unchanged vanilla objects. Sure you might be able to use a vanilla DynDOLOD.esm, etc. with your modlist without the game crashing but it would just not look right.

      If you already went through the trouble of creating such a huge modlist I would strongly advise you to take the time to learn how to use xLodGen, TextGen, and DynDOLOD. It is an insignificant amount of time compared with how long it takes to really finetune such a large mod setup. Here are two videos that should cover the basics. They were made for Lexys Legacy of the Dragonborn guide but should work in most mod setups. Anyway, there are a lot of good guides out there on how to use these tools.

      https://www.youtube.com/watch?v=cAlyhqlTU20
      https://www.youtube.com/watch?v=ejw8YfzkVsY

      Hope this helps clarify some things. If you have further questions feel free to ask.
    2. ServalKhajiit217
      ServalKhajiit217
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      I will be honest, using a vanilla DynDOLOD generated plugin with a setup that has 3k+ (!!!) active plugins is one of the worst ideas I have ever heard regarding modding in Skyrim.
      4603 active plugins (left side) and 3101 active mods (right side) in MO2. 244 ESP/ESM and 2857 ESL/ESP-FE

      But anyway, I've seen the players, who have much of this number. So, I think it's normally for good assembly. (for example: assemblies with 3K- active plugins raw and only needed to complete another quest-mods or just overlay textures and parallax, nothing more, IMO). Unfortunately, no one have 24\7 time to test they assemblies how me. 🙂 And they just broken for any moment... So, they just drop them on 1K-2K active plugins and starting new modding on SE\LE\AE versions or just going to play in another games. Sadly, to be honest...

      What about DyndoLOD generation: how much time needed for .exe file to create LodGens for my assembly? For example.

      btw. do you maybe mean active mods, because 3k+ actual plugins seems insane. My current setup has 1k+ plugins, and that took like a month and it's still not completely finetuned.
      I'll continue testing my own assembly still for 4 or 5 years 🙃 (I've already stopped counting because I'M FUC**NG UP with the skyrim engine. And death limit of memory for 64-bit SE\AE version too, which STILL NOT BALANCED OR STABLE FOR MODDING on it...) In nutshell - all my games just was tests. Maybe 30 minutes (minimum) for compabilities, maybe 2 hours (maximum) for lags, CTDs and other exterior/world spaces (Tamriel or new mod loacations) issues. Maybe I'm just waiting when FUC**NG game starting after 20 minutes with heavy-quality ENB preset and then after 3-5 secs make CTD (and I miss the opportunity to do a new test). Different ways (thanks, Bethesda and Todd 😎). Want to make MOST NEXTGEN EVER assembly for myself. So, you know what I'm talking about...

      Anyway, nobody interested on it. This is something like empty words to the wind. :D All guys playing in themselves non-interesting and boring assemblies or just edited medium-quality mod-lists with 500-1000 mods (which boring and not interesting too, yeah...) to making video, for example, where they walking on the water with 8K-16K Textures and 60FPS+ (fr, guys...). I will do this for my own (for now only, cos TOO MUCH tests I will need to do around 1 more year on it (I think) before uploading somewhere). If you still noticed on it, when write this string. 🐱

      So not only would new objects be missing also objects that are moved by some plugins or disabled scaled differently, etc. would have their changes reversed. Changes to water records of cells would be broken, the list goes on even further. Besides you will probably also have a lot of textures changed and since DynDOLOD needs to generate its own textures from your mod list it would look completely wrong even when displaying unchanged vanilla objects. Sure you could probably use a vanilla DynDOLOD.esm, etc. with your modlist without the game crashing but it would just not look right.
      I download some of DyndoLOD presets by other players (from their mod-lists) and playing fine, without lags (maybe ~5%-10% drops in some areas, but its maximum). For example: with this one Vedan's Setup 2023 - DynDoLOD at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) I'll just download Undeath (needed mod for preset working) again and after - playing with that preset. But for now, I'll test some new mods in combination and turned OFF some of already tested mods. And I need new DyndoLOD preset (like vanilla). 

      If you already went through the trouble of creating such a huge modlist I would strongly advise you to take the time to learn how to use xLodGen, TextGen, and DynDOLOD. It is an insignificant amount of time compared with how long it takes to really finetune such a large mod setup.
      Yes, I thinking about it. Cos I already spend much time for learnt more animations programms and other SKSE or DLL plugins.

      Here are two videos that should cover the basics. They were made for Lexys Legacy of the Dragonborn guide but should work in most mod setups. Anyway there are a lot of good guides out there on how to use these tools.
      Thanks. :)

      Hope this helps clarify some things. If you have further questions feel free to ask.
      I can write you about any question in the future in PM. 

      Some of words writed with help of translator. Thanks for understanding.
    3. ServalKhajiit217
      ServalKhajiit217
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      And yes, I'm continued: about assembly - it's just build, nothing more. I didnt make new content, cos I need my free 24\7 time ONLY for tests for now. Or everything will be in vain, just like the rest of the players. Only small things, which I create - depend on passing my tests. 
  2. jonewman
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    Thank you so much.  This has been a godsend.
  3. nicebadboy
    nicebadboy
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    ty mate for the mod
  4. BluntlyBlue
    BluntlyBlue
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    Thank you! This eliminated most of my 'file not found' warnings in tex gen.

    If you're still taking error codes, these are all that's left for me (from Hanging Gardens)

    Error: File not found textures\landscape\trees\SwordFern_N.dds. Used by Meshes\landscape\trees\palmtree1.nif bhabhilon.esp gkbpalmtree1tree [TREE:8901DD16]Error: File not found textures\landscape\trees\SwordFern_N.dds. Used by Meshes\landscape\trees\palmtree2.nif bhabhilon.esp gkbpalmtree2tree [TREE:8901DD18]
    Error: File not found textures\landscape\trees\SwordFern_N.dds. Used by Meshes\landscape\trees\palmtree3.nif bhabhilon.esp gkbpalmtree3tree [TREE:8901DD1A]
    Error: File not found textures\landscape\trees\SwordFern_N.dds. Used by Meshes\landscape\trees\palmtree4.nif bhabhilon.esp gkbpalmtree4tree [TREE:8901DD1C]
    Error: File not found textures\landscape\trees\vinemaple01.dds. Used by Meshes\landscape\trees\gkbjungletreenew14v2maplebig.nif bhabhilon.esp gkbmaple14tree [TREE:8901DCD9]
    Error: File not found textures\landscape\trees\vinemaple01.dds. Used by Meshes\landscape\trees\gkbjungletreenew8v2maplebig.nif bhabhilon.esp gkbmaple8tree [TREE:8901DCEF]
    1. IKE200
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      Hi, yes since I am currently building a new load order I will update this mod anyway at some point. Then I will also have a look at these.
  5. lancegeis
    lancegeis
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    thankies
    1. IKE200
      IKE200
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      You're welcome :)
  6. Siberpunk
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    Just wanted to say thanks for doing this, came in super handy.

    The error checking in the new Dyndolod doesn't mess around, seems like both a blessing and a curse lol
    1. IKE200
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      Glad it helped you out :)
  7. rskstrike
    rskstrike
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    can u add a fix for aspen ablaze, trees addon and tree mod wip xd?
    1. IKE200
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      I can try to look into it. But it would help me if you could send me the errors you got in advance. Then I can probably narrow down the problem faster.
  8. mattski123
    mattski123
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    Hey, should this also be used to work with DynDOLOD 3.0 Alpha??? Or does the Alpha resolve some of these things?

    Also, if our LODs look pretty alright (no weird looking extras or missing parts) should we use your mod anyway? Or is it only useful when we come across an error?
    1. IKE200
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      Hi, I tested it with DynDOLOD 3.0 Alpha so yes it should be used with that version of DynDOLOD. Also the errors I fixed here DynDOLOD can never solve, since it's a case of missing textures or the models just having wrongly assinged textures.

      Regarding the necessity of the mod itself, it wont do much for the looks for your LOD. It just fixes some missing normal maps and these are pretty irelevant, when it comes to large distances. However when you look at the screenshots it makes quite a difference up close. Since these errors appeared only for a handful of trees you might not even come across such an error in your playthrough, but then again if you come across such a tree it will be looking pretty weird (as can be seen in the pictures).
  9. evmcgev
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    dude.......you're a bloody legend!!

    i have those in ummm. well i  can confirm they're from folkvangr and also the jedi trees. it's like.....cannot find file....textures/.....bla bla bla egrass02.nif and another one is swordferns....i dunno. if you downloaded jedi trees you'd see it, ive been desperately trying to fix it but had no luck as im just not understanding why it cant find the file. hell i found it easy when i follow the path, weird. 

    anyway..... top job you're doing! ill download this mod now and see how it goes and maybe come back to you with specifics. i know both those mods are popular and so any fixes will be welcomed by alot of people
    1. IKE200
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      Sadly I am currently swamped with work irl, but I will keep it in mind and look into it. If you still have the log file from the TexGen run these errors occured in it would help a lot in fixing these faster.

      Cheers, IKE
  10. evmcgev
    evmcgev
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    question.
    so i get these errors you're fixing. and when i ignore it and add the generated stuff, game ctd. is it these errors causing the crash? or are they able to be ignored and something else is causing the crash? with an older dyndolod version or no dyndolod in my load order i get no crashes at all
    1. IKE200
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      No these errors should not cause a ctd with generated DynDOLOD. As far as I know TexGen tells you, that there are missing textures but then simply ignores these. Meaning it still generates lod textures for the models with missing textures but these might not be as good (Probably doesnt make a huge difference in any case since it complaining about missing normal maps, which are not really important from a distance). These errors just made me aware of missing normals resulting in weird looking trees especially up close (see images).

      tldr: No these errors should not cause any ctd.