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DynDOLOD - Dynamic Distant Objects LOD
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FAQ

Frequently Asked Questions

This is a collection of often asked questions and answers that do not have specific error pages or help pages.

Explanations for log messages.

Make use of the site search.

Make use of official DynDOLOD support forum and its search and also to post any question or feedback, especially if there are questions or problems related to 3rd party mods.

General Questions

Performance

DynDOLOD is a set of tools that generates a LOD mod based on the load order and the options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. Based on the settings and user choices, the resource requirements and performance impact can be less, same or more than the LOD of the vanilla game while the visual result is always vastly superior.

Certain INI settings can affect performance much worse then LOD ever could.

There are 3 presets: Low - almost none. Medium - like SkyFalls + SDO but 1000x better visuals. High - certainly yes. RTFM to adjust every detail yourself.

Virus?

Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab.

Check with https://www.virustotal.com to rule out false positives.

Older versions?

Older versions are outdated, gone and should not be used anymore. Wanting to use older versions for any reason means doing it wrong

If a third party tool or guide requires an older version, the tool or guide is outdated. Contact its author for help or a fix for the issues with the tools/guides.

Troubleshoot or research errors and fix their cause if possible. In case of questions, problems or bugs ask or report them to the official DynDOLOD support forum so issues can be solved or fixed.

General Game Questions

Billboard tree LOD does not match close-up full model trees

Billboard tree LOD only looks and works correctly for the load order it was generated for. Generate tree LOD billboards with TexGen, make sure the TexGen output is not being overwritten and generate tree LOD with DynDOLOD for the current load order and make sure the DynDOLOD output is not being overwritten.

If the billboard tree LOD seems overly dark or bright, use the billboard brightness setting of the advanced mode to account for lighting changes made by ENBs or weather mods.

Do not install any third party tree LOD billboards. Use TexGen to generate all the required and desired tree LOD billboards.

Lookup the base record form id of a tree reference in ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Billboards_Used_[WORLDSPACE].txt and visually check and compare the texture with the full model.

Consider using HD tree LOD billboards or 3D tree LOD with ultra tree LOD.

Billboard tree LOD textures cut off mid-way

Billboard tree LOD only looks and works correctly for the load order it was generated for. Generate tree LOD billboards with TexGen, make sure the TexGen output is not being overwritten and generate tree LOD with DynDOLOD for the current load order and make sure the DynDOLOD output is not being overwritten.

The tree texture atlas like ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds does not belong to the generated tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.*

Verify that the tree texture atlas ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds and the tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten.

Billboard tree LOD shows in active exterior cells

Billboard tree LOD only looks and works correctly for the load order it was generated for. Generate tree LOD billboards with TexGen, make sure the TexGen output is not being overwritten and generate tree LOD with DynDOLOD for the current load order and make sure the DynDOLOD output is not being overwritten.

Check plugins for errors and clean them from ITMs or deleted references. See xEdit Cleaning and Error Checking. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

If the load order of plugins adding or changing tree references was changed, generate billboard tree LOD again so it matches the new load order. Consider using ultra tree LOD (also possible with only tree LOD billboards) to avoid such game engine limitations.

Tree LOD billboard showing in a child world like the walled cities, is caused by a game engine limitation. A plugin added a tree reference into the same area in the parent world. Tree references added to the Tamriel worldspace with positions that fall into the known vanilla areas of Markarth, Riften, Solitude, Whiterun and Windhelm should automatically be done as object LOD when LOD is generated by DynDOLOD 3 to avoid this engine limitation. For other child worldspaces or if the child worlds have been expanded, either disable that mod when generating tree LOD, or create a reference rule that targets the plugin and form ID of the full model tree and sets the Reference option to Enable - set all the other options the same as the tree mesh mask rule.. 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.

Consider using ultra tree LOD (also possible with billboards only) to avoid such engine limitations.

Object LOD shows in active exterior cells

Known as stuck object LOD after fast travel engine bug that can happen after fast travel especially to in Whiterun. Consider using the dynamic LOD option of DynDOLOD which should fix that bug. If dynamic LOD is not used, use the LOD Unloading Bug Fix.

Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustim.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Object LOD model and full model show at the same time causing texture flicker

Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area.

Move the slider Large Object Distance on the View Distance tab of the Advanced options of the game launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below.

DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD.

Out of place or floating objects

LOD only looks and works correctly for the load order it was generated for. Generate object LOD textures and tree LOD billboards with TexGen, make sure the TexGen output is not being overwritten. Generate LOD with DynDOLOD for the current load order and make sure the DynDOLOD output is not being overwritten.

Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. Also see How to ignore all references of a child worldspace for copying to parent worldspace and LOD.

Sometimes objects that have LOD are placed above 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.

Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD.

Wild edit added by a plugin. Get the plugin and reference form ID via the console in the game. Check the DynDOLOD log messages for wild edits references with z = 0.0. Look up the form id in xEdit and remove the reference, clean the plugin afterwards. Notify mod author. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates.

Check the log messages for deleted references. Check plugins for errors and clean them from ITMs or deleted references. See xEdit Cleaning and Error Checking.

In case large references are enabled in the game, make sure to generate both the DynDOLOD.esm and DynDOLOD.esp and to enable the Large Reference Fix in the DynDOLOD SkyUI MCM.

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 LOD. See Performance.

Rectangular holes in LOD

Sometimes referred to as the culling glitch. Caused by vanilla pre-computed TVDT - Occlusion Data. Has nothing to do with the generated LOD itself. Update the TVDT - Occlusion Data.

Entire LOD missing

Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.

Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

If Seasons of Skyrim SKSE is used, make sure to generate LOD for all enabled seasons or disable LOD switching in ..\Seasons of Skyrim\SKSE\Plugins\po3_SeasonsOfSkyrim.ini.

DynDOLOD/TexGen Questions

Not seeing all worldspaces in the selection box

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 ..DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on the official DynDOLOD support forum for more information.

Only worldspaces that have an existing lodsettings file in ..\Data\LODSettings\[WORLDSPACE].lod are shown. Use LodFileGenerator to create it for new custom worldspaces.

Check the log that all the required BSA files are loaded.

Make sure the [Skyrim|SkyrimVR|Enderal].INI contains the correct entries in its [Archive] section so the vanilla BSA files are loaded. Proper INIs with the correct settings are usually created when the game launcher is started the first time and no INI files exist. Note that the location / content of the INI files depends on the mod manager and currently used profile.

Access is denied

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 ..DynDOLOD\Edit Scripts folder.

Make sure only one copy of TexGen/DynDOLOD is running at a time. Use the Windows task manager to kill any hidden processes that didn't shutdown cleanly - or reboot.

High memory usage

Generating LOD assets or the LOD mod with all available options can be very demanding since many parts of the tools are multi-threaded and can spawn long running processes that run in parallel for different worldspaces and seasons. Creating GBs of optimized output files means several times as much of data is being read and processed.

Use the x64 versions of the tools. Let the OS handle virtual memory/page file settings. Close other programs and background processes.

Do not use full model trees for LOD. Do not use the experimental TreeFullFallBack=0 setting without understanding what it does and what it is for. Be wary of mods using lots or complex full models for object LOD.

If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

If DynDOLOD runs out of memory while generating atlas textures, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If there are still problems, set MaxTextureSize=8192 in the same INI file.

If DynDOLOD runs out of memory while generating occlusion, see Out of Memory while Generating Occlusion Data.

If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.

If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.

If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD.

Use lower settings if required. Generate a large worldspace in one session, install output, then start DynDOLOD with the existing plugins active to update with the smaller worldspaces. Merge output. See Updating.

Errors while running DynDOLOD/TexGen

In case a error message window pops up, carefully read the entire error message and use Click on this link for additional explanations and help for this message to open the specific Help page for it.

Explanation of Log Messages.

Always use the the latest version of DynDOLOD/TexGen.

Follow the installation instructions and do not install tools or game into special Windows folders like Program Files, Game, Data or mod manager folders to avoid issues with files access etc.

Check the load order for errors with xEdit before generating LOD. Fix all errors. See this video for help.

Search the official DynDOLOD support forum for the message to find discussions about the same topic.

If the problem persists, post an error report to the official DynDOLOD support forum.

Long running time or output several GB in file size

The selected configuration options require a lot of work. Use sensible settings. Manually closing DynDOLOD or LODGen while they are still running results in incomplete output that can not be used in the game. Delete it.

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 to optimize object LOD.

Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.

It is normal for ultra tree LOD with 3D tree LOD models to take longer. Especially if the 3D tree LOD models are complex (large file size).

It normal that Grass LOD generation takes considerable longer. The more grass placements (mods, game INI, data in the grass cache) and the higher the density setting the longer.

Crapware installed with graphics drivers is known to prolong running times.

See answers for high memory usage above.

Pack DynDOLOD Resources or generated output into BSA?

No. It is not supported.

Asking if it is save to pack things into BSA probably means that not all aspects are fully understood. That is a strong hint not to do it.

See the Load/Overwrite Orders.

PapyrusUtil or DynDOLOD DLL can not read *.[json|txt] data files from BSA, so they need to say loose files.

Checking DynDOLOD plugins for errors with xEdit

.. \ Record Flags -> <Unknown: 6> are intentional and can be ignored.

Any other error indicates a problem that should be reported in the official DynDOLOD support forum.

DynDOLOD Game Questions

DynDOLOD requires SKSE

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]\Documents\My 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]\Documents\My 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 ..\Data\SKSE\Plugins 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]\Documents\My 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 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]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.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 ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid NIF model used for dynamic LOD 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 ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[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.