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.

The generated object LOD is typically better optimized than vanilla LOD. If the game can show vanilla LOD, it can also show updated and better optimized LOD. Be wary about 3rd party LOD models. Especially 3D tree LOD models or simply renamed full models.

Generating properly working occlusion data for all worldspaces with LOD reduces the performance requirements.

Drastically improved distance views with optional 3D tree LOD and grass LOD of course require more performance.

Be wary about non or poorly optimized 3rd party models being used for LOD because of assets or mesh mask rules included in mods. They can also cause long generation times.

Make sure performance is as desired before generating LOD and use a sensical load order and preset and settings, also in the game. Done correctly, the LOD patch can even require less performance.

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Older versions are outdated, gone and should not be used anymore. Especially when they are several months old.

Wanting to use older versions for any reason defies common sense - especially when voluntarily participating in an alpha or beta test with the requirement to provide feedback and to report problems for the current version - and the cathedral modding concept - which works both ways. Insisting to use older versions means proper modding practice and how to use free tools that are under constant development to fix bugs and to support new and updated mods is not understood.

Always use the latest version available. Do not use or ask for outdated versions.

Newer versions fix bugs, contain updated/new assets and configuration files for the vanilla game and for existing, new or updated mods.

Tools, configurations, resources and the documentation are regularly updated to address bugs, issues and better support the vanilla game and existing, new or updated mods and based on user feedback.

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 any issues can be solved or fixed for the current version and for all users regardless of their source.

The sane and proper modding and development method is to report bugs or problems, have them fixed in a new version or solved in the official DynDOLOD support forum.

BSOD - Blue Screen Of Death

BSOD are a hardware, BIOS setting, OS or driver problem.

For example, problems with overclocking, memory timings, cooling, unstable power supply etc.

Searching the Internet for the BSOD code should help troubleshooting.

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 entirely avoid all these issues caused by engine limitations.

No tree and no tree LOD for trees added to child worlds (cities) show in parent world

New references added to child worlds (cities) do not show in the parent world. If an object or tree is supposed to be seen in the parent world an identical reference should be be added to the parent world. Typically it would be best of the plugin of a mod takes care of that itself.

DynDOLOD automatically scans the walled Skyrim worldspaces MarkarthWorld, RiftenWorld, SolitudeWorld, WhiterunWorld, WindhelmWorld for new references that should have LOD representation in the Tamriel parent worldspace. For each such worldspace there is a dedicated config file ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_childworld_[WORLDSPACE].ini with a Scan=1 setting.

If a match is found and a similar reference is not found at the same position, rotation in the parent worldspace, a copy is made. The copy typically uses the LOD model - just like there are manually placed LOD copies for the vanilla buildings and objects.

The scan ignores most trees by default. The list of ignored base record Editor IDs is controlled by the Ignore= setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_childworld_[WORLDSPACE].ini under the [PARENT WORLDSPACE] section. For DynDOLOD to automatically make copies for trees, remove the matching Editior IDs from the list.

Object LOD shows in active exterior cells

This is an engine problem that also happens with vanilla LOD and regardless of what tool was used to generate the LOD files.

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 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. Also see Maps And Map Mods and Seasons if relevant.

If this happen with Seasons, test with an older version of Seasons Of Skyrim, like 1.7.5.2.

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. Pay attention to log message and read their explanations.

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.

Consider using the large reference bugs workarounds.

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. 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. 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 clean save instructions when updating DynDOLOD .

Wild edit added by a plugin. Get the plugin and reference form ID via the console in the game (use tfc to get close to object). If the object can not be clicked in console, it may be a deleted reference or a wild edit added in the child world, so for example try again while being in Whiterun). Check the DynDOLOD log messages for Potentially wild edit reference 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. Check the papyrus log if scripts from other mods cause errors or problems. Make sure that FPS is not too low to hinder script execution. 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.

Something has wrong or not matching LOD

If a mod replaces a full model, it typically may also needs a new matching LOD model. For performance reasons, a dedicated LOD model is preferred, alternatively it may be possible to use the full model for LOD. See Replaced Full Model - Example Azura Statue.

If a mod replaces full textures, updating LOD textures with TexGen will cover most of them. Sometimes new TexGen configuration rules are required. Some rendered object LOD textures might need manual updating.

Do not hesitate to make a post to the official support forum to ask for LOD assets or mesh mask / reference rules to be added for a specific mod. Include information like form IDs, filename of the full model, mod etc.

See MOD Authors for how to create and name LOD models or how to add mesh mask / reference rules for specific mods or how to create TexGen configuration rules.

Something does not have LOD

See answers for "Out of place or floating objects" above.

For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.

If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

If a LOD billboard does not exist, use TexGen to generate it. Also see TexGen Configuration.

Do not hesitate to make a post to the official support forum to ask for LOD assets or mesh mask / reference rules to be added for a specific mod. Include information like form IDs, filename of the full model, mod etc.

See MOD Authors for how to create and name LOD models or how to add mesh mask / reference rules for specific mods.

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 - including terrain LOD with xLODGen - for all enabled seasons or disable LOD switching for a season in ..\Seasons of Skyrim\SKSE\Plugins\po3_SeasonsOfSkyrim.ini.

Full models disappearing, going in and out of view

Has nothing to do with LOD or Occlusion data and also happens if no DynDOLOD output is active.

Caused by placed occlusion planes or boxes. Typically a patch is missing for a mod.

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 xLODGen to create it for new custom worldspaces.

Only worldspaces that have a persistent cell are shown.

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 / Out of memory

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. For example, do not define to use 3D tree LOD models in higher LOD levels, use billboards instead. For example, reduce grass LOD density. 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 and warnings 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.

See the list of Log Messages for their explanations, their severity and hints how to fix them.

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.

Finalize the load order. Install mods, sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ignore misinformation that cleaning any plugins is not needed or causes problems. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that. Check the load order for errors with xEdit before generating LOD. Fix all errors. See this video for help (ignore the old cleaning instructions as that was already done).

All checks and resulting messages are related to the LOD patch generation. Ignore unqualified statements that claim otherwise as they are an indicator that the LOD generation and patching processes are not properly understood. This also means that DynDOLOD does not do a comprehensive check of the entire load order or all assets. It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD.

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 together with the installed mods and assets can 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.

Beware of mods adding or defining full models or not really well optimized LOD models for LOD.

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). Use or create optimized 3D tree LOD models or use tree LOD billboards instead. Do not use complex models for ultra tree LOD.

Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of meshes and their total contribution to the object LOD meshes file sizes.

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. Grass LOD for complex grass may take even longer. The larger the grass cache, the large the generated object LOD and the longer it takes.

It is normal that generating LOD for seasons takes considerable longer.

Crapware installed with graphics drivers is known to prolong running times. Do a clean install of the latest recommended or official driver only. Do not install crapware shipping with the drivers or terminate it before running the tools.

See answers for high memory usage above.

TexGen/DynDOLOD stuck while creating textures

Make sure UAC and antivirus are not interfering. Add exceptions for all executables, also for the ones in the ..\DynDOLOD\Edit Scripts\ like Texconvx64.exe for example.

Update the graphics driver to the latest version. Install the driver only without the crapware or terminate the crapware before using the tools.

Update or repair Microsoft Visual C++ Redistributable packages for Visual Studio 2015, 2017, 2019 and 2022.

Check the task manager for stuck Texconvx64.exe that TexGen/DynDOLOD might be waiting for. If you terminate all Texconvx64.exe TexGen/DynDOLOD should have a related error message and stop.

Test if adding LockTexconv=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI changes anything.

Test if adding RenderSingle=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI changes anything.

Test if adding RenderTexturesSingleThread=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI changes anything. This settings does not do anything in DynDOLOD.

Test if instructing Texconv to not use the GPU by adding TexconvAdapterIndex=-1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI changes anything.

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.

.. \ Record Flags -> <Unknown: 2> for MSTT terrain underside base records are intentional and can be ignored.

.. \ Record Flags -> <Unknown: 14> update to a recent xEdit version which knows the Partial Form ID flag.

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 game ..\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 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]\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 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 ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. Consider using the large reference bugs workarounds with the DynDOLOD DLL NG as it requires less references.

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.

Install a crash logger and troubleshoot the real cause of crashes as explained in the ..DynDOLOD\Docs\DynDOLOD-README.txt.

Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing.

In case any help is required with analyzing or to report actual problems, make a post on the official DynDOLOD support forum. This includes believing having found an issue with DynDOLOD and in particular when using a workaround or fix like disabling mods, changing certain settings etc.

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.

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.

Consider using the large reference bugs workarounds with the DynDOLOD DLL NG as it requires considerable less references and does not use papyrus scripting for the dynamic LOD. It stores data in the SKSE co-save.

As a last resort, unchecking Dynamic LOD in the advanced mode will reduce plugin and save game size. The result will still look and match drastically better than vanilla object LOD and tree LOD generated with CK/xLODGen but not have any dynamic LOD.

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.

Consider using the large reference bugs workarounds were all of the dynamic LOD is done in the DynDOLOD DLL NG instead of papyrus scripts.

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.