DarkForce_256 Posted March 18 Posted March 18 Anyone having issues with Windmills and Dyndolod? Re ran Dyndolod a few times but with it active I don't have a visible rotor. With Dyndolod unactive It is there. Also getting a wrong far LOD model for the windmill as well. Before the near model loads it is a completely different model. With Dyndolod deactivated With Dyndolod on Wrong windmill model far LOD 1
Caxapo4ek Posted March 19 Posted March 19 On 2/24/2026 at 1:00 PM, DarkForce_256 said: It is a conflict with some other mod Nah, this isn’t a load order issue or the effect of another mod. I tried installing it on a vanilla game without any mods (only skse enabled) the result was the same.
DarkForce_256 Posted March 21 Posted March 21 On 3/18/2026 at 11:32 PM, Caxapo4ek said: Nah, this isn’t a load order issue or the effect of another mod. I tried installing it on a vanilla game without any mods (only skse enabled) the result was the same. If it still has the bug even with no other mods installed (assuming its a new save) then it must be an issue with the original mod its self. 1
DarkForce_256 Posted March 21 Posted March 21 On 3/17/2026 at 6:17 PM, DarkForce_256 said: Anyone having issues with Windmills and Dyndolod? Re ran Dyndolod a few times but with it active I don't have a visible rotor. With Dyndolod unactive It is there. Also getting a wrong far LOD model for the windmill as well. Before the near model loads it is a completely different model. Reveal hidden contents With Dyndolod deactivated Reveal hidden contents With Dyndolod on Reveal hidden contents Wrong windmill model far LOD If I activate the DynDOLOD DLL NG mod in the World LOD section when I start a game the Windmill fan shows up like it should. Not sure why we are told to disable this mod for regular game play unless I'm missing something. 1
safado Posted March 21 Posted March 21 (edited) 1 hour ago, DarkForce_256 said: If I activate the DynDOLOD DLL NG mod in the World LOD section when I start a game the Windmill fan shows up like it should. Not sure why we are told to disable this mod for regular game play unless I'm missing something. I do not follow this mod-list, only use it for mod hints and ideas, but I do follow instructions of dyndolod site. The NG version is for patching "large reference bugs workarounds", needed active in SE\AE to enable the workaround. https://dyndolod.info/Generation-Instructions Spoiler In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed. Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything. Activate the plugin(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results. Do not patch or create patches for the generated output, instead properly report problems to the official DynDOLOD support forum so that correctly working output is generated. Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated unless there are specific instructions to disable 3rd party mods. Object LOD and tree LOD assets may also be used directly in the game like any other models and textures, in particular by dynamic LOD or Child/Parent Worldspace Copies. Edited March 21 by safado 1
DarkForce_256 Posted March 21 Posted March 21 1 hour ago, safado said: I do not follow this mod-list, only use it for mod hints and ideas, but I do follow instructions of dyndolod site. The NG version is for patching "large reference bugs workarounds", needed active in SE\AE to enable the workaround. https://dyndolod.info/Generation-Instructions Hide contents In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed. Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything. Activate the plugin(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results. Do not patch or create patches for the generated output, instead properly report problems to the official DynDOLOD support forum so that correctly working output is generated. Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated unless there are specific instructions to disable 3rd party mods. Object LOD and tree LOD assets may also be used directly in the game like any other models and textures, in particular by dynamic LOD or Child/Parent Worldspace Copies. So we should keep the dyndolod mods active for gameplay I guess. I add and remove mods from this list as well. It is a great foundation. I did really need a guide like this to hold my hand through the Dyndolod and PBR stuff, no way I was tackling that on my own! 1
RaidouPanda Posted April 5 Posted April 5 This is a bit confusing, so in the modlist, it says that blue means "essential" or "required". Does that refer to the unformatted links? Because that is like 90% of them. And a lot of them don't seem required at all. How can we tell which ones are absolutely required and will break things if not included, and which aren't?
Breitman3 Posted April 8 Posted April 8 I had the same problem with windmills as "DarkForce_256": no rotor blades. I found in the official DynDOLOD guide that I needed to enable the DynDOLOD resources, which fixed the problem. I'm reporting this here and see that "DarkForce_256" already reported the same thing — I should have checked earlier. Also, the sentence at the end of the DynDOLOD section of that guide, "DEACTIVATE the under DynDOLOD listed mods before running the game!", is incorrect. Separately: even though I used only parts of that guide, it helped me a lot — thank you for it.
weeb_piglet Posted April 21 Posted April 21 Anybody else having a problem with using the bigger shields in first person?
BoxxyB Posted April 27 Posted April 27 Hi this is my first post here, but I followed your guide to the letter but I am having an issue with Ostim Standalone from your list where despite using pandora, it gives me a "Could not verify animation integrity" message upon loading any save or new games. I have racked my brain trying to solve this alone and was wondering if anyone had any insight on what could be causing this. After several searches on this site I turned up nothing as well. Thanks in advance and my apologies if I missed something stupid. I am truthfully losing my mind as every animation plays perfectly fine but this pop up is beyond irritating with no stop for it in site
IyoGuanteng Posted May 8 Posted May 8 (edited) Hey, I just followed this guide and when I try to played it, the boobs physic looks weird (seems like they pulled by a single gravity point and uniting). I try editing the txt configuration of 3ba mod file still not getting it right. Anybody can help me ? Edited May 8 by IyoGuanteng
Mqex Posted May 11 Posted May 11 I appreciate this guide. Thank you very much. Has anyone gone through this entire process from top to bottom? Did it work out for you? I'm halfway through the SKSE section and hopeful but curious about how it's gone for others.
Varithina Posted May 11 Posted May 11 1 hour ago, Mqex said: I appreciate this guide. Thank you very much. Has anyone gone through this entire process from top to bottom? Did it work out for you? I'm halfway through the SKSE section and hopeful but curious about how it's gone for others. I did quite some time back, and there were mods that needed to have their installer rerun at various points to add mods for things added since they themselves were added, LUX, and the various versions of it were the worse to be honest, though they are not part of the current mod list, even so it might be worth starting the game up with the installed mods active now and then just to make sure things are working, though if you do, do keep an eye out for missing masters which may be later in the load order. I also find it not uncommon for mo2 to not complete the download but say it is, in effect giving a corrupt download that will install, but causes issues when you actually run the game which can be a pain, most people seem however to have no issues for the most part. 1
Mqex Posted May 11 Posted May 11 3 hours ago, Varithina said: I did quite some time back, and there were mods that needed to have their installer rerun at various points to add mods for things added since they themselves were added, LUX, and the various versions of it were the worse to be honest, though they are not part of the current mod list, even so it might be worth starting the game up with the installed mods active now and then just to make sure things are working, though if you do, do keep an eye out for missing masters which may be later in the load order. I also find it not uncommon for mo2 to not complete the download but say it is, in effect giving a corrupt download that will install, but causes issues when you actually run the game which can be a pain, most people seem however to have no issues for the most part. Much appreciated, thank you. I've been starting the game up periodically but not making characters to test just yet. I'll start doing that as I go.
Varithina Posted May 12 Posted May 12 On 5/11/2026 at 6:44 PM, Mqex said: Much appreciated, thank you. I've been starting the game up periodically but not making characters to test just yet. I'll start doing that as I go. I never created a character, just starting the game works usually for me, as issues tend to mean you will not even get to the start/load screen usually, or at least that is what I tend to find with this game and any mod list, it if it is working even oddly you will get to the start/load screen if it isn't for whatever reason you won't. 1
schwarzbrand Posted May 19 Posted May 19 Only for understanding. If I update the PBR Files to newer ones do I have to run dynDOLOD again?
hellzaid Posted May 19 Posted May 19 (edited) Hello, I am in a bit of a pickel, I will say it out right, i have not followed all of the mod list for this as i want to play the game with as less mods as possible to enjoy it with Loverslab mods, because i know it get really mess with a lot of mods stuff. ( i used to do it a lot back in the day, now i don't have time to play let alone mod it perfectly). Now the Problem i am having is when i start and select the Ostim mods as per the list, my CBBE 3BA racemenu randomly stops working, and no matter what i do i have a purple untextured underwear. I disabled all the Ostim mods and redid the batch patch and the Pandora and it went back to normal again. Did i miss something that might be causing this ? i probably did , please help... thank you , Much appreciated. Edited May 19 by hellzaid
lunacy05 Posted May 25 Posted May 25 (edited) Hi everyone. I haven't posted in this forum for years, but decided to follow this guide to install the mods (not a full 100%, but at least 80-90% complete according to the guide). There are a few issues i like to highlight to the author and anyone that's interested to learn this. For the Gameplay Foundation section: During generating the LOD in Dyndolog, i receive the message regarding that Gildergreen Regrown esp does not match with G.I.R.T.H. - Gildergreen Is Really Thicc'er esp. I had to substitute it with Gildergreen fIx instead to replace the Gildergreen Regrown. For the NPC section: Few of the mods have been hidden for moderation since April 2026 - SkyChild - Long-Sleeved Clothes, SkyChild - Dagny's Hairband Fix For the Vanilla Armor section: Few of the mods have been hidden as they have become obsolete - Dark Brotherhood Armors Retexture, Dawnguard Armors and Weapons Retexture , Falmer Armors and Weapons Retexture. The moderator offers another mod instead: Faction Armors and Weapons Retexture SE There's quite a few more hidden mods in the list but i can't remember which ones but these mods are what i could remember at the moment. Also, regarding the Sex Mod section for Private Needs - Orgasm, after playing for a few hours, the hot keys to toggle urination doesn't work for the current v1.9.0b.7z. But it seem the previous v1.8.3a.7z mod work just fine. Edited May 25 by lunacy05
lunacy05 Posted May 26 Posted May 26 (edited) Hello everyone. I experienced several CTDs and based on the crash logger's log, these are what i encountered. In the NPC section: AI Overhaul tend to crash quite frequent when your character is in a city, most likely due to the player character is in an area with 10 or more NPCs in the same vicinity. Other players also have similar feedbacks in Nexus mod page at the comment and bug report section. One stated that the CTD happens in Whiterun, the other's CTD is in Solitude. For me, it was in Riften, right inside the Bee and Bard tavern during at night when there's a lot of NPCs inside. So far, no solution was provided to this issue. For the Sex Mod section: SexLab - More Nasty Critters have an issue where the creatures do not have their penis model. This also confirmed by other Loverslab members. For the Shaders section: True Light would cause CTD when in a dungeon, but when i shift the load order plugins and return it back to its original location, it seem to work out fine as i hadn't encounter anymore issue after the dungeon run. For this particular issue, i haven't encounter any CTD and i'm not sure which mod causes this, but the NPC Ingun in Riften would go bald. This is also confirmed by other Nexus users, though they would include Mavan as well but i never experienced this issue with Mavan myself. Edited May 26 by lunacy05
safado Posted May 26 Posted May 26 (edited) 8 hours ago, lunacy05 said: In the NPC section: AI Overhaul tend to crash quite frequent when your character is in a city, most likely due to the player character is in an area with 10 or more NPCs in the same vicinity. For the Sex Mod section: SexLab - More Nasty Critters have an issue where the creatures do not have their penis model. This also confirmed by other Loverslab members. AI Overhaul may CTD if AI packages added got replaced by metadata conflict by other mods like NPC overhauls, also by NAVmesh corruption because of regression conflicts by other mods changes to environments. It is a PITA to troubleshoot, make sure any AI-patch plugin is loaded near the end load order, try to find ai-patches for any mod that modify original game NPC or mess with NAVmeshes. AI needs proper NAVmeshes to reach target assigned by AI packages. If you find a traveling NPC stuck-in-place on roads near Whiterun or other cities, that likely a bad navmesh right there. MNC schlong issue is generally modders load order mistake or misunderstanding of MCM options of Creature Framework. MNC will not modify custom creatures from mods, even if named like normal game creature. Those needs their own custom creature registration files that CF uses for processing. Some mods remove keywords that identify creatures as non-humanoid and are used as processing-filter by Creature Framework during scanning. MNC page has a long FAQ with troubleshoot info. True-light, make use of Community Shader, Light Placer, Luma Utility, and ATLM. Those are constantly being patched for bugs, and True Light tries to follow. Any issue with True Light may also be a bug in the backend mods. There a lot of CTD patching for Light Placer, try latest. The custom Community Shader jiayev build is incompatible with Tru3 Light v3, stay with Nexus CS doodlum version. True Light description page has a load order recommendation. Edited May 26 by safado 1
lunacy05 Posted May 28 Posted May 28 On 5/27/2026 at 4:02 AM, safado said: AI Overhaul may CTD if AI packages added got replaced by metadata conflict by other mods like NPC overhauls, also by NAVmesh corruption because of regression conflicts by other mods changes to environments. It is a PITA to troubleshoot, make sure any AI-patch plugin is loaded near the end load order, try to find ai-patches for any mod that modify original game NPC or mess with NAVmeshes. AI needs proper NAVmeshes to reach target assigned by AI packages. If you find a traveling NPC stuck-in-place on roads near Whiterun or other cities, that likely a bad navmesh right there. MNC schlong issue is generally modders load order mistake or misunderstanding of MCM options of Creature Framework. MNC will not modify custom creatures from mods, even if named like normal game creature. Those needs their own custom creature registration files that CF uses for processing. Some mods remove keywords that identify creatures as non-humanoid and are used as processing-filter by Creature Framework during scanning. MNC page has a long FAQ with troubleshoot info. True-light, make use of Community Shader, Light Placer, Luma Utility, and ATLM. Those are constantly being patched for bugs, and True Light tries to follow. Any issue with True Light may also be a bug in the backend mods. There a lot of CTD patching for Light Placer, try latest. The custom Community Shader jiayev build is incompatible with Tru3 Light v3, stay with Nexus CS doodlum version. True Light description page has a load order recommendation. Thank you for your response and the solutions to my issues. I'm still trying to figure out on how to solve the MNC issue since the troubleshoot info didn't highlight the issue i'm having. Same goes with True Light and AI Overhaul. Currently, i like to report that Flies (Flies Around Corpses- Mihail's Shards of Immersion (SE-AE version) ) located at the Fauna - Animals section, the mod causes CTD when there's more than one corpse in the same room in a dungeon due to corpse bloat. This was confirmed after i'm stuck near that dungeon room for several tries after trying to kill one bandit and the second bandit death causes CTD. After disabling the mod, i didn't encounter the CTD and manage to clear the dungeon room containing three bandits.
lunacy05 Posted May 31 Posted May 31 There was an update for IMMORTAN version 7.3 that i recently updated and it seem to fix the issue with Ingun Blackbriar npc with the balding head. Also, for SexLab - More Nasty Critters, it seems that only two animals don't have the penis model, a fat cat in Riften (and possibly the other fat cats too) and the creature called Guar. Other creatures like Horses, Goats, Draugh, Werewolves and Trolls don't have an issue. Also, Moonlight Werewolf however, also do not have a penis model.
SssdVX Posted June 1 Posted June 1 (edited) Hey, could anyone help me out with an issue? My CATA animations (and pretty much any other walk/run/sprint animations) keep getting overridden by some other animations. I’ve already messed around with OAR priorities and tried disabling different mods, but so far nothing has fixed it. Does anyone recognize these animations? Especially the sprint one - it looks pretty cursed UPD: It was Malignis Animations - Conditions Edited June 1 by SssdVX
lunacy05 Posted June 2 Posted June 2 (edited) I encounter a constant CTD issue with embers XD.esp when my character is in Haemar's Cavern and when a vampire is alerted of an intruder and is using spells. In order for me to bypass the CTD, my character have to take out the vampire first before they could cast any spells. But this pose a problem when there's more than 1 vampire in one area. Another CTD issue involving immortan - complete npc replacer.esp whenever my character is nearby an NPC, though this issue is rare occurance. Same goes with mihailsewerrat.esp, though this only happens when the rat is attempting to have sex with a female npc and only happened once or twice with the CTD. A very rare CTD issue with the great town of ivarstead.esp, since i only experienced it once. Edited June 2 by lunacy05
lunacy05 Posted June 2 Posted June 2 (edited) I seem to fix the CTD issue with the embers XD.esp (Embers XD). I read in the Embers XD mod comment section, that the PGpatcher somehow corrupted the embers' nif files. I removed the patched ember files in the PGpacther's output "Effect" folder, and i no longer encounter the CTD involving embers XD.esp. However... Then it was gods and worship.esp (Gods and Worship) is what followed next when the vampires start casting spells. It seems that Deadly Spell Impacts is the cause of the issue, so i disabled that mod. While the game will pop up the warning that the bashed patch require that Deadly Spell Impact mod when i load the save file, i ignored it and run the game. Once i'm in the game, i make a new save to test out in fighting the vampires. i don't encounter the CTD for the vampires casting spells anymore. Of course i have to redo the bashed patch files again later on. I forgot to report that the Patches section for Northern Roads, i encounter a tear on the road, located just past the guard tower and the bridge. This issue were also highlighted by a few other Nexus users as well for other locations. Edited June 3 by lunacy05
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