Guest Posted December 27, 2025 Posted December 27, 2025 (edited) I ran xlod, texgen, and dyndolod. Latest version of Dyndolod. Enabled the output and it made the Dyndolod.esm dependant on the mods shown in the screenshot. Before I tested in game, it was below Alt Start at the bottom of my load order. After I ran a test start and exited, it moved it up as you see here. Why would the Dyndolod ESM be dependant on another mod? FYI - the lod output is working fine. The game is beautiful. Haven't tested after MO2 moved Dyndolod.esm. I can remove the dependancies in xEdit but wondering why and if I should. Edited December 27, 2025 by TFor2 New info
Guest Posted December 27, 2025 Posted December 27, 2025 OK. Dyndolod ESM is tied to my Dyndolod Output. I disabled the output and the Dyndolod esm goes away. I have run lod for my game maybe 3 times following the STEP guide without issues before. I can't say if the ESM was present or not before.
traison Posted December 27, 2025 Posted December 27, 2025 3 minutes ago, TFor2 said: After I ran a test start and exited, it moved it up as you see here. That's an age-old bug in MO2. It sorts plugins incorrectly. The game doesn't care about this, it just means when you're looking for a mod index in MO2 it may not be the same as it is in-game. The reason why it jumps up is because normal plugins must not load before pluging masters; or to put that another way, masters must always be at the top.
Guest Posted December 27, 2025 Posted December 27, 2025 Thank you but why are these mods now masters for the Dyndolod esm?
Guest Posted December 27, 2025 Posted December 27, 2025 This has created a cyclic conflict. Loot won't even run. I don't use it to sort my load order but use it to detect problems with mods.
traison Posted December 27, 2025 Posted December 27, 2025 3 minutes ago, TFor2 said: This has created a cyclic conflict. Sounds unlikely, but I suppose it's possible. Which mod is referencing DynDOLOD, and why? 4 minutes ago, TFor2 said: Loot won't even run. I don't use it to sort my load order but use it to detect problems with mods. As far as I know all LOOT does is download a master list of plugins (from github last I checked) and compare your load order to it. It never opens plugins, or does any kind of record conflict resolution. xEdit is the tool for conflict resolution. 6 minutes ago, TFor2 said: ...but why are these mods now masters for the Dyndolod esm? The answer to this you can see in xEdit. Here's it editing a beafarmer CC cell: [FE 002] ccvsvsse004-beafarmer.esl (624F2A71) \ Worldspace \ 0000003C <Tamriel> \ Block -1, -1 \ Sub-Block -3, -1 \ 000099D4 <ccVSVSSE004FarmExterior03> \ Temporary \ FE002B7E
Guest Posted December 27, 2025 Posted December 27, 2025 1 hour ago, traison said: Sounds unlikely, but I suppose it's possible. Which mod is referencing DynDOLOD, and why? As far as I know all LOOT does is download a master list of plugins (from github last I checked) and compare your load order to it. It never opens plugins, or does any kind of record conflict resolution. xEdit is the tool for conflict resolution. The answer to this you can see in xEdit. Here's it editing a beafarmer CC cell: [FE 002] ccvsvsse004-beafarmer.esl (624F2A71) \ Worldspace \ 0000003C <Tamriel> \ Block -1, -1 \ Sub-Block -3, -1 \ 000099D4 <ccVSVSSE004FarmExterior03> \ Temporary \ FE002B7E The mods listed above Dyndolod.esm became masters for Dyndolod.esm after I ran it. I don't know why and I haven't seen this before. I checked in xEdit and Dyndolod.esm did show those mods as masters. I thank you for your responses but I'm going to try and rerun later today. I may revert to a prior version of Dyndolod if this does not work. Or test removing masters from the Dyndolod.esm in xEdit. Hair pulling time. 🥹
traison Posted December 27, 2025 Posted December 27, 2025 (edited) 10 minutes ago, TFor2 said: I may revert to a prior version of Dyndolod... Its going to have to be a really old one then, for at least 2 reasons: As far as I know, it has always done this, even in Skyrim LE. Current versions of DynDOLOD have date checkers in them. You can bytecode patch them out of the exe obviousy, that's what I did, but without a debugger and the skills to swing one you're not going to get anywhere close to running a 2 week old DynDOLOD build. ...I suppose you can keep changing your computer clock as well, but having the clock set incorrectly is going to break encryption among other things. Edited December 27, 2025 by traison
Guest Posted December 27, 2025 Posted December 27, 2025 1 hour ago, traison said: Its going to have to be a really old one then, for at least 2 reasons: As far as I know, it has always done this, even in Skyrim LE. Current versions of DynDOLOD have date checkers in them. You can bytecode patch them out of the exe obviousy, that's what I did, but without a debugger and the skills to swing one you're not going to get anywhere close to running a 2 week old DynDOLOD build. ...I suppose you can keep changing your computer clock as well, but having the clock set incorrectly is going to break encryption among other things. Thank you. I'll continue as is. You may know this but having anyone respond really helps me feel better (probably most users) and gives me the incentive to keep trying. Just saying I appreciate it. I was so stressed I started 2 days earlier than normal. I think it's time for a break. Thank you again. 🥰
Guest Posted December 28, 2025 Posted December 28, 2025 Fixed: I did a better job of updating mods (upgraded to 1170), payed attention and fixed the load order things that xEdit showed, re-ran TexGen and Dyndolod and Dyndolod.esm master file is where it should be. User error on my part in case anyone has the same issue. I appreciate the comments.
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