Jump to content

sheson

Mod Author
  • Posts

    13,179
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. Looking at any walled city or structure with windows from some distance. Yes You need to make sure the required PapyrusUtil SE version or higher is installed correctly and none of its files are overwritten. The LODGen error message is not related to PapyrusUtil. In any case it probably would make sense to take appropriate actions to fix the error.
  2. That are not artifacts. The fake lights are a round FX Glow mesh as explained in the manual. Just the same way the vanilla game uses them here or there. DynDOLOD does not invent light sources or their positions. If the Fake Lights Child Worlds is checked it will create fake lights in the parent world (Tamriel) for light sources located in the child world (like Whiterun). Go close to object, open console, click object. Note the 8 digit form id. Look up that form id in xEdit. Note the Editor ID of the object. If it is a dynamic LOD object from DynDOLOD it will be something like pluginsesp_123456 pointing to the source reference. Replace pluginsesp with its hex load order to get the complete 8 digit form id of the source reference. Repeat in case the source reference is in a DynDOLOD plugin. If you do not like the fake light options, do not check either Fake light checkbox when generating LOD.
  3. The required SKSE plugin nioverride.dll from Racemenu has not been ported to SKyrim SE yet. You can use ENB to increase light intensity of windows.
  4. Advanced options, Fake lights selected worlds / Fake lights child world. DynDOLOD_Manual.html Glow LOD - Fake Lights Like all other dynamic LOD references added into DynDOLOD plugins, their EditorID will lead to the plugin.esp/FormID of the source.
  5. I tried the mod a bit. The plugin has an ITM and does not forward all WLRD/CELL records correctly. Probably unrelated, but for my tests I fix that kind of stuff. I have yet to have a CTD with the unkown2 flag set, I fast travel all over the place and direclty to giants camp no problem. I had a CTD with the flag missing in the last overwrite. What is your ulargerefloddistance setting? Did you try new game? With uGrids=5? EDIT: Just did more tests, with ularge=11 and uGrid=5/7, unknown2 set, new game, no problems with extensive fast travel. Check if you can replicate that. Though I think the best options for this mod is to not do any extra LOD for the fires the mods changes, as the LOD does not always match its state anyways. Overall it may be a good idea to stay clear of having any scripts on large references and for DynDOLOD to ignore any large references that a mod overwrites and attaches a scripts to, just to be safe. Depends if more users notice problems with such plugins.
  6. Yes, because with DynDOLOD it now does have Distant LOD. If that flag and overwrite on MSTT alone would cause problems we would know, because it is done for everyone everywhere.
  7. But DynDOLOD is not using this MSTT for anything, is it? See if any references using this are from DynDOLOD or changed by DynDOLOD. The only way there should be a connection is when DynDOLOD scripting checks if the reference is enabled/disabled. Don't get me started on irregulraties of large references and scripting. Seeing that no one else reported similar problems yet, set the unkown2 data flag back. There is no reason for a mod to remove it (It is probably missing because the plugin was converted from Skyrim and CK is dumb). I know the flag has something to do with large references. It needs to be set or they sometimes don't show. At least that is what I noticed with copies that DynDOLOD uses for LOD. You should probably also update the bounds again. The engine does check the bounds when it loads large references. They need to match the bounds that were used when large reference data was added to the world record (in SKyrim.esm or the DLC) or else the usual texture flicker thing starts to happen in case the object all of sudden is too small to be a large reference. Which is a bit odd, as logic would dictate that bounds only matter when large reference data is generated and then only use the pre-made data instead of checking bounds in the game for no other reason than to burn CPU cycles. Did I mention that Skyrim SE is fubar?
  8. New beta 7 should now generate the ESM without ESP master when using temporary=1. However that type of problem typically prevented users from loading into the game at all if I remember right. If non fast travel works fine for the same area, then it is unlikely there is a problem with any assets or data in plugins. Then it sounds more like an resource problem as it would always load the exact same assets, data. Though if large references are involved anything is possible, as we learned from iNeed/ACTI that under certain circumstances the models don't show when walking, but showed fine with fast travel. I believe the models are loaded anyways, since the collision worked, but at least there is a difference between walking and fast travel. The next question would be if it happens 100% and if its limited to certain areas. If that is a case and you can verify if it only happens with a certain plugin there is a good chance you can narrow it down to a certain record / types of records.
  9. Yeah I knew that would happen, that code is not yet updated to not add masters to the esm. I was hoping we might not have to worry about the total number of persistent references, that the limit would not exist in Skyrim SE. You think that it could be cause the of that CTD? I mean, do you have that many plugins comparable to what would trigger that type of problem? I'll try to update that code to not add masters to the ESM as well tomorrow maybe. In the meantime, you could check maybe if a mesh is the cause by setting the debug:true in the json and check the papyrus log as explained in the readme.txt And if that does not reveal anything see if not using the ESP does not CTD (it will complain about it mising). If it does work without the ESP, try removing references in batches from the ESP worldspaces to see if you can pin it down to some specific record. You know, my usual suggestion of removing 50% and either keep going or remove the other half while the problem is happening until you only end with the problematic records. Or just wait for my update for the temporary=1 to work as intended.
  10. I was able to trace this back to a another problem with large references. Large references only work for STAT and MSTT base records, while iNeed changes Snow Drifts to ACTI by changing the references. This results in the typical large reference texture flicker just for the fact that iNeeds overwrites large references. Using anything but STAT and MSTT base records also always causes texture flicker, even if all records are added by master files. So technically the large reference bug cause problems twice already. DynDOLOD sets the Has Distant LOD, because references that do not have Has Distant LOD flag set can load ahead of time in the LOD area if they touch cell borders of loaded cells causing the same type of texture flicker in adjacent cells in Skryim and Skyrim SE with large references turned off. Setting the Has Distant LOD flag on non STAT/MSTT base records which are used by large references causes the model not be loaded when cells/large reference are attaching , but they load fine for the current area when fast traveling. Disable/Enable invisible large references through script could be a potential workaround. For now, DynDOLOD 2.36 beta 6 and newer will not set the Has Distant LOD flag on non STAT/MSTT base records used by overwritten large references. This means users of iNeed are ****ed twice by the game breaking bugs of Skyrim SE. 1) Large references are overwritten, so there will be texture flicker for every large reference in every cell that has one of those Snow Drifts. 2) If not using large references there will be texture flicker for every Snow Drifts that sits on cell border and load ahead of time, because we can not use the Has Distant LOD flag anymore. This is much fewer objects with problems and might be less noticeably because the LOD for Snow Drifts is organic enough to not share exactly the same 3D spaces/planes like the full models. Skyrim SE is fubar.
  11. Does it makes a differences using the x86 or x64 version? What mod manager are you using?
  12. Great! So weird. Need to check if something else happens after DynDOLOD sorted the plugins before saving.
  13. Interesting that this is supposed to be a problem all of sudden after 3 years of DynDOLOD doing this type of overwrite on Skyrim. I wouldn't be surprised if this is yet another new bug related to large references. I checked a random reference (0006a50e) using that modified ACTI from iNeed and it shows fine in my Skyrim SE. Something else might be going on in addition for your load order. Does that happen for a new game or did you update a save game? It may be a combination with settings on the reference you are not seeing. Check if other references using this ACTI have the same problems. Let me know the reference form id of one that doesn't show. If it happens for all references I am wondering if you have a mod changing the full model for that ACTI. Unlikely long shot though. Maybe I need to change setting for iNeed and it only happens related to some scripting of iNeed? Unlikely too, though.
  14. Thanks What you use to sort the masters? xEdit? And Wyre was OK afterwards?
  15. The cause of the bug and fix applies to all plugins equally. This is about records types and stuff. DynDOLOD already uses the sort master function of xEdit. Does sorting masters with xEdit (other tool?) afterwards actually changes anything? You can prevent starting LODGen.exe by setting ExecuteLODGenExe=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. Everything else will be identical just like static object LOD would have been generated. You should uncheck Create Atlas in the advanced options as well, but leave Generate static and tree LOD checked. If needed you can execute LODGen for a worldspace afterwards in expert mode as usual. The export files will have still updated but should be the same if nothing in the load order changed.
  16. Using full model trees for LOD will certainly take a much longer time to generate. If you also have high-res terrain it will take even longer. Get DynDOLOD Standalone 2.36 beta 5 from first post I just updated. It should fix the problems with the two plugins being added as master to the esm.
  17. This has most likely nothing to do with Skyrim and any of the installed mods. The problem would happen every time, not just sometimes. The 2015 is a minimum required for Windows XP. On Windows 7 (and higher I suppose) it will be the 2017. Actually, wrong or missing redistributable should be a 100% error, too and have a proper error message/crash. Make sure the 2017 is the latest version anyways. Such weird error that are not 100% reproducible are most likely hardware/software (OS, antivirus, virtual file system of MO .etc.) related. Try installing DynDOLOD into a dedicated folder on D:/ instead into Documents. Try running everything as admin.
  18. FAQ: Exception in unit xxx line xxx: [xxxxxxxx] A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. REGN 01002EE8 is a record that exists in Update.esm. Check if it exists. If not then maybe cleaning Update.esm went wrong or you may have outdated files. Update.esm is the first plugin to use REGN 01002EE8 in CELL 0000BD30, unofficial patch forwards it. If the record exists in Upate.esm, then unresolved errors may happen because the list of masters is wrong in the plugin having this error. Check the file header of the plugin that reported the unresolved errors, the first master should be Skyrim.esm, the second master should be Update.esm Unrelated, but you should probably clean the UDRs from NextGenerationForests.esp
  19. Was that reported already? Anyhow this is fixed with DynDOLOD Standalone 2.36 beta 4 that I just updated in first post. The file is correct and LODGen runs fine with it here. To just run LODGen.txt for a single worldspace again, change set Expert=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then start as normal, select worldspace from drop-down, click "Execute LODGen.exe" button. See if it works then. You can then just merge the meshes folder from output. Is the D:\Documents a special windows documents folder? Maybe try another, new folder and running everything as admin. Something 3rd party may be interfering. Check if the installed Microsoft Visual C++ 2015 Redistributable x86/x64 is the latest version.
  20. Contents of the file seems correct and runs without problem here. If you have that weird error again, it could also be caused by antivirus prevent reading it properly or something. It's a bit odd tough, not entirely sure what to make if it. Get the new DynDOLOD Standalone 2.36 beta 3 in first post I just updated. It fixes that.
  21. LODGen.exe was reporting errors while reading the export file ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_SkuldafnWorld.txt - the first time anyways. So if that error happens again upload the export file too. It is not the logfile, but from a different folder.
  22. Replace DynDOLOD.exe/DynDOLODx64.exe (or download DynDOLOD Standalone 2.36 beta 1 or newer form first post) and try again. This should run through now without problems hopefully.
  23. I can replicate this. Should have a fix soon. Not sure what the cause of that error could be. Please upload/Pastebin ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_SkuldafnWorld.txt Either didn't install all files from output, or it may be related to the other error above. Something might have gone really wrong and json files/text file writing got messed somehow. Upload/Pastebin ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt If thinks worked better the second time, check CPU temps and overclocking settings. This looks a bit like a problem with reading/writing data correctly from/to disk/memory. Usually things just crash then though, so it is a bit weird.
  24. I am still having uncontrollable urges to mutilate firstborns after having to deal with the large references, so yeah, enjoy your headaches and clean save routines. Hopefully it works.
  25. DynDOLOD beta for Skyrim Special Edition, Skyrim VR and Enderal SE | Skyrim/Enderal | What is DynDOLOD? | DynDOLOD FAQ DynDOLOD is the advanced but also easier version of xLODGen for object and tree LOD generation. It is for experienced users that can RTFM and know how to mod. Start by reading the Quickstart.html in the Standalone download. It is fully feature compatible with the Skyrim version. This is called beta because Skyrim Special Edition is still plagued by mods triggering large reference bugs. Until that can be easily resolved there is no pro-active testing and support of mods. As always users are asked to provide feedback and report compatibility issues with mods. DynDOLOD 2.x will not work with game plugins version 1.71 or higher used by runtime version 1.6.1130 or higher. Use DynDOLOD 3 Alpha instead. What's New? Starting with DynDOLOD 2.95 the Steam version of Enderal SE is supported. Start the tools with the -enderalse command line argument. Starting with DynDOLOD 2.90 the mod Enderal SE is supported. Start the tools in Skyrim Special Edition mode with the -sse command line argument, the mod will automatically be discovered. Use DynDOLOD Resource SE. install the required billboards (see manual). Install Papyrus Util SE or DynDOLOD DLL. SKSE64 and SkyUI are already requirements for Enderal SE / included in the Steam version. Starting with DynDOLOD 2.70 the Skyrim TVDT Occlusion data of cell records can be update/generated. The data is used to disable distant occluded object and terrain LOD meshes behind other terrain LOD meshes for better performance. See included Docs\DynDOLOD_Manual.html "TVDT - Occlusion Data" section. Check the dedicated Skyrim TVDT - Occlusion Data thread for more information, questions and feedback. Starting with DynDOLOD 2.48 both TexGen and DynDOLOD can now export textures with BC7 compression. They are used by default. If there is trouble with BC7 somehow or the external tool TexConv being denied access by the OS, try switching back to BC1/BC3. Starting with DynDOLOD 2.45 there is an alternative DynDOLOD DLL that can be used instead of PapyrusUtil for the optional dynamic LOD. Required Skyrim SE and Skyrim VR DynDOLOD Standalone 2.98 beta (Mega) DynDOLOD Resources SE 2.98 beta (Mega) - Make sure to use matching or higher version of DynDOLOD Standalone. Vanilla Skyrim LOD Billboards from TES5LODGen, Indistinguishable Vanilla Tree Billboards, Indistinguishable Billboards for Skyrim Special Edition or Seamless Billboards. The optional dynamic LOD requires SKSE64 or SKSEVR for the used game version and either DynDOLOD DLL or PapyrusUtil SE/VR The optional DynDOLOD SkyUI MCM requires SkyUI for Skyrim Special Edition or SkyUI VR for Skyrim VR Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe/TexGen.exe (x86) or DynDOLODx64.exe/TexGenx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing. Texconv.exe will fail with error C0000135 or complain about missing DLL. Generate from scratch if updating from older version. By default this will generate a DynDOLOD.esm and a DynDOLOD.esp to work around well known game engine bugs. Read the included ..\Docs\DynDOLOD_Manual_SSE.html ..\Docs\DynDOLOD_Manual_TES5VR.html for more information, explanations and the different options of the DynDOLOD patcher and in the DynDOLOD MCM regarding the use of large references in the game. Default settings will make a best compatibility and performance effort based on current INI settings. DynDOLOD dynamic LOD works correctly with large references and there are no issues with the vanilla game. However, in case ESP are used that modify large references there is nothing to be done to stop the flickering other than disabling the large references atm. There might be more compatibility settings or patching in the future. Generally, installation and generation is the same as with Skyrim. Skyrim SE/VR BETA - What to test Test that things generate as expected with whatever plugins in the load order. Test that the dynamic LOD works as intended. Test things work right with plugins adding new worldspaces. I only did brief testing with a couple mods. Things should work fine with paid mods and ESL flagged ESP, report all oddities. Mod testing is limited, if things are out of place or have wrong LOD, report with screenshots, form ids etc. so rules for mods can be updated. Because of the need to have an ESM for things to work properly, there is a chance that some records have to copy as "underwrite" into the ESM and as normal overwrite into the ESP at the same time. The DynDOLOD.esm should never have any unflagged ESP as a master and only get its records/data from masterfiles (including flagged ESP). Post a report with log in case the DynDOLOD.esm has an unflagged ESP as master. LOOT typically will let you know one way or another (reporting cyclic interaction or crash for example). Do not use such plugins for anything as they are broken. Also check final load order in the game mod menu, as it will enforce the load order. Post error reports with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error. Use pastebin or file service if files can not be attached. Skyrim VR Notes I do not own Skyrim VR, so testing and support is limited and made on a best effort basis. Everything from Skyrim SE applies to Skyrim VR. See ..\Docs\DynDOLOD_Manual_TES5VR.html as it points out the differences to Skyrim SE to the best of my knowledge. -TES5VR command line, but uses all of SSE configs and settings. Install DynDOLOD Resource SE as is. There is no need to delete scripts in case generation of dynamic LOD is not selected. Other new stuff 2.44 Starting with 2.44 there is now full ESL and ESPs flagged as ESL support for Skyrim SE - based on the latest xEdit updates. Added back proper support for new worldspaces added by ESPs. Added support for external Billboard NIFs to allow for different type of "2D" tree LODs done in object LOD. See DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html for full explanation how to use. Enabled Racemenu NiOverride support for Glow LOD Windows Other new stuff 2.36 Some of the install options (Whiterun and Solitude Exterior etc.) of DynDOLOD Resources SE 2.36 do not install plugins anymore. Instead the options install patch files used by DynDOLOD.exe. When LOD is generated, the former plugin data is merged into the DynDOLOD plugins directly. Other new stuff 2.37 Worked around bugs present in paid mods, so Homestead works fine now. Added proper support for Legacy of the Dragonborn SSE 4.x - it shows on the map now, Guild buildings visible from inside Solitude and other improvement and optimizations. Fixed Wyrmstooth problems as reported by Sandman53 Other new stuff 2.38 improved paid mods and ESL support fixed no model found issue reported by mtreis86 and others reworked plugin detection in papyrus scripts Other new stuff 2.40 Checks for SKSE and PapyrusUtil are automatically disabled in case dynamic LOD is not generated. DynDOLOD 2.36 DynDOLOD.exe - added dynamic LOD generation for Skyrim SE, generates a DynDOLOD.esm and a DynDOLOD.esp DynDOLOD.exe - added a simple patching function to add/update records in generated DynDOLOD plugin so some options from DynDOLOD Resources do not require a plugin anymore DynDOLOD.exe - better version number log report DynDOLOD.exe - improved end of generation checks and log messages DynDOLOD_Manual_SSE.html - updated requirements, instructions and explanations for dynamic LOD DynDOLOD_Manual.html - updated wording to reflect Skyrim SE changes DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD-Trees.html - added info for a mod DynDOLOD Resources SE - Papyrus Scripts - added for dynamic LOD DynDOLOD Resources SE - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugins DynDOLOD Resources - Papyrus Scripts - minor optmizations DynDOLOD Resources - updated/added meshes for better compatibility with mods DynDOLOD Resources - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugins SkyrimSE-LargeRefGrid.html - bug report updated for latest engine version, scripting with large references is a total cluster **** LODGen.exe - fixed using alpha threshold LODGen.exe - added TES5VR mode, same as SSE LODGen.exe - added TERRAINTES5VR mode, same as TERRAINSSE LODGen.exe - added FO4VR mode, same as FO4 LODGen.exe - added SSEVR mode, same as SSE LODGen.exe - added TERRAINFO4VR mode, same as TERRAINFO4 LODGen.exe - added TERRAINSSEVR mode, same as TERRAINSSE LODGen.exe - fixed missing segments for FO4 object LOD LODGen.exe - terrain LOD bin file format change to support really large worldspaces LODGen.exe - added MaxLevel= LODGen.exe - added WaterDelta[LOD4|LOD8|LOD16|LOD32]=-1 = off, 0 = ignore triangles underwater, x = shift shallow vertices under water to be least this distance from water height LODGen.exe - fixed wrong segments LODGen.exe - added Mode=TERRAINTES5, Mode=TERRAINSSE, Mode=TERRAINFNV, Mode=TERRAINFO3, Mode=TERRAINFO4 to generate terrain LOD from a bin file defined by TerrainData= LODGen.exe - added LandHeight=default terrain z, used in case of missing cell data LODGen.exe - added ProtectCellBorders=true/false to counter ugly terrain drops LODGen.exe - added Quality[LOD4|LOD8|LOD16|LOD32]=-1 = full (LOD4 only), 0 - x = acceptable z deviation to remove vertex LODGen.exe - added MaxVerts[LOD4|LOD8|LOD16|LOD32]=0 - 32767 to enforce nif limits LODGen.exe - added Skirts=negative = absolute z, 0 = none, positive relative z LODGen.exe - make reading of export file more robust LODGen.exe - fixed sometimes not reading of shape name for BSTriShape LODGen.exe - updated supporting libraries to latest version LODGen.exe - data/textures/... LODGen.exe - added Level8=True, to force Level8 instead of Level4 output for FO3/FNV LODGen.exe - improved reading of export file and file checks at start-up LODGen.exe - added feature to use external nif for 2D billboard textures instead of the internally created ones LODGen.exe - throw error if there are duplicate command line parameters LODGen.exe - check if a directory for loose files exists LODGen.exe - fixed a wrong texture replacement Changelog DynDOLOD 2.37 DynDOLOD.exe - added beta support for TES5VR, start with -TES5VR command line argument, uses SSE config files and settings DynDOLOD.exe - fixed sometimes not creating a flat atlas DynDOLOD.exe - improved replacement textures handling for object and dynamic LOD DynDOLOD.exe - added patching function for plugins + worldspace DynDOLOD Resources SE - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - Papyrus Scripts - added cell attach/trigger counters DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD_Manual_SEE.html - updated compatibility information for several mods DynDOLOD_Manual_TES5VR.html - added with brief explanations what is different to the Skyrim SE version TexGen.exe - added beta support for TES5VR, start with -TES5VR command line argument, uses SSE config files and settings TexGen.exe - added generation for fallforestdirt01.dds, reachdirt01.dds, road01fallforest01.dds and road01reach01.dds LODGen.exe - fixed terrain water segments for odd origins LODGen.exe - added WaterHeight= default water z, used in case of missing cell data LODGen.exe - print global alpha threshold setting to log LODGen.exe - catch an error in nif and print its name to log Changelog DynDOLOD 2.38 DynDOLOD.exe - fixed not using -o command line DynDOLOD.exe - improve loading of paid mod plugins DynDOLOD.exe - create ESM at correct load order DynDOLOD.exe - improved error message when trying to add wrong base record of wrong type DynDOLOD.exe - fixed sometimes not finding new base records resulting in no model error for dynamic LOD DynDOLOD.exe - print plugin type when listing plugins DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection Changelog DynDOLOD 2.39 DynDOLOD.exe - improved some error messages DynDOLOD.exe - fixed sometimes injecting worldspaces instead adding them as overwrites LODGen.exe - changed requirements to MS Visual C++ 2017 Redistributable (2015 should still work, as they are supposed to be binary compatible) LODGen.exe - changed Redistributable missing message to link to https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads LODGen.exe - removed obsolete embedded resources Changelog DynDOLOD 2.40 DynDOLOD.exe - fixed sometimes not creating a dedicated dynamic LOD base record with correct overwrites DynDOLOD.exe - do not add Quest with SKSE/PapyrusUtil checks to plugin in case dynamic LOD is not generated Changelog DynDOLOD 2.41 DynDOLOD.exe - fixed a pointer conversion error DynDOLOD.exe - fixed sometimes adding ESP masters to DynDOLOD.esm DynDOLOD.exe - added creation of bugreport.txt in case of exception DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection DynDOLOD Resources SE - added patches for better compatibility with mods LODGen.exe - fixed LOD water for FO3/FNV to use seperate shapes in correct order for different heights LODGen.exe - fixed passthru meshes sometimes not keeping their large reference status Changelog DynDOLOD 2.42 DynDOLOD.exe - fixed using misplaced patches for different game mode DynDOLOD.exe - improved export of miniatlas data for LODGen.exe DynDOLOD.exe - improved some error messages TexGen.exe - added generation for shipwoodfloor01lod.dds LODGen.exe - skip automatic re-UV for shapes with a high number of triangles LODGen.exe - fixed sometimes scaling water level twice for undefined cells LODGen.exe - added support for FO3/FNV placed water references for terrain LOD meshes Changelog DynDOLOD 2.43 DynDOLOD.exe - refined bounds calculations for what counts as a large reference DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods LODGen.exe - reworked simplification of meshes after re-UV LODGen.exe - added a sanity check after re-UV LODGen.exe - fixed a scaling error when applying miniatlas Changelog DynDOLOD 2.44 DynDOLOD.exe - carried forward latest updates from xEdit for better ESL plugin support and other optimizations DynDOLOD.exe - added the possibility to define External Billboard meshes to replace the default 2 plane for LOD trees in object LOD DynDOLOD.exe - added possibility to have multiple billboard textures for different sides/shapes DynDOLOD.exe - fixed adding *treelod.dds to object LOD texture atlas DynDOLOD.exe - skip over NIF errors while checking for NiNodes DynDOLOD.exe - fixed some issues of create mod option with Skyrim SE DynDOLOD.exe - fixed issue with worldspaces added by ESP DynDOLOD-Trees.html - added section for internal and external billboards DynDOLOD_Manual.html - added and updated compatibility information for several mods DynDOLOD Resources - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugin DynDOLOD Resources - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - Papyrus Scripts - Enabled use of Window Glow LOD mulitpliers using Racemnu NiOverride in MCM - disabled by default DynDOLOD Resources SE - Papyrus Scripts - Updated for to support worldspaces added by ESP LODGen.exe - fixed sometimes applying wrong scale to translation LODGen.exe - fixed not applying parent scale to child translation LODGen.exe - fixed a bug parsing flat texture data file LODGen.exe - added support for different alpha thresholds to atlas replacements LODGen.exe - reworked remove unseen object LOD faces to work across quad boundaries LODGen.exe - added support to also remove faces under water for FO3/FNV LODGen.exe - added support to define billboard NIFs per LOD level LODGen.exe - minor speed improvements and multithread enhancements Changelog DynDOLOD 2.45 DynDOLOD DLL - drop-in replacement for PapyrusUtil for Skyrim, Skyrim Special Edition and Skyrim VR consisting of DynDOLOD.DLL and PapyrusScripts DynDOLOD_DLL.html - added explanation and install/usage instructions DynDOLOD.exe - added creation of data files for DynDOLOD DLL DynDOLOD.exe - fixed a problem with adding masters while creating texture replacements DynDOLOD.exe - specifically write text files using UTF8 without BOM encoding DynDOLOD.exe - skip textures for atlas with NoRevUV in shape name while scanning meshes DynDOLOD.exe - carried forward latest updates from xEdit DynDOLOD Resources - Papyrus Scripts - merged minion script into firstborn script DynDOLOD Resources SE - Papyrus Scripts - merged minion script into firstborn script DynDOLOD Patches - updated patches for papyrus scripts to automatically use DynDOLOD DLL if available, else fall back to PapyrusUtil LODGen.exe - fixed sometimes failing re-UV due to missing normal LODGen.exe - added detection of NoReUV in shape name to skip over potential automatic re-UV Changelog DynDOLOD 2.46 DynDOLOD.exe - fixed sometimes adding wrong master into wrong plugin Changelog DynDOLOD 2.47 DynDOLOD.exe - fixed generating LOD for Skyrim Changelog DynDOLOD 2.48 DynDOLOD.exe - added support for creating atlas textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR DynDOLOD.exe - carried forward latest updates from xEdit DynDOLOD.exe - fixed sometimes not loading all plugins because of too many masters DynDOLOD.exe - fixed a problem sometimes preventing loading an existing DynDOLOD plugin DynDOLOD.exe - updated some helpful messages TexGen.exe - added support for textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR TexGen.exe - updated some helpful messages TexGen.exe - added generation for impwall01.dds TexGen.exe - added generation for impfloormuddy01.dds TexGen.exe - added generation for treepineforestcut01.dds Texconv.exe - updated to latest version DynDOLOD-rules - added/updated rules for better compatibility with mods Changelog DynDOLOD 2.49 DynDOLOD.exe - Fixed trying to add game.exe as master TexGen.exe - Added some checks/messages for external BC7 execution in case of problems for better troubleshooting TexGen.exe - Save full resolution texture to final folder and convert to BC7 in place instead of temp folder Changelog DynDOLOD 2.50 DynDOLOD.exe - fixed a case of TexConv sometimes not being able to convert textures to BC7 DynDOLOD.exe - do not convert textures DynDOLOD.exe - carried forward latest updates from xEdit Changelog DynDOLOD 2.51 DynDOLOD.exe - Reworked reading of existing DynDOLOD plugins to be more robust DynDOLOD.exe - fixed a typo preventing CreateMode to start DynDOLOD.exe - streamlined some threaded code DynDOLOD.exe - carried forward latest updates from xEdit Texconv.exe - improved a few error messages Changelog DynDOLOD 2.52 DynDOLOD.exe - fixed a case of trying to add non textures to flat atlas DynDOLOD.exe - print true texture file name in case of errors loading it Changelog DynDOLOD 2.53 DynDOLOD.exe - undo an update sometimes causing errors in plugin DynDOLOD.exe - removed some unnecessary log spam Changelog DynDOLOD 2.54 DynDOLOD.exe - fixed an issue with resolving modname;formid to current load order DynDOLOD.exe - more streamlining of some threaded code DynDOLOD.exe - some library udpates and other optimizations DynDOLOD.exe - added some more error messages around executing of command line tools DynDOLOD.exe - prevent accidentally interrupting execution of command line tools DynDOLOD.exe - silently try to restart command line tools in case of error DynDOLOD.exe - carried forward latest updates from xEdit Texconv.exe - updated to latest version DynDOLOD Resources - do not use OnInit/States for Firstborns/Minions DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods DynDOLOD Resources SE - do not use OnInit/States for Firstborns/Minions DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods Changelog DynDOLOD 2.55 DynDOLOD.exe - added support for Enderal Steam version DynDOLOD.exe - carried forward updates from xEdit DynDOLOD.exe - fixed not adding some textures to atlas DynDOLOD.exe - removed accidental left over elevation requirement DynDOLOD.exe - combine flat atlas into main atlas DynDOLOD.exe - allow for dedicated object LOD atlasses for non-alpha and alpha textures DynDOLOD.exe - use alpha threshold from NIF and adjust individual texture transparancy for object LOD atlass - can add the same texture more than once for different thresholds (quantized) DynDOLOD.exe - added alpha raise to diffuse mipmap generation DynDOLOD.exe - added steepness raise to normal map mipmap generation DynDOLOD.exe - dedicated mipmap generation for each diffuse and normal object LOD texture DynDOLOD.exe - skip injected base elements and references and print a message DynDOLOD.exe - add reverse copies into child world for disabled neverfade references to work around bad modding practice DynDOLOD.exe - added IgnoreModFileName for child world scanning to automatically disable it if not required Papyrus Scripts - explicitly pass parent world to LODObject script because persistent references exist in parent and child world simultaneously DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods LODgen.exe - added ENDERAL mode, same as TES5 LODgen.exe - added TERRAINENDERAL mode, same as TERRAINTES5 LODgen.exe - code cleanup and minor optimizations LODgen.exe - improved remove unseen for large objects spanning several cells LODgen.exe - do not scale FO3/FNV object LOD LODgen.exe - improved overwriting of HD LOD flag with IsHDMeshMask and IsHDTextureMask Changelog DynDOLOD 2.56 DynDOLOD.exe - optimized object LOD atlas generation to use a bit less memory DynDOLOD.exe - fixed sometimes not being able to generate atlas with large tile size DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods DynDOLOD_Manual.html - added and updated compatibility information for several mods LODGen.exe - make sure borders between cells match when using protect cell borders Changelog DynDOLOD 2.57 DynDOLOD.exe - fixed a potential memory corruption after saving textures Changelog DynDOLOD 2.58 DynDOLOD.exe - carried forward updates from xEdit DynDOLOD.exe - removed useless assigment of variable sometimes causing exception building object LOD atlass DynDOLOD.exe - fixed IgnoreIfPluginExists list sometimes not working DynDOLOD.exe/TexGen.exe - less artifacts with BC1|2|3 texture compression DynDOLOD Resources SE - added meshes for better compatibility with a mod DynDOLOD Resources - added meshes for better compatibility with a mod DynDOLOD Resources - Papyrus Scripts - fixed swapped error message Changelog DynDOLOD 2.59 DynDOLOD.exe - fixed sometimes accidentally disabling automatic child world scanning DynDOLOD-rules - added/updated rules for better compatibility with mods DynDOLOD Resources SE - added meshes for better compatibility with mods DynDOLOD Resources - updated meshes for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for a mod LODGen.exe - set correct mode on BSMultibound for water LODGen.exe - updated supporting libraries to latest version Changelog DynDOLOD 2.60 DynDOLOD.exe - fixed sometimes trying to find textures in meshes folder DynDOLOD.exe - improved moving existing DynDOLOD.esm into correct load order position DynDOLOD.exe - ignore meshes with missing textures, print a report at the end DynDOLOD.exe - reduce memory usage while building object LOD atlas DynDOLOD.exe - do not set -m 0 for TexConv command line since that is the default anyways Texconv.exe - updated to latest version TexGen.exe - added generation for vurt_oldgreybarklod.dds DynDOLOD Resources SE - added meshes for better compatibility with a mod DynDOLOD Resources - added meshes for better compatibility with a mod Changelog DynDOLOD 2.61 DynDOLOD.exe - fixed sometimes garbling assets paths DynDOLOD Resources - added meshes/texture for better compatibility with mods Changelog DynDOLOD 2.62 DynDOLOD.exe - improved error message in case TexConv fails importing textures DynDOLOD.exe - added version check of output from TexGen and installed Resources TexGen.exe - add version information to output DynDOLOD Resources - added a mesh for better compatibility with a mod DynDOLOD Resources SE - added a mesh for better compatibility with a mod DynDOLOD_Manual.html - added compatibility information for several mods Changelog DynDOLOD 2.63 DynDOLOD.exe - use a different library to run external commands TexGen.exe - fixed filename of impfloormuddy01lod.dds DynDOLOD Resources - added a meshes for better compatibility with a mod DynDOLOD Resources - fixed an issue with worldmap in interiors DynDOLOD Resources SE - added a meshes for better compatibility with a mod DynDOLOD Resources SE - fixed an issue with worldmap in interiors Changelog DynDOLOD 2.64 DynDOLOD.exe - fixed an issue with discovering billboards DynDOLOD-rules - added rules for better compatibility with mods DynDOLOD Resources - fixed a FOMOD installation error DynDOLOD Resources SE - fixed a FOMOD installation error Changelog DynDOLOD 2.65 DynDOLOD.exe - fix output of mesh counting file LODGen.exe - memory and other optimizations LODGen.exe - updated supporting libraries to latest version DynDOLOD Resources - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.66 DynDOLOD.exe - ignore texture set with 3rd _g texture for atlas discovery DynDOLOD.exe - fixed normal map textures sometimes not having correct size on atlas DynDOLOD.exe - fixed a rare multithread memory issue TexGen.exe - added generation for castlekitlod.dds, wrroofslate01lod.dds, wrdragontile01lod.dds, wrdragontileblack01lod.dds, wrcitywall01lod.dds, wrtemplefloor01lod.dds, wrplasterint01.dds, wrwoodfloorint01lod.dds, wrwoodplanks01lod.dds, wrwoodbeam01lod.dds, wrwoodbeamint01lod.dds, stonefloor01lod.dds, wrdragoncarvings01lod.dds, wrroofint01lod.dds, wrslate02lod.dds, wrstonebase02lod.dds, wrstoneblocks01lod.dds, wrtrellisvines01lod.dds, wrtrims01lod.dds, wrwoodlattice01lod.dds LODGen.exe - fixed sometimes duplicating models LODGen.exe - more optimizations LODGen.exe - updated supporting libraries to latest version DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods Changelog DynDOLOD 2.67 DynDOLOD.exe - added FlatLODWithNormalMapVertexColor to ini to set vertex color of flat LOD that has normal map textures, see docs\trees.ultra\DynDOLOD-Trees.html DynDOLOD.exe - ignore texture set with 5th _em texture for atlas discovery LODGen.exe - ignore duplicate triangles when loading models DynDOLOD Resources - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.68 DynDOLOD.exe - fixed not falling back to billboard in reference rules LODGen.exe - more minor optimizations and cleanup Changelog DynDOLOD 2.69 DynDOLOD.exe - removed unintentional log lines DynDOLOD-rules - added rules for better compatibility with mods DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.70 DynDOLOD.exe - added optional TVDT occlusion data generation, added related settings to ini DynDOLOD.exe - do not set VWD flag on base records added by esp DynDOLOD.exe - fixed adding large references to DynDOLOD.esm for base records defined in an esp DynDOLOD.exe - fixed sometimes not setting largref on glow LOD in static object LOD DynDOLOD.exe - added automatic update of Portal Boxes to Boxes for TES5/ENDERAL, added PortalBoxFix setting to ini DynDOLOD.exe - fixed sometimes setting wrong index for texture replacement for dynamic LOD models DynDOLOD_Manual.html - added section for TVTD occlusion data generation LODGen.exe - always set vertex alpha value to 1 for FO4 since it is not ignored despute LOD_Objects flag LODGen.exe - added support for FO4 GreyscaleToPalette_Color flag, 4th texture slot and Grayscale to Palette Scale value used by some full models to change texture coloring LODGen.exe - fixed an index range issue when generating terrain LOD level 4 meshes with -1 quality DynDOLOD-rules - added rules for better compatibility with mods DynDOLOD Resources - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids DynDOLOD Resources - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.71 DynDOLOD.exe - ignore wild edit cells that are out of range for occlusion calculation Changelog DynDOLOD 2.72 DynDOLOD.exe - fixed an error reading object LOD meshes for occlusion DynDOLOD.exe - added/updated rules for better compatibility DynDOLOD.exe - added detection of LotD v5 DynDOLOD.exe - fixed sometimes not writing log/bugreport in case of exception TexGen.exe - added generation for sdragontile01lod, sfloorhouse01lod, sintfloor01lod.dds, sintwalltop01lod, smetaldet01lod.dds, sintwalltop01lod.dds, sstonestep01lod.dds, sstonewall03lod, swoodbeam01lod.dds, farmwindowinterior01lod.dds, scastlecol01lod.dds, finewood3x3lod.dds, dbmstainedglass01lod.dds, dbmstainedglass02lod.dds LODGen.exe - fixed 3D name for BSTriShape DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods Changelog DynDOLOD 2.73 DynDOLOD.exe - always fix missing large reference flag 0x4 on MSTT based record DynDOLOD.exe - report modified large references in ESL flagged ESP causing large reference bugs DynDOLOD.exe - patch large reference bugs caused by smaller scale changes in ESM DynDOLOD.exe - patch large reference bugs caused by "deleted" records in ESM DynDOLOD-rules - updated rules for better compatibility with mods DynDOLOD_Manual.html - added compatibility information for a mod LODGen.exe - added support for FO4 EffectShader - automatically done as PassThru LODGen.exe - added support for FO4 BGEM (BGEM always trumps data in nif) LODGen.exe - updated supporting libraries to latest version LODGen.exe - improve BA2 support LODGen.exe - adjust multibound max z >= 0 DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.74 DynDOLOD.exe - carried forward updates from xEdit DynDOLOD.exe - fixed a potential race condition Texconv.exe - updated to latest version Texconv.exe - fixed not supporting spaces in path names in -flist DynDOLOD-rules - updated rules for better compatibility with mods DynDOLOD Resources - updated meshes for better compatibility with mods DynDOLOD Resources SE - updated meshes for better compatibility with mods Changelog DynDOLOD 2.75 DynDOLOD.exe - carried forward updates from xEdit DynDOLOD.exe - fixed not reading RNAM data from ESM-flagged ESP DynDOLOD.exe - fixed sometimes not recognizing HasTreeLOD flag DynDOLOD.exe - do object LOD for STAT base records with HasTreeLOD flag that are also large references DynDOLOD.exe - added/updated rules for better compatibility DynDOLOD Resources - updated/added meshes for better compatibility with mods DynDOLOD Resources SE - added meshes for better compatibility with mods Changelog DynDOLOD 2.76 DynDOLOD.exe - fixed sometimes adding overwritten records into wrong plugin when applying patches DynDOLOD.exe - fixed not overwriting equal rules for winning plugins LODGen.exe - updated supporting libraries to latest version Texconv.exe - updated to latest version Changelog DynDOLOD 2.77 DynDOLOD.exe - fixed not removing a texture hash when updating form version DynDOLOD.exe - fixed plugin update check with IgnoreLargeReferences=1 DynDOLOD.exe - improved a couple error messages DynDOLOD.exe - added/updated rules for better compatibility DynDOLOD Resources - updated meshes/patch file for better compatibility with mods DynDOLOD Resources SE - updated meshes/patch file for better compatibility with mods Changelog DynDOLOD 2.78 TexGen.exe - fixed a wrong parameter Changelog DynDOLOD 2.79 DynDOLOD.exe - make patching a bit more robust Texconv.exe - improve -flist text file handling Changelog DynDOLOD 2.80 DynDOLOD.exe - fixed wrong default tree LOD setting DynDOLOD.exe - improved invalid path detection DynDOLOD.exe - added rule for better compatibility Changelog DynDOLOD 2.81 DynDOLOD.exe - Ignore neverfades that are initially disabled and have no XESP enable parent DynDOLOD.exe - do not set VWD flag on certain MSTT DynDOLOD.exe - added rules for better compatibility DynDOLOD Resources - Papyrus Scripts - fixed a rare race condition on worldspace re-entry DynDOLOD Resources - added mesh for better compatibility with mods DynDOLOD Resources SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry DynDOLOD Resources SE - added mesh for better compatibility with mods DynDOLOD DLL - Papyrus Scripts - fixed a rare race condition on worldspace re-entry DynDOLOD DLL SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry DynDOLOD_Manual.html - added compatibility information for a mod Changelog DynDOLOD 2.82 LODGen.exe - fixed sometimes not setting VertexColor flag on passthru shaders DynDOLOD_Manual.html - added information for new alternative vanilla tree LOD billboards DynDOLOD Resources SE - added and updated meshes for better compatibility with mods Changelog DynDOLOD 2.83 DynDOLOD.exe - better error handling reading BTT files DynDOLOD.exe - fallback to "dumb" object LOD filename conventions for TREEs and STATics with Has Tree LOD flag DynDOLOD.exe - update command lines of newer Texconv.exe DynDOLOD.exe - added rules for better compatibility TexGen.exe - added generation for dlc01frozenlakelod.dds trees.ultra\DynDOLOD-Trees.html - updated mod list that support 3D tree LOD out of the box LODGen.exe - fixed sometimes not setting VertexColor flag LODGen.exe - added height variance to FlatTextures= file LODGen.exe - added support for glow atlas Texconv.exe - updated to latest version DynDOLOD Resources - updated meshes and texture for better compatibility DynDOLOD Resources SE - updated meshes and texture for better compatibility Changelog DynDOLOD 2.84 DynDOLOD.exe - added rules for better compatibility DynDOLOD Resources SE - updated patch file for better compatibility Changelog DynDOLOD 2.85 DynDOLOD.exe - ignore meshes with uncommon root nodes for dynamic LOD DynDOLOD.exe - improved child/parent world copy detection DynDOLOD.exe - added/updated rules for better compatibility trees.ultra\DynDOLOD-Trees.html - updated mod lists that support 3D tree LOD out of the box DynDOLOD Resources - updated meshes and texture for better compatibility DynDOLOD Resources SE - updated meshes and texture for better compatibility Changelog DynDOLOD 2.86 DynDOLOD.exe - improved detection of LotD v5 DynDOLOD.exe - updated/added rules for better compatibility LODGen.exe - improve HD LOD support for SSE Changelog DynDOLOD 2.87 DynDOLOD.exe - improved patch handling DynDOLOD.exe - updated/added rules for better compatibility LODGen.exe - ignore NIF if root node is of unexpected type Changelog DynDOLOD 2.88 DynDOLOD.exe - fixed a race condition processing NIF DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specific meshes or textures DynDOLOD.exe - updated/added rules for better compatibility LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added DynDOLOD Resources - updated meshes and texture for better compatibility DynDOLOD Resources SE - updated meshes and texture for better compatibility Changelog DynDOLOD 2.89 DynDOLOD.exe - updated/added rules for better compatibility LODGen.exe - do not fail if optional billboard txt file is not present LODGen.exe - fixed sometimes not automatically setting passthru for glow shader LODGen.exe - fixed sometimes not applying replacement textures Changelog DynDOLOD 2.90 TexGen.exe/DynDOLOD.exe - added Enderal SE support DynDOLOD_Manual.html - updated explanations information for Enderal Changelog DynDOLOD 2.91 DynDOLOD.exe - by default do not generate a DynDOLOD.esm for Enderal SE TexGen.exe/DynDOLOD.exe - fix a problem with sometimes not loading a BSA DynDOLOD_Manual.html - updated explanations information for Enderal Changelog DynDOLOD 2.92 DynDOLOD.exe - added rules for better compatibility LODGen.exe - improved parsing of txt files Texconv.exe - updated to latest version Changelog DynDOLOD 2.93 DynDOLOD.exe - fixed a case of not adding all required masters for injected records Changelog DynDOLOD 2.94 DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD DynDOLOD.exe - added rules for better compatibility Changelog DynDOLOD 2.95 TexGen.exe/DynDOLOD.exe - added Enderal SE Steam version support, start with -ENDERALSE command line argument Changelog DynDOLOD 2.96 DynDOLOD.exe - fixed not using last TNAM override record DynDOLOD.exe - added rules for better compatibility LODGen.exe - default threadsplit to number of physical cores Changelog DynDOLOD 2.97 DynDOLOD.exe - update CRC32 list for vanilla tree full models for Skyrim Anniversary Edition 1.6.317 DynDOLOD.exe - update CRC32 list for vanilla tree full models for Skyrim Anniversary Edition 1.6.323 DynDOLOD.exe - create empty LST overwrite in case tree LOD can not be generated for a worldspace because of technical reasons Changelog DynDOLOD 2.98 DynDOLOD.exe - updated rules for better compatibility DynDOLOD Resources SE - Papyrus Scripts - fixed a rare occurrence of an undefined reference DynDOLOD DLL SE - Papyrus Scripts - fixed a rare occurrence of an undefined reference I really do not want to talk about the things I had to do to work around the large reference bugs. Bethesda needs to fix their ****.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.