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  1. I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback. This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive. In case of error messages prompts, click Help for this message if available. Use search to find similar questions and answers. Ask questions (also about 3rd party mods) or report any problems or issue in this thread only. Questions or problems can only be properly answered or addressed by the developers. If making posts or reporting errors, upload/paste these files (if they exist) to a file or text sharing service: ..\DynDOLOD\bugreport.txt ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt If issue involves LODGen upload/paste ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt If the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. Requirements DynDOLOD Standalone 3.00 Alpha-53 (Mega) DynDOLOD Resources 3.00 Alpha-15 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-15 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x. Installation Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards. LOD Generation Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod. Major Feature Changes Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional Grass LOD generation is now a checkbox Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen Option terrain underside generation is now a checkbox Changelog 3.00 Alpha 53 DynDOLOD.exe - warn to log about textures resolutions 3.00 Alpha 52 DynDOLOD.exe - warn to log about deleted references without base record 3.00 Alpha 51 DynDOLOD.exe - fixed a potential race condition Texconv.exe - updated to latest version 3.00 Alpha 50 DynDOLOD.exe - fixed trying to access an undefined record DynDOLOD.exe - fixed not copying SNAM for dynamic LOD objects that stay loaded in active cells 3.00 Alpha 49 DynDOLOD.exe - fixed a potential race condition LODGen.exe - fixed sometimes not properly setting third texture for internal billboard 3.00 Alpha 48 DynDOLOD.exe - improve billboard txt/dds discovery DynDOLOD.exe - print CRC32 of full model to Tree/Object Report for convenience TexGen.exe - scan references to find maximum scale to supersede TreeModelHeightMultiplier for each tree LOD billboard LODGen.exe - clamp UV coordinates according to shader setting LODGen.exe - improve fault tolerance by not stopping if header block size is smaller than actual expected size 3.00 Alpha 47 DynDOLOD.exe - fixed not using the highest overwrite material shader when upconverting the form version of records for not properly converted plugins 3.00 Alpha 46 DynDOLOD.exe - fixed -Inf to floating point conversion 3.00 Alpha 45 DynDOLOD.exe - fixed sometimes assigning wrong LOD levels for duplicate LOD filenames DynDOLOD.exe - fixed sometimes not adding a required master DynDOLOD.exe - add warning messages for missing script properties, invalid or missing scripts TexGen.exe - preemptively free texture memory 3.00 Alpha 44 DynDOLOD.exe - check for injected worldspace LODGen.exe - fixed not creating terrain underside for certain game modes 3.00 Alpha 43 DynDOLOD.exe - fixed item not found for occlusion generation 3.00 Alpha 42 DynDOLOD.exe - fixed not packing Occlusion.esp into archive DynDOLOD.exe - automatically enable terrain underside generation in case DVLaSS is installed DynDOLOD.exe - check for worldspace Editor ID changes 3.00 Alpha 41 DynDOLOD.exe - fixed argument out of range 3.00 Alpha 40 DynDOLOD.exe - added occlusion generation as a GUI option DynDOLOD.exe - added option to generate Occlusion.esp equivalent to xLODGen DynDOLOD.exe - added grass LOD generation as a GUI option DynDOLOD.exe - added terrain underside generation as a GUI option DynDOLOD.exe - fixed not adding all required masters for object activators DynDOLOD.exe - fixed LODGen_Options file path DynDOLOD.exe - fixed not setting all flags when creating dynamic base record DynDOLOD.exe - fixed not setting neverfade flag on object activator LODGen.exe - improved using atlas for shapes without normal map texture 3.00 Alpha 39 TexGen.exe - improved detecting max available render resolution 3.00 Alpha 38 TexGen.exe - fixed not detecting DLC properly and not ignoring files equally in the render folders TexGen.exe - try to always use better NVIDIA/AMD graphics card for OpenGL 3.00 Alpha 37 DynDOLOD.exe - improved texture discovery while generating the export file for LODGen DynDOLOD.exe - fixed not adding the NOLOD identifier to EditorID for references added by patches 3.00 Alpha 36 DynDOLOD.exe - fixed a race condition detecting duplicate tree references DynDOLOD.exe - fixed a race condition while creating empty BTT DynDOLOD.exe - do not wait for existing on-demand object LOD texture to be created DynDOLOD.exe - fixed issue with existing LAND records when updating DynDOLOD plugins TexGen.exe/DynDOLOD.exe - default some settings based on resolution found in Prefs, Custom or Display Tweaks INI TexGen.exe/DynDOLOD.exe - added option to create a zip file of the content in the output folder TexGen.exe - fixed not being able to render alpha channel from output resolution instead of downsampled alpha Texconv.exe - updated to latest version Texconv.exe - if runing under wine force -nowic and use "%Iu" instead of "%zu" LODGen.exe - fixed not reading 4th flat texture LODGen.exe - updated lz4 package 3.00 Alpha 35 DynDOLOD.exe - fixed not updating Mesh Mask/Reference list view DynDOLOD.exe - improved reporting and ignoring of some missing textures 3.00 Alpha 34 TexGen.exe/DynDOLOD.exe - added game mode selection window if started without game mode command line argument DynDOLOD.exe - improved automatic texture replacements for stitched object LOD textures DynDOLOD.exe - do not warn about missing textures if they are being replaced DynDOLOD.exe - automatically create stitched object LOD texture for replaced textures if required DynDOLOD.exe - automatically create non alpha texture of full texture if required DynDOLOD.exe - improved mini atlas export data DynDOLOD.exe - improved worldspace bounds warning/error settings DynDOLOD.exe - fixed and improved mesh rules loading order DynDOLOD.exe - fixed sometimes ignoring Reference Enable mesh rule setting DynDOLOD.exe - fixed a case of wrongly setting LOD Levels to None DynDOLOD.exe - fixed not updating reference rules internally DynDOLOD.exe - improved detection of childworld copies DynDOLOD.exe - never list child worldspaces that use parent worldspace for LOD even if they have a lodsettings file TexGen.exe - added/updated rendered object LOD textures TexGen.exe - fixed wrong output path for rendered billboards found in data folder TexGen.exe - do not try to render textures for DLC if DLC is missing TexGen.exe - improved config file reading for records in ESL flagged plugins TexGen.exe - added CreateMod INI setting to generate textures to include in a mod that won't prompt to uninstall old TexGen output LODGen.exe - fixed an issue with sometimes not combining crown and trunk when generating hybrids LODGen.exe - fixed a random grass LOD exception LODGen.exe - fixed grass LOD not being generated for grasses added by ESL flagged plugins LODGen.exe - default threadsplit to number of physical cores DynDOLOD Resources - updated meshes and textures for better compatibility DynDOLOD Resources SE - updated meshes and textures for better compatibility 3.00 Alpha 33 DynDOLOD.exe - fixed an issue with adding grass LOD billboards to object LOD atlas 3.00 Alpha 32 DynDOLOD.exe - fixed wrong INI settings 3.00 Alpha 31 DynDOLOD.exe - added Enderal SE Steam support, start with -enderalse command line argument DynDOLOD.exe - added INI settings CrownBrightness, TrunkBrightness, FlatTrunkBrightness vertex color multipliers to control brightness of 3D tree models in object LOD DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD DynDOLOD.exe - fixed accidentally adding material shader to glow LOD DynDOLOD.exe - do not use empty list item from lists in INI DynDOLOD.exe - fixed not always disabling some dynamic LOD correctly in scanned childworlds that also have their own LOD (e.g. Markarth) TexGen.exe - added rendered object LOD textures - most notably Solitude, Markarth, Riften, Windhelm and College of Winterhold LODGen.exe - CrownBrightness*=, TrunkBrightness*=, FlatTrunkBrightness*= added DynDOLOD Resources SE - updated meshes and texture for better compatibility 3.00 Alpha 30 TexGen.exe - fixed sometimes wrongly applying specular 3.00 Alpha 29 TexGen.exe - improved loading of cubemap textures 3.00 Alpha 28 TexGen.exe/DynDOLOD.exe - added Enderal SE support, uses its own config files in anticipation of Steam version DynDOLOD.exe - fixed accidentally generating tree LOD instead of object LOD for child world copies DynDOLOD.exe - add full-model-CRC32 matching for object/dynamic LOD models for automatic support of "dumb" mesh replacer mods DynDOLOD.exe - fixed not adding center cell data for first dynamic LOD activation DynDOLOD.exe - added/updated rules for better compatibility TexGen.exe - properly ignore trees without models or deleted base records TexGen.exe - added environment/cubemap shader TexGen.exe - added rendered object LOD textures - most notably vanilla Whiterun and Dwemer Ruins, DynDOLOD Dawnguard castle and more LODGen.exe - improved parsing of txt files Texconv.exe - updated to latest version DynDOLOD_Manual.html - updated explanations information for Enderal DynDOLOD Resources SE - updated meshes and texture for better compatibility 3.00 Alpha 27 DynDOLOD.exe - added INI setting TerrainUndersideIgnoreWorlds= LODGen.exe - optimize underside terrain by removing triangles for default terrain height DynDOLOD-Resources-SE - added patch to enable grass for Whiterun exterior 3.00 Alpha 26 DynDOLOD.exe - add terrain underside references to ESP so they work in all worldspaces 3.00 Alpha 25 DynDOLOD.exe - fixed a problem with thread control DynDOLOD.exe - fixed patches sometimes being confused about the destination plugin DynDOLOD.exe - improved enabling/disabling of underside mesh Papyrus Script - updated objectenabler script 3.00 Alpha 24 DynDOLOD.exe - enable/disable terrain underside meshes in child worldspaces DynDOLOD.exe - only generate terrain underside meshes for worldspaces that have LOD level 32 DynDOLOD.exe - fixed ignoring skinned meshes for dynamic LOD Papyrus Script - new objectenabler script for terrain underside meshes 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 3.00 Alpha 23 DynDOLOD.exe/TexGen.exe - fixed not using SSE config files for TES5VR DynDOLOD.exe - added INI settings TerrainUnderside, TerrainUndersideQuality and TerrainUndersideHeigth to automatically generate and place a terrain NIF that aids in blocking sun rays 3.00 Alpha 22 DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specfic meshes or textures LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added 3.00 Alpha 21 DynDOLOD.exe - ignore billboards without txt files so LODGen does not fail later LODGen.exe - added GrassDensity= to allow for lower density of grass LOD billboards in object LOD LODGen.exe - added ThreadSplit= to control ratio of main to sub threads for object LOD generation 3.00 Alpha 20 LODGen.exe - fixed looking up wrong path in BSA for billboard txt 3.00 Alpha 19 DynDOLOD.exe - fixed skipping over some references using LIGH DynDOLOD.exe - fixed ignoring overwrites from patches DynDOLOD.exe - fixed not always copying XEMI record from child world to existing parent LOD representations DynDOLOD.exe - ignore references with only a notice that have been moved out of their original worldspace DynDOLOD.exe - fixed ignoring XESP parent configuration not working as intended TexGen.exe - do not leave orphaned billboard files in case they are filtered out 3.00 Alpha 18 DynDOLOD.exe - fixed wrong tree LOD atlas coordinates 3.00 Alpha 17 DynDOLOD.exe - fixed index out of bounds while generating tree LOD texture atlas 3.00 Alpha 16 DynDOLOD.exe - ignore duplicate patches 3.00 Alpha 15 DynDOLOD.exe - default to -memory instead of -speed DynDOLOD.exe - added duplicate texture removal to object LOD atlas generation DynDOLOD.exe - added thread limit settings for some Occlusion operations LODGen.exe - fixed an indexing error LODGen.exe - added Threads= to limit number of concurrent LOD generation threads, defaults to number of cores 3.00 Alpha 14 DynDOLOD.exe - fixed not ignoring player enable parent for tree LOD TexGen.exe - fixed a case of not ignoring case 3.00 Alpha 13 DynDOLOD.exe - fixed sometimes leaving ITM records DynDOLOD.exe - fixed removing alpha channel from texture if NiAlphaProperty threshold is 0 DynDOLOD.exe - fixed sometimes setting unresolved material links DynDOLOD.exe - fixed not overwriting earlier rules TexGen.exe - maximize and trim billboard texture based on render instead of vertex bounding box TexGen.exe - do not generate billboard if textures are missing LODGen.exe - fixed sometimes not using side-view billboard 3.00 Alpha 12 DynDOLOD.exe - fixed wrong load order detection for ESP only generation 3.00 Alpha 11 DynDOLOD.exe - fixed sometimes modifying other plugins TexGen.exe - added separate MaxSuperSamples options for grass, tree and objects LODGen.exe - fixed sometimes not discovering grass billboards correctly 3.00 Alpha 10 DynDOLOD.exe - removed a left over debug check stopping things for no reason 3.00 Alpha 9 DynDOLOD.exe - fixed sometimes copying wrong overwrite record 3.00 Alpha 8 DynDOLOD.exe - fixed sometimes not matching LOD models 3.00 Alpha 7 DynDOLOD.exe - fixed sometimes adding a duplicate textures on atlas 3.00 Alpha 6 DynDOLOD.exe - fixed not adding master for direct childworld copies 3.00 Alpha 5 DynDOLOD.exe - demoted duplicate cell exception to a warning DynDOLOD.exe - check for childless worldspaces DynDOLOD.exe - fixed not adding master for enable parent of object activators DynDOLOD.exe - improved reading of grass data DynDOLOD.exe - added INI setting AlphaFactor= to control internal mipmap alpha coverage DynDOLOD.exe - improved normalization of assets paths TexGen.exe - ^^which means finding textures with rooted texture paths found in NIF 3.00 Alpha 4 DynDOLOD.exe - fixed trying to add references for empty parent models for glow LOD DynDOLOD.exe - report missing base record LOD definitions if automatic matching fails DynDOLOD.exe - do not add worshippers to cells added by ESP DynDOLOD.exe - fixed forced load order resulting in orphaned records DynDOLOD.exe - double check if there are duplicate cells DynDOLOD.exe - monitor for duplicate triplets DynDOLOD.exe - properly blame ESP not setting MSTT DATA - Flags 0x4 TexGen.exe - fixed localization preventing rendering TexGen.exe - fixed sometimes writing wrong CRC32 for textures 3.00 Alpha 3 DynDOLOD.exe - ignore inconsequential unresovled errors in DLC and paid mods 3.00 Alpha 2 DynDOLOD.exe - fixed INI setting typo DynDOLOD Help - updated grass LOD settings information for No Grass In Objects version 6 3.00 Alpha 1 DynDOLOD.exe - converted all remaining external pas scripts to native code DynDOLOD.exe - added ultra LOD as a GUI option DynDOLOD.exe - export binary terrain file for LODGen DynDOLOD.exe - export grass LOD billboard file for LODGen TexGen.exe - converted all remaining external pas scripts to native code TexGen.exe - added OpenGl renderer and options to generate object LOD textures and tree/grass LOD billboards from models LODGen.exe - added support for reading Skyrim Special Edition CGID grass data files to place grass billboards in static object LOD meshes LODGen.exe - PathGrass= path to folder with xy.cgid files LODGen.exe - GrassMap= file with simple (NIF_FormID) billboard filename to fully qualified (textures\terrain\LODGen\...) billboard filename LODGen.exe - GrassBrightness*= vertex color multipliers to control overall brightness of grass LODGen.exe - use optional binary terrain file for pre-pass removing unseen faces for object LOD, TerrainData= as for terrain LOD
  2. DynDOLOD DLL beta for Skyrim, Skyrim Special Edition and Skyrim VR So far all versions of DynDOLOD use the SKSE plugin PapyrusUtil for the optional dynamic LOD in the game. Starting with version 2.45 there is now the alternative DynDOLOD DLL available. The current DLL version is 2.45. It works with dynamic LOD generated by DynDOLOD Standalone 2.45 and newer. Read the ..DynDOLOD\Docs\DynDOLOD_DLL.html included in DynDOLOD Standalone for an explanation about DynDOLOD DLL, installation instructions (overwrite papyrus scripts of DynDOLOD Resources) and how it works. If there are problems with it, check DynDOLOD_DLL.html and the DynDOLOD FAQ first before posting. If a DynDOLOD.DLL version is required for a game version that is not listed below, request it in this thread. First, search this thread if it has been requested already, though. The future will tell how long it takes to release updates. Typically a new DynDOLOD.DLL is required for each new game version, but not each new SKSE version. For example a DynDOLOD.DLL compiled with SKSE64 2.0.9 also works with SKSE64 2.0.10 for the same game version. Nexus Downloads for DynDOLOD 2.45 and higher DynDOLOD DLL for Skyrim DynDOLOD DLL SE for Skyrim Special Edition DynDOLOD DLL VR for Skyrim VR Mega Mirrors: DynDOLOD.DLL + Scripts for Skyrim 1.9.32 (overwrite the papyrus scripts included in DynDOLOD Resources) DynDOLOD Scripts for Skyrim Special Edition and Skyrim VR (overwrite the papyrus scripts included in DynDOLOD Resources SE) DynDOLOD.DLL for Skyrim Special Edition 1.5.39 DynDOLOD.DLL for Skyrim Special Edition 1.5.50 DynDOLOD.DLL for Skyrim Special Edition 1.5.53 DynDOLOD.DLL for Skyrim Special Edition 1.5.62 DynDOLOD.DLL for Skyrim Special Edition 1.5.73 DynDOLOD.DLL for Skyrim Special Edition 1.5.80 DynDOLOD.DLL for Skyrim Special Edition 1.5.97 DynDOLOD.DLL for Skyrim VR 1.4.15
  3. This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 84 - based on 4.1.3h Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files. (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.) Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Do not generate into any game or any mod manager folders. Requirements 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 xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to terrain LOD should be posted in this thread. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega) TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  4. Mod Source: BethINI by DoubleYou Wiki Link BethINI STEP Wiki Link BethINI (pronounced "Bethany") is an attempt to restore decency to the INI configuration files for games created by Bethesda. It currently supports Oblivion, Skyrim, Skyrim Special Edition, Fallout 3, Fallout New Vegas, and Fallout 4. It arose out of my research into the Skyrim INI files over on STEP. Why You Need This There are many advantages to using BethINI: 1. It automatically reorders your INI files into a sensible order, making them much easier to navigate for manual tweaking. 2. It automatically fixes common errors, including some that can cause CTDs. 3. It automatically detects mods you have installed and makes changes recommended by the mod authors where deemed appropriate. If your mod or a mod you know of requires such support, please contact me, as this is the easiest thing in the world to implement. 4. It's presets are superior in graphical fidelity and performance (95% of the time) to the official presets one can create via the game launcher. 5. It allows for the modification of more settings than is accessible via native game settings, and provides explanation for each setting and what it does. 6. It automatically backs up your INI files. 7. For Skyrim, it automatically configures the Creation Kit to support multiple masters and any installed DLC, if enabled. TL;DR BethINI fixes your INI files and lets you tweak your INI files to improve performance and quality. Installation: BethINI is a portable application. You can run it anywhere. Simply extract and run. Do NOT run through Mod Organizer! Recommended usage: 1. Please do not delete your INI files prior to running this! 2. Run BethINI 3. Mod Organizer users should go to the Setup tab and select the profile they wish to use via the ''INI Path'' setting. Your profiles should be autodetected. It is highly recommended to close Mod Organizer if open. 4. Click Default. This will refresh your INI files to the default state. 5. Original Skyrim ENB users should tick the ''ENB Mode'' checkbox. This does not apply to users who ONLY use the ENBoost portion of ENB. This should be autodetected, so if you are unsure, leave this alone! 6. Click your desired preset. 7. Tick the ''Recommended Tweaks'' checkbox to apply tweaks recommended for all users. 8. Click the Save and Exit button. Testimonials FAQ Q: The program will not load. The cursor spins, but the program does not load and the process is not created. A: Add BethINI.exe to your antivirus exclusion list. Q: Virus! A: False positive. See the VirusTotal report. Q: Should I delete my INI files before running this? A: No! Indeed, it is likely the game launcher shall kill your INI files if you do this! Q: Why is my savegame crashing? A: Not all INI settings can be changed mid-game (e.g., uGridsToLoad). If you used some bad INI tweaks (e.g., Ewi's INIs) on a save, they can cause your save not to work with good INIs. Either copy some of the problematic lines back into your INI, stick the old INIs back, or start a new game. Q: Does it work with ENB? A: Yes! Skyrim users can simply tick the ENB Mode checkbox (should be autodetected) to ensure that all necessary tweaks are applied. ENB users of other games may need to check to make sure that they haven't accidentally disabled any necessary settings (as I currently don't know what settings are necessary for the other games, as I haven't used them. Sorry.) Q: If I use ONLY the ENBoost part of ENB, do I need to tick the ENB Mode checkbox? A: No. Again, this should be autodetected. Q: I get an error when I start the game that says, "failed to initialize renderer." A: Your screen resolution is incorrect. Please change your resolution to one that your monitor supports. Custom resolutions can be manually typed into the Resolution box. Q: I want to go back to the way my INIs were before I used BethINI. Is that possible? A: Simply go to the setup tab and select "Before BethINI" in the "Restore Backup" dropdown.
  5. DynDOLOD for Skyrim and Enderal 2.3x - 2.8x minor version update post | Major version update Post | Skyrim Special Edition / Skyrim VR / Enderal SE Important This update includes updated papyrus scripts in DynDOLOD Resources 2.45 that require a DynDOLOD.esp generated by DynDOLOD Standalone 2.45 or higher. Do not mix with older versions. If an existing save is updated, follow the "clean save" cycle: First deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Remove old DynDOLOD.esp, remove old meshes/skse/textures and uninstall old DynDOLOD Resources, which includes the old papyrus scripts Start game, load last save, wait a bit, save again. Install new DynDOLOD Resources 2.45 which includes the new papyrus scripts. Generate LOD. Install the output with the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp. Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM. Follow the same procedure for Skyrim SE even though there are no papyrus scripts. What's New? 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 2.55 the Steam version of Enderal is supported. Use -enderal command line argument. See included Docs\DynDOLOD_Manual.html "Enderal" section in "Custom Settings for Specific Mods" Starting with DynDOLOD 2.45 there is an alternative DynDOLOD DLL that can be used instead of PapyrusUtil for the optional dynamic LOD. Starting with DynDOLOD Resources 2.44 for Skyrim the Whiterun Exterior, Solitude Exterior and the Desync Bird of Prey plugins have been replaced with *.patch files. The data that used to be in the plugins is now added to DynDOLOD.esp when LOD is is generated in case the *.patch files have been installed. Fixed bug with generating object LOD for Bruma Always output data files as UTF8 without BOM Better performing papyrus scripts thanks to pointers from Borgut1337. Better support for reading any text/ini file from BSA. Fixed a bug with supporting mods that add new cells beyond borders, reported by Kelmych. Hopefully fixed all of the out of memory errors when creating texture atlas (mainly happened for SSE). DynDOLOD.exe now tries to ignore and report wild edits that add floating objects above Bleakwind Basin at cell 0, 0 of Tamriel. I would be interested in feedback, especially when it got it right with the mods name, so i can verify the parameters of the wild edits to refine the detection. DynDOLOD.exe will now warn if it encounters deleted references. It helps me to remember to clean mods. Lots of code maintenance in xEdit carried over, thanks to Zilav being productive and lots of updates in LODGen as well for stuff happening in the background. See changelog below. There is no need to update LOD generated by earlier versions just because the tools have been updated. Consider updating or generating LOD from scratch in case you notice missing LOD for the mods listed below or if a problem that was affecting you was fixed. Skyrim SE users might enjoy this video by WazaLang - even if you know how to generate 3D LODs already, just for views or the mixing of different tree mods for great results. The instructions work all the same with DynDOLOD standalone 2.30 or higher and DynDOLOD Resource SE 2.30 or higher. Bruma, see this post and this thread If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again. Skyrim SE or Skyrim VR, see DynDOLOD Skyrim SE/VR BETA DynDOLOD Standalone 2.96 (Mega) for Skyrim, Enderal, Skyrim SE and Skyrim VR DynDOLOD Resources 2.88 (Mega) for Skyrim and Enderal - Make sure to use matching or higher version of DynDOLOD Standalone. DynDOLOD Resources SE 2.88 (Mega)for Skyrim SE and Skyrim VR - Make sure to use matching or higher version of DynDOLOD Standalone. DynDOLOD Patches 2.45 (Mega) for Skyrim and Enderal - papyrus script patches only need to be updated if DynDOLOD DLL is used. The 2.45 papyrus script patches work with either DynDOLOD DLL or PapyrusUtil automatically. Mods Requiring DynDOLOD - included rules Solstheim Genesis (2.35) Verified working out of the box - included rules Dawn Point Lighthouse (2.30) Dragonfall Castle (2.30) Dragons Keep (2.30) Velothi Palace (2.30) Perfect Whiterun (2.30) Mona Alta (2.37) Riverwood Keep (2.37) Viking's Longhouse (2.37) Knight's Rest (2.44) Rigmor of Cyrodiil (2.55) Terra Umbra - Mobile Floating Island (2.56) Skogarfjell - No-Load Viking Hall (2.59) The Great City of Dragon Bridge (2.62) The Great City Of Morthal (2.62) The Great Cities - Minor Cities and Towns (2.62) FadingSignal's Solstheim Lighthouse for LE (2.64) Western Watchtower Texture Mismatch Fix (2.73) Northwind Hunters Cabin (2.75) Millwater Retreat (2.81) Verified working out of the box Arthmoor's Skyrim Villages - All In One (2.35) BreezeRockLodge (2.35) Dawnstar (2.35) Keld-Nar (2.35) Lush Vanilla Trees (2.35) Ruska - Riften Player Home (2.35) White Lighthouse (2.55) The Great City Of Dawnstar (2.62) The Great City Of Falkreath 2.62) The Great City of Rorikstead (2.62) The Great City Of Winterhold (2.62) Quaint Raven Rock (2.63) Rorikstead Basalt Cliffs (SE backport) (2.63) Changelog DynDOLOD 2.30 DynDOLOD.exe - warn about and try to ignore wild edits causing out of place objects near cell 0, 0 in Tamriel DynDOLOD.exe - warn if a deleted reference is found DynDOLOD.exe - fixed sometimes not discovering new cells added by plugins DynDOLOD.exe - do not convert persistent neverfades if temporary cell does not exist DynDOLOD.exe - updated exporting data for destructables DynDOLOD.exe - fixed not reading other txt or ini files from BSA DynDOLOD.exe - generate new esp version for updated Papyrus Scripts DynDOLOD.exe - added worldspace ignore file to filter world space drop down DynDOLOD.exe - optimized fallback to full tree model TexGen.exe - added generation for volcanictundrarocks01.dds TexGen.exe - fixed not reading other txt or ini files from BSA DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD_Manual_SSE.html - added info for a mod DynDOLOD-Trees.html - added info for a mod DynDOLOD Resources - Optimized Papyrus Scripts - requires new LOD generation from scratch and clean save cycle DynDOLOD Resources - Papyrus Scripts - fixed a multi threading race condition DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods LODGen.exe - fixed a reading error for bhkMoppBvTreeShape LODGen.exe - fixed a reading error for bhkRigidBody LODGen.exe - improved material wilcard * support LODGen.exe - added option to FlatTextures= file to alternatively define a path to nif instead of path to normals file LODGen.exe - added export Mode=convertsse and Mode=convertfo4 to atlas the UV of meshes LODGen.exe - normalize material path LODGen.exe - support material swaps with wildcard * LODGen.exe - added DefaultAlphaThreshold=0-255 for FO4 LODGen.exe - added mergeVertexColors[LOD4|LOD8|LOD16|LOD32]=true/false to average different vertex colors of duplicate vertices into one vertex (requires RemoveUnseenFaces) LODGen.exe - always apply intermediate atlas before applying final atlas LODGen.exe - added notTangentsMeshMask[LOD4|LOD8|LOD16|LOD32]=[part of nif filename] LODGen.exe - updated supporting libraries to latest version LODGen.exe - added notLODFlagMeshMask[LOD4|LOD8|LOD16|LOD32]=[part of nif filename] LODGen.exe - added generateVertexColors[LOD4|LOD8|LOD16|LOD32]=true/false LODGen.exe - added generateTangents[LOD4|LOD8|LOD16|LOD32]=true/false LODGen.exe - added fixTangents[LOD4|LOD8|LOD16|LOD32]=true/false Changelog DynDOLOD 2.31 DynDOLOD - removed older version from archive Changelog DynDOLOD 2.32 DynDOLOD.exe - added support for ESL plugins DynDOLOD.exe - print a detailed static LOD tree model/billboard assignment log DynDOLOD.exe - optimized generating some lists DynDOLOD.exe - fixed a pointer conversion error DynDOLOD.exe - delete old atlas map file before generating new atlas DynDOLOD.exe - fixed not generating large texture atlas Changelog DynDOLOD 2.33 DynDOLOD.exe - updated completion message to notify about errors in LODGen logs DynDOLOD.exe - updated large reference overwrite report to treat ESL like ESM DynDOLOD.exe - updated important load screen message DynDOLOD.exe - added FasterReplace switch to DynDOLOD.ini DynDOLOD.exe - reworked large reference processing for export file to be more robust LODGen.exe - check if a directory for loose files exists LODGen.exe - fixed a wrong texture replacement SkyrimSE-LargeRefGrid.html - bug report updated for latest engine version Changelog DynDOLOD 2.34 DynDOLOD.exe - fixed sometimes not finding billboards for reference rules Changelog DynDOLOD 2.35 DynDOLOD.exe - fixed sometimes not using data from txt for billboards in object Changelog 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 2.44.1 DynDOLOD Resources - fixed FOMOD installer 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 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 Skryim typos may be intentional as long as Skyrim SE has severe visual and game breaking bugs See major version update post for full changelog of 2.xx versions, and general update history. See DynDOLOD 2.22/2.23/2.24/2.25/2.26/2.27 minor version update post.
  6. xLODGen beta (47 or newer) and DynDOLOD (2.70 or newer) can be used to update or generate TVDT Occlusion culling data on cell records, which is famously wrong for some cells in Tamriel causing rectangular holes in the distant LOD. Please read the included documentation Skyrim-Occlusion-Readme.txt in the xLODGen archive and the TVDT - Occlusion Data section in Docs/DynDOLOD_Manual.html to learn about TVDT data, how to generate it and the settings. Mod users / complete load orders For Skyrim, Skyrim VR and Skyim Special Edition I generally suggest to use xLODGen to create an Occlusion.esp for the entire load order. Generating the Occlusion.esp is fairly quick with quality 2 and it means not having additional plugins as master in DynDOLOD. The Occlusion.esp is automatically ESL flagged for Skyrim Special Edition. Since DynDOLOD is just the advanced version of xLODGen for tree and object LOD generation, the code to generate the occlusion data and the results are the same. Using DynDOLOD has the advantage that the occlusion is generated automatically with pre-defined settings in the DynDOLOD INI as part of the LOD generation process. Using xLODGen has the advantage of being able to update a separate plugin which only contains the occlusion data and nothing else more quickly and even for a specific worldspace only. For Enderal it seems more convenient to have DynDOLOD generate it, so in DynDOLOD it is enabled by default for Enderal only. There are also additional optimizations in DynDOLOD for Enderal that help improve performance in certain locations. In xLODGen the Occlusion generation is an additional option below the Terrain LOD options. See the included documentation for information about the settings. Once generation is complete, Occlusion.esp is saved to the data folder (or MO mod folder / MO Overwrite folder accordingly). To make sure its updated TVDT data is used, ensure the Occlusion.esp is loaded last so it overwrites any other plugin. Generate the Occlusion.esp last. So the order would be: Finalize load order use xLODGen to generate terrain LOD meshes [and textures] use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples) If the load order changes afterwards and a plugin makes changes to WRLD/CELL records, the entire worldspace should be updated in the Occlusion.esp (unless the new plugin loads after Occlusion.esp of course). Worldspaces in Occlusion.esp can be updated by simply starting xLODGen with the current Occlusion.esp being last in the load order. Select the desired worldspaces only and generate Occlusion for it. The selected worldspace is removed from Occlusion.esp and then generated completely anew for the new load order. Other worldspaces in the Occlsuion.esp will not be changed. Mod authors It is possible to update the TVDT data on CELLs in a single plugin by starting the tool in edit mode. Generate/Update object LOD first so the object LOD meshes match the current state of the worldspace. As suggested in the included documentation, generate max height data for all cells with CK beforehand. You are welcome to test the included MHDT generation as well. Consider defining/updating the Border Region for the worldspace so the +Border filter option can be used. Either start xLODGen.exe in edit mode with the -edit command line or rename xLODGen.exe to [Gamemode]Edit.exe e.g. TES5Edit.exe Select loading of plugins as usual. Right click desired plugin in the left tree view, click Other, Generate LOD. Check Occlusion and verify the text next to it mentions the desired plugin to be updated. Adjust other settings as desired and explained in the included documentation. For large / multi people projects it is probably better to generate an Occlusion.esp the usual way and merge the TVDT data. Stick to the usual workflow. As always, mod authors are welcome to direct message me here or on discord for help with their projects. Read the provided information and in case of questions about occlusion generation, post them in this thread regardless of using xLODGen or DynDOLOD.
  7. Discussion thread: Ultimate HD Torch by BuzzDee84 Mod Picker Link I think it has potential and looks better than 'Improved Torches Textures' IMO. More detailed. It uses 2048x2048 textures. Some screenshots: https://static.skyrim.nexusmods.com/mods/images/28060-2-1355135162.jpg https://static.skyrim.nexusmods.com/mods/images/28060-1-1355135161.jpg
  8. So... I'm working on a new LE build (please don't ask why I'm not running SSE), and I got to the point where I could go ahead and run DynDoLOD. Just using Skyrim's Ultra graphics setting, and DynDoLod's high setting for Tamriel, I was blown away by just how many trees and how far out they were drawn with The Great Forest of Whiterun Hold. While walking down the path from the Ritual Stone towards the city, I could see trees out to the edge of the mountains. And here's the best part: NO STUTTERING! So, a few days later, I decide I want to use Vert's snow pine models. So I get the billboards for those setup and run DynDoLOD, same Skyrimprefs.ini settings as before, same DynDoLOD settings... and now... walking down the same path... the trees aren't even drawn past Whiterun I double check everything and run DynDoLOD again... same results... very poor tree LOD distance. I go and check my Skyrimprefs.ini... ftreeloaddistance is still set to 75000 as it was the first time I ran DynDoLOD. So I push that value up to 100000... tree LODs still aren't drawn out as far as they were the first time... and now it's stuttering. In order to get the trees drawn out as far as the first time I ran DynDoLOD, I had to set ftreeloaddistance to 250000!! And the game was unplayable. :\ Darnit, what gives?! Is it DynDoLOD or the game? The only thing, and I mean the ONLY thing that I changed was adding Vurt's snow pine trees, and their associated billboards. I didn't change any INI settings, or DynDoLOD setting in between LOD generation... This is how it looked, and performed astonishingly well with no stuttering, using Beth's vanilla Ultra graphics settings and DynDoLOD's high mesh rules. [TerrainManager] fTreeLoadDistance=75000 fBlockMaximumDistance=250000 fBlockLevel1Distance=70000 fBlockLevel0Distance=35000 fSplitDistanceMult=1.5 And now after adding Vurt's snow pines and the associated billboards... Rhe mountain isn't missing in this pic, it's just covered by fog. Use the roof of Joorvaskr for refence to tree draw distance. [TerrainManager] fTreeLoadDistance=75000 fBlockMaximumDistance=250000 fBlockLevel1Distance=70000 fBlockLevel0Distance=35000 fSplitDistanceMult=1.5 Some machine specs, if it helps... Win10 Home 64 bit, AMD Ryzen 5 3600, nVidia RTX 2060 Super 8GB, 16GB RAM, Skyrim intalled on Samsung 1TB SSD 1500MB/s read
  9. Discussion thread: Skyrim Redesigned by Dracomies Wiki Link
  10. I'm using MO2 for Skyrim LE. When i first installed MO2 i selected "Create a portable instance" when i was prompted, so i don't have a global instance, i'm not sure if that's ok? I used Vortex before this and had no issues with FNIS so i do know how to use it. At this point i've watched multiple MO setup and installation guides and read a bunch of forum posts but i can't get GenerateFNISforUsers.exe to work when it's run through MO Executables. When i run it, it says: Generator: C:\Games\MO2\mods\2 FNIS Behavior 7_6\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe ">>Warning: Bad installation. Generator not run from <Skyrim_Data>\Tools\GenerateFNIS_for_Users. If you use a mod manager, run FNIS from its list of supported tools.<< Skyrim 32bit: ??.??.?? - C:\Games\Steam\steamapps\common\Skyrim\ (Steam) >>Warning: Expected generator path: C:\Games\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users not found<<" But when i run "Explore Virtual Folder" and open GenerateFNISforUsers.exe there it loads all my mods fine. I could just activate it this way or go to the data tab in the right MO pane and right-click GenerateFNISforUsers.exe and select "Execute with VFS" each time but i'm concerned something won't work if im doing it this way, and it's less convenient to activate it like this every time. I did what this guide said: https://youtu.be/53472H4lAuA?t=597(timestamped) but this didn't work for me either. For him when he runs the GenerateFNISforUsers.exe through MO tools it says "MO is locked while the executionable is running", for me i get this message: and FNIS doesn't show on my screen so i can't see if it's loading my mods correctly or anything. If i click "Unlock" it says: and i think crashes FNIS. If i don't press unlock and just wait a few seconds the message will go away and my overwrite folder will have contents. After all of that if i set the Executables to the same directory i used for this process it still just gives me the same 2 warnings like i said at the start of the post. So what am i doing wrong here? What should i do?
  11. Discussion thread: Consistent Older People by Winterlove Wiki Link Have you noticed that some NPCs are clearly meant to be elderly if you look at their faces, but their bodies seem to be more appropriate for a younger person. Furthermore, this is not consistent - some older NPCs have bodies and faces that match. Now, this may or may not bother you, but the visual disparity annoys me. What most people might have done is make the fake-old NPCs younger. Instead, I reckoned that generally the NPCs are generally supposed to be the age their faces look, so decided to make their bodies match their faces. I've been following Consistent Older People for a while since it makes bodies and faces of a number of the older people in Skyrim reasonably consistent; this helps in lore friendliness at least for me. Previously this mod required using SkyBash because of the race edits it made. The new version removes the race edits, and the need for SkyBash which hasn't been updated in a while, so it should be more compatible with other mods.
  12. So I was doing a STEP installation when I noticed that this mod which is required for the CR patch is actually hidden now, so how am I supposed to go about the installation, is there someway I can remove the dependency?
  13. Discussion topic: Step SkyrimLE Guide Resources: Nexus Mods Please submit feedback about the 3.0.0 guide to this topic.
  14. Title pretty much explains it, i've followed STEP as well as i could while installing my mods, its the first time i try it to play Oldrim, but i have years worth of experience modding New Vegas, i've tried most of the solutions i've found online, to no avail, so i come to you guys, help me Modwan-Kenobis, you're my only hope. Problem: CTD when trying to load the game, played it without an issue for about 4-6(?) Hours, even managed to make a good part of Rigmor's quest. Once i got to Whiterun, spoke to the Jarl, bla bla bla, left the castle to fight the Dragon, then bam, CTD. Tried starting the game again and loading the save, CTD while loading. Tried starting new saves, CTDs too. I've read carefully this post, trying to identify my problem, but unfortunally none of the options seem to fit the witchcraft going on in my logs, i did however, tried the usual solutions: - Checking if my video (NVidia GeForce 940) card and audio (Realtek) drivers needed to but updated. - Uninstalling mods that could be causing the CTD. - Getting a bunch of plugins from nexus. Basically every plugin i've seen you guys recommend. - Having my game and MO outside the x86 folder AND give it admin access. After more time searching for WTF is wrong with my game than actually playing it, my only possible ideas are that i may have somehow installed FNIS in a really wrong way, multiple times. Or that there's something wrong with my game's permissions. The Author of Crash Log was kind enough to have a look at my log and said that he thinks it has something to do with an line called "atBehaviorPerchAttack@@@@". I now provide to you helpful people an offering of my logs, both from MO2's and Crash Log's expecting that if you choose to help my poor sleep deprived soul, you can somehow read this mess better than i can: usvfs-2021-07-04_23-50-52.log crash_2021_07_05_05_19_2.log
  15. Hello Everyone! This is Hannes821 from "Atmora calling" and i would like to introduce you to our project, we have been working with a bunch of people for months on! now we want to finalize and you got the chance to join in the last 10% of the making! it is going to be an immersive, lore friendly high-level, arctic and a bit horror-like survival game experience based on Frostfall and Ineed; also bringing in the lore of the Dragon wars and the ancient nords! the first video will show you what you can do, and what tools you would need; ​ ​ the second video will show you the idea a bit deeper; ​ we also have a nexus page, https://www.nexusmods.com/skyrim/mods/68189? a big forum, https://atmora-calling.freeforums.net/ a steam group for instant group communication and a facebook profile for publicity! ​
  16. Hello Mates! I just would like you to know that we have an open public server for applicants, and we are still taking new devs for our crew. We started on the nexus and are open minded and respectful and enjoy what we do. You are very welcome to check us out! public discord: https://discord.gg/sNTcRuZ Thanks for reading and have fun! Hannes
  17. Hello! When generating LOD using DynDOLOD, it fails after a while and spits out an error at the bottom of the log. The error reads as follows: Wrong position after reading known block 1 of 22 = 730 = NiTriShape 100 = 733 in meshes\dyndolod\lod\trees\j\3am_deadscotchpine1_0124d0b2passthru_lod.nif Error accessing T:\Steam\steamapps\common\Skyrim\Data\meshes\dyndolod\lod\trees\j\3am_deadscotchpine1_0124d0b2passthru_lod.nif Unable to read beyond the end of the stream. Log ended at 1:42:38 (0:10) Code: 603 There is some background, though. I've started receiving these errors when I generated LODs using custom made 3d trees for a tree mod which did not have them yet. As you can see, the log directly references the 3d hybrid tree meshes. I've made said meshes following the tutorial as included in the dyndolod install, and during the creation of said meshes by using treeLOD.exe I did not receive any errors or warnings in the log files. I'm running dynDOLOD through mod organizer 2 using the vfs structure by using the dropdown menu to select the executable. Does anyone know what could be the root of this issue, and how to remedy it?
  18. @Darklocq Let's move the discussion here. I actually think that it would be more efficient to bring you in as a wiki editor so that you can 'patch' the issues you find in the guide, particularly if you are a technical writer. If @TechAngel85 agrees. Are you comfortable around wiki markup? I do not mess with Skyrim LE any longer, nor do I plan to. Tech put together the latest LE guide about 6 months ago and mentioned that he wouldn't be maintaining it, I think. Since you seem to be "all in" for finding the issues, it would save you a lot of time if you just made the corrections yourself. We can obviously credit you as a content contributor and possibly even increment the version as a result. Anyway, please use this thread to continue the discussion.
  19. Discussion topic: Fire Halo Remover by khazhak Wiki Link
  20. So I've noticed that rain drops appear black when falling over certain terrain backgrounds. From my own research, I can see that this is somewhat common, and people have said to install weather mods to fix this. The only thing is that I am using Snapdragon ENB, and the author says its incompatible with other weather mods. Is there a way to prevent the rain from looking black without installing other weather mods? I love this ENB, so I am hoping I wont have to find another one. I also don't want to just entirely disable rain in ENB.
  21. So I'm playing the College of Winterhold quests, that I've played before just fine. For some reason the NPCs aren't initiating their dialogue, Tolfdir isn't leading the way through Saarthal, and I can't get the quest started. Once he goes in Saarthal, no one follows. I'm using ICOW, AFT and Interesting NPCs. I've used these all before with no trouble. I don't know what the problem is now. What is it called when this happens because I'm not getting good search engine hits with what I put in my title. Thanks.
  22. the arguments '-iknowwhatimdoing' and '-allowmasterfilesedit' should NOT be entrenched into the STEP guide. for starters: nothing you do with xEdit actually requires the latter one. and the first is NOT meant 'simply for disabling a single pop-up': it does much more and the user is /meant/ to -ahem- KNOW WHAT IT IS and WHAT THEY DO. hence, the name. This applies to SSE, as well. thanks.
  23. https://www.nexusmods.com/skyrim/mods/64067/? Immersive Horses is a lightweight overhaul mod which aims to improve on nearly every aspect of horses in Skyrim while remaining as true as possible to the original game. Immersive Horses also implements a follower system designed specifically for horses and it adds a range of new commands and options for horses far beyond the simple vanilla mount and dismount functionality. OPTIONS Initially, any horse you acquire will display a horse options menu when activated: "Ride" or "Dismount" - Normal activation for mounting or dismounting the horse."Follow Me" or "Wait Here" - Command the horse to follow you or wait where it is."Talk/Search" - Talk to NPCs and search NPC corpses (while mounted)."Open Inventory" - Access the horse's inventory and/or change the horse's saddle/barding/etc."Show Stats" - Display the horse's statistics: health, stamina, speed, etc."Dismiss" - Dismiss the horse so it returns to the stable or area where it was found."Manage Horses..." - More options for your horses (see options below). If you have more than one horse, the "Manage Horses..." option will display a list of all of your horses. Choosing one from the list will display an extended menu for that horse with additional options: "Whistle" - Whistle for the horse to come to you (requires Whistle)."Change Aggression..." - Set the horse's aggression to: Unaggressive, Aggressive, Very Aggressive, Frenzied."Change Confidence..." - Set the horse's confidence to: Cowardly, Cautious, Average, Brave, Foolhardy."Rename..." - Change the horse's name."Swap Positions..." - Swap the horse's position with that of another horse in the list.If you'd prefer not to see the horse options menu every time, then you can use the Mod Configuration Menu (MCM) to map certain options hotkeys instead. This includes various commands such as Whistle, Talk/Search, Open Inventory, and display of the horse list menu ([H] by default). The default actions for standing, sneaking, and mounted activation can also be changed in the MCM. There is also an option to protect all horses from death by any source except the player. Additionally, followers can ride any horses you own if you use a follower overhaul mod that supports it, such as Extensible Follower Framework. It is possible to own a total of 40 horses. It's supposedly much more lightweight than Convenient Horses, which is fairly script heavy. I've been using this for a while now and it seems to work really well. It also uses the krittakitty's horse textures.
  24. 04 - 14 - Even Better Quest Objectives The STEP instructions are very unclear, saying "select nothing" for the FOMOD's optional patches. But the FOMOD auto-detects various mods that are present and enables patches for them. It is unclear if STEP means "de-select everything" or "select nothing additional". Given that this mod is not flagged as one of the dependencies of the STEP Conflict Resolution Patch, the safe bet appears to be to leave enabled all the patches the installer wants to include; they'll get merged into the final result anyway. Also, it has a patch for The Paarthurnax Dilemma, which STEP has integrated (so the FOMOD did not detect it), and one wonders whether leaving that disabled is going to cause a problem. If any/all of these patches should not be enabled, then STEP should be clear about this, and add something like "The STEP Conflict Resolution patch already handles patching for [mod names here]", so obsessive-compulsives don't over-enable patches they don't need. If that's the case, then this mod should also have a green bar next to it, I would think, since it would seem to be part of the CR patch's dependency chain.
  25. I completed my update to the bash tag autodetection script. Behold: Bash Tagger! View/Download Supported games: Fallout 3 Fallout: New Vegas Skyrim* *Not completely tested; limited support currently If anyone is willing test, I'd be grateful for your feedback. Suggestions for a better name are welcome, too. Requirements: xEdit svn1839 or older, or xEdit svn1876 or newer (latest xEdit dev version) patience a credit card Instructions: Download the script to your FNVEdit "Edit Scripts" directory. Run FNVEdit and load the plugin you want to test. Right-click that plugin and click Apply Script. Select the script and click OK. Like the original script, you can run the script on only one plugin at a time. Roadmap: v1.1 - Initial release (based on zilav's BASH tags autodetection v1.0 script) v1.4 - Mostly complete TES4 and TES5 support v2.0 - No bugs whatsoever
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