Today marks the two years anniversary of my first post of this thread, so it seemed like a good opportunity to publish the ...
DynDOLOD 2.18
Refer to the newly created videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well.
What’s New?
DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance.
Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed.
While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs.
There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx.
Check the list of "The usual updates" below, if a mod which you are using was added recently. Consider updating or generating LOD from scratch in case you notice missing LOD.
Important
DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.
If an existing save is updated with a DynDOLOD.esp generated from scratch, 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 scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, 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.
Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.
Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’
It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders.
DynDOLOD Resources 2.18 - Download from Mega, Nexus
Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.
If updating from older versions to 2.15 or higher it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results. Otherwise simply overwrite older 2.xx versions.
Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.
Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD 2.00 archive into a new folder of your choice.
Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.
Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything.
Install billboards into the game / mod manager overwriting DynDOLOD Resources
Generation
Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation.
Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources.
Execute DynDOLOD.exe to generated tree, static and dynamic LOD.
If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00.
Run the process as normal. Once it finished Save & Exit.
Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything.
Let LOOT sort DynDOLOD.esp.
Step-by-Step
Simple run-through for MO / NMM if you already know what you are doing
Search this thread or check the FAQ for similar problems.
If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt
If LODGen.exe (white text on black background command line window) post a screenshot of the error message.
People that made this milestone possible and deserve credits
All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation
ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up.
The usual updates
Applies to latest version of DynDOLOD Standalone and Resources.
HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created.
Some Assembly Required - see included Manual for more details
Edit Scripts - fail properly when being started from xEdit.exe
TexGen.exe - sync updates with DynDOLOD.exe
DynDOLOD_Manual.html - updated with new step-by-step video
DynDOLOD_Manual.html - updated compatibility information for several mods
Papyrus Scripts - disable MCM if PapyrusUtil is not present
DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods
DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP
DynDOLOD Resources - updated/added meshes for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.09 BETA]
DynDOLOD.exe - fixed trying to clean dynamic LOD data
[spoiler=Changelog DynDOLOD 2.10]
DynDOLOD.exe - Release
DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins
TexGen.exe - sync updates with DynDOLOD.exe
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD Resources - updated/added meshes for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.11]
DynDOLOD.exe - try to catch an unknown case of non existing base record
TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod
DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe
DynDOLOD-FAQ.txt - cleaned up for standalone version
DynDOLOD_Manual.html - updated compatibility information for a mod
[spoiler=Changelog DynDOLOD 2.12]
DynDOLOD.exe - use linksto instead of baserecord
DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace
DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe
DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file
DynDOLOD.exe - added simple check resource core files are installed
TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds
LODGen.exe - fixed not properly assigning null texture replacement
LODGen.exe - print nice error message if some hashing goes wrong
LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5
LODGen.exe - keep decal shader flag from for game mode TES5
DynDOLOD_Manual.html - updated compatibility information for several mods
Papyrus Scripts - open/close dynamic LOD DOORs according to parent
DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.13]
DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry
[spoiler=Changelog DynDOLOD 2.14]
DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors
DynDOLOD.exe - use fastercreate for large worldspaces only
DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla)
DynDOLOD.exe - print strings filename if there is an error
TexGen.exe - sync updates with DynDOLOD.exe
DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior
[spoiler=Changelog DynDOLOD 2.15]
DynDOLOD.exe - added logic for Enderal and seperate set of rule files
Question
sheson
Today marks the two years anniversary of my first post of this thread, so it seemed like a good opportunity to publish the ...
DynDOLOD 2.18
Refer to the newly created videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well.
What’s New?
DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance.
Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed.
While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs.
There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx.
Check the list of "The usual updates" below, if a mod which you are using was added recently. Consider updating or generating LOD from scratch in case you notice missing LOD.
Important
DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.
If an existing save is updated with a DynDOLOD.esp generated from scratch, 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 scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, 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.
Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.
Download
DynDOLOD 2.18 - Download from Mega, Nexus
Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’
It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders.
DynDOLOD Resources 2.18 - Download from Mega, Nexus
Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.
If updating from older versions to 2.15 or higher it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results. Otherwise simply overwrite older 2.xx versions.
Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.
DynDOLOD Patches 2.18 - Download from Mega, Nexus
Contains the patches for some of the mods listed under 'Some Assembly Required' - download if needed.
Instructions
Please check DynDOLOD_QuickStart.html, Docs\DynDOLOD_Manual.html and videos for updated instructions. Here is the quick synopsis:
Requirements
SKSE, PapyrusUtil 2.8 or higher, vanilla billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards plus billboards for any tree mod.
Installation
Install SKSE and PapyrusUtil.
Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD 2.00 archive into a new folder of your choice.
Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.
Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything.
Install billboards into the game / mod manager overwriting DynDOLOD Resources
Generation
Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation.
Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources.
Execute DynDOLOD.exe to generated tree, static and dynamic LOD.
If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00.
Run the process as normal. Once it finished Save & Exit.
Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything.
Let LOOT sort DynDOLOD.esp.
Step-by-Step
Simple run-through for MO / NMM if you already know what you are doing
https://www.youtube.com/watch?v=90TRMvFdduo https://www.youtube.com/watch?v=1BUAVP9ZPf8
Trouble
Search this thread or check the FAQ for similar problems.
If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt
If LODGen.exe (white text on black background command line window) post a screenshot of the error message.
People that made this milestone possible and deserve credits
All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation
ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up.
The usual updates
Applies to latest version of DynDOLOD Standalone and Resources.
Mods Requiring DynDOLOD
Indistinguishable Vanilla Tree Billboards - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen
Spice of Life - Forts (2.11)
HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created.
Some Assembly Required - see included Manual for more details
Revamped Assets Skyrim (2.07)
Enderal (2.15) - see Enderal section in the manual
Caranthir Tower Reborn (2.18)
Verified working out of the box - included rules
Necromancer Hut (2.07)
The People Of Skryim Ultimate Edition (2.07)
Cliffside Cottage (2.08)
Knights of the Garter (2.10) - improved rules for better LOD compared to older versions
Riften Fishing Shack (2.10)
Unofficial Skyrim Legendary Edition Patch (2.10)
Belleteyn - Snowy Cabin (2.12)
Hermit Mountain Cottage (2.12)
Rift Treehouse (2.12)
Snow Elf Palace (2.12)
Swamp Home - A House In Hjaalmarch (2.12)
Whiterun Apartment (2.12)
Windhelm Cabin (2.12)
Snow Elf Hut (2.15)
Round Window Cabin - Player Home (2.16)
Dawn of Skyrim (Director's Cut) (2.17)
The Observatory (2.17)
Trollstigen (2.18)
Verified working out of the box
Karthwasten (2.00)
The Elder Scrolls V - Expanded (2.00)
The Elder Scrolls V Expanded - Falkreath - Brdvhyn (2.00)
The Elder Scrolls V Expanded - Falkreath - Viantlek (2.00)
The Elder Scrolls V Expanded - Haafingar - Lainalten (2.00)
The Elder Scrolls V Expanded - Haafingar - Nedenheim (2.00)
The Elder Scrolls V Expanded - The Pale - Port Lysanvir (2.00)
The Elder Scrolls V Expanded - Winterhold - Yorgrim Wall (2.00)
ClefJ's Morthal (2.07)
White River Priory (2.07)
Enhanced Vanilla Trees (2.08) - Billboards - install billboards in correct order and generate tree LOD as usual
Retirement (2.08)
The Pines of Whiterun (2.08)
Riverside Lodge - Buildable Edition (2.10)
Riverside Lodge REDUX - Buildable Edition (2.10)
Thur's Retreat (2.10)
Solitude Docks District (2.11)
Millers Shack (2.12)
Shezrie's Old Hroldan Town Ver 2.0 (2.15)
Solitude Skyway (2.15)
Better Tel Mithryn (2.16)
Simple Raven Rock Expansion (2.16)
Distinct Skyrim Landscapes (2.17)
Killian Castle (2.18)
Lyngwi - A Nordic Village (2.18)
Settlements Expanded (2.19)
Greater Skaal Village (2.19)
Whiteraven Manor (2.19)
Ultra Trees support included in DynDOLOD Resources Core Files
Realistic Aspen Trees
Enhanced Landscapes Oaks installation option and Enhanced Landscapes Oaks Standalone courtesy of kojak747
Mods with Ultra Trees support
Enhanced Vanilla Trees from Some_Random_Guy_83
Fixes include
Better Enhanced Lights and FX 3.x support - College of Winterhold missing reported by baronaatista, Fenric
Added better LOD for Dragonsreach arch thing and braziers (high only), so certain fires do not float - reported by Paolino
Fixed parent world dynamic LOD sometimes being disabled when leaving interiors - reported by Paolino
Updates to "create mod" function - see Docs\DynDOLOD_Mod_Authors.html
Fixed image paths in all html documents - reported by CreeperLava
Fixed Exception in unit line -1 'Prepare' on line 712: Type mismatch - reported by druninja, Ilkob, hobo1137
Fixed Exception in unit userscript line 340: Access violation at address 0093C4EF in module 'DynDOLOD.exe - reported by Rasor1911
Fixed Exception in unit prepare line 517: Operation not allowed on sorted list - reported by druninja
Fixed wrong bunch of numbers added to json - reported by Ilkob, jennykitten78, LucidAPs, hobo1137 and probably others
Fixed not using SMIM sails meshes - reported by Ilkob
Fixed Exception in unit userscript line 347: 'xxxx' is not a valid integer value - reported by Madpaddy
Fixed erroneous output path - reported by Neovalen, Thallassa
Fixed not ignoring some merged mods correctly - reported by Darth_mathias, Neovalen
Fixed TexGen output path - reported by Darth_mathias
Optimized applying form id updates from merged mods - reported by Selfishmonkey
Fixed SolitudeExterior.esp conflict with Legacy of Dragonborn - reported by Pickysaurus
Execute patch rules also for mods that are ignored - reported by Thallassa
Disable MCM if PapyrusUtil is not present - reported by disi
Fixed adding Glow LOD nif in certain conditions - reported by kcinlober
Fixed TWO freezes - reported by everyone
Added workaround for a rare case of not finding a base record - reported by GunSlinger21
Fixed finding an empty SolstheimWorld caused by a mod - reported by Tezliov
Hardened objects in exterior esp versus merging and accidentally having LOD - reported by Sundder
Glow LOD windows now using textures from replacer mods after running TexGen - reported by S.T.E.P.
Added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights
Fixed meaningless No WRLD message reported by Nebulous112
Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly
[spoiler=Changelog DynDOLOD 2.00 BETA]DynDOLOD.esp - removed default esp - it will be created if it doesn't exist
DynDOLOD.esp - new or updated esp will always be saved to output path together with generated meshes, json and texture files
DynDOLOD World.pas - DynDOLOD World.pas script is now started through DynDOLOD.exe - a modified version of xEdit
DynDOLOD.exe - updated logic and seperated functions for standalone version
DynDOLOD.exe - removed plug-in selection - load order is controlled by mod managers
DynDOLOD.exe - use own version of Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat
DynDOLOD.exe - use own settings files
DynDOLOD.exe - somewhat better error handling
DynDOLOD.exe - compile list of missing models for review once process completed
DynDOLOD.exe - some minor performance improvements
DynDOLOD.exe - cleaned up and unified log messages
DynDOLOD.exe - fixed a typo causing error when using IgnoreTrees=1
DynDOLOD.exe - made world bounds error message more descriptive
DynDOLOD.exe - made simple exe files time check to fail nicely if needed
DynDOLOD.exe - reworked create mod mode
DynDOLOD.exe - fixed using an unassigned list too early
DynDOLOD.exe - fixed not setting up manual base elements properly when updating
DynDOLOD.exe - skip parent/child worldspaces missing persistent cell for real this time
DynDOLOD TexGen.pas - DynDOLOD TexGen.pas script is now started through TexGen.exe - a modified version of xEdit
TexGen.exe - added an options window
TexGen.exe - added automatic saving/reading of options
TexGen.exe - added generation for icelakesurface.dds
TexGen.exe - added option window to select output path and texture size
TexGen.exe - do not stop if files are not found
LODGen.exe - now included in DynDOLOD standalone version
LODGen.exe - added logfile parameter so it can run more than one instance
Papyrus Scripts - fixed parent world dynamic LOD sometimes being disabled when leaving interiors
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD_Manual.html - updated for standalone instructions
DynDOLOD_Manual.html - added new tutorial videos
DynDOLOD_TexGen.html - manual updated to reflect new options window
DynDOLOD_Mod_Authors.html - added
DynDOLOD Resources - LOD resources, papyrus scripts and optionals are now a seperate archive
DynDOLOD Resources - updated/added core LOD meshes and textures for better compatibility with mods
DynDOLOD Patches - patches are now a seperate archive
Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.01 BETA]
DynDOLOD.exe - fixed sometimes not finding a bunch of numbers
DynDOLOD.exe - fixed a case of uninitialized primitives
[spoiler=Changelog DynDOLOD 2.02 BETA]
DynDOLOD.exe - fixed not finding all merged mod map files for the load order
DynDOLOD.exe - fixed trying to violate sorted stringlists
DynDOLOD.exe - removed a confirmation message
[spoiler=Changelog DynDOLOD 2.03 BETA]
DynDOLOD.exe - fixed a variant to cardinal conversion
[spoiler=Changelog DynDOLOD 2.04 BETA]
DynDOLOD.exe - fixed a string to cardinal conversion
DynDOLOD.exe - fixed not loading mesh_replace list
DynDOLOD.exe - fixed typo caused by having fat fingers syndrome from too much pie
DynDOLOD.exe - use alternative version of setting up grids
DynDOLOD.exe - added switch to control which version of setting up grids is used
[spoiler=Changelog DynDOLOD 2.05 BETA]
DynDOLOD.exe - use merged map data also for lists using partial mod filename matches
DynDOLOD.exe - only ignore worldspaces if master mod is ignored
DynDOLOD.exe - always copy XEMI from highest override
TexGen.exe - sync updates with DynDOLOD.exe
[spoiler=Changelog DynDOLOD 2.06 BETA]
2.06 BETA
TexGen.exe - ensure trailing slash is added to selected output path
DynDOLOD.exe - fixed using some preset settings in wizard mode
[spoiler=Changelog DynDOLOD 2.07 BETA]
DynDOLOD.exe - export stage id -2 for dynamic creepy SovngardeStatue - high only
DynDOLOD.exe - optimized processing of merged form ids
TexGen.exe - added generation for stockadeplanks01.dds
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD Resources - Papyrus Scripts - set current pos/angle from parent when enabling LOD object for stage id -2
DynDOLOD Resources - added SolitudeExterior
DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.08 BETA]
DynDOLOD.exe - skip loading - animation, - interface, - shaders, - sound, - voices .BSA
DynDOLOD.exe - get glow LOD from higher LOD level if lower level is not defined
DynDOLOD.exe - only set Has Distant LOD if LOD level 4 has static LOD
DynDOLOD.exe - apply patch rules regardless of mod ignore list
DynDOLOD.exe - disable and set other options accordingly if dynamic LOD is not generated
DynDOLOD.exe - added _dynamic/_static rule file functionality
Edit Scripts - fail properly when being started from xEdit.exe
TexGen.exe - sync updates with DynDOLOD.exe
DynDOLOD_Manual.html - updated with new step-by-step video
DynDOLOD_Manual.html - updated compatibility information for several mods
Papyrus Scripts - disable MCM if PapyrusUtil is not present
DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods
DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP
DynDOLOD Resources - updated/added meshes for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.09 BETA]
DynDOLOD.exe - fixed trying to clean dynamic LOD data
[spoiler=Changelog DynDOLOD 2.10]
DynDOLOD.exe - Release
DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins
TexGen.exe - sync updates with DynDOLOD.exe
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD Resources - updated/added meshes for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.11]
DynDOLOD.exe - try to catch an unknown case of non existing base record
TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod
DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe
DynDOLOD-FAQ.txt - cleaned up for standalone version
DynDOLOD_Manual.html - updated compatibility information for a mod
[spoiler=Changelog DynDOLOD 2.12]
DynDOLOD.exe - use linksto instead of baserecord
DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace
DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe
DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file
DynDOLOD.exe - added simple check resource core files are installed
TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds
LODGen.exe - fixed not properly assigning null texture replacement
LODGen.exe - print nice error message if some hashing goes wrong
LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5
LODGen.exe - keep decal shader flag from for game mode TES5
DynDOLOD_Manual.html - updated compatibility information for several mods
Papyrus Scripts - open/close dynamic LOD DOORs according to parent
DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.13]
DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry
[spoiler=Changelog DynDOLOD 2.14]
DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors
DynDOLOD.exe - use fastercreate for large worldspaces only
DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla)
DynDOLOD.exe - print strings filename if there is an error
TexGen.exe - sync updates with DynDOLOD.exe
DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior
[spoiler=Changelog DynDOLOD 2.15]
DynDOLOD.exe - added logic for Enderal and seperate set of rule files
DynDOLOD.exe - create diffuse LOD texture atlas with explicit (1 bit) alpha
DynDOLOD.exe - added FakeLightsIntensity= to DynDOLOD_TES5.ini to choose intensity of Fake Lights nif
DynDOLOD.exe - fixed a case of siLODirt
DynDOLOD.exe - added flag to mesh rules to disable window glow LOD, not exposed to interface yet
DynDOLOD.exe - added debug= to DynDOLOD.ini
DynDOLOD.exe - added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights
LODGen.exe - fixed a case of using wrong offset for higher LOD levels if origin is not multiple of 4
LODGen.exe - fixed not being able to generate for specific cell if x/y equals -1
LODGen.exe - fixed sometimes not keeping vertex colors in higher LOD levels for passthru
LODGen.exe - trim spaces from texture strings
TexGen.exe - added logic for Enderal and seperate set of rule files
TexGen.exe - added alpha threshold to texture creation if explicit alpha type is used, threshold of 0 disables alpha
TexGen.exe - added a texture convertion with mipmap filter control
TexGen.exe - added check for earlier TexGen Output files in game data folder to avoid circular creation of newly added textures
DynDOLOD_Manual.html - updated compatibility information for several mods and Enderal
trees.ultra\DynDOLOD-Trees.html - txt converted to html
trees.ultra\DynDOLOD-Trees.html - added 3rd party hybrid tree information
DynDOLOD Resources - removed some glow maps that might interfere with other mods - these are created by TexGen now
DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods and Enderal
Papyrus Scripts - made scripts backwards compatible with PapyrusUtil 2.8 - was just a convinience function
Papyrus Scripts - made deactivating from MCM work more consistent
DynDOLOD Patches - added improved terrain LOD meshes and textures for Enderal
[spoiler=Changelog DynDOLOD 2.16]
DynDOLOD.exe - removed extraneous files
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD Resources - updated/added meshes for better compatibility with mods
[spoiler=Changelog DynDOLOD 2.17]DynDOLOD.exe - added an installation check
DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data
DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model
DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list
DynDOLOD.exe - show message when building reference info to verify usage of missing models
DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini
TexGen.exe - sync updates with DynDOLOD.exe
TexGen.exe - added more helpful messages for file not found errors
DynDOLOD_Manual.html - updated compatibility information for several mods
[spoiler=Changelog DynDOLOD 2.18]DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees
DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects
DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well
TexGen.exe - sync updates with DynDOLOD.exe
TexGen.exe - fixed generation of dlc01castlefortlod.dds
TexGen.exe - generation for impwood01lod.dds
Papyrus Scripts - activate worldspace Master in case the activate all function is called
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
DynDOLOD Patches - added script patches for Caranthir Tower Reborn
Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.
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sheson
Today marks the two years anniversary of my first post of this thread, so it seemed like a good opportunity to publish the ... DynDOLOD 2.18 Refer to the newly created videos f
sheson
Unlike your day mine has only 25 hours
Thallassa
Woohoo! I was just getting ready to run dyndolod again. (After several months of off and on crafting a load order of doom). Some people might have this issue: You launch it, and MO stops responding,
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