Jump to content

Recommended Posts

Posted

DynDOLOD 2.xx Major version update post | Discuss DynDOLOD Skyrim/Enderal | DynDLOD beta Skyrim SE/VR/Enderal SE | What is DynDOLOD? | DynDOLOD FAQ

Refer to the 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.


Make sure to read the latest update post for DynDOLOD Skyrim/Enderal or DynDOLOD beta Skyrim SE/VR.

These minor version update posts contain important information about each new version. They have a link to the older update posts at their bottom.


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.

Starting with DynDOLOD 2.22 there is beta support for Skyrim SE. Use -sse command line argument. It should only be used by experienced DynDOLOD users. See the included docs\DynDOLOD_Manual_SSE.html for more info.

Starting with DynDOLOD Resources SE 2.36 for Skyrim SE 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.

Starting with DynDOLOD 2.37 there is beta support for Skyrim VR. Use -tes5vr command line argument. It should only be used by experienced DynDOLOD users. See the included docs\DynDOLOD_Manual_TES5VR.html for more info.

Starting with DynDOLOD 2.44 there is full ESL support for Skyrim SE - based on the latest xEdit updates.

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.

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 2.48 both TexGen and DynDOLOD can now export textures with BC7 compression. They are used by default for Skyrim Special Edition and Skyrim VR.

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 2.70 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.

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. Check the changelog. Consider updating or generating LOD from scratch in case you notice missing LOD or if problem that was affecting you was fixed.


Important

DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. DynDOLOD 2.30 and higher requires an installation from scratch when updating from an older 2.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 Standalone 2.98 (Mega) for Skyrim, Enderal, Skyrim SE and Skyrim VR
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 2.88 (Mega) for Skyrim and Enderal - Make sure to use matching or higher version of DynDOLOD Standalone.
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, it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results.
Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.

DynDOLOD Resources SE 2.98 (Mega) for Skyrim SE and Skyrim VR - Make sure to use matching or higher version of DynDOLOD Standalone.
Required. Contains the required 'Core Files' like meshes, textures to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.
If updating from older versions, it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results.
Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.

DynDOLOD Patches 2.45 (Mega) for Skyrim and Enderal
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, DynDOLOD DLL or PapyrusUtil, vanilla Skyrim LOD Billboards from TES5LODGen, Indistinguishable Vanilla Tree Billboards, Indistinguishable Billboards for Skyrim Special Edition or Seamless Billboards plus billboards for any tree mod.
Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe/TexGen.exe (x86) or DynDOLODx64.exe/TexGenx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing. Texconv.exe will fail with error C0000135 or complain about missing DLL.

Installation
Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD archive into a new folder of your choice.
Install SKSE
Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.
Install DynDOLOD DLL (overwrite papyrus scripts of DynDOLOD Resources) or PapyrusUtil
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.
Activate DynDOLOD.esp. Ignore any contradicting third party instructions from people that obviously did not RTFM.
Let LOOT sort DynDOLOD.esp.

Step-by-Step from Gamerpoets. Please consider supporting Gamerpoets through PayPal or Patreon if you find the instructional videos useful.
https://www.youtube.com/watch?v=1_5MWqeHIzw

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, kojak747, somerandomguy83, Abendaron, 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
Indistinguishable Billboards for Skyrim Special Edition - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen
Spice of Life - Forts (2.11)
Spice of Life - Orc Strongholds (2.19) - overwrite meshes from DynDOLOD Resources with the ones included in the mod
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.
Enhanced Landscapes - Winter Edition (2.22) - Includes billboards and LOD textures that need to overwrite vanilla billboards and DynDOLOD Resources - Core Files textures. If LOD textures are generated with TexGen.exe, they should always overwrite everything else.
Winter Aspen Billboards (2.22)
PETCAT (2.22)
Seamless Billboards (2.82)
Solstheim Genesis (2.35)

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 1.x (2.18)
Caranthir Tower Reborn 2.x (2.21)

Verified working out of the box - included rules
Necromancer Hut (2.07)
The People Of Skyrim 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)
Wind's Rest Estate - A Whiterun Tundra Home (2.19)
Ayleid Palace Remastered (2.19)
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
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)
Tactical Valtheim (2.19)
Dwemer Manor (2.19)
JKs Skaal village (2.19)
Dolmen Ruins - ESO Dark Anchors (2.19)
Fantasy Forest Overhaul (2.21) - Billboards included in versions for DynDOLOD/TES5LODGen in optional files
Peak Aspens (2.21) - Billboards included in versions for DynDOLOD/TES5LODGen in optional files
Helarchen Creek (2.22)
Realistic Boat Bobbing (2.22)
Skysight - Simply Bigger Trees (2.22) - Billboards
Dragon Bridge (2.22)
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)

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
Reach Tree Reborn courtesy of godescalcus

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
Fixed out of memory error when generating atlas - reported by many
Fixed error caused by "missing" cells - reported by Kelmych
Optimized Papyrus scripts - based on feedback from Borgut1337

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
Changelog DynDOLOD 2.01 BETA DynDOLOD.exe - fixed sometimes not finding a bunch of numbers
DynDOLOD.exe - fixed a case of uninitialized primitives
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
Changelog DynDOLOD 2.03 BETA DynDOLOD.exe - fixed a variant to cardinal conversion
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
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
Changelog DynDOLOD 2.06 BETA TexGen.exe - ensure trailing slash is added to selected output path
DynDOLOD.exe - fixed using some preset settings in wizard mode
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
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
Changelog DynDOLOD 2.09 BETA DynDOLOD.exe - fixed trying to clean dynamic LOD data
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
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
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
Changelog DynDOLOD 2.13 DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry
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
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
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
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
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
Changelog DynDOLOD 2.19 DynDOLOD.exe - added xespignore file for XESP markers to ignore instead of the one hardcoded dunCGOutsideClutterMarker from intro scene
DynDOLOD.exe - fixed sometimes not correctly identifying Has Tree LOD flag on base records
DynDOLOD.exe - added settings FlatLODLightingEffect, FlatLODGlowMap and FlatLODLevelLODFlat to DynDOLOD.ini, see docs\trees.ultra\DynDOLOD-Trees.html
DynDOLOD.exe - added a switch Temporary to use less persistent references for overloaded load orders, will result in more plugins required as masters and larger esp
DynDOLOD.exe - added verbose switch for LODGen.exe to DynDOLOD.ini
DynDOLOD.exe - updated reading existing tree LOD to be able to read btt data from BSA
DynDOLOD.exe - some minor performance improvements
DynDOLOD.exe - changed log filename to DynDOLOD_log.txt
DynDOLOD.exe - added a x64 version
TexGen.exe - sync updates with DynDOLOD.exe
TexGen.exe - some minor performance improvements
TexGen.exe - changed log filename to TexGen_log.txt
TexGen.exe - added a x64 version
LODGen.exe - added optional --inputfile path/to/file command line parameter, first parameter just being path/to/file still works too
LODGen.exe - make billboards soft lighting behave more similar to vanilla tree LOD (FlatLODLightingEffect and FlatLODGlowMap)
LODGen.exe - added setting LOD Objects flag for higher LOD levels on billboards (FlatLODLevelLODFlat)
LODGen.exe - added a x64 version
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD Resources - updated/added meshes for better compatibility with mods
Changelog DynDOLOD 2.20 DynDOLOD.exe - fixed a list assignment
TexGen.exe - sync updates with DynDOLOD.exe
DynDOLOD Resources - Papyrus Scripts - fixed a race condition
Changelog DynDOLOD 2.21 DynDOLOD.exe - fixed a case of removing entire worlds when removing empty cells
DynDOLOD.exe - added an installation path check
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD Patches - added script patches for Caranthir Tower Reborn 2.x
Changelog DynDOLOD 2.22 General performance and stability improvements - for real
DynDOLOD.exe - fixed sometimes using wrong glow LOD when using original LOD assignments
DynDOLOD.exe - added RemoveUnseenZShift to ini for same setting in LODGen.exe export file
DynDOLOD.exe - added Level32 switch to ini for same switch in LODGen.exe export file, see docs\trees.ultra\DynDOLOD-Trees.html
DynDOLOD.exe - added FlatLODVertexColor to ini to set vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html
DynDOLOD.exe - added FlatLODColorVariance to ini to randomly change vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html
DynDOLOD.exe - added StaticLODDiffuseFormat, StaticLODNormalFormat, TreeLODDiffuseFormat and TreeLODNormalFormat to ini to set texture atlas formats
DynDOLOD.exe - added TreeLODAverageColor to ini to replace black transparent parts of billboards with the average tree color - works only with alpha channel output formats
DynDOLOD.exe - added TreeLODBackgroundTexture to ini to replace black transparent parts of billboards with a texture - works only with alpha channel output formats
DynDOLOD.exe - shrink normal map texture atlas to 4x4 pixels if all pixels are identical
DynDOLOD.exe - added beta support for SSE, start with -SSE command line argument
DynDOLOD.exe - added a check to verify DynDOLOD Resources for the current game mode are installed
TexGen.exe - sync updates with DynDOLOD.exe
TexGen.exe - added output format options for diffuse and normal textures
TexGen.exe - fixed cases of not consequently using lowercase for comparisons
TexGen.exe - added generation for riftenstonewall02lod.dds
TexGen.exe - added generation for tundradriftwoodbark01lod.dds
TexGen.exe - fixed generation of rubblepilelod.dds
TexGen.exe - fixed generation of fxdirtmound01lod.dds
TexGen.exe - removed the need for temp files in game data folder
TexGen.exe - added beta support for SSE, start with -SSE command line argument
TexGen.exe - added fallback to Texconv.exe for reading in case DDS format is not natively supported
Texconv.exe - new - custom silent version, prints errors only
LODGen.exe - added support reading SSE LOD nif
LODGen.exe - added export Mode=SSE
LODGen.exe - added support for BSA version 0x69
LODGen.exe - added lz4 decompression
LODGen.exe - added GameMode=textureslist to generate a list of textures with UV in between atlas tolerance
LODGen.exe - added command line parameter gamemode to overwrite gamemode in export file
LODGen.exe - updated lz4 package to latest version
LODGen.exe - better error message in case required Redistributable is missing
LODGen.exe - added Level32=True, uses *.nif from LOD level 16 if 4th entry is not set to create LOD Level 32 bto
LODGen.exe - added RemoveUnseenZShift=[float] to adjust terrain height when removing unseen faces
LODGen.exe - added vertex color support for flat LOD, column 8 and 9 in FlatTextures file
LODGen.exe - some minor speed improvements and clean up
LODGen.exe - use assembly version in log
DynDOLOD_Manual.html - all docs updated for new game mode
DynDOLOD_Manual_SSE.html - new
DynDOLOD-Shortcut.txt - new
DynDOLOD-Trees.html - added info about static object LOD level 32 for map
DynDOLOD-Trees.html - added info for vertex colors for 2D tree LOD in static LOD for Skyrim SE
DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
DynDOLOD Resources SE - new - meshes in new Skyrim SE format - removed options/assets that currently do not apply to Skyrim SE
DynDOLOD Patches - fixed a typo in Wizard.txt
Changelog DynDOLOD 2.23 DynDOLOD.exe - fixed some default INI settings
DynDOLOD Patches - update Beyond Reach billboards to be also for arnima.esm
Changelog DynDOLOD 2.24 DynDOLOD.exe - check LODGen log and write result to DynDOLOD log, so it is more obvious if something went wrong
LODGen.exe - fixed error reading BSTriShapes with no vertices/triangles
LODGen.exe - apply UVScale and UVOffset shader values to model before merging
Changelog DynDOLOD 2.25 DynDOLOD.exe - fixed a memory corruption sometimes causing nasty things
DynDOLOD.exe - fixed an error trying to check a non existing LODGen log
LODGen.exe - fixed FO4 export mode not working correctly
LODGen.exe - updated lz4 package and supporting libraries to latest version
Changelog DynDOLOD 2.26 LODGen.exe - fixed a crash caused by a missing serialization
Changelog DynDOLOD 2.27 DynDOLOD.exe - fixed trying to check LODGen logfile after wait times out
DynDOLOD.exe - fixed not reading billboard txt file from BSA
LODGen.exe - updated lz4 package and supporting libraries to latest version
LODGen.exe - fixed sometimes not reading BA2 files correctly
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 2.43 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 2.56 DynDOLOD.exe - optimized object LOD atlas generation to use a bit less memory
DynDOLOD.exe - fixed sometimes not being able to generate atlas with large tile size
DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
DynDOLOD_Manual.html - added and updated compatibility information for several mods
LODGen.exe - make sure borders between cells match when using protect cell borders
Changelog DynDOLOD 2.57 DynDOLOD.exe - fixed a potential memory corruption after saving textures
Changelog DynDOLOD 2.58 DynDOLOD.exe - carried forward updates from xEdit
DynDOLOD.exe - removed useless assigment of variable sometimes causing exception building object LOD atlass
DynDOLOD.exe - fixed IgnoreIfPluginExists list sometimes not working
DynDOLOD.exe/TexGen.exe - less artifacts with BC1|2|3 texture compression
DynDOLOD Resources SE - added meshes for better compatibility with a mod
DynDOLOD Resources - added meshes for better compatibility with a mod
DynDOLOD Resources - Papyrus Scripts - fixed swapped error message
Changelog DynDOLOD 2.59 DynDOLOD.exe - fixed sometimes accidentally disabling automatic child world scanning
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD Resources SE - added meshes for better compatibility with mods
DynDOLOD Resources - updated meshes for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for a mod
LODGen.exe - set correct mode on BSMultibound for water
LODGen.exe - updated supporting libraries to latest version
Changelog DynDOLOD 2.60 DynDOLOD.exe - fixed sometimes trying to find textures in meshes folder
DynDOLOD.exe - improved moving existing DynDOLOD.esm into correct load order position
DynDOLOD.exe - ignore meshes with missing textures, print a report at the end
DynDOLOD.exe - reduce memory usage while building object LOD atlas
DynDOLOD.exe - do not set -m 0 for TexConv command line since that is the default anyways
Texconv.exe - updated to latest version
TexGen.exe - added generation for vurt_oldgreybarklod.dds
DynDOLOD Resources SE - added meshes for better compatibility with a mod
DynDOLOD Resources - added meshes for better compatibility with a mod
Changelog DynDOLOD 2.61 DynDOLOD.exe - fixed sometimes garbling assets paths
DynDOLOD Resources - added meshes/texture for better compatibility with mods
Changelog DynDOLOD 2.62 DynDOLOD.exe - improved error message in case TexConv fails importing textures
DynDOLOD.exe - added version check of output from TexGen and installed Resources
TexGen.exe - add version information to output
DynDOLOD Resources - added a mesh for better compatibility with a mod
DynDOLOD Resources SE - added a mesh for better compatibility with a mod
DynDOLOD_Manual.html - added compatibility information for several mods
Changelog DynDOLOD 2.63 DynDOLOD.exe - use a different library to run external commands
TexGen.exe - fixed filename of impfloormuddy01lod.dds
DynDOLOD Resources - added a meshes for better compatibility with a mod
DynDOLOD Resources - fixed an issue with worldmap in interiors
DynDOLOD Resources SE - added a meshes for better compatibility with a mod
DynDOLOD Resources SE - fixed an issue with worldmap in interiors
Changelog DynDOLOD 2.64 DynDOLOD.exe - fixed an issue with discovering billboards
DynDOLOD-rules - added rules for better compatibility with mods
DynDOLOD Resources - fixed a FOMOD installation error
DynDOLOD Resources SE - fixed a FOMOD installation error
Changelog DynDOLOD 2.65 DynDOLOD.exe - fix output of mesh counting file
LODGen.exe - memory and other optimizations
LODGen.exe - updated supporting libraries to latest version
DynDOLOD Resources - updated/added meshes for better compatibility with mods
DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
Changelog DynDOLOD 2.66 DynDOLOD.exe - ignore texture set with 3rd _g texture for atlas discovery
DynDOLOD.exe - fixed normal map textures sometimes not having correct size on atlas
DynDOLOD.exe - fixed a rare multithread memory issue
TexGen.exe - added generation for castlekitlod.dds, wrroofslate01lod.dds, wrdragontile01lod.dds, wrdragontileblack01lod.dds, wrcitywall01lod.dds, wrtemplefloor01lod.dds, wrplasterint01.dds, wrwoodfloorint01lod.dds, wrwoodplanks01lod.dds, wrwoodbeam01lod.dds, wrwoodbeamint01lod.dds, stonefloor01lod.dds, wrdragoncarvings01lod.dds, wrroofint01lod.dds, wrslate02lod.dds, wrstonebase02lod.dds, wrstoneblocks01lod.dds, wrtrellisvines01lod.dds, wrtrims01lod.dds, wrwoodlattice01lod.dds
LODGen.exe - fixed sometimes duplicating models
LODGen.exe - more optimizations
LODGen.exe - updated supporting libraries to latest version
DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods
Changelog DynDOLOD 2.67 DynDOLOD.exe - added FlatLODWithNormalMapVertexColor to ini to set vertex color of flat LOD that has normal map textures, see docs\trees.ultra\DynDOLOD-Trees.html
DynDOLOD.exe - ignore texture set with 5th _em texture for atlas discovery
LODGen.exe - ignore duplicate triangles when loading models
DynDOLOD Resources - updated/added meshes for better compatibility with mods
DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
Changelog DynDOLOD 2.68 DynDOLOD.exe - fixed not falling back to billboard in reference rules
LODGen.exe - more minor optimizations and cleanup
Changelog DynDOLOD 2.69 DynDOLOD.exe - removed unintentional log lines
DynDOLOD-rules - added rules for better compatibility with mods
DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
Changelog DynDOLOD 2.70 DynDOLOD.exe - added optional TVDT occlusion data generation, added related settings to ini
DynDOLOD.exe - do not set VWD flag on base records added by esp
DynDOLOD.exe - fixed adding large references to DynDOLOD.esm for base records defined in an esp
DynDOLOD.exe - fixed sometimes not setting largref on glow LOD in static object LOD
DynDOLOD.exe - added automatic update of Portal Boxes to Boxes for TES5/ENDERAL, added PortalBoxFix setting to ini
DynDOLOD.exe - fixed sometimes setting wrong index for texture replacement for dynamic LOD models
DynDOLOD_Manual.html - added section for TVTD occlusion data generation
LODGen.exe - always set vertex alpha value to 1 for FO4 since it is not ignored despute LOD_Objects flag
LODGen.exe - added support for FO4 GreyscaleToPalette_Color flag, 4th texture slot and Grayscale to Palette Scale value used by some full models to change texture coloring
LODGen.exe - fixed an index range issue when generating terrain LOD level 4 meshes with -1 quality
DynDOLOD-rules - added rules for better compatibility with mods
DynDOLOD Resources - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
DynDOLOD Resources - updated/added meshes for better compatibility with mods
DynDOLOD Resources SE - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
Changelog DynDOLOD 2.71 DynDOLOD.exe - ignore wild edit cells that are out of range for occlusion calculation
Changelog DynDOLOD 2.72 DynDOLOD.exe - fixed an error reading object LOD meshes for occlusion
DynDOLOD.exe - added/updated rules for better compatibility
DynDOLOD.exe - added detection of LotD v5
DynDOLOD.exe - fixed sometimes not writing log/bugreport in case of exception
TexGen.exe - added generation for sdragontile01lod, sfloorhouse01lod, sintfloor01lod.dds, sintwalltop01lod, smetaldet01lod.dds, sintwalltop01lod.dds, sstonestep01lod.dds, sstonewall03lod, swoodbeam01lod.dds, farmwindowinterior01lod.dds, scastlecol01lod.dds, finewood3x3lod.dds, dbmstainedglass01lod.dds, dbmstainedglass02lod.dds
LODGen.exe - fixed 3D name for BSTriShape
DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
Changelog DynDOLOD 2.73 DynDOLOD.exe - always fix missing large reference flag 0x4 on MSTT based record
DynDOLOD.exe - report modified large references in ESL flagged ESP causing large reference bugs
DynDOLOD.exe - patch large reference bugs caused by smaller scale changes in ESM
DynDOLOD.exe - patch large reference bugs caused by "deleted" records in ESM
DynDOLOD-rules - updated rules for better compatibility with mods
DynDOLOD_Manual.html - added compatibility information for a mod
LODGen.exe - added support for FO4 EffectShader - automatically done as PassThru
LODGen.exe - added support for FO4 BGEM (BGEM always trumps data in nif)
LODGen.exe - updated supporting libraries to latest version
LODGen.exe - improve BA2 support
LODGen.exe - adjust multibound max z >= 0
DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
Changelog DynDOLOD 2.74 DynDOLOD.exe - carried forward updates from xEdit
DynDOLOD.exe - fixed a potential race condition
Texconv.exe - updated to latest version
Texconv.exe - fixed not supporting spaces in path names in -flist
DynDOLOD-rules - updated rules for better compatibility with mods
DynDOLOD Resources - updated meshes for better compatibility with mods
DynDOLOD Resources SE - updated meshes for better compatibility with mods
Changelog DynDOLOD 2.75 DynDOLOD.exe - carried forward updates from xEdit
DynDOLOD.exe - fixed not reading RNAM data from ESM-flagged ESP
DynDOLOD.exe - fixed sometimes not recognizing HasTreeLOD flag
DynDOLOD.exe - do object LOD for STAT base records with HasTreeLOD flag that are also large references
DynDOLOD.exe - added/updated rules for better compatibility
DynDOLOD Resources - updated/added meshes for better compatibility with mods
DynDOLOD Resources SE - added meshes for better compatibility with mods
Changelog DynDOLOD 2.76 DynDOLOD.exe - fixed sometimes adding overwritten records into wrong plugin when applying patches
DynDOLOD.exe - fixed not overwriting equal rules for winning plugins
LODGen.exe - updated supporting libraries to latest version
Texconv.exe - updated to latest version
Changelog DynDOLOD 2.77 DynDOLOD.exe - fixed not removing a texture hash when updating form version
DynDOLOD.exe - fixed plugin update check with IgnoreLargeReferences=1
DynDOLOD.exe - improved a couple error messages
DynDOLOD.exe - added/updated rules for better compatibility
DynDOLOD Resources - updated meshes/patch file for better compatibility with mods
DynDOLOD Resources SE - updated meshes/patch file for better compatibility with mods
Changelog DynDOLOD 2.78 TexGen.exe - fixed a wrong parameter
Changelog DynDOLOD 2.79 DynDOLOD.exe - make patching a bit more robust
Texconv.exe - improve -flist text file handling
Changelog DynDOLOD 2.80 DynDOLOD.exe - fixed wrong default tree LOD setting
DynDOLOD.exe - improved invalid path detection
DynDOLOD.exe - added rule for better compatibility
Changelog DynDOLOD 2.81 DynDOLOD.exe - Ignore neverfades that are initially disabled and have no XESP enable parent
DynDOLOD.exe - do not set VWD flag on certain MSTT
DynDOLOD.exe - added rules for better compatibility
DynDOLOD Resources - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
DynDOLOD Resources - added mesh for better compatibility with mods
DynDOLOD Resources SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
DynDOLOD Resources SE - added mesh for better compatibility with mods
DynDOLOD DLL - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
DynDOLOD DLL SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
DynDOLOD_Manual.html - added compatibility information for a mod
Changelog DynDOLOD 2.82 LODGen.exe - fixed sometimes not setting VertexColor flag on passthru shaders
DynDOLOD_Manual.html - added information for new alternative vanilla tree LOD billboards
DynDOLOD Resources SE - added and updated meshes for better compatibility with mods
Changelog DynDOLOD 2.83 DynDOLOD.exe - better error handling reading BTT files
DynDOLOD.exe - fallback to "dumb" object LOD filename conventions for TREEs and STATics with Has Tree LOD flag
DynDOLOD.exe - update command lines of newer Texconv.exe
DynDOLOD.exe - added rules for better compatibility
TexGen.exe - added generation for dlc01frozenlakelod.dds
trees.ultra\DynDOLOD-Trees.html - updated mod list that support 3D tree LOD out of the box
LODGen.exe - fixed sometimes not setting VertexColor flag
LODGen.exe - added height variance to FlatTextures= file
LODGen.exe - added support for glow atlas
Texconv.exe - updated to latest version
DynDOLOD Resources - updated meshes and texture for better compatibility
DynDOLOD Resources SE - updated meshes and texture for better compatibility
Changelog DynDOLOD 2.84 DynDOLOD.exe - added rules for better compatibility
DynDOLOD Resources SE - updated patch file for better compatibility
Changelog DynDOLOD 2.85 DynDOLOD.exe - ignore meshes with uncommon root nodes for dynamic LOD
DynDOLOD.exe - improved child/parent world copy detection
DynDOLOD.exe - added/updated rules for better compatibility
trees.ultra\DynDOLOD-Trees.html - updated mod lists that support 3D tree LOD out of the box
DynDOLOD Resources - updated meshes and texture for better compatibility
DynDOLOD Resources SE - updated meshes and texture for better compatibility
Changelog DynDOLOD 2.86 DynDOLOD.exe - improved detection of LotD v5
DynDOLOD.exe - updated/added rules for better compatibility
LODGen.exe - improve HD LOD support for SSE
Changelog DynDOLOD 2.87 DynDOLOD.exe - improved patch handling
DynDOLOD.exe - updated/added rules for better compatibility
LODGen.exe - ignore NIF if root node is of unexpected type
Changelog DynDOLOD 2.88 DynDOLOD.exe - fixed a race condition processing NIF
DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specific meshes or textures
DynDOLOD.exe - updated/added rules for better compatibility
LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added
DynDOLOD Resources - updated meshes and texture for better compatibility
DynDOLOD Resources SE - updated meshes and texture for better compatibility
Changelog DynDOLOD 2.89 DynDOLOD.exe - updated/added rules for better compatibility
LODGen.exe - do not fail if optional billboard txt file is not present
LODGen.exe - fixed sometimes not automatically setting passthru for glow shader
LODGen.exe - fixed sometimes not applying replacement textures
Changelog DynDOLOD 2.90 TexGen.exe/DynDOLOD.exe - added Enderal SE support
DynDOLOD_Manual.html - updated explanations information for Enderal
Changelog DynDOLOD 2.91 DynDOLOD.exe - by default do not generate a DynDOLOD.esm for Enderal SE
TexGen.exe/DynDOLOD.exe - fix a problem with sometimes not loading a BSA
DynDOLOD_Manual.html - updated explanations information for Enderal
Changelog DynDOLOD 2.92 DynDOLOD.exe - added rules for better compatibility
LODGen.exe - improved parsing of txt files
Texconv.exe - updated to latest version
Changelog DynDOLOD 2.93

DynDOLOD.exe - fixed a case of not adding all required masters for injected records

Changelog DynDOLOD 2.94

DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD
DynDOLOD.exe - added rules for better compatibility

Changelog DynDOLOD 2.95

TexGen.exe/DynDOLOD.exe - added Enderal SE Steam version support, start with -ENDERALSE command line argument

Changelog DynDOLOD 2.96

DynDOLOD.exe - fixed not using last TNAM override record
DynDOLOD.exe - added rules for better compatibility
LODGen.exe - default threadsplit to number of physical cores

Changelog DynDOLOD 2.97

DynDOLOD.exe - update CRC32 list for vanilla tree full models for Skyrim Anniversary Edition 1.6.317
DynDOLOD.exe - update CRC32 list for vanilla tree full models for Skyrim Anniversary Edition 1.6.323
DynDOLOD.exe - create empty LST overwrite in case tree LOD can not be generated for a worldspace because of technical reasons

Changelog DynDOLOD 2.98

DynDOLOD.exe - updated rules for better compatibility
DynDOLOD Resources SE - Papyrus Scripts - fixed a rare occurrence of an undefined reference
DynDOLOD DLL SE - Papyrus Scripts - fixed a rare occurrence of an undefined reference

 

Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.

Posted

Dynamic Distant Objects LOD - DynDOLOD

Finally I can see my house from here

You know the price for my mods: blood, sweat and tears. Oh, and your first born.
If you want to help other authors of quality mods then donate to them directly.
 



What is this?
 
DynDOLOD is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order for much improved tree and object LOD for the different Skyrim and Enderal versions. xLODGen (which is a renamed xEdit) is a CK replacement LOD generator for generating vanilla style LODs for a worldspace or to include with a mod. By using DynDOLOD users can create drastically enhanced traditional static object LOD plus tree LOD and the new, optional dynamic distant object LOD in a few simple steps.

DynDOLOD is meant for enthusiast modders who are familiar with using xEdit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.
 

Some of the features and advantages of DynDOLOD are:
  • DynDOLOD ships with several thousands of updated and missing object LOD models that are famously wrong or missing from the game, thus reducing pop-in and improving distance views by a couple magnitudes. For example, the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.
  • DynDOLOD adds dynamic LOD for animated or quest enabled objects or for simply using full models that do not work well when used in static object LODs.
  • DynDOLOD adds glow LOD.
  • DynDOLOD improves vanilla object LOD models assignments.
  • DynDOLOD creates better atlas textures (mipmaps alpha coverage, average background color for transparent parts) for tree and object LOD.
  • DynDOLOD can deal with Texture Set replacements.
  • DynDOLOD automatically adds tree LOD in object LOD for trees that can not have traditional billboard tree LOD for several technical reasons or easily allows to have all billboard tree LOD or 3D tree LOD in object LOD.
  • DynDOLOD improves trees in object LOD fading to full model.
  • DynDOLOD has better error proof 3D tree LOD model assignments, which helps with mixing different tree mods and not to worry about overwrite orders.
  • DynDOLOD scans child worlds and automatically creates LOD representation in the parent world.
  • DynDOLOD patches the load order while generating LOD to work around known game issues, for better compatibility between mods and to improve non-LOD visuals.
  • DynDOLOD fixes some of the causes of Skyrim Special Edition large reference bugs triggering texture flicker (unfortunately not all, that system is very fubar)
  • DynDOLOD improves performance of the vanilla game, CC or 3rd party mods by replacing Is Full LOD flag with static object LOD or dynamic LOD.
  • DynDOLOD optimizes full models used in object LOD on the fly for better performance.
  • DynDOLOD contains rules and settings for a constantly growing list of mods to automatically generate correct tree and object LOD for them.
  • DynDOLOD can automatically update TVDT Occlusion with pre-defined options per worldspace.
  • DynDOLOD allows the user to control many settings and options to create the best possible tree and object LOD patch for their load order.
  • DynDOLOD reports on load order issues that otherwise go unnoticed causing hard to troubleshoot problems in the game.
  • DynDOLOD has a SkyUI MCM that allows changing LOD settings in the game.
  • TexGen updates a select list of object LOD textures, so that object LOD better matches the load order.
  • DynDOLOD/TexGen make it extremely easy to have well working and much better looking tree and object LOD for a complete load order. It has detailed documentation and lots of videos.
 
To replicate all the things that DynDOLOD does with CK/xEdit/xLODGen, it would take months of manual work and the use of additional tools to edit models/textures.
 
There are no INI settings that can improve LOD meshes or textures or update them to match the load order. Specifically, do not fall for or repeat crass misinformation that using INI settings alone can "improve" LOD, have "literally" no impact on performance or could come close to ever being a substitute for generating drastically improved LOD for the current load order. Especially the large reference setting with its limitations and bugs, its visual issues and performance impact is is not remotely a valid alternative. Such claims are obvious unqualified ignorant nonsense.
 
DynDOLOD is where the development and latest improvements for tree and object LOD for Skyrim happens. These features and options do not belong in xLODGen as they are specific to Skyrim only and because xEdit/xLODGen is a modding tool to replace CK and not intended to be a patcher to create a comprehensive LOD patch for complete load orders with build-in support for mods.
 
Generally, xLODGen tree and object LOD generation is for mod authors and the easier and advanced DynDOLOD is for users. However, DynDOLOD also has a specific "mod create" mode, so mod authors can include improved object and tree LOD with their mods for consoles for example, where users can not easily generate LOD for their load order.
 
The improvements are obvious when comparing screenshots or before and after videos. See below.
 


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 



Requirements
 
SKSE for the used game version.
 
DynDOLOD DLL or PapyrusUtil for the used game version
 
DynDOLOD Resources for the used game version - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.
 
SKSE and DynDOLOD DLL or PapyrusUtil are only required if the dynamic object LOD (Generate DynDOLOD checkbox) is generated. Static object LOD and tree LOD will always work.
 
Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe (x86) or DynDOLODx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing.

 



Download

Download standalone and resources from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================
Updating DynDOLOD
=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

 

DynDOLOD-Changelog.txt

1.49
DynDOLOD Worlds.pas - fixed world bounds error

1.48
DynDOLOD Worlds.pas - work around world bounds not always being floats
DynDOLOD Worlds.pas - skip parent/child worldspaces with no valid world bounds or missing persistent cell
DynDOLOD Worlds.pas - report insane world bounds values
DynDOLOD Worlds.pas - updated a missing nif warning for neverfade references added by mod to just ignore instead of stopping generation
DynDOLOD Worlds.pas - fixed automatically checking 'Generate tree LOD' when vanilla tree LOD generation is disabled
DynDOLOD Worlds.pas - added missing brackets in try block checking form id rules
DynDOLOD Worlds.pas - fixed 'not a tree message' for now valid STAT LOD trees with Have Tree LOD flag set
DynDOLOD Worlds.pas - added a subliminal message to xEdit message log
DynDOLOD Worlds.pas - updated de-normalizing resource path to be less greedy
DynDOLOD Worlds.pas - added a simple xEdit.exe and LODGen.exe file time check
DynDOLOD Worlds.pas - read mapping data from Merge Plugins to apply rules for single plugins to merged plugins automatically
DynDOLOD TexGen.pas - added checks to force output directory
Papyrus Scripts - use fewer "strings"
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods
DynDOLOD_Manual.html - rename to xEdit - because there can be more than only one
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD_Reference.html - updated to reflect current process and for clarity

1.47
DynDOLOD Worlds.pas - added a missing ResourceExists check before trying to open it
DynDOLOD Worlds.pas - added discovery of tree LOD billboard textures for static tree LOD and export data for LODGen.exe
DynDOLOD Worlds.pas - simplified generation of ultra tree LOD
DynDOLOD Worlds.pas - updated detection of min/max world bounds as rule of one does not apply for overwrite records
DynDOLOD Worlds.pas - added a ResourceExists check when using meshes for dynamic LOD
DynDOLOD Worlds.pas - added a CRC32 check for full model tree meshes to match correct static tree LOD mesh for "dumb" file replacer mods
DynDOLOD Worlds.pas - optimized rule matching
DynDOLOD Worlds.pas - add references that use dunCGOutsideClutterMarker marker as XESP as static LOD instead of dynamic LOD - it enables references after intro scene played
DynDOLOD Worlds.pas - updated automatic alternate texture detection and made use of 3D Names definition file to determine which is the dominant texture of the LOD model
DynDOLOD Worlds.pas - added AppName identfier to all ini/cache files to be able to separate between different games
DynDOLOD Worlds.pas - fixed a case of glow LOD mesh file name detection if _lod is part of full mesh name
DynDOLOD Worlds.pas - use smallest/greatest worldspace bounds from entire overwrite list
DynDOLOD Worlds.pas - added IsSwitch for childworlds for manual references
DynDOLOD Worlds.pas - updated some functions for future billboard use in static LOD
DynDOLOD Worlds.pas - always skip marker when processing worldspace
DynDOLOD Worlds.pas - trying to optimize possible position changes to detect existing child world copies
DynDOLOD Worlds.pas - use full model for child world to parent world copy if object is really really huge
DynDOLOD Worlds.pas - fixed not replacing textures when using cached base elements
DynDOLOD Worlds.pas - added a [LODGen Settings] section to rule files so (updated) mods shipping with their own rules can overwrite default settings
DynDOLOD Worlds.pas - addjust option windows for title bar height
DynDOLOD TexGen.pas - added generation for cavebasewall01lod.dds, caverock01lod.dds, glacierslabnoalpha.dds
DynDOLOD TexGen.pas - added AppName identifier to all ini/cache files to be able to separate between different games
DynDOLOD-rules - added/updated rules for better compatibility with mods
Papyrus Scripts - write a debug message to log in case files are out of sync
Papyrus Scripts - added information MCM page
Papyrus Scripts - enable/disable use of NetImmerse Override in MCM - disabled by default
Papyrus Scripts - optimized parts of MCM
Papyrus Scripts - updated activating/deactivating function to be more robust
Papyrus Scripts - added function option to activate all active FarGrid/NearGrid cells instead of only the ones that changed state - used in patches of third party scripts
Papyrus Scripts - print debug message for all instances when a model is enabled
Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.46
DynDOLOD Worlds.pas - do not show worlds added by ignored mods
DynDOLOD Worlds.pas - added export of fMinSecondsForLoadFadeIn from DynDOLOD.ini to json to overwrite fade-in time after loading / fast travel
DynDOLOD Worlds.pas - added export of 3 emissive multipliers to be used on dynamic glow LOD to make it slightly brighter depending on distance, requires NetImmerse Override
DynDOLOD Worlds.pas - added export of 3D name of glow LOD meshes so emissive multiple can be set, requires NetImmerse Override
DynDOLOD Worlds.pas - added discovery of references using LIGH base elements which have no mesh that have neverfade flag set, use a pre defined fake glowing mesh for LOD
DynDOLOD Worlds.pas - added mesh masks to DynDOLOD.ini for full and LOD models to ignore for automatic matching
DynDOLOD Worlds.pas - added EditorID mask IgnoreBaseEDID= to DynDOLOD.ini to ignore base elements, was hardcoded before
DynDOLOD Worlds.pas - added a !NOT mod filename to reference mesh rules - rule will not be used if mod filename is found in load order
DynDOLOD Worlds.pas - only process references mesh rules when containing world is processed
DynDOLOD Worlds.pas - added simple detection of LOD models with 'passthru' in the filename - BSLightingShader/BSEffectShader is not modified by LODGen.exe, some non-LOD shader types/flags work in BTO, e.g. glow shader
DynDOLOD Worlds.pas - added eighth option 'ignore' to the mesh rules reference drop down and apply before tree LOD is generated
DynDOLOD Worlds.pas - remove VMAD from permanently disabled references so scripts do not execute on them
DynDOLOD Worlds.pas - fixed using LOD model for child world copies as intended
DynDOLOD Worlds.pas - added min radius settings in DynDOLOD.ini for fake lights discovery
DynDOLOD Worlds.pas - added creation and export to json data file of a uGridsToLoad sized cell list for fast travel quick switch of dynamic LOD
DynDOLOD Worlds.pas - added export of grid sizes to json for more effective dynamic LOD switching for fast travel
DynDOLOD Worlds.pas - added IgnoreWater switch for LODGen.exe if worldspace has 'No LOD water' flag set
DynDOLOD Worlds.pas - added advanced/expert setting for max atlas tile size
DynDOLOD Worlds.pas - updated advanced/expert options for Glow LOD
DynDOLOD TexGen.pas - updated dlc01soulcairnlod.dds, using 4th slot unused by vanilla
Papyrus Scripts - added slight startup delay before trying to access json data to give PapyrusUtil time to initialize
Papyrus Scripts - added workaround for game engine executing OnCellAttach twice on activators in persistent cell
Papyrus Scripts - optimized switching after loading and fast travel
Papyrus Scripts - reduced numbers of activating activaters after loading and fast travel
Papyrus Scripts - added true fade out for better blending of LOD windows
Papyrus Scripts - added setting emissive multiple when NetImmerse Override is present for LOD windows
Papyrus Scripts - added fade from black time setting
Papyrus Scripts - added check of esp version
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods
DynDOLOD_Manual.html - added new section called 'How to add rules for your own mod'
DynDOLOD_Manual.html - added new section called 'Glow LOD'
DynDOLOD_Manual.html - updated compatibility information for several mods

1:45
DynDOLOD Worlds.pas - added to also read rules files from ../skyrim/data/DynDOLOD/DynDOLOD_modnameesp.ini in case mod author wants to supply and maintain rules
DynDOLOD Worlds.pas - rules file for a mod can contain rule sections that only apply in case another mod is present, section header [skyrim 2ndmodfilenameesp], for simple compatibility patches
DynDOLOD Worlds.pas - also apply 'delete' and 'original' mesh rules before tree LOD is generated
DynDOLOD Worlds.pas - do not add textures from models with PassThru material to atlas
DynDOLOD Worlds.pas - explicitly set diffuse atlas texture to use alpha
DynDOLOD Worlds.pas - added switch for show on local map flag for LOD using emissive color - for water reflections after opening map once
Papyrus Scripts - optimized switching when leaving active worldspace
Meshes - updated LOD meshes for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.44
DynDOLOD Worlds.pas - start LODGen.exe minimized when in advanced or expert mode, set MinimizeLODGenExe=1 in DynDOLOD.ini to start LODGen.exe minimized in wizard mode
DynDOLOD Worlds.pas - do not use lod_flat.nif for static or dynamic LOD added by mods as they typically use the default texture atlas name which is generated and overwritten and becomes incompatible, use lod_flat_2.nif with distinct atlas texture instead
DynDOLOD Worlds.pas - added eigth option 'enable' to the mesh rules reference drop down setting XESP enable parent to player for references that have no XESP - use for trees so they are not done by tree LOD
DynDOLOD Worlds.pas - added additional switches to objects json
DynDOLOD Worlds.pas - copy XEMI record from child world reference to parent world references for consistent window glow
DynDOLOD Worlds.pas - updated output of alternate texture replacement list, requires new LODGen.exe from xEdit 170815 or newer
Papyrus Scripts - added a switch to fade out
Papyrus Scripts - added a switch to turn off model in child world regardless of reference keep rule
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes - updated LOD meshes for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.43
DynDOLOD Worlds.pas - fixed mesh replacement not working
DynDOLOD Worlds.pas - allow full textures to be atlassed
DynDOLOD Worlds.pas - output an alternate texture replacement list for future releases
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes - updated LOD meshes for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.42
DynDOLOD Worlds.pas - added an extra switch to reference json data for LOD using emissive color for future releases
DynDOLOD Worlds.pas - added ability to add both near and far grid to a reference
DynDOLOD Worlds.pas - added an one time splash screen to point out helpful documents
DynDOLOD TexGen.pas - fixed creating smelter01lod.dds
Papyrus Scripts - updated to not reset disabled references
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes - updated LOD meshes for better compatibility with mods

1.41
DynDOLOD Worlds.pas - fixed sometimes not carrying over all cell data when creating overwrite records
DynDOLOD Worlds.pas - fixed a rare exception updating cell data of overwrite records
DynDOLOD Worlds.pas - fixed an overzealous output path check
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD_Manual.html - added new compatibility section called 'Mods Requiring DynDOLOD'
DynDOLOD_Manual.html - updated compatibility information for several mods

1.40
DynDOLOD Worlds.pas - fixed getting default LODs from base elements
Meshes - updated LOD meshes for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.39
DynDOLOD Worlds.pas - fixed a typo causing error in process line 780
DynDOLOD Worlds.pas - updated the helpful error message in case an overwrite record links to a non-existent form id to be even more helpful
DynDOLOD Worlds.pas - made a distinction between superseded mods that are replaced and other mods that should simply not be in the load order while generating LOD
DynDOLOD Worlds.pas - changed mod warning message to sound less dramatic

1.38
DynDOLOD Worlds.pas - unset persistent flag from disabled neverfades if deemed safe
DynDOLOD Worlds.pas - export a reset list of former neverfades with persistent flag to json file
DynDOLOD Worlds.pas - copy non persistent cell 'containing' existing persistent references that were changed, may create intentional ITMs
DynDOLOD Worlds.pas - only treat neverfades that are persistent as neverfades
DynDOLOD Worlds.pas - refined overwrite detection when updating
DynDOLOD Worlds.pas - fixed adding duplicate activator when updating
DynDOLOD Worlds.pas - fixed adding rules erroneously when updating without using cache
DynDOLOD Worlds.pas - added ability to define full models in mesh rules without a LOD mesh being present, unset VWD
DynDOLOD Worlds.pas - automatically add LIGH to list of base elements eligible for LOD when a reference rule uses it, only works for LIGH base elements with models
DynDOLOD Worlds.pas - cleaned up form id conversions
DynDOLOD Worlds.pas - cleaned up getting full model from base elements
DynDOLOD Worlds.pas - added a message for 'duplicate' tree form ids causing tree LOD in loaded cells, get newer TES5Edit if it triggers
DynDOLOD Worlds.pas - disallow meshes/textures/skse in output path so none of the tools gets confused
DynDOLOD Worlds.pas - added checking matching DynDOLOD.esp version
DynDOLOD Worlds.pas - set no switching delay for dynamic LOD fires when attaching cell
Papyrus Scripts - added resetting references from reset list when initializing and activating/deactivating from MCM
Papyrus Scripts - improved dynamic LOD switching times when detaching cells and after fast travel
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.37
DynDOLOD Worlds.pas - fixed an exception for mod # > 128

1.36
DynDOLOD Worlds.pas - fixed pointer to integer conversions sometimes causing wrong ids
DynDOLOD Worlds.pas - optmized discovery of _far.nif
DynDOLOD Worlds.pas - assume disabled references with z = -300000 to be "Deleted" regardless of XESP
DynDOLOD Worlds.pas - updated a couple more cases to use a native TES5Edit function
Papyrus Scripts - fixed an error message
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes - updated LOD meshes for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.35
DynDOLOD Worlds.pas - fixed a list re-assigment causing exception
DynDOLOD Worlds.pas - added automatically using _far.nif if every other method failed
DynDOLOD Worlds.pas - added support for PassThru material for future releases
DynDOLOD Worlds.pas - some cosmetic updates to the forms
DynDOLOD Worlds.pas - removed a function to use native TES5Edit function instead
DynDOLOD TexGen.pas - added generation for dlc01soulcairndirt01lod.dds, dlc01soulcairndirt02lod.dds, dlc01soulcairndirt05lod.dds and dlc01soulcairnrock01lod.dds
Meshes/Textures - added new texture variants for better compatibility with DLC01

1.34
DynDOLOD Worlds.pas - added a helpful message about sResourceArchiveList in skyrim.ini in case Tamriel is not found
DynDOLOD Worlds.pas - added a bunch of numbers to 'sign' json files and the esp
DynDOLOD Worlds.pas - fixed not being able to set near grid to values Papyrus Scripts - added a message if a bunch of numbers are different
DynDOLOD_Manual.html - updated compatibility information for several mods

1.33
DynDOLOD Worlds.pas - Create texture atlas _n.dds without alpha channel since it is not used
DynDOLOD Worlds.pas - added write/read 'next object id' into/from a file so using a default DynDOLOD.esp will not reuse formids from former generations - this does not change save game update procedure
DynDOLOD TexGen.pas - moved beehivelod.dds to DynDOLOD_TexGen_noalpha.txt
DynDOLOD_Manual.html - added information about STEP texture pack
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes for better compatibility with mods

1.32
DynDOLOD Worlds.pas - made MNAM - Distant LOD set/get compatible with newer TES5Edit version
DynDOLOD Worlds.pas - use sleep from newer TES5Edit version when available
DynDOLOD Worlds.pas - write a helpful error message in case an overwrite record links to a non-existent form id
DynDOLOD Worlds.pas - missing vanilla tree billboards message now stops the process
DynDOLOD Worlds.pas - added an early check LODGen.exe exists
DynDOLOD Worlds.pas - fixed pointer to integer conversions causing wrong from ids in wine
DynDOLOD TexGen.pas - fixed string to float conversions causing exception with certain region settings
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

1.31
DynDOLOD Worlds.pas - made worldspace list for checkbox resilient versus overwrite records
DynDOLOD Worlds.pas - upgraded log message to a message dialog in case DynDOLOD.esp is not last in load order
DynDOLOD Worlds.pas - changed copied base element use the same signature as the source base element
DynDOLOD Worlds.pas - copy OBND data and flags when copying base elements for dynamic LOD
DynDOLOD Worlds.pas - added cache handling for LOD using emissive color for future releases
Papyrus Scripts - improve switching times of dynamic LOD for fast travel
DynDOLOD TexGen.pas - updated creation rules for dlc01soulcairnlod.dds
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

1.30
DynDOLOD TexGen.pas - added printing a line for each created LOD texture for better troubleshooting
DynDOLOD_TexGen.html - added a note for an alternative textures list file in case of crash
DynDOLOD Worlds.pas - fixed loading some rules twice sometimes
DynDOLOD Worlds.pas - fixed creating LOD for neverfades in child worlds that are copied to parent world
DynDOLOD Worlds.pas - fixed updating existing texture replacements on master record causing changes to other mods
DynDOLOD Worlds.pas - remember status of custom mod handling accross reruns without reloading default rules
DynDOLOD Worlds.pas - do not show child worlds in case they have erroneous *.lod file
DynDOLOD Worlds.pas - raised possible position changes to detect existing child world copies from 1/100 to 1/1000
DynDOLOD Worlds.pas - updated function to add manual base elements based on worldspace name
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

1.29
DynDOLOD Worlds.pas - updated link of require message for newer version
DynDOLOD Worlds.pas - wait longer before asking about LODGen.exe to not confuse users
DynDOLOD Worlds.pas - added waiting for LODGen.exe before showing complete message
DynDOLOD Worlds.pas - fixed adding master for injected elements
DynDOLOD Worlds.pas - added handling for LOD using emissive color for future releases
Papyrus Scripts - release an object reference when being done with it by assigning None
DynDOLOD_TexGen.html - added instructions and video for DynDOLOD TexGen.pas
DynDOLOD_QuickStart.html - updated links to new and shiny GitHub for TES5Edit
DynDOLOD_Manual.html - updated links to new and shiny GitHub for TES5Edit
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

1.28
DynDOLOD Worlds.pas - removed all ambiguity from the SKSE plugin json output folder so it always ends up next to meshes and textures
DynDOLOD Worlds.pas - added SW Cell coordinates to [world].json for new You Are Here MCM page
DynDOLOD Worlds.pas - updated a check for newer xEdit version so the nice error message shows again
DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list for real this time
DynDOLOD Worlds.pas - added FlagTrees switch to DynDOLOD.ini to set Has Distant LOD flag on tree base elements
Papyrus Scripts - added last top left message to the SkyUI MCM page, hover above it to see the full message at the bottom in case it gets cut off
Papyrus Scripts - added a You Are Here SkyUI MCM page to show position, cell and LOD filenames for the current location
DynDOLOD TexGen.pas - added creation of cavebaseground02
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.27
Papyrus Scripts - updated debug.trace notice for dynamic LOD objects to show the used mesh path and filename.
DynDOLOD-README.txt - added debug instructions
Meshes - ran all meshes through nifconvert to make triple sure they are valid

1.26
DynDOLOD Worlds.pas - changed method of setting base elements on town reference copies
DynDOLOD Worlds.pas - changed method of copying XEMI records on references
DynDOLOD Worlds.pas - disallow output path to be set to game folder, default to xEdit scripts folder if -o: is not set
DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list
DynDOLOD Worlds.pas - fixed lookup of persistent CELL when adding neverfades
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.25
DynDOLOD Worlds.pas - fixed a typo causing rare error

1.24
Papyrus Scripts - added debug.trace enable notice before enabling dynamic LOD objects
DynDOLOD Worlds.pas - added debug switch entry to DynDOLOD_Worlds.json, set to true and enable papyrus debugging in skyrim.ini for enable notices
DynDOLOD Worlds.pas - added seventh option 'copy' to the mesh rules reference drop down, for cases when 'original' is having the desired effect
DynDOLOD Worlds.pas - some visual options form adjustments
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD TexGen.pas - added creation of farmhouselod01
DynDOLOD_Manual.html - added new tutorial video
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes/textures - updated LOD meshes/textures for better compatibility with mods
Meshes/Textures - added the handful textures from High Resolution Texture Pack removing the need for its requirement

1.18
DynDOLOD Worlds.pas - add Generate static LOD checkbox to advanced window
DynDOLOD Worlds.pas - only update base element flags really needed for game engine
DynDOLOD Worlds.pas - optimized discovery of snowy versions of full models

1.17
Papyrus Scripts - changed activation caller to self to prevent loss of ethereal when moving across cell borders

1.16
DynDOLOD Worlds.pas - fixed a missing ) in functions.pas
DynDOLOD Worlds.pas - added output of TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_textures_used.txt for debugging purposes
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.14
DynDOLOD Worlds.pas - fixed not reading texture rule set in expert mode
DynDOLOD Worlds.pas - added automatically ignoring mods with BASHED PATCH as author
DynDOLOD Worlds.pas - updated LODGen export file parameters for upcoming future version
Papyrus Scripts - added an extra disable to dynamic LOD objects when leaving worldspace into an interior for faster release of resources
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.11
DynDOLOD Worlds.pas - fixed sExpert error
DynDOLOD_Manual.html - updated download information for Skyrim Vanilla LOD Source Files 1.6

1.10
DynDOLOD TexGen.pas - added new pas script to generate some (mostly landscape) LOD textures from full textures based on load order - requires xEdit svn 1937 or higher
DynDOLOD Worlds.pas - fixed trying to use missing h variant and use l variant instead
DynDOLOD Worlds.pas - fixed a case of not detecting a valid master
DynDOLOD Worlds.pas - updated adding new base elements for other than STAT
DynDOLOD Worlds.pas - added a method for new references to point to newly added base elements
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

1.04
DynDOLOD Worlds.pas - fixed sometimes not loading data from manual_ref_[worldspace name]
DynDOLOD Worlds.pas - automatically do not load data from manual_ref_[worldspace name] for certain mods

1.02
DynDOLOD Worlds.pas - delete LODGen_log.txt before processing several worlds - for a new LODGen.exe that appends to log
DynDOLOD Worlds.pas - updated atlas creation for xEdit svn 1935 and higher with automatic fall back to older versions
DynDOLOD Worlds.pas - fixed childworld ignore list sometimes not being loaded
DynDOLOD Worlds.pas - fixed not being able to update more than one worldspace at a time
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

1.00
DynDOLOD Worlds.pas - fixed wrong command when reading cache files for real this time
DynDOLOD_Manual.html - updated compatibility information for several mods
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

0.59.46
DynDOLOD Worlds.pas - fixed wrong command when reading cache files

0.59.45
DynDOLOD Worlds.pas - do not set VWD on base elements without object bounds
DynDOLOD_Manual.html - updated update instructions
Papyrus Scripts - updated error handling to be more precise
Papyrus Scripts - updated update instructions

0.59.31
DynDOLOD Worlds.pas - fixed not clearing child world data
DynDOLOD Worlds.pas - added completion message after everything is done
DynDOLOD Worlds.pas - added sixth option 'original' to the mesh rules reference drop down
DynDOLOD Worlds.pas - fixed doubling automatic SkyFalls rules under certain circumstances
DynDOLOD-rules - added/updated rules for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes - updated a LOD mesh for better compatibility

0.59.30
DynDOLOD Worlds.pas - added a new mod_world_ignore list: all references added by a mod to a world in its list will be ignored
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes - updated a LOD mesh for better compatibility

0.59.02
DynDOLOD Worlds.pas - fixed waiting for LODGen.exe to finish if it was never started before

0.59.01
DynDOLOD.ini - added whgate and whdoorfrontgate to child world ignore list, because Bethesda really moves things around

0.59.00
DynDOLOD Worlds.pas - copy XEMI record when creating dynamic LOD base element
DynDOLOD-rules - updated and ordered rules to be more consistent
DynDOLOD_Manual.html - updated Performance section considerably with tips and tricks
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes - updated LOD meshes for better compatibility

0.58.00
DynDOLOD Worlds.pas - fixed an integer conversion for mod # > 128
DynDOLOD Worlds.pas - fixed adding missing master when copying XESP element
DynDOLOD Worlds.pas - made child world discovery more robust
DynDOLOD Worlds.pas - no more export file overwrite warning in wizard mode, simply generate new export file and start LODGen.exe
DynDOLOD Worlds.pas - do not throw known error for a handful ETAC trees
DynDOLOD Worlds.pas - added alternate textures replacements for base elements, requires xEdit svn 1923 or higher
DynDOLOD Worlds.pas - do not set VWD on base elements using meshes in effects\ or water\ since they most likely never will have static LOD
DynDOLOD_Manual.html - updated compatibility information for several mods

0.57.00
DynDOLOD Worlds.pas - added wizard mode, set Wizard=0 in DynDOLOD.ini to start in advanced mode
DynDOLOD Worlds.pas - added tree LOD generation, requires xEdit svn1921 or newer. If 'Generate tree LOD' is not checked it uses the cached tree LOD data if it exists. If no cached data exists either it will try to read BTT files from game location
DynDOLOD Worlds.pas - added support for custom mesh-rules files for specific mods, check Edit Scripts\DynDOLOD\rules\
DynDOLOD Worlds.pas - added output of TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_mesh_count.txt with a count of how often a LOD mesh is used
DynDOLOD Worlds.pas - use TES5Edit -o argument for output path if available
DynDOLOD Worlds.pas - StorageUtilData path automatically uses output path, set StorageUtilDataSameAsOutput=0 to use data path, browsing only exposed in export mode
DynDOLOD Worlds.pas - updated advanced and expert options window
DynDOLOD Worlds.pas - added fith option 'delete' to the mesh rules reference drop down
DynDOLOD-rules - updated rules to adjust for the new rules logic
DynDOLOD-rules - added rules for several mods
DynDOLOD_Manual.html - removed no longer needed custom mesh rules information for mods that now have mesh rules files
DynDOLOD_Manual.html - added wizard mode videos, updated advanced mode videos, added a seperate video for splitting trees
DynDOLOD_Manual.html - added and updated compatibility information for several mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

0.56.00
DynDOLOD Worlds.pas - fixed trying to process child worlds with no dimensions
DynDOLOD Worlds.pas - fixed a mispelled command
DynDOLOD Worlds.pas - optimized generating atlas again from export file
DynDOLOD_Manual.html - upated formatting and some parts to hopefuly be clearer
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

0.55.00
DynDOLOD_Manual.html - added info about tree LOD billboards for download at https://www.nexusmods.com/skyrim/mods/62698/
DynDOLOD_Manual.html - updated Videos with tree LOD billboards download info
DynDOLOD_Manual.html - added more detailed uninstall information
DynDOLOD_Manual.html - added and updated compatibility information for several mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods
DynDOLOD-rules - updated rules for new LOD meshes

0.54.00 internal release
DynDOLOD Worlds.pas - add a copy in parent world when disabling a neverfade in a child world
DynDOLOD Worlds.pas - fixed writing not all child worlds to DynDOLOD_Worlds.json
DynDOLOD Worlds.pas - fixed reading child world data from previous generation if parent world is not used for LOD
DynDOLOD Worlds.pas - create LODGen export folder if it doesn exist
DynDOLOD Worlds.pas - added button to rebuild atlas dds from cached data for advanced screen
DynDOLOD Worlds.pas - fixed LOD being created for elements disabled by mesh rules

0.53.00 test release
DynDOLOD Worlds.pas - fixed adding masters for parent worldspace and parent cell elements
DynDOLOD Worlds.pas - LODGen Output path only updates when clicking "Default" button
DynDOLOD Worlds.pas - added signature FURN (furniture) to the list of base element types eligible for LOD
DynDOLOD Worlds.pas - updated some commands to use native TES5Edit functions
DynDOLOD-rules - updated rules for FURN

0.52.00
DynDOLOD Worlds.pas - improved automatic atlas creation now part of TES5Edit
DynDOLOD_Manual.html - added and updated compatibility information for several mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

0.51.02
DynDOLOD Worlds.pas - improved automatic atlas creation
DynDOLOD Worlds.pas - fixed adding masters for certain other elements
DynDOLOD Worlds.pas - updated a few functions that are now integrated into TES5Edit
DynDOLOD Worlds.pas - removed legacy code and checks not needed anymore
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods
0.51.01 DynDOLOD Worlds.pas - fixed error inserting meshes rules

0.51.00 DynDOLOD Worlds.pas - fixed adding masters for certain elements requiring their own masters

0.50.00
DynDOLOD-BETA-README.txt - updated for new LODGen.exe 0.6 and newly added functions to TES5Edit
DynDOLOD Worlds.pas - hide no longer needed LODGen options by default, set advanced=1 in DynDOLOD.ini to show changed output path behavior: instead of full path, meshes\terrain\[worldspace]\objects will be appended to it
DynDOLOD Worlds.pas - added support for using LOD meshes found in BSAs without the need to unpack. Load order applies. Loose files win.
DynDOLOD Worlds.pas - enabled ash material
DynDOLOD Worlds.pas - added override of STAT records and set VWD flag so their full models do not overlap LOD models outside loaded cells added BSA resource list to export file for LODGen.exe for LOD nifs and terrain btr files
DynDOLOD Worlds.pas - moved remaining functions from LODGen.pas to lib\lodgenalt.pas
DynDOLOD Worlds.pas - added cache for mesh files found in BSA and data folder
DynDOLOD Worlds.pas - added CreateAtlas() to create.pas
DynDOLOD Worlds.pas/Papyrus Scripts - Changed how masters are added - only masters of directly linked forms are added. No masters for forms "linked" by mod name and form id in the json files
DynDOLOD_Manual.html - updated manual for new TES5Edit Generate LOD options, especially LODGen for trees and splitting tree atlas
DynDOLOD_Manual.html - added and updated compatibility information for several mods
Meshes/Textures - changed mesh files to use single lod textures for automatic atlas creation
Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

0.45.22
DynDOLOD Worlds.pas - fixed json list sometimes being malformed in SaveFormlists3() in create.pas
DynDOLOD Worlds.pas - fixed erroneous child world object discovery when parent world is not used for LOD in DynDOLODProcessReference() in process.pas

0.45.21
Papyrus Scripts - moved all script properties from esp into json data files, this means less cruft and persistant data in save game
Papyrus Scripts - Added a SkyUI MCM menu with on/off toggle and helpful information for updating
DynDOLOD Worlds.pas - updated throughout to create additional json data files
DynDOLOD Worlds.pas - added a fourth option to the mesh rules reference drop down
DynDOLOD Worlds.pas - changed child world object copy regarding existing LOD for better mod compatibility and added objects to ignore lists to compensate for duplicates
DynDOLOD Worlds.pas - added mode to create a new mod with MNAM - Distant LOD overrides for STAT base elements to use with CK or original LODGen and DynDOLOD Modders Resource - only useful for modders...
DynDOLOD-rules - updated rules for changed child world copy
DynDOLOD_Manual.html - added and updated compatibility information for several mods
Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

0.44.20
DynDOLOD_Manual.html - added and updated compatibility information for several mods
Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods
DynDOLOD-rules - updated rules for better compatibility with mods
DynDOLOD Worlds.pas - fixed reading of existing Grids in ReadMasterFile in preapare.pas
DynDOLOD Worlds.pas - fixed NearGrid being one cell off north/south in create.pas
DynDOLOD Worlds.pas - changed treatment of lod_lod throughout for better compatibility with mods
Papyrus Scripts - removed initialization autosave since it is not required anymore after changes in 0.43.13
Papyrus Scripts - fixed NearGrid sometimes switching off at a greater distance than required
Papyrus Scripts - made dynamic object switching more resilient against rapid repeated cell changes

0.43.19
DynDOLOD Worlds.pas - made sure existing neverfades with no rules are added to FarGrid by default in DynDOLODProcessReference() in process.pas
Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods
DynDOLOD_Manual.html - added and updated compatibility information for several mods

0.43.18
Meshes - added new and updated LOD meshes for better compatibility with mods
DynDOLOD_Manual.html - added and updated compatibility information for several mods
DynDOLOD-rules - updated rules for better compatibility with mods

0.43.17
DynDOLOD Worlds.pas - moved getting world dimensions from ScanWorlds() in process.pas to DynDOLODPrepareWorld() in prepare.pas
DynDOLOD Worlds.pas - raised possible position changes to detect existing town copies from 1/10 to 1/100
Meshes/Textures - added new and updated LOD meshes for better compatibility with mods
DynDOLOD-rules - added rules for new meshes
DynDOLOD_Manual.html - added and updated compatibility information for several mods

0.43.16
DynDOLOD Worlds.pas - fixed number conversion for regions using different decimal seperator
DynDOLOD_Manual.html - added and updated compatibility information for several mods

0.43.15
DynDOLOD Worlds.pas - ignore references outside of world in DynDOLODProcessReference() in process.pas
DynDOLOD Worlds.pas - fixed to also add masters for override records throughout
DynDOLOD Worlds.pas - fixed reading existing data for manual dyanmic objects in ReadMasterFile() in prepare.pas
DynDOLOD Worlds.pas - fixed reference rules not carried over for town copies in AddTownREFR() in process.pas
Meshes - added new and updated LOD meshes for better compatibility with mods

0.43.14
DynDOLOD Worlds.pas - fixed reading existing data for current world/child worlds only in ReadMasterFile() in prepare.pas
DynDOLOD Worlds.pas - rewrote cell and formlist generation code to be slighlty less crazy and a bit faster in create.pas
DynDOLOD Worlds.pas - added ability to add manual entries to LODGen export file for better compatibility with mods
DynDOLOD-rules - updated for better compatibility with mods. Moved tree rule down in low and medium - because order really does matter
Meshes/Textures - added and updated a couple LOD meshes/textures for better compatibility with mods
Papyrus Scripts - fixed state switching of outside cells from within child worlds
DynDOLOD_Manual.html - added compatibility information for several mods

0.43.13
Papyrus Scripts - use IntList instead of FormList with PapyrusUtil to work around > 128 mod issue when using FormListHas function
DynDOLOD Worlds.pas - updated output to IntList json file in SaveFormlists() in create.pas

0.43.12
DynDOLOD_Manual.html - added compatibility information for several mods, moved images to img folder
DynDOLOD Worlds.pas - updated texture lookup for better compatibility with mods in LODTexture() in functions.pas
DynDOLOD.ini - added mountain to child world ignore list
Meshes/Textures - added lots of new texture variants for better compatibility with mods
Papyrus Scripts - replaced flip flopping states with distinct variables for better reliability in high stress situations

0.42.11
DynDOLOD_Manual.html - uploaded and added a second guide video for non-MO users, works for NMM too
DynDOLOD Worlds.pas - fixed a few integer/cardinal conversions to be more robust when there are ore than 128 mods loaded
DynDOLOD Worlds.pas - stop XESP chain lookup if linked to element is not a reference in AddDynDOLODREFERValues() in functions.pas
DynDOLOD Worlds.pas - fixed missing meshes message in DoBaseElement() in process.pas
Meshes\lod - add some texture variants for Falskaar and other mods

0.42.10
DynDOLOD_Manual.html - updated LODGen for trees section. Especially note the information about TES5Edit -o:"" output folder argument
DynDOLOD_Manual.html - updated SkyFalls and SkyMills specific info
DynDOLOD Worlds.pas - added signature CONT (container) to the list of base element types eligible for LOD
DynDOLOD Worlds.pas - load default preset if no preset.ini is found in LODGenPresetLoad() in optionsform.pas
DynDOLOD Worlds.pas - added a workaround for BaseRecord() oddities in DoDynDOLOD in create.pas

0.42.9
DynDOLOD_Manual.html - updated LODGen Skyrim Flora Overhaul specific info

0.42.8
DynDOLOD_Manual.html - updated LODGen for trees section and added Skyrim Flora Overhaul specific info
DynDOLOD_Manual.html - added note that landscape LOD needs to be unpacked once for each worldspace
DynDOLOD-rules-low.ini - updated farmhouse rule
DynDOLOD Worlds.pas - fixed neverfade handling for objects in child worlds/towns in DynDOLODProcessReference() in process.pas
DynDOLOD Worlds.pas - only add lines to export file for LODGen.exe when there is LOD in at least one level in DoBaseElement() in process.pas
DynDOLOD Worlds.pas - fix tree cache in TreeWorldspace() in treelodpatcheralt.pas
Meshes\DLC01\LOD\Castle - add some LODs for castle to level 8/16

0.42.7
DynDOLOD-BETA-README.txt - added information about LODGen.exe crashing with unpacked terrain meshes
DynDOLOD Worlds.pas - added logic to checkbox if landscape LOD is actually available for LODGen.exe in optionsform.pas
DynDOLOD Worlds.pas - added missing instance of AddMasterIfMissing() in DynDOLODPrepareWorld() in prepare.pas

0.42.6
DynDOLOD Worlds.pas - fixed logic of custom reference rules in DynDOLODProcessReference() in process.pas
DynDOLOD Worlds.pas - added a couple missing instances of AddMasterIfMissing() in AddDynDOLODBaseElement() in functions.pas

0.42.5
Initial public beta release



Credits

TES5Edit Team in general

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

Bethesda for the game, models and textures

NifTools

DynDOLOD includes LOD assets based on models and/or textures from:

 



Holy Cow I fixed Skyrim - Sheson

Posted (edited)

=======================================================================
DynDOLOD - Dynamic Distant Objects LOD - Sheson
=======================================================================

Frequently Asked Questions

=======================================================================

Q: What does RTFM stand for?

A: Read The Funtastic Manual! Read the update post!

=======================================================================

Q: Skyrim Special Edition?

A: Beta. See ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html

=======================================================================

Q: Skyrim VR?

A: Beta. See ..DynDOLOD\Docs\DynDOLOD_Manual_TES5VR.html

=======================================================================

Q: Game: Performance

A: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior.

A: There are 3 presets: Low - almost none. Medium - like SkyFalls + SDO but 1000x better visuals. High - certainly yes. RTFM to adjust every detail yourself.

=======================================================================

 

Q: Do I need DynDOLOD to improve distance views / map?
 
A: DynDOLOD is a set of tools to generate a comprehensive LOD mod for drastically improved tree and object LOD. DynDOLOD ships with thousands of new LOD models that are missing from the game. The tools automate and combine processes into a few easy steps, that otherwise take months if not years to do manually.
 
A: There are no INI settings that improve or update tree or object LOD meshes or textures for the current load order. LOD needs to be generated for the current load order to match and work correctly.
 
A: Increasing uGridsToLoad does not improve LOD, it pushes the border where tree and object LOD start further away. It is not recommended to change it for stable play through. Use ultra tree LOD with 3D tree LOD models.
 
A: Using/Increasing uLargeRefGridSize has visual bugs which are documented in ..\DynDOLOD\Docs\SkyrimSELargeRefGrid\SkyrimSE-LargeRefGrid.html. It typically only works for a pre-defined list of vanilla large references (excluding trees) and exponentially requires more resources and performance than better matching and improved LOD. Setting insane values is not improving LOD meshes or textures. Texture flicker is caused by incompatible plugins triggering large reference bugs. The setting is not a substitute for better matching and improved object and tree LOD meshes and textures.
 
A: LOD only works and looks correctly for the load order it was generated for, which means pre-made LODs are always wrong and cause visual issues. Especially tree LOD breaks easily, see answers below for 'LOD trees show in loaded cells' for example.
 
A: Generating improved tree and object LOD with DynDOLOD is easy and following proper modding practice, testing it can be done quickly without affecting the load order or save files.
 
A: Use xLODGen to generate improved and bug free terrain LOD meshes and textures before generating improved tree and object LOD with DynDOLOD.
 
A: Use xLODGen or DynDOLOD to update occlusion data to fix rectangular holes in the distance. See 'Rectangular holes in LOD' below.
 
=======================================================================

Q: xEdit / TES5Edit / FO4Edit / SSEEdit

A: They are all the same thing. The 'x' in xEdit stands for whatever game is currently used. Substitute the 'x' by whatever game/path you are using. The xEdit.exe can be renamed to work for different games.

=======================================================================

Q: Virus?

A: Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab.

A: Check with https://www.virustotal.com to rule out false positives.

=======================================================================

Q: Errors while running DynDOLOD.exe/TexGen.exe

A: Look for helpful messages in the log above the error.

A: Use the latest version of DynDOLOD.exe/TexGen.exe.

A: Do not install tools or game into special Windows folders like Program Files.

A: Check this FAQ for the error.

A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.

A: If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error to the Official DynDOLOD Forum

=======================================================================

Q: DynDOLOD.exe: Not seeing all worlds in the selection box

A: Only worlds that have existing lodsettings file in ..\Data\LODSettings\[Worldspace].lod are shown.

A: Some worlds added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Remove the worldspace name from the filter file ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on the Official DynDOLOD Forum for more information.

A: Read The Funtastic Message under the world selection box. When using MO check that ..\ModOrganizer\profiles\[profile name]\Skyrim.ini / SkyrimVR.ini contains

Skyrim
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

Skyrim Special Edition / Skyrim VR
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa

Enderal
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=EEN - MeshesLOD.bsa, EEN - Meshes.bsa, EEN - Music.bsa, EEN - Scripts.bsa, EEN - SoundFX.bsa, EEN - SoundVoice.bsa, EEN - SoundExtra.bsa, EEN - TexturesLOD.bsa, EEN - Textures1.bsa, EEN - Textures2.bsa, EEN - Textures3.bsa

WARNING: It is possible the ArchiveLists are different for non English versions of the game, especially in case of Enderal. Do not replace these lines in case they are already existing and appear to work correctly.

Proper INIs with the Archive lines included are usually created when the launcher of the game is started once.

=======================================================================

Q: Checking for errors in DynDOLOD.esp or DynDOLOD.esm with xEdit

A: .. \ Record Flags -> are intentional and can be ignored.

A: Any other error indicates a problem that should be reported to the Official DynDOLOD Forum

=======================================================================

Q: TexGen.exe/DynDOLOD.exe:
A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game.

=======================================================================

Q: TexGen.exe/DynDOLOD.exe: Access is denied

A: The OS, UAC, anti virus or another third party program is denying access to a file. Use the appropriate OS, UAC, anti virus settings etc. to allow access, including the TexConv.exe/LODGen.exe executables in the ..DynDOLOD\Edit Scripts folder.

A: Make sure only one copy of TexGen.exe/DynDOLOD.exe is running at a time.

=======================================================================

Q: DynDOLOD.exe: Missing model 'meshes\..\*.nif' - ignoring * [sTAT:xxxxxxxx] for dynamic LOD

A: Verify that all required BSA files are loaded. MO archive management is incompatible with many 3rd party tools like xEdit. Check startup log of DynDOLOD or xEdit, make sure BSA files are loaded via a matching esp filename.

A: Make sure that after merging plugins, their assets are still loaded. BSAs are only loaded via matching esp filename.

A: Plugins often have left over base elements referencing non existing nifs. Look up the form id [sTAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Reload the record and check bottom for tab 'Referenced By'. If the tab is not shown, the base element is not used by any references and this error can be ignored. Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author.

=======================================================================

Q: DynDOLOD.exe: ERROR: Worldspace object bounds added by plugin name.esp for [xxxxxxxx] Worldspace outside +- 128 cells.

A: A plugin changes the size of a worldspace beyond useful values. Either do not select this worldspace when generating LOD or fix the object bounds to useful values if they seem to be wild edits. To fix worldspace bounds error, in xEdit, open the worldspace record by entering the FormID of the worldspace into the field top left. Hit Enter key. Scroll right to the column of the plugin. Scroll down to the rows for Objects Bounds. Right click a value and select edit and enter a number
A: In addition, optionally, in the left tree view unfold the worldspace and and investigate Blocks with numbers = 4 for unintentional edits.

=======================================================================

Q: DynDOLOD.exe: Could not be resolved

A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: There is a problem in xxx.esp with xxx using [xxxxxxxx]

A: There is a plugin in the load order that links to a non existing form id. Use the mentioned form IDs to look up the records in xEdit. It will help to narrow down the broken plugin. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Duplicate FormID [xxx] in file [xx] xxx.esp

A: There is a plugin in the load order that duplicates an existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.

=======================================================================

Q: DynDOLOD.exe: FormID [xxx] references a master which is not available in file [xx] xxx.esp

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

A: Often caused by a broken Bashed Patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.

=======================================================================

Q: DynDOLOD.exe: Found a reference, expected for New Texture: TXST

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp

A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help.

=======================================================================

Q: DynDOLOD.exe: Tree LOD: Error: Can not find tree LOD billboards required to create tree LOD

A: Always install the required vanilla tree LOD Billboards, then any optional LOD Billboards for tree mods in the load order. See the 'Requirements' section in the manual.

=======================================================================

Q: DynDOLOD.exe: Tree LOD and similar

A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. Typically billboards are only created for trees. Some world spaces do not have any trees.

=======================================================================

Q: DynDOLOD.exe: Note: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_n.dds normal map not found, using flat replacement

A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.

=======================================================================

Q: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures\*.dds: Not a valid DDS texture

A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.

A: Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is.

=======================================================================

Q: DynDOLOD.exe: Warning: Error when loading "meshes\*.nif": Not a valid NIF file

A: The mentioned NIF file is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown.

A: Look up the NIF path in MOs right window Data tab to find out which mod supplies it. Reinstall the NIF from the mod, DynDOLOD Resources, whichever it is.

=======================================================================

Q: DynDOLOD.exe: FAILED loading DDS (80004005) *.dds / Error preparing textures for atlas: Error loading textures\*.dds: Executing TexConv returned error

A: The mentioned texture uses an unsupported format and needs to be converted or replaced.

A: See answers for Error preparing textures for atlas: Error loading textures\*.dds: Not a valid DDS texture

=======================================================================

Q: Game: Tree LOD: LOD trees do not match close-up full model trees

A: If the billboard tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods.

A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions.

A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.

A: Find better matching billboards for the tree mods or create them. See this video https://www.youtube.com/watch?v=MFsIbCJWH_c

=======================================================================

Q: Game: Tree LOD: LOD trees textures cut off mid-way

A: The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.*

A: Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods.

=======================================================================

Q: Game: Tree LOD: LOD trees show in child worlds / towns

A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.

=======================================================================

Q: Game: Tree LOD: LOD trees show in loaded cells

A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html

A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.

=======================================================================

Q: DynDOLOD.exe / LODGen.exe: There were errors in one or more LODGen logs resulting in incomplete static object LOD

A: Check the mentioned log LODGen_[GAMEMODE]_[Worldspace]_log.txt for specific error message

A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output and try again.

A: Nif not found - Make sure the nif that is not found exists as loose file or in one of the loaded BSAs. Verify loaded BSAs in the loading messages of the DynDOLOD log. Turn off MOs archive management.

A: Rerun LODGen.exe for a specific worldspace by setting Expert=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini, select worldspace in drop down, click "Execute LODGen.exe" button

=======================================================================

Q: Game: Incomplete static object LOD / LODGen.exe crash

A: Make sure DynDOLOD Resources Core Files have been installed completely. Sometimes mod managers fail to download or unpack archives correctly. Use a better mod manager.

A: Make sure to use latest LODGen.exe version included in the standalone download.

A: The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output and try again.

A: Wait for all LODGen.exe processes to complete on their own. Close DynDOLOD.exe and save plugin once all LODGen processes finished.

A: Search the Official DynDOLOD Forum for the error message and possible disucssions and solutions.

A: If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GameMode]_log.txt and LODGen_[GAMEMODE]_[Worldspace]_log.txt or a screenshot of the error to the Official DynDOLOD Forum

=======================================================================

Q: Game: Rectangular holes in LOD

A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the 'TVDT - Occlusion Data' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html and https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-data/

=======================================================================

Q: LODGen.exe: Runs a long time / The LOD files generated are several GB in size

A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.

A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.

A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.

=======================================================================

Q: Game: DynDOLOD requires SKSE

A: SKSE is not installed, outdated or not running at all.

A: Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods.

A: Check the logs in c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\

=======================================================================

Q: Game: DynDOLOD requires PapyrusUtil

A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources.

A: PapyrusUtil is not installed, outdated or not running at all.

A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods.

A: Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.

=======================================================================

Q: Game: DynDOLOD requires DynDOLOD.DLL

A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL.

A: The DynDOLOD.DLL is not installed into the correct games ..\Data\SKSE\Plugins folder, outdated or not running at all.

A: Make sure you have the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil.

A: Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly.

=======================================================================

Q: Game: DynDOLOD requires plugins generated with version x.xx or higher

A: Either the plugins were generated with an older standalone version or the papyrus scripts from DynDOLOD Resources / DynDOLOD DLL are the wrong version.

A: Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources / DynDOLOD DLL. Do not use DynDOLOD Resources / DynDOLOD DLL with higher version than version of DynDOLOD standalone.

A: Make sure the DynDOLOD Resources / DynDOLOD DLL version is high enough for the DynDOLOD standalone that is being used. For example plugins generated with DynDOLOD standalone 2.45 require DynDOLOD Resources 2.45 / DynDOLOD DLL 2.45

=======================================================================

Q: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name]

A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above.

A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers.

A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors.

=======================================================================

Q: Game: ILS or CTD

A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini.

A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.

A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.

A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution.

A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.ini. Alternatively add/set [saveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.

=======================================================================

Q: Game: Out of place objects / floating objects / flickering full models

A: If LOD was generated for a different load order generate LOD for the current load order.

A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video https://www.youtube.com/watch?v=c3zVK8PD3Vg&t=1752 or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything.

A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html

A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates.

A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.

A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD.

A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro.

A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000.

A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compability. This is especially true with mods modifying the walled cities. User are asked and welcome to provide feedback to href="the Official DynDOLOD Forum in order to get everything working with as much compatibiliy as possible. Include a link to the mod and screenshots about issues if possible.

A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.

=======================================================================

Q: Game: Save game size

A: More LOD means more data. Dynamic LOD saves data and current state of several 10,000s of objects which equates to several MB. Data and current states are saved, so that the same work does not have to be done over and over again. Once all world spaces have been visited this is more less a one time increase.

 

A: DynDOLOD does not cause save bloat. It does not use the methods that cause save bloat. Never did. Consult forums with knowledgeable people that investigate, discuss and solve problems like the official support forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ 

=======================================================================

Q: Game: Script instances

A: Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active.

=======================================================================

Q: Game: Script errors

A: Make sure to use matching script and plugin versions

A: Save game update gone wrong. Test with new game, if successful, repeat clean save procedure.

=======================================================================

Q: Help, feedback, comments?

A: S.T.E.P. Forums the Official DynDOLOD Forum

=======================================================================

THE SOFTWARE IS PROVIDED 'AS IS' AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.

Edited by sheson

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

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