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Dynamic Distant Objects LOD - DynDOLOD 2.21

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DynDOLOD 2.19/2.20 / 2.21 condensed update post | Full Update Post | Skyrim Special Edition

 

What’s New?

 

This updates includes minor speed improvements for DynDOLOD.exe and TexGen.exe, 64 bit executables and visual improvements for billboards used as static LOD (higher LOD levels 8/16) if using the ultra tree LOD option. Of course there are also a few updates for a couple mods.

 

See Full update post for 2.xx update instructions

 


 

64 bit executables

To avoid confusion, this has nothing to do with Skyrim SE being 64 bit. Just going with the flow. There is no requirement for this right now, but it will work natively with 64 bit managers or if executed directly. 64 bit versions are a tiny bit slower due to a couple reasons, but obviously they will allow for more data to be loaded... in the future... for insanely large load orders. Another long term benefit is, that the 64 bit changes are merged back into xEdit sources.

 

Improvements for billboards used as static LOD

When using the ultra tree option and you ever thought far away trees or trees on the map look too dark or too bright, check out the new Trees on the Map section in docs\trees.ultra\DynDOLOD-Trees.html. The new default settings should already result in better lighting behavior. If not try any of the additional tips from the manual. To update an existing save game, it is enough to just do an update generation with the existing DynDOLOD.esp in the load order. Then no clean save cycle is required. Just a save in an interior before updating.

 

Persistent references

There is a new switch Temporary=0/1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini, which instructs the patcher to use less persistent references. This is for users who have so many mods installed and suffer from CTD when clicking new as we discussed recently. The downside is, that by using temporary references more plugins may have to be used as masters and the generated DynDOLOD.esp will be larger, because of additional CELL data that needs to be copied. If you do not have any problems starting the game there should be no reason to use this setting.

 


 

Mods Requiring DynDOLOD

Spice of Life - Orc Strongholds - overwrite meshes from DynDOLOD Resources with the ones included in the mod

 

Verified working out of the box - included rules

Wind's Rest Estate - A Whiterun Tundra Home

Ayleid Palace Remastered

 

Verified working out of the box - added/updated meshes and/or textures

Settlements Expanded

Greater Skaal Village

Whiteraven Manor

Tactical Valtheim

Dwemer Manor

JKs Skaal village

Dolmen Ruins - ESO Dark Anchors

Peak Aspens - Billboards included in versions for DynDOLOD/TES5LODGen in optional files

Fantasy Forest Overhaul - Billboards included in versions for DynDOLOD/TES5LODGen in optional files

 

 


 

DynDOLOD 2.21 - Download from Mega, Nexus

 

DynDOLOD Resources 2.20 - Download from Mega, Nexus

 

DynDOLOD Patches 2.22 - Download from Mega, Nexus

 


 

[spoiler=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

 

 

[spoiler=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

 

 

[spoiler=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

 

 

[spoiler=Changelog DynDOLOD 2.22]

DynDOLOD Patches - fixed a typo in Wizard.txt

 

 

 

 

See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skryim mods.

 

DynDOLOD 2.18

Edited by sheson

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Oh ein Update, klasse. Die Dateien im DL-Bereich vom Nexus scheinen aber nicht vorhanden zu sein. Mega tuts :-)

Edited by archer

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Oh ein Update, klasse. Die Dateien im DL-Bereich vom Nexus scheinen aber nicht vorhanden zu sein. Mega tuts :-)

Nexus ... Tried re-up several times, same result. Ich glaube die brauchen mal einen ordentlichen sysadmin.

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Hi there,

 

I've updated to 2.19 and am starting a new game. Rebuilding/installing from scratch. I seem to be getting this error everytime however:

 

"[00:05:45.246]    Exception in unit userscript line 322: List index out of bounds (-1)"

 

Here's a link to the log if it sheds any light: https://www.dropbox.com/s/13hfoh0w5bleruj/DynDOLOD_log.txt?dl=0

 

I'm sure I'm doing something wrong here!

 

Thanks

Edited by Atardecer

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Hi there,

 

I've updated to 2.19 and am starting a new game. Rebuilding/installing from scratch. I seem to be getting this error everytime however:

 

"[00:05:45.246]    Exception in unit userscript line 322: List index out of bounds (-1)"

 

Here's a link to the log if it sheds any light: https://www.dropbox.com/s/13hfoh0w5bleruj/DynDOLOD_log.txt?dl=0

 

I'm sure I'm doing something wrong here!

 

Thanks

Looks like something I did. There will be a new version fixing this soon.

 

Edit: should be fixed in 2.20

Edited by sheson

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Now 2.20 gets stuck at the Creating atlas textures DynDOLOD_Flat_Atlas_Tamriel.dds from 47 textures

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Now 2.20 gets stuck at the Creating atlas textures DynDOLOD_Flat_Atlas_Tamriel.dds from 47 textures

Might be caused by a problematic billboard dds. Did you try more than once to see if this is a repeatable error?

 

If the problem is consistent, upload/post DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_tamriel_flat_textures_used.txt

Let me know which tree mods / billboards you installed.

Edited by sheson

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Might be caused by a problematic billboard dds. Did you try more than once to see if this is a repeatable error?

 

If the problem is consistent, upload/post DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_tamriel_flat_textures_used.txt

Let me know which tree mods / billboards you installed.

Deleted everything and redone, gets through 2 atlas textures and provides an "Exception in unit userscript line 322: CreateProcess failed, error code 2" and no log created @ ..\DynDOLOD\logs\DynDOLOD_log.txt

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Deleted everything and redone, gets through 2 atlas textures and provides an "Exception in unit userscript line 322: CreateProcess failed, error code 2" and no log created @ ..\DynDOLOD\logs\DynDOLOD_log.txt

Are you using MO 2.x beta by any chance? Are you executing DynDOLOD.exe or DynDOLODx64.exe?

What is the installation path of DynDOLOD? The Game?

 

The error indicates a problem starting DynDOLOD\Edit Scripts\LODGen.exe or LODGenx64.exe, make sure it is the latest version from 2.19/2.20

 

The DynDOLOD_log.txt will be created when you close DynDOLOD.exe.

Edited by sheson

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It looks like you installed DynDOLOD Standalone as a mod in MO. Do not do that.

Install it into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure.

Edited by sheson

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Hi there,

 

Thank you for putting forth the time and effort to create such an expansive mod. However, I fear the worst has happened. I have spent the last month working to try and get my Skyrim fully modded. Everything was working perfectly for me, with ENB, SKSE, memory patches, etc at 60FPS without stuttering. I was done. I was finished. People kept recommending I download this Mod, so I gave it a shot.

 

Now, my game stutters like a hyped-up Nord on a sugar rush. Graphics look funny... game crashes constantly... and I followed the guide step by step using Poets video. I tried it again at the lowest settings and the same things happened. Performance wise, im getting huge FPS drops.

 

And so, I uninstalled by deleting the folders and removing any mods associated with DynDOLOD. My game still is stuttering and looks even worse.

 

What are my options, or am I required to just start from scratch?

Note: Yes, my game i fully patched, fully optimized, etc. I just want to try and go back in time here... if at all possible... and uninstall properly.

 

My Specs:

Windows 10 64 Bit

AMD 395X 4GB

16GB RAM

Edited by FatKidWitAJetPak

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And so, I uninstalled by deleting the folders and removing any mods associated with DynDOLOD. My game still is stuttering and looks even worse.

 

I can not really help with problems the game already has when DynDOLOD is not installed. I suggest you follow a modding guide like S.T.E.P. from the ground up.

Then read the performance section in the manual.

Edited by sheson

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Nice work on the persistent records toggle.  I may just have to overcook things again just to test it!  After the previous discussions I stripped out four or five mods and have been running 'lite' ever since :P

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Nice work on the persistent records toggle.  I may just have to overcook things again just to test it!  After the previous discussions I stripped out four or five mods and have been running 'lite' ever since :P

When you do these test, get this updated countref.pas for xEdit.

 

I have the theory that the 64k limit of persistent references is the number of the combined persistent references from a parent worldspace and all its child worlds, like the cities etc. Child worlds can have a flag called 'Use Sky Cell', so this might be a factor as well.

 

Note that in Legendary there is only the parent worldspaces Tamriel and Solstheim. There is a 3rd parent cwtest that can be ignored.

All other worldspaces are childs one way or another.

 

The updated script sums the total for each worldspace parent+childs with the flag set (f) and another total with the flag ignored.

 

Just right click on any plugin in the left window and apply script.

 

Let me know if you can figure out if the limit is with/without flags or not related at all.

Edited by sheson

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