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Dynamic Distant Objects LOD - DynDOLOD 2.21


sheson

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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

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Sheson, DynDOLOD can be installed without any mod manager ? i mean all manually...

I suggest to read the description and installation instructions in the quickstart or manual.

 

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. 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.

The only time the instructions mention a manager (Mod Organizer) is to make sure its users do not install to a wrong folder.

Edited by sheson
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Hello I was hoping I could get some help in this thread. See i recently went through the process in downloading SRLE extended: Legacy of the dragonborn, and it is fantastic. However when i leave DYNDOLOD installed every time i go outside it crashes and leaves this message "Skyrim has crashed because an object reference with form ID: 0x10F5C0, base form ID:0x1C435 and type: 0x22 failed to produce loaded node most likely due to a corrupted mesh or other reasons." I have reinstalled DYNDOLOD, completely removed it from my computer then regenerated the worlds, and each time it is not the same numbers however. The most recent crashed provided me with this "Skyrim has crashed because an object reference with form ID: 0x7B7A6, base form ID:0x1C42F and type: 0x22 failed to produce loaded node most likely due to a corrupted mesh or other reasons."

Please any help you can provide would be appreciated, I can play without having DYNDOLOD loaded up, but i love the mod so much I cannot imagine playing without it. Also i asked people in SRLE extended LOTD, and they told me to ask here, so once again please and thank you.

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"Skyrim has crashed because an object reference with form ID: 0x7B7A6, base form ID:0x1C42F and type: 0x22 failed to produce loaded node most likely due to a corrupted mesh or other reasons."

Enter the base Form ID it mentions into xEdit Form ID field top left and press enter. This will show the data for the referenced base record and the used nif model. Make sure that file exists in the load order and is not corrupted. You can use the xEdit assets browser with CTRL+F3 to load it into nifskope or better use nifscan to check it for errors. If neither shows errors, remove or reinstall any mod that is supplying the problematic nifs.

Edited by sheson
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Alright, sorry for the delayed reply. So I went into TES5edit and typed in all the error messages i received and unfortunately they are unable to find any form of the ID I believe. Where should i go from here?

The base Form IDs 1C435 and 1C42F are for road models like Landscape\Roads\RoadStraight02.nif. DynDOLOD does contain or change those models.

1c435.png

Edited by sheson
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The base Form IDs 1C435 and 1C42F are for road models like Landscape\Roads\RoadStraight02.nif. DynDOLOD does contain or change those models.

Thank you, thank you, thank you! I have no idea, but when i merged my mods into one real roads' textures did not get merged along with it. I re-enabled the mod and started up skyrim everything worked fine. I do not know why when i had DYNDOLOD enabled it crashed, but thank you for helping me solve this problem!

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So just got to my first non-Skyrim worldspace on this playthrough, Beyond Reach. LOD is not unloading - floating roads, flashing buildings, blocky landscape. LOD in the Tamriel worldspace is just fine, no issue at all. Can I fix the Arnima LOD without having to rerun the whole process? Is this a TexGen issue or a DynDOLOD esp issue? What should I be trying?

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So just got to my first non-Skyrim worldspace on this playthrough, Beyond Reach. LOD is not unloading - floating roads, flashing buildings, blocky landscape. LOD in the Tamriel worldspace is just fine, no issue at all. Can I fix the Arnima LOD without having to rerun the whole process? Is this a TexGen issue or a DynDOLOD esp issue? What should I be trying?

Sounds like static LOD is not unloading. Save and reload.

Test with new game, use 'cow arminaduplicate003 0 0' from main menu

If using crash fixes with OSAllocators check custom memory settings.

Make sure to use proper ini settings by using BethINI

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Sounds like static LOD is not unloading. Save and reload.

Test with new game, use 'cow arminaduplicate003 0 0' from main menu

If using crash fixes with OSAllocators check custom memory settings.

Make sure to use proper ini settings by using BethINI

OK will do.  Already using BethINI on High with textures on Ultra; CF memory settings are all good (running custom block size and memory block usage always in 85-95% range.  No other issues and like I mentioned LOD is fine in Tamriel.  Hopefully a reload tonight will resolve it...

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Hey, its been along time since iv ran DyndoLOD and I want to update my games LOD. Issue is im still running 1.49. When I do the old uninstall process of DyndoLOD and the install the new version my LODs are all cut in half and are the wrong texture.

 

I'm unsure what im doing wrong. I run the texgen and import the generated lod textures over the core files and then run DyndoLOD.

 

Could it be cause im updating from 1.49 to 2.21?

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Hey, its been along time since iv ran DyndoLOD and I want to update my games LOD. Issue is im still running 1.49. When I do the old uninstall process of DyndoLOD and the install the new version my LODs are all cut in half and are the wrong texture.

 

I'm unsure what im doing wrong. I run the texgen and import the generated lod textures over the core files and then run DyndoLOD.

 

Could it be cause im updating from 1.49 to 2.21?

Skyrim FAQ: Tree LOD: LOD trees textures cut off mid-way

Edited by sheson
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That's the thing. My trees are fine, its stuff like nordic ruins are cut in half or only have pillars. My road LODs are ice textures, my farm houses were using imperial tent textures this time. I ran texgen exe and after I replaced the core files with the new texture ones and ran dyndolod.exe and I still have these issues. Its like the lods are missing parts of the mesh.

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That's the thing. My trees are fine, its stuff like nordic ruins are cut in half or only have pillars. My road LODs are ice textures, my farm houses were using imperial tent textures this time. I ran texgen exe and after I replaced the core files with the new texture ones and ran dyndolod.exe and I still have these issues. Its like the lods are missing parts of the mesh.Same

Either the static LOD meshes Meshes\Terrain\Tamriel\Objects\*.bto or their texture atlas Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds is being overwritten or not in sync..

Edited by sheson
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