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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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Thanks for the response! I tried regenerating the lod to be safe, made sure that the patch is installed (sf_mannylos_quest_scene2_0101322e in the scripts and scripts/source folders) and tested with a new character. Fires and braziers are working but the lanterns are switching off when they move into the lod. Candles don't seem to be working either, but I only tested with the ones around the ritual stone near whiterun. Not really sure what I'm doing wrong because I definitely had the boxes ticked and I'm using a fairly minimal load order. ELFX is my only mod that effects lighting and the readme said it should be a non issue.

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Thanks for the response! I tried regenerating the lod to be safe, made sure that the patch is installed (sf_mannylos_quest_scene2_0101322e in the scripts and scripts/source folders) and tested with a new character. Fires and braziers are working but the lanterns are switching off when they move into the lod. Candles don't seem to be working either, but I only tested with the ones around the ritual stone near whiterun. Not really sure what I'm doing wrong because I definitely had the boxes ticked and I'm using a fairly minimal load order. ELFX is my only mod that effects lighting and the readme said it should be a non issue.

There is only LOD to switch if you checked "Fake lights selected world" since the lanterns themselves burn all the time. Typically I do not recommend using this option for play-troughs as the fake light to normal light switch is very noticeable. It is more an option for screen archers.

 

However, additionally the patch makes sure that the LOD matches the settings right away if changing which new lanterns are enabled via MCM.

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I have a minor issue, don't know in what version I noticed it for the first time.

 

LodGen works fine, but the generated dyndolod.esp is a mixture of German (my language) and English. Some objects have English names and whenever I do the LodGen again the same objects are named in English.

 

It's not a big thing, I translate the esp after generation but is's a bit annoying *g*

Edited by archer
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I have a minor issue, don't know in what version I noticed it for the first time.

 

LodGen works fine, but the generated dyndolod.esp is a mixture of German (my language) and English. Some objects have English names and whenever I do the LodGen again the same objects are named in English.

 

It's not a big thing, I translate the esp after generation but is's a bit annoying *g*

DynDOLOD does not invent or translate data. DynDOLOD builds a patch by copying data from the plugins in your load order. Obviously, there is a "german" plugin installed that on occasion is the last overwrite for data. I suggest to not install foreign language plugins or change their load order so they are not the last overwrite for that data if possible. In any case, the source for the data is the load order and nothing else.

So you're saying that the lanterns will only light up in the distance if I enable fake lights?  :psyduck:

No, the flames (candles) of the laterns should always show in the distance. No patching needed because they are always on.

 

Make sure to click the low, medium or high button after checking the box to load rules for candles. The log will show lines like

Loaded 61 mesh rules for all Candles

Loaded 49 mesh rules for high Candles

 

Then generate LOD with the updated rules in place.

 

Edited by sheson
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Thanks for your continued help. I've definitely been ticking the box before clicking the buttons and those lines are visible in the log. Testing with a clean install of skyrim didn't help so I spent some more time reading the documentation and I think that I might be complaining about the lights disappearing when they move from the far lod into the neverfade area? I used tes5edit to work out which candle lanterns of skyrim uses and noticed that dyndolod sets it to the far lod, so I tried setting it to 'neverfade full' in the advanced options and it did add flickering little candle lights inside the lanterns at long range, but totally destroyed the fps on my pretty good computer.

 

So basically it seems like you have to limit them to the farlod/midrange area for technical reasons? It's funny that campfires are fine but I guess there are wayyyyyyyy more lanterns.

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Thanks for your continued help. I've definitely been ticking the box before clicking the buttons and those lines are visible in the log. Testing with a clean install of skyrim didn't help so I spent some more time reading the documentation and I think that I might be complaining about the lights disappearing when they move from the far lod into the neverfade area? I used tes5edit to work out which candle lanterns of skyrim uses and noticed that dyndolod sets it to the far lod, so I tried setting it to 'neverfade full' in the advanced options and it did add flickering little candle lights inside the lanterns at long range, but totally destroyed the fps on my pretty good computer.

 

So basically it seems like you have to limit them to the farlod/midrange area for technical reasons? It's funny that campfires are fine but I guess there are wayyyyyyyy more lanterns.

Making hundreds or even thousands of objects neverfades will quickly overload the engine with too many things being active all the time. It can only get worse if they are animated or shaders like the 2 to 3 flames per lantern. That's why the Near and Far Grid systems of DynDOLOD exists, so the number of active neverfades can be limited.

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Thanks for your reply, I am aware of this. I've investigated it in XEdit but the item in the example below only is in skyrim.esm, no other overriding plugin.

 

LodGen names the 0009C6CE (CraftingSmelterMarker1, Schmelzhütte) into "Smelter". I have no idea why this happens *LOL*

Edited by archer
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Thanks for your reply, I am aware of this. I've investigated it in XEdit but the item in the example below only is in skyrim.esm, no other overriding plugin.

 

LodGen names the 0009C6CE (CraftingSmelterMarker1, Schmelzhütte) into "Smelter". I have no idea why this happens *LOL*

LODGen.exe generates BTO files from nif files. It does not read or write esm/esp.

 

If the generated DynDOLOD.esp changes words like 'Smelter' or  'Schmelzhütte' it is because of a plugin or maybe something going on with the language definitions in ..\Data\Interface\Translate_*.txt or ..\Data\Interface\translations\*.txt or the skyrim_*strings in "Skyrim - Interface.bsa". Make sure the log says Background Loader: [skyrim - Interface.bsa] Loading Resources.

 

Edit: If that is all fine, start DynDOLOD.exe with command line parameter -l:german

Edited by sheson
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Hey there Sheson! Merry Christmas and happy holidays to you - I hope you've been taking good care of my firstborn.

I'm experiencing a strange problem with my DynDOLOD. Whenever DynDOLOD initializes, I get flickering torches/fog/moveable statics. It's almost like z-fighting, like the statics are vying against each other.

 
 
This doesn't happen when I disable DynDOLOD, or if DynDOLOD hasn't yet initialized. Once I see "DynDOLOD has successfully initialized", the flickering begins.
 
I've tried moving the DynDOLOD Output in MO's left pane, moving DynDOLOD.esp up and down the load order, to no avail.

These are the mods I have installed, if it helps. My hunch is that ELFX and/or ETaC are somehow involved, but I might be way off base.

Thanks in advance for your time, and seasons greetings once more.
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Hey there Sheson! Merry Christmas and happy holidays to you - I hope you've been taking good care of my firstborn.

 

I'm experiencing a strange problem with my DynDOLOD. Whenever DynDOLOD initializes, I get flickering torches/fog/moveable statics. It's almost like z-fighting, like the statics are vying against each other.

 

Here's an example of what I'm talking about.

 

This doesn't happen when I disable DynDOLOD, or if DynDOLOD hasn't yet initialized. Once I see "DynDOLOD has successfully initialized", the flickering begins.

 

I've tried moving the DynDOLOD Output in MO's left pane, moving DynDOLOD.esp up and down the load order, to no avail.

 

These are the mods I have installed, if it helps. My hunch is that ELFX and/or ETaC are somehow involved, but I might be way off base.

 

Thanks in advance for your time, and seasons greetings once more.

This almost looks like a particle problem to me. Did you add custom rules for fires/torches or is there a mod so that there are lot of animated LOD objects with particles in that area?

 

See if raising this value in Skyrim.ini helps:

 

[Particles]

iMaxDesired=750

 

All included LOD models for fires/waterfalls have particles removed to keep the count down. But there could be a rule or combination where a lot of full models with particles are active.

 

Otherwise I would look at the [LightingShader] settings Skyrim.ini if they have an effect on this. Maybe the parts of the model that disappear are decals, then set fDecalLODFadeStart/End both to the same value for example.

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This almost looks like a particle problem to me. Did you add custom rules for fires/torches or is there a mod so that there are lot of animated LOD objects with particles in that area?

 

See if raising this value in Skyrim.ini helps:

 

[Particles]

iMaxDesired=750

 

All included LOD models for fires/waterfalls have particles removed to keep the count down. But there could be a rule or combination where a lot of full models with particles are active.

 

Otherwise I would look at the [LightingShader] settings Skyrim.ini if they have an effect on this. Maybe the parts of the model that disappear are decals, then set fDecalLODFadeStart/End both to the same value for example.

I don't have the [Particles] or [LightingShader] sections in my Skyrim.ini, so I added them along with fDecalLODFadeStart/End set to 1 each. I also changed the pre-existing iMaxDesired value in SkyrimPrefs.ini to 3000.

 

No dice unfortunately - the problem persists.

 

 

 

 

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I don't have the [Particles] or [LightingShader] sections in my Skyrim.ini, so I added them along with fDecalLODFadeStart/End set to 1 each. I also changed the pre-existing iMaxDesired value in SkyrimPrefs.ini to 3000.

 

No dice unfortunately - the problem persists.

 

Do you have a mod replacing the torch mesh? (Look up the model for a base record form id in xEdit and then use xEdit asset browser - let me know I can explain in more detail)

 

If you don't mind could you upload DynDOLOD.esp and the data files from ..\skse\plugins\StorageUtilData\*.json

 

The screencapture is in Morthal, correct?

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What is the easiest way to find the documentation. I really can't find your very good documentation. I thought that it used to be on your mod description page. I can't find it? 

 

Please help me.

It is in the main download "DynDOLOD - REQUIRED - Contains DynDOLOD.exe and TexGen.exe and documention..."

You will find it in the 'docs' folder.

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