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.
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.
[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
Question
sheson
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
Update DynDOLOD to 2.20
sheson
It took over 2 1/2 years so far. Not counting the time having to fix Skyrim memory first for the increased memory demands and the problems I ran into while trying to add more full model neverfades.
sheson
Technically this is not texture flicker. This is probably because some full model setting made it into static LOD. This should not happen anymore, but there might be a setting that slips through bec
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