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Dynamic Distant Objects LOD - DynDOLOD 2.21


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Posted

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

Recommended Posts

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Posted (edited)
  On 10/25/2016 at 7:02 AM, Sundder said:

Well, now we're really getting somewhere. Here are my results...

 

So now I know why I first ran into this when I installed DynDOLOD, almost at the tail end of my planned load order.

 

Can't wait to see what results I get with 2.20 and the Temp refs toggle turned on!

So for now it looks the sky cell flag doesn't matter and it is just all of them.

The threshold should be 65535 - in case you can remove single mods to get as close as possible if you can.

 

There is one thing with Death Mountain 2, where it creates one new worldspace that has Sovnguard as a parent, which in turn has Tamriel as parent. Other mods in your list may do this too. They are counted separately right now -> Sovngarde 763 and not added to Tamriel. Based on your totals, check the loglines above where a mod adds 84 reference to a worldspace that has WhiterunWorld as parent. They may count to the Tamriel limit as well.

Edited by sheson
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Posted
  On 10/23/2016 at 11:35 PM, sheson said:

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.

How do I get DynDOLOD to see the Resources and Mods within MO when I install DynDOLOD outside of MO?

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Posted (edited)
  On 10/25/2016 at 2:28 PM, tampatip said:

How do I get DynDOLOD to see the Resources and Mods within MO when I install DynDOLOD outside of MO?

You start DynDOLOD.exe from MO just like the game or any other tool. I suggest to follow a modding guide like S.T.E.P. and/or watch the Gamerpoets video if you are new to modding or MO.

Edited by sheson
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Posted (edited)
  On 10/25/2016 at 9:07 AM, sheson said:

So for now it looks the sky cell flag doesn't matter and it is just all of them.

The threshold should be 65535 - in case you can remove single mods to get as close as possible if you can.

 

There is one thing with Death Mountain 2, where it creates one new worldspace that has Sovnguard as a parent, which in turn has Tamriel as parent. Other mods in your list may do this too. They are counted separately right now -> Sovngarde 763 and not added to Tamriel. Based on your totals, check the loglines above where a mod adds 84 reference to a worldspace that has WhiterunWorld as parent. They may count to the Tamriel limit as well.

O.k., I'm getting some odd results.

 

I've been doing further testing with DynDOLOD 2.14 installed. (I should be able to test with 2.20 within the week with and without the temp refs toggled on.)

 

I've been swapping mods in and out and checking whether I can load or if I CDT and have found some combinations that CDT me starting at about 65 300 perm refs for Tamriel based on the latest countref.pas.

 

Finally, I added:

 

Jurgholm

Den Erovrade Staden

Dreadmyst Hollow (Cleaned)

Here There Be Monsters

 

to my load order and passed (loaded) with 65451:

 

"Total for each parent world including all child worlds

Tamriel 65451"

 

Then I added a small house mod that has its own small worldspace, Pale Marsh Manor Lite and still managed to load.

 

Thing is, running countref returned this:

 

"Total for each parent world including all child worlds

Tamriel 65640"

 

Yikes!

 

But when I checked the list of refs, Pale Marsh Manor Lite added most of these as flagged:

 

2 PaleMarshLite.esp for Tamriel in Tamriel

0 PaleMarshLite.esp for Tamriel in SouthfringeWorld

0 PaleMarshLite.esp for Tamriel in BluePalaceWingWorld

0 PaleMarshLite.esp for Tamriel in DLC1AncestorsGladeWorld

187 PaleMarshLite.esp for Tamriel in 00PaleMarsh (f)

 

Still, the closer I get Tamriel perm refs to 65535 the more I fail to load. It's almost impossible passed 65350 and took some creative selection from my mod stock.

Edited by Sundder
  • 0
Posted
  On 10/25/2016 at 4:59 PM, Sundder said:

O.k., I'm getting some odd results.

 

I've been doing further testing with DynDOLOD 2.14 installed. (I should be able to test with 2.20 within the week with and without the temp refs toggled on.)

 

I've been swapping mods in and out and checking whether I can load or if I CDT and have found some combinations that CDT me starting at about 65 300 perm refs for Tamriel based on the latest countref.pas.

 

Finally, I added:

 

Jurgholm

Den Erovrade Staden

Dreadmyst Hollow (Cleaned)

Here There Be Monsters

 

to my load order and passed (loaded) with 65451:

 

"Total for each parent world including all child worlds

Tamriel 65451"

 

Then I added a small house mod that has its own small worldspace, Pale Marsh Manor Lite and still managed to load.

 

Thing is, running countref returned this:

 

"Total for each parent world including all child worlds

Tamriel 65640"

 

Yikes!

 

But when I checked the list of refs, Pale Marsh Manor Lite added most of these as flagged:

 

2 PaleMarshLite.esp for Tamriel in Tamriel

0 PaleMarshLite.esp for Tamriel in SouthfringeWorld

0 PaleMarshLite.esp for Tamriel in BluePalaceWingWorld

0 PaleMarshLite.esp for Tamriel in DLC1AncestorsGladeWorld

187 PaleMarshLite.esp for Tamriel in 00PaleMarsh (f)

 

Still, the closer I get Tamriel perm refs to 65535 the more I fail to load. It's almost impossible passed 65350 and took some creative selection from my mod stock.

 

 

Can you post entire log for when you had Tamriel 65640 and it still loaded? I may spot something.

 

I guess we are understanding the problem well enough, it would be just nice to exactly have it down to the last bit of what counts towards the limit and what not.

  • 0
Posted (edited)
  On 10/25/2016 at 5:39 PM, sheson said:

Can you post entire log for when you had Tamriel 65640 and it still loaded? I may spot something.

 

I guess we are understanding the problem well enough, it would be just nice to exactly have it down to the last bit of what counts towards the limit and what not.

Sure thing; here you go:

 

 

  Reveal hidden contents

 

Edited by sheson
added spoiler tags
  • 0
Posted (edited)

Passing on a difficulty I had with what little info I can.

Dyndolod.exe stopped responding twice- once with the 64-bit version and again with the normal version. Both times it was creating atlas textures, but unfortunately I didn't copy down the exact step on the left. Both times the CPU usage was down to 0. Both times I let it sit for 30-40 minutes before restarting.

The first time I had it open in the background & was doing other things on my desktop.

The second time it was open but I was away from the PC.

On the third attempt, I sat down with task manager opened & watched it as it worked. That time it pulled through in a normal time, (about 10 minutes).

 

I know it's of minimal use for bug-fixing, but posting anyway since it might help other users who run into the same problem.

Edited by Grizzlyadamz
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Posted (edited)
  On 10/27/2016 at 12:59 AM, Grizzlyadamz said:

Passing on a difficulty I had with what little info I can.

Dyndolod.exe stopped responding twice- once with the 64-bit version and again with the normal version. Both times it was creating atlas textures, but unfortunately I didn't copy down the exact step on the left. Both times the CPU usage was down to 0. Both times I let it sit for 30-40 minutes before restarting.

The first time I had it open in the background & was doing other things on my desktop.

The second time it was open but I was away from the PC.

On the third attempt, I sat down with task manager opened & watched it as it worked. That time it pulled through in a normal time, (about 10 minutes).

 

I know it's of minimal use for bug-fixing, but posting anyway since it might help other users who run into the same problem.

Yeah if it ever stalls on you like this (and it is not an installation path issue, like special windows folder, MO, game folder) try again to check if it happens again.

For two potential spots in the process there are two ini switches FasterBase and FasterCreate. If that doesn't help, make a screenshot of the log window. These are rare multithreading problems and hard to track down unless I can replicate them.

Edited by sheson
  • 0
Posted

Sheson,

 

I don't have a screenshot currently, but DynDOLOD seems to be behaving strangely with Windhelm - mostly up by Hjerim, the market, and Calixto's house. It'll leave certain lod objects in place - either windows floating a short distance in front of the parent building, or leave the lod textures up in front of the full model (meaning if I can walk or position the camera on the other side the full detail stuff is right there).

 

Modlist, load order, ini's can be found at https://modwat.ch/u/ArcaneEntanglement if you need any other details let me know.

  • 0
Posted
  On 10/27/2016 at 12:07 PM, LordOfLA said:

Sheson,

 

I don't have a screenshot currently, but DynDOLOD seems to be behaving strangely with Windhelm - mostly up by Hjerim, the market, and Calixto's house. It'll leave certain lod objects in place - either windows floating a short distance in front of the parent building, or leave the lod textures up in front of the full model (meaning if I can walk or position the camera on the other side the full detail stuff is right there).

 

Modlist, load order, ini's can be found at https://modwat.ch/u/ArcaneEntanglement if you need any other details let me know.

This sounds typical of updating a save game without doing the clean save routine. Test with a new game by typing coc windhelmexterior01 in console from main menu.

  • 0
Posted
  On 10/27/2016 at 2:03 PM, LordOfLA said:

It happened with a new game, did the coc to windhelm thing. During daylight it's fine, at night the weird behaviour happens. Screen with mfgconsole details: https://i.imgur.com/x31cwVq.jpg image is looking at blacksmith quaters in the market place.

Click the main building for that window, see if a mod changes the reference (lastRefChange) or base record (lastBaseChange).

  • 0
Posted (edited)

Hi Sheson, I've upgraded to 2.20 and would like to do a run with both Temporary=0 and Temporary=1 but can't find a DynDOLOD.ini. I've found a bunch of ini's in DynDOLOD 2-20\Edit Scripts\DynDOLOD and there's c:\users\[username]\AppData\Local\Skyrim\DynDOLOD_settings.ini but no DynDOLOD.ini as such. Even a full search of the PC doesn't turn it up. Do I need to create the file then add the value or is it generated some other way?

Edited by Sundder
  • 0
Posted (edited)
  On 10/27/2016 at 4:07 PM, Sundder said:

Hi Sheson, I've upgraded to 2.20 and would like to do a run with both Temporary=0 and Temporary=1 but can't find a DynDOLOD.ini. I've found a bunch of ini's in DynDOLOD 2-20\Edit Scripts\DynDOLOD and there's c:\users\[username]\AppData\Local\Skyrim\DynDOLOD_settings.ini but no DynDOLOD.ini as such. Even a full search of the PC doesn't turn it up. Do I need to create the file then add the value or is it generated some other way?

This is the correct filename: ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini

The gamemode gets added to it.

Edited by sheson
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Posted
  On 10/27/2016 at 3:43 PM, sheson said:

Click the main building for that window, see if a mod changes the reference (lastRefChange) or base record (lastBaseChange).

ELFX - Exteriors.esp - I went and checked Hjermin and the house to its right (when facing Hjerim's door) and those are touched by ELFX - Exteriors too.

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