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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

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Posted (edited)

small update: made few additional tests. Just disabling DynDOLOD.esp is not enough to fix it. Disabling the entire 'DynDOLOD Output' mod fixes it (DynDOLOD Textures (TexGen output) doesnt matter). So I guess it's caused by something inside output generated by DynDOLOD not the esp itself  

Can confirm. Because I am having too much texture flickering in Solitude, (haven't got to explore everything yet because i am using ASLAL) I decided to experiment for a fix by first turning off the DynDOLOD output and the problem is gone. Also when doing the quest, Lights Out, where you put out the fire in the Solitude lighthouse, after activating the fire, the transition from lighthouse with fire to without fire is very slow that it is showing what I think are LOD textures(they are very low res/blurryy). Textures are also flickerin. Didn't try it without enb though but I think something is wrong with the DynDOLOD Output. 

 

P.S. I am using High Preset. and Skyrim is on Ultra. Tried using Tetrachromatic (Vanilla Weather) and Snowfall ENB(using the included weather system).

Edited by Jakolanten
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Posted (edited)

small update: made few additional tests. Just disabling DynDOLOD.esp is not enough to fix it. Disabling the entire 'DynDOLOD Output' mod fixes it (DynDOLOD Textures (TexGen output) doesnt matter). So I guess it's caused by something inside output generated by DynDOLOD not the esp itself  

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 because I didn't anticipate all possibilities.

Do you have DynDOLOD Resources Core file from much older versions? 1.xx even?

To test, disable just this folder and all its files from output Meshes\Terrain\Tamriel\Objects\

 

If disabling the bto makes the flicker go away, can you upload a zip with these files somewhere?

..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt

..\DynDOLOD\Edit Scripts\Export\LODGen_Tamriel.txt

..\data\Meshes\Terrain\Tamriel\Objects\*.bto

Can confirm. Because I am having too much texture flickering in Solitude, (haven't got to explore everything yet because i am using ASLAL) I decided to experiment for a fix by first turning off the DynDOLOD output and the problem is gone. Also when doing the quest, Lights Out, where you put out the fire in the Solitude lighthouse, after activating the fire, the transition from lighthouse with fire to without fire is very slow that it is showing what I think are LOD textures(they are very low res/blurryy). Textures are also flickerin. Didn't try it without enb though but I think something is wrong with the DynDOLOD Output. 

 

P.S. I am using High Preset. and Skyrim is on Ultra. Tried using Tetrachromatic (Vanilla Weather) and Snowfall ENB(using the included weather system).

 

Static LOD briefly showing for a second when certain objects are enabled (the no fire version) is an engine thing.

Edited by sheson
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Posted

Do you have DynDOLOD Resources Core file from much older versions? 1.xx even?

Nope, I had 'Resources' that were available with 2.18 main file (cant remember their version) but I deleted the entire mod in MO before upgrading.

 

To test, disable just this folder and all its files from output Meshes\Terrain\Tamriel\Objects\

Yes, I hid this folder in MO and this fixed the issue.

 

If disabling the bto makes the flicker go away, can you upload a zip with these files somewhere?

..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt

..\DynDOLOD\Edit Scripts\Export\LODGen_Tamriel.txt

..\data\Meshes\Terrain\Tamriel\Objects\*.bto

Link

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Posted

again update: here's a settings preset i'm using

 

I've noticed if i'm using default 'medium' preset without going to 'advanced' menu issue also disappears, however when using advanced options and customizing it like shown on the picture above issue appears again

Yes, it can only happen when doing advanced LOD. We had this problem before.

To doublecheck please disable Sun Rays in ENB and let me know it also removes the effect so I know it is not something new.

  • 0
Posted

Yes, it can only happen when doing advanced LOD. We had this problem before.

To doublecheck please disable Sun Rays in ENB and let me know it also removes the effect so I know it is not something new.

disabling Sun Rays didn't fix it. But turning 'UseOriginalObjectsProcessing' on fixes.

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Posted (edited)

disabling Sun Rays didn't fix it. But turning 'UseOriginalObjectsProcessing' on fixes.

Hmmm then it seems to be something else and might explain why I couldn't reproduce this just yet with the files you uploaded.

Can you let me know if any of the mods is changing the ivy / building / textures we can see in the video?

Which ENB are you using?

 

Can you try turning off other individual effects in ENB to see if it relates to one.

Edited by sheson
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Posted

 

Static LOD briefly showing for a second when certain objects are enabled (the no fire version) is an engine thing.

But when I only have Texgen Output enabled, it doesn't happen. The transition is not noticeable. I could even show it in a video. Well, I will make some tests with different settings and see what is causing it (maybe even try using dyndolod without/with different enb which is a shame). 

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Posted (edited)

But when I only have Texgen Output enabled, it doesn't happen. The transition is not noticeable. I could even show it in a video. Well, I will make some tests with different settings and see what is causing it (maybe even try using dyndolod without/with different enb which is a shame). 

Edit: Ops I read that the wrong way.

You have more objects with LOD now. If it switches on objects that have no LOD (DynOLOD disabled) then this doesn't happen.

Edited by sheson
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Posted (edited)

Hmmm then it seems to be something else and might explain why I couldn't reproduce this just yet with the files you uploaded.

Can you let me know if any of the mods is changing the ivy / building / textures we can see in the video?

Which ENB are you using?

 

Can you try turning off other individual effects in ENB to see if it relates to one.

Okay I found the mod causing it.

It's Enhanced Vanilla Trees and their appropriate billboards. I'm using option 4 in EVT (dark vurt's pine) and no 'more green' option. Also using its built-in RAT option (but i doubt they affect Solitude somehow since they're all in Riften) and parallax texture for bark.

 

I managed to reduce my load order to this:

 

 

 

oxttA2J.png

 

 

 

and mod order to this:

 

 

QqV3AOF.png

 

 

 

At this point when I disabled EVT and their billboards and re-generated DynDOLOD textures & output flickering has stopped. Then I turned them back on and re-generated again and flickering has started again.

 

I'm using Tetrachromatic ENB for Vivid Weathers btw.

 

Thanks for the help. I think I'll get in touch with EVT author or/and try different options.

Edited by Vitala
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Posted (edited)

Okay I found the mod causing it.

It's Enhanced Vanilla Trees and their appropriate billboards. I'm using option 4 in EVT (dark vurt's pine) and no 'more green' option. Also using its built-in RAT option (but i doubt they affect Solitude somehow since they're all in Riften) and parallax texture for bark.

 

I managed to reduce my load order to this:

 

 

 

oxttA2J.png

 

 

 

and mod order to this:

 

 

QqV3AOF.png

 

 

 

At this point when I disabled EVT and their billboards and re-generated DynDOLOD textures & output flickering has stopped. Then I turned them back on and re-generated again and flickering has started again.

 

I'm using Tetrachromatic ENB for Vivid Weathers btw.

 

Thanks for the help. I think I'll get in touch with EVT author or/and try different options.

That is great work narrowing it down like this. We still need to solve the problem here. I think it is caused by a shader flag/setting combination in concert with a certain effect/setting in ENB. It is LODGen.exe responsibility to set flags correctly so it works for everybody without problems.

 

I was not yet able to reproduce it. Lets narrow down the ENB options that need to be active. So turn off each ENB effect one by one until you know which one is the culprit. It has been sunrays in the past.

Also let me know which ENB you are using.

 

The EVT trees are all created correctly - as they do keep the original settings from the full models. Somerandomguy83 and I are writing each other regularly.

Edited by sheson
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Posted (edited)

Also let me know which ENB you are using.

I'm using the latest enb binaries 0.308 with Tetrachromatic ENB preset by Slothability (Here's a link). Using his version for Vivid weathers (since i'm using Vivid Weathers)

 

 

I managed to actually find what ENB option eliminates the issue. 'Ignore Weather System' under 'Objects' tab is ON by default in my ENB preset (checked). Turning it off (unchecked) completely eliminates the issue.

 

Also enabling occlusion culling in ENB reduces frequency of flickering (flickering becames completely random).

 

Other options don't do anything with it (ofc except turning objects processing off). I made a screenshot with two options which influence somehow on the issue 

 

 

 

JYGjF9J.jpg

 

 

Edited by Vitala
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Posted

Just wanted to say a huge thanks for whatever you did in 2.21 - TexGen has dropped from around 8 minutes to 2m30s, and DynDOLOD has dropped from 47m53s to just 19m17s on all worlds gen.  Fantastic given how many times I find myself regening!

  • 0
Posted (edited)

If LODGen.exe(the cmd one) is not yet finished and DynDOLOD (based on xEdit) is telling me that DynDOLOD Worlds completed succesfully, should I wait for LODGen to finish?

Yes. Especially if you used MO to start DynDOLOD.exe you should keep it open until all LODGen.exe finish.

Edited by sheson
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