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Dynamic Distant Objects LOD - DynDOLOD 2.27

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A newer version of DynDOLOD is available

 

DynDOLOD 2.22/2.23/2.24/2.25/2.26/2.27 minor version update post | Major version update Post | Skyrim Special Edition

 

What’s New?

 

This update includes general performance and stability improvements for DynDOLOD.exe, TexGen.exe and LODGen.exe. See change log below for more info.

 

There is no need to update LOD generated by earlier versions just because the tools have been updated. See Full update post for 2.xx update instructions

 


 

TexGen.exe now offers changing the texture output formats for advanced users. Leave at default for typical use. To change the texture format of the texture atlases created by DynDOLOD.exe edit its INIs. See docs\DynDOLOD_TexGen.html for more info.

 

DynDOLOD.exe and LODGen.exe now offer to generate LOD Level 32 static object LOD without billboard trees, which can be used for the map. See docs\trees.ultra\DynDOLOD-Trees.html for more info.

 

All tools have been updated to support Skyrim SE. This is in beta and limited for obvious and well known reasons. It should only be used by experienced DynDOLOD users. See docs\DynDOLOD_Manual_SSE.html for more info. It explains the key differences and similarities, as well as the new features introduced by Skyrim SE and its bugs/problems.

 


 

Skyrim

 

Mods Requiring DynDOLOD

Enhanced Landscapes - Winter Edition - Includes billboards and LOD textures that need to overwrite vanilla billboards and DynDOLOD Resources - Core Files textures. If LOD textures are generated with TexGen.exe, they should always overwrite everything else.

Winter Aspen Billboards

 

Verified working out of the box - added/updated meshes and/or textures

Helarchen Creek

Realistic Boat Bobbing

Skysight - Simply Bigger Trees - Billboards

Dragon Bridge

 


 

DynDOLOD 2.26 - Download from Mega | DynDOLOD 2.26 - Download from Mega

 

DynDOLOD Resources 2.22 for Skyrim - Download from Mega

 

DynDOLOD Resources SE 2.22 for Skyrim SE - Download from Mega

 

DynDOLOD Patches 2.23 for Skyrim - Download from Mega

 


 

[spoiler=Changelog DynDOLOD 2.22]

General performance and stability improvements - for real

DynDOLOD.exe - fixed sometimes using wrong glow LOD when using original LOD assignments

DynDOLOD.exe - added RemoveUnseenZShift to ini for same setting in LODGen.exe export file

DynDOLOD.exe - added Level32 switch to ini for same switch in LODGen.exe export file, see docs\trees.ultra\DynDOLOD-Trees.html

DynDOLOD.exe - added FlatLODVertexColor to ini to set vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html

DynDOLOD.exe - added FlatLODColorVariance to ini to randomly change vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html

DynDOLOD.exe - added StaticLODDiffuseFormat, StaticLODNormalFormat, TreeLODDiffuseFormat and TreeLODNormalFormat to ini to set texture atlas formats

DynDOLOD.exe - added TreeLODAverageColor to ini to replace black transparent parts of billboards with the average tree color - works only with alpha channel output formats

DynDOLOD.exe - added TreeLODBackgroundTexture to ini to replace black transparent parts of billboards with a texture - works only with alpha channel output formats

DynDOLOD.exe - shrink normal map texture atlas to 4x4 pixels if all pixels are identical

DynDOLOD.exe - added beta support for SSE, start with -SSE command line argument

DynDOLOD.exe - added a check to verify DynDOLOD Resources for the current game mode are installed

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - added output format options for diffuse and normal textures

TexGen.exe - fixed cases of not consequently using lowercase for comparisons

TexGen.exe - added generation for riftenstonewall02lod.dds

TexGen.exe - added generation for tundradriftwoodbark01lod.dds

TexGen.exe - fixed generation of rubblepilelod.dds

TexGen.exe - fixed generation of fxdirtmound01lod.dds

TexGen.exe - removed the need for temp files in game data folder

TexGen.exe - added beta support for SSE, start with -SSE command line argument

TexGen.exe - added fallback to Texconv.exe for reading in case DDS format is not natively supported

Texconv.exe - new - custom silent version, prints errors only

LODGen.exe - added support reading SSE LOD nif

LODGen.exe - added export Mode=SSE

LODGen.exe - added support for BSA version 0x69

LODGen.exe - added lz4 decompression

LODGen.exe - added GameMode=textureslist to generate a list of textures with UV in between atlas tolerance

LODGen.exe - added command line parameter gamemode to overwrite gamemode in export file

LODGen.exe - updated lz4 package to latest version

LODGen.exe - better error message in case required Redistributable is missing

LODGen.exe - added Level32=True, uses *.nif from LOD level 16 if 4th entry is not set to create LOD Level 32 bto

LODGen.exe - added RemoveUnseenZShift=[float] to adjust terrain height when removing unseen faces

LODGen.exe - added vertex color support for flat LOD, column 8 and 9 in FlatTextures file

LODGen.exe - some minor speed improvements and clean up

LODGen.exe - use assembly version in log

DynDOLOD_Manual.html - all docs updated for new game mode

DynDOLOD_Manual_SSE.html - new

DynDOLOD-Shortcut.txt - new

DynDOLOD-Trees.html - added info about static object LOD level 32 for map

DynDOLOD-Trees.html - added info for vertex colors for 2D tree LOD in static LOD for Skyrim SE

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

DynDOLOD Resources SE - new - meshes in new Skyrim SE format - removed options/assets that currently do not apply to Skyrim SE

DynDOLOD Patches - fixed a typo in Wizard.txt

 

 

[spoiler=Changelog DynDOLOD 2.23]

DynDOLOD.exe - fixed some default INI settings

DynDOLOD Patches - update Beyond Reach billboards to be also for arnima.esm

 

 

[spoiler=Changelog DynDOLOD 2.24]

DynDOLOD.exe - check LODGen log and write result to DynDOLOD log, so it is more obvious if something went wrong

LODGen.exe - fixed error reading BSTriShapes with no vertices/triangles

LODGen.exe - apply UVScale and UVOffset shader values to model before merging

 

 

[spoiler=Changelog DynDOLOD 2.25]

DynDOLOD.exe - fixed a memory corruption sometimes causing nasty things

DynDOLOD.exe - fixed an error trying to check a non existing LODGen log

LODGen.exe - fixed FO4 export mode not working correctly

LODGen.exe - updated lz4 package and supporting libraries to latest version

 

 

 

[spoiler=Changelog DynDOLOD 2.26]

LODGen.exe - fixed a crash caused by a missing serialization

 

 

[spoiler=Changelog DynDOLOD 2.27]

DynDOLOD.exe - fixed trying to check LODGen logfile after wait times out

DynDOLOD.exe - fixed not reading billboard txt file from BSA

LODGen.exe - updated lz4 package and supporting libraries to latest version

LODGen.exe - fixed sometimes not reading BA2 files correctly

 

 

 

 

 

See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skyrim mods.

 

DynDOLOD 2.21

 

Skryim typos may be intentional as long as Skyrim SE has severe visual and game breaking bugs

Edited by sheson
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Congratulations on the release  :thumbsup:

Will adapt my guide a bit with the -SSE info

Its working really well with Simply Bigger Trees SE ( and its Billboards )

 

 

 

Before - SSE on Ultra

 

BIkI1Vs.jpg

 

 

After - DynDOLOD 2.22 SE, High

 

fbw48tJ.jpg

 

 

 

Edited by alt3rn1ty

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It looks like there may be a conflict between the new 2.22 version and Warburgs Paper Map (using the 32 bit version with Oldrim). It appears the new version of Dybdolod is generating files that mess up the paper map, making it look more colorful than paper with no text or roads on the map and the map markers floating high above the land. Reverting to Dyndolod 2.18 (the version I was using previously) seems to have resolved the issue.

 

Anyway, I just thought I'd point that out. Thanks for all your work on this wonderful mod!

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I just re-generated DynDOLOD with 2.22 and discovered that the generated textures are all uncompressed now, which was not the case before. Is this intentional? The output textures folder is now seven times the size it was before.

Edited by Pherim

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Ah somehow I left my test settings (again) in the INI. Will upload new version soon. Fixed in 2.23.

 

 

 

 

Open INI with notepad ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini

 

It looks like there may be a conflict between the new 2.22 version and Warburgs Paper Map (using the 32 bit version with Oldrim). It appears the new version of Dybdolod is generating files that mess up the paper map, making it look more colorful than paper with no text or roads on the map and the map markers floating high above the land. Reverting to Dyndolod 2.18 (the version I was using previously) seems to have resolved the issue.

 

Anyway, I just thought I'd point that out. Thanks for all your work on this wonderful mod!

Change Level32=1 to 0 before next generation.

 

Right now you can simply delete all files for level 32 ..\Meshes\Terrain\Tamriel\Objects\Tamriel.32.*.*.bto

 

I just re-generated DynDOLOD with 2.22 and discovered that the generated textures are all uncompressed now, which was not the case before. Is this intentional? The output textures folder is now seven times the size it was before.

Change all formats to 200

 

StaticLODDiffuseFormat=200

StaticLODNormalFormat=200

TreeLODDiffuseFormat=200

TreeLODNormalFormat=200

 

You can then just update the texture atlas as explained in 'Update Texture Atlas' section in DynDOLOD_TexGen.html

Edited by sheson

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The 2.23 archive does not seem to be extracting properly. I can see all its usual content inside, but when I unpack it, I only get 

 

Docs

Edit Scripts

Logs

 

Quickstart

 

Winrar 5.4

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The 2.23 archive does not seem to be extracting properly. I can see all its usual content inside, but when I unpack it, I only get 

 

Docs

Edit Scripts

Logs

 

Quickstart

 

Winrar 5.4

I suggest to use a different program to unpack the 7z archive. https://www.7-zip.org/7z.html

Edited by sheson

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I suggest to use a different program to unpack the 7z archive. https://www.7-zip.org/7z.html

Thats all well and fine, I have long used 7zip for packing mods, and am aware of its existence ty, and win-rar for general use. 2.22, unpacked just fine with winrar....

Edited by Mebantiza

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Thats all well and fine, I have long used 7zip for packing mods, and am aware of its existence ty, and win-rar for general use. 2.22, unpacked just fine with winrar....

 

 

Then I suggest to re download the archive. I tested the Nexus download earlier and it worked fine. Just tested the mega download and it works fine as well.

 

I suggest to at least test with the native 7z program if the problem persists.

Edited by sheson

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Hey there. So happy to see DynDOLOD for SSE. I'm having a problem though. When creating LODs with high settings using Billboards, using a folder outside of MO everything works fine, LODs look great inside game. But when I follow your instructions to create 3D/Ultra trees LODs, I'm getting the "LODGeneratorCMD has stopped working" errors. I RTFM and I think I'm doing everything right. Any idea what could be causing this?

 
Edited by Shredy777

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Hey there. So happy to see DynDOLOD for SSE. I'm having a problem though. When creating LODs with high settings using Billboards, using a folder outside of MO everything works fine, LODs look great inside game. But when I follow your instructions to create 3D/Ultra trees LODs, I'm getting the "LODGeneratorCMD has stopped working" errors. I RTFM and I think I'm doing everything right. Any idea what could be causing this?

 

 

are you using enhanced vanilla trees? I was getting problems but I redownloaded it and reinstalled and it stopped giving me problems

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are you using enhanced vanilla trees? I was getting problems but I redownloaded it and reinstalled and it stopped giving me problems

Nope, not using that.

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Hey there. So happy to see DynDOLOD for SSE. I'm having a problem though. When creating LODs with high settings using Billboards, using a folder outside of MO everything works fine, LODs look great inside game. But when I follow your instructions to create 3D/Ultra trees LODs, I'm getting the "LODGeneratorCMD has stopped working" errors. I RTFM and I think I'm doing everything right. Any idea what could be causing this?

 

 

Take a screenshot of the LODGen command prompt, the white text on black window. Bring it to the foreground by clicking its icon. Also post/upload DynDOLOD.log and any other LODGen log if there are any.

Edited by sheson

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