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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

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  • 0
Posted

Can I just check (because I'm having a brain fart and can't think straight...) - if I am only updating landscape and tree textures and not actually changing load order or adding any new plugins do I only need to rerun TexGen to get the changes to apply to LOD, or do I need to rerun the whole DynDOLOD process?

  • 0
Posted (edited)

Can I just check (because I'm having a brain fart and can't think straight...) - if I am only updating landscape and tree textures and not actually changing load order or adding any new plugins do I only need to rerun TexGen to get the changes to apply to LOD, or do I need to rerun the whole DynDOLOD process?

I take it by tree textures you don't mean billboards. Then you only need to update the static LOD texture atlas with new textures TexGen created. Just check the "Update Texture Atlas" section in DynDOLOD_TexGen.html. It is pretty quick. It says to manually select the export files, if you change the worldspaces dropdown it will automatically try to find it. i need to update that part.

Edited by sheson
  • 0
Posted

I take it by tree textures you don't mean billboards. Then you only need to update the static LOD texture atlas with new textures TexGen created. Just check the "Update Texture Atlas" section in DynDOLOD_TexGen.html. It is pretty quick. It says to manually select the export files, if you change the worldspaces dropdown it will automatically try to find it. i need to update that part.

OK, so rerun TexGen, then run DynDOLOD to only generate the texture atlas. Gotcha, thanks

  • 0
Posted

I'm encountering an odd issue with window glow LOD, particularly noticeable with Dragonsreach. Any type of camera or physical movement tends to cause thing to flicker like a nightmarish fever dream (that or Balgruuf is having a rave while I'm out). This is also with Open Cities Skyrim installed and following all the special instructions with no other apparent issues thus far to be found apart from this one.

 

https://zippy.gfycat.com/FairDifferentBullfrog.webm

  • 0
Posted (edited)

I'm encountering an odd issue with window glow LOD, particularly noticeable with Dragonsreach. Any type of camera or physical movement tends to cause thing to flicker like a nightmarish fever dream (that or Balgruuf is having a rave while I'm out). This is also with Open Cities Skyrim installed and following all the special instructions with no other apparent issues thus far to be found apart from this one.

 

https://zippy.gfycat.com/FairDifferentBullfrog.webm

Check if these settings in Skyrm.ini change anything

 

[LightingShader]

fDecalLODFadeEnd=1.0000

fDecalLODFadeStart=1.0000

 

Either update to these values or add them if they don't exist. In case that doesn't help, post a modwatch with Skyrim INIs, or otherwise post/upload them.

 

Edited by sheson
  • 0
Posted

Check if these settings in Skyrm.ini change anything

 

[LightingShader]

fDecalLODFadeEnd=1.0000

fDecalLODFadeStart=1.0000

 

Either update to these values or add them if they don't exist. In case that doesn't help, post a modwatch with Skyrim INIs, or otherwise post/upload them.

 

Thanks for the quick response sheson, it seems it still wants to do it even with the INI changes.

 

https://modwat.ch/u/Kanten

  • 0
Posted (edited)

Thanks for the quick response sheson, it seems it still wants to do it even with the INI changes.

 

https://modwat.ch/u/Kanten

It is a bit hard to tell from the tiny video, but the castle building and the windows are LOD, correct?

Are those the only windows with LOD lights that are flickering like that?

 

When you generated LOD, you did the two different generations required for Open Cities?

 

 

Which OS and which NVIDIA driver version are you using? ENB?

Edited by sheson
  • 0
Posted

It is a bit hard to tell from the tiny video, but the castle building and the windows are LOD, correct?

Are those the only windows with LOD lights that are flickering like that?

 

When you generated LOD, you did the two different generations required for Open Cities?

 

 

Which OS and which NVIDIA driver version are you using? ENB?

 

It seems to be happening with pretty much every window in LOD, Dragonsreach is just the easiest one to get a good view of. I've done the separate OCS generations multiple times to test with the same results.

 

OS: Windows 7 Professional x64

Driver: 382.33

ENB: Vividian 7

  • 0
Posted (edited)

It seems to be happening with pretty much every window in LOD, Dragonsreach is just the easiest one to get a good view of. I've done the separate OCS generations multiple times to test with the same results.

 

OS: Windows 7 Professional x64

Driver: 382.33

ENB: Vividian 7

 

Do farmhouse or imperial forts windows outside the cities do the same?

 

Is that with Windows 'high' checked or not? Try the opposite.

 

When using 'high', those LOD light windows are "decals" that never should z-fight like this. None of the Skyrim INI settings with "decal" seem to influence that - never seen similar reports. I am suspecting graphics driver or driver settings. It could have to do with any setting related to transparency or anti-aliasing, FXAA etc. Maybe something else that changes shaders.

 

If not using 'high', see if setting UseDecalFlag=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini and generating static LOD again makes a difference.

Edited by sheson
  • 0
Posted

Hy I just wanted to ask if it is normal that after I run the dyndolod and I check the esp created for errors i get errors with flags containing unknown: 6

  • 0
Posted (edited)

Hy I just wanted to ask if it is normal that after I run the dyndolod and I check the esp created for errors i get errors with flags containing unknown: 6

Yes unknown flag errors are fine and can be ignored. DynDOLOD is using some undocumented tricks to do certain things.

Edited by sheson
  • 0
Posted (edited)

Forum search did not find this error, so I am posting it here.

 

 

1. Preset: High

 

2. Custom mesh rules: both on top of the other preset mesh rules ("order matters")

 

landscape\mountains\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

landscape\unique\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

 

Problem seems to appear with vwd checked. If unchecked the result seems to ignore the custom mesh rule options (= using no full model for LOD 4) and removes LOD entirely for all mountains.

 

Log attached to this post.

DynDOLOD_TES5_log.txt

Edited by Letho
  • 0
Posted

Forum search did not find this error, so I am posting it here.

 

 

1. Preset: High

 

2. Custom mesh rules: both on top of the other preset mesh rules ("order matters")

 

landscape\mountains\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

landscape\unique\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

 

Problem seems to appear with vwd checked. If unchecked the result seems to ignore the custom mesh rule options (= using no full model for LOD 4) and removes LOD entirely for all mountains.

 

Log attached to this post.

 

After such a rules change you should generate LOD from scratch. 

 

I suggest to set Grid to Far LOD or maybe to Far Full even, there may actually be a handful of references that could use it. With default settings they were Far LOD before anyways.

 

I like to have your existing DynDOLOD.esp that yo tried to update to see if I can do something about that error. If you could upload it somewhere.

  • 0
Posted (edited)
After such a rules change you should generate LOD from scratch.

I don't understand what "generate LOD from scratch" means. Before I try another LOD setting, I do as your M.C.M. and the manual say:

 

1. I go into an interoir (Morvunskar), save there.

2. deactivate and delete dyndolod_output.esp using Nexus Mod Manager.

3. Load my savegame created in 1.

4. Save again.

5. Create new LOD with DynDOLOD using different settings. (this is where the bug occured)

6. install the new dyndolod_output.esp

7. Load the game

 

Isn't this "from scratch", as I do not overwrite existing LOD settings?

 

 

 

I like to have your existing DynDOLOD.esp that yo tried to update to see if I can do something about that error. If you could upload it somewhere.

As the 7 steps show, the .esp that is getting updated by the new one is always deleted before I install new LOD.

 

 

 

I suggest to set Grid to Far LOD or maybe to Far Full even, there may actually be a handful of references that could use it.

I will give it a try, thx!

Edited by Letho
  • 0
Posted (edited)

I don't understand what "generate LOD from scratch" means. Before I try another LOD setting, I do as your M.C.M. and the manual say:

 

1. I go into an interoir (Morvunskar), save there.

2. deactivate and delete dyndolod_output.esp using Nexus Mod Manager.

3. Load my savegame created in 1.

4. Save again.

5. Create new LOD with DynDOLOD using different settings. (this is where the bug occured)

6. install the new dyndolod_output.esp

7. Load the game

 

Isn't this "from scratch", as I do not overwrite existing LOD settings?

 

 

 

As the 7 steps show, the .esp that is getting updated by the new one is always deleted before I install new LOD.

 

 

 

I will give it a try, thx!

The log shows there is an existing DynDOLOD.esp in the load order when you started DynDOLOD.exe.

 

From scratch means that there should be no old DynDOLOD.esp when start DynDOLOD.exe, so that everything is created new. So your step 2. means keep the old DynDOLOD.esp deactivated/deleted.

Edited by sheson
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