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Dynamic Distant Objects LOD - DynDOLOD 2.27


sheson

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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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DynDOLOD_TES5_lodgen.txt does not contain these lines.

 

I just started DynDOLOD (with Mod Organizer) and clicked "Medium", nothing else.

 

Yup, my mistake. Unintentionally removed those from the medium preset. Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_medium.ini with the updated version attached. Then just generate again like you did before or if you use the advanced options make sure to click the medium button to load the updated rules.

 

Thanks for helping out finding this. This will be fixed in the next version of course.

DynDOLOD_TES5_medium.ini

Edited by sheson
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Having issues with generating a new LOD from scratch, updating from 1.something to 2.26. I'm getting an error stating

 

"[00:01:58.561] [DynDOLOD.esp] Adding master "Alternate Start - Live Another Life.esp"

[00:01:58.601]
[00:01:58.601] Exception in unit process line 166: FormID [16060D7E] references a master which is not available in file [F8] DynDOLOD.esp"
 
I thought it'd be something with Alternate Start but checking errors with TES5Edit says it's fine. 

 

Here's the log file: https://my.mixtape.moe/flecps.txt

Edited by GoldenDragon
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Having issues with generating a new LOD from scratch, updating from 1.something to 2.26. I'm getting an error stating

 

"[00:01:58.561] [DynDOLOD.esp] Adding master "Alternate Start - Live Another Life.esp"

[00:01:58.601]

[00:01:58.601] Exception in unit process line 166: FormID [16060D7E] references a master which is not available in file [F8] DynDOLOD.esp"

 

I thought it'd be something with Alternate Start but checking errors with TES5Edit says it's fine. 

 

Here's the log file: https://my.mixtape.moe/flecps.txt

FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp

 

A: Check the load order for errors in xEdit.exe before generating LOD. Fix all errors. See this video for help.

 

Could be a plugin revolving around ETAC

Edited by sheson
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Hello again.

 

I need some help tracking an issue which i don't know what it is...

 

[00:18:49.434] Exception in unit userscript line 322: Error while generating 13 mipmap levels for image Image @5DF67EB0 info: Width = 4096px, Height = 4096px, Format = DXT5, Size = 16,384 KiB, Bits @77FF0010, Palette @00000000. Exception Message: One or more errors occurred

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Hello again.

 

I need some help tracking an issue which i don't know what it is...

 

[00:18:49.434] Exception in unit userscript line 322: Error while generating 13 mipmap levels for image Image @5DF67EB0 info: Width = 4096px, Height = 4096px, Format = DXT5, Size = 16,384 KiB, Bits @77FF0010, Palette @00000000. Exception Message: One or more errors occurred

Which atlas did it try to create when that happened?

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I posted two log files. Hope it helps tracking this issue.

 

https://www.dropbox.com/s/hld16d360895sli/DynDOLOD_SSE_log%201.txt?dl=0

 

https://www.dropbox.com/s/d7mr2q78429ggr4/DynDOLOD_SSE_log%202.txt?dl=0

 

on the first log i thought Gray Cowl mod had issues on my LO. I removed the mod but the same issue appeared a second time now with "out of memory". 

 

i'm trying to generate ultra trees lods.

Edited by paul666root
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I posted two log files. Hope it helps tracking this issue.

 

https://www.dropbox.com/s/hld16d360895sli/DynDOLOD_SSE_log%201.txt?dl=0

 

https://www.dropbox.com/s/d7mr2q78429ggr4/DynDOLOD_SSE_log%202.txt?dl=0

 

on the first log i thought Gray Cowl mod had issues on my LO. I removed the mod but the same issue appeared a second time now with "out of memory". 

 

i'm trying to generate ultra trees lods.

 

Have you seen this discussion?  https://forum.step-project.com/topic/12183-error-out-of-memory/

 

It seem related. Check billboards or other textures used for creating the LOD textures atlas. Maybe you can narrow it down by doing single worldspaces and then checking the textures listed in

DynDOLOD_TES5_*_textures_used.txt and DynDOLOD_TES5_*_flat_textures_used.txt files in the ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\ folder.

 

Blackreach seems like a good test case since it small with only a few textures. Though it is possible the problem is triggered in an earlier creation and then only manifest itself later.

 

Maybe there is a texture on a new format that can not be converted properly. If you happen to find it I would be interested in it obviously, so I can test myself.

Edited by sheson
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OK. So I did all the worlds one by one. All finished and saved Dyndolod esp. No issues. When i am doing all of them at once... bam "out of memory"..

 

The thing is that i monitored all the time the process and it never reached the end of memory. Always i got left around 6500MB more memory left to use.

Dyndolod reached around 3.6gb memory usage and lodgen around 1.4gb. 

If there was a bad lod or texture wouldn't this happened when i ran the worlds one by one ?

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Dyndolod reached around 3.6gb memory usage and lodgen around 1.4gb.

3.6 seems high for 32 bit. Are you using DynDOLODx64.exe?

 

 

If there was a bad lod or texture wouldn't this happened when i ran the worlds one by one ?

That was exactly my thinking as well at first in the linked thread. But then the user fixed his problems by reinstalling resources. So I am not ruling out either possibility.

 

The fact that it requires several worldspaces to happen suggest some kind of memory corruption, though. Hard to find if it doesn't happen to me. I guess I need to install more mods and stuff for test.

Edited by sheson
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i'm using 32bit version. Maybe i should try 64bit and see what is happening.

 

and generating ultra trees maybe that is why is comsuming so much memory

 

edit: If I run these in 3 separate runs (this seems to complete) can i merge all tree DDL esps ?

Edited by paul666root
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W

i'm using 32bit version. Maybe i should try 64bit and see what is happening.

 

and generating ultra trees maybe that is why is comsuming so much memory

 

edit: i'm usng WB for SSE. If I run these in 3 separate runs (this seems to complete) can i merge all tree DDL esps ?

You should "install" everything from the output including the DYnDOLOD.esp from the first run. So for the second run the DynDOLOD.esp is part of the load order when starting DynDOLOD.exe again.

Then install all new files in the output folder overwriting everything including the DynDOLOD.esp and the JSON files from the first run. Repeat for as many worldspaces as required.

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Well I already had the first run "installed" and the DDL esp present in the Data folder. So when i ran DDL again it created another DDL esp into the DynDOLOD_Output folder. This new esp contains everything from the old DDL esp in the Data folder (and it's updated) ?

 

edit: thanks for the great support btw!

Edited by paul666root
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Well I already had the first run "installed" and the DDL esp present in the Data folder. So when i ran DDL again it created another DDL esp into the DynDOLOD_Output folder. This new esp contains everything from the old DDL esp in the Data folder (and it's updated) ?

 

edit: thanks for the great support btw!

yes, the new DynDOLOD.esp in the output folder will have the everything from the first one in the load order plus the new data combined.

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