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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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Posted

1) Really not much need for SkyMills/Falls anymore... :)

Even when you want to use the larger windmills without sails?

I once saw a detailed guide on what to install in which order with which options to be fine without SkyFalls but I can't find it atm, I currently got purple fan textures. Could you push me into the right direction?

 

2) It will automatically use installed billboards (you will see a message early in DynDOLODs log) for the trees for which 3D LOD does not exist. Nothing else to do other than to make sure all billboards are installed correctly like always.

Awesome. Caribou LODs were indeed working with TreeLOD=0. I won't keep Caribou in my load order due to low quality and too bright looking textures but that's good to know for future additions :)

 

3) See Manual "Custom Settings For Specific Mods - Revamped Assets Skyrim" as example. Video

Basically, add a new mesh rule somewhere before the last "\". For example set mesh mask to "ships\" - which will include everything in the meshes\ships\ folder (or be more specific like "shiplarge") and set Full Model, Static LOD4 or LOD8, Static LOD8 or LOD16, Yes, Far LOD or Far Full, Unchanged

Works as indended, thanks alot! Now, if I would just set trees to Full/Full/Full and Far Full... :D

 

One more question about the (MO left pane) load order. Please tell me if I'm annoying you but you seem to be like a Mr Miagi of Skyrim modding to me.

Load order. Do you sort ALL your mods individually? Or - in case of larger load orders - do you use categories to rougly sort? I tend to loosely stick to STEP recommendations (base game > extenders > fixes > interface > new locations > body > npcs/creatures > clothing/equipment > textures/meshes > environment > quests > animations/effects > sound > gameplay > enb/weather > patches > patcher output) but especially with texture packs and environmental mods exact load order seems to be critical and I haven't found a way besides trial and error yet. Just thinking of things like SMIM, ELFX, EVT, Parallax stuff - getting the load order wrong will almost always lead to glitches or even instability.

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Posted (edited)

Even when you want to use the larger windmills without sails?

I once saw a detailed guide on what to install in which order with which options to be fine without SkyFalls but I can't find it atm, I currently got purple fan textures. Could you push me into the right direction?

 

Awesome. Caribou LODs were indeed working with TreeLOD=0. I won't keep Caribou in my load order due to low quality and too bright looking textures but that's good to know for future additions :)

 

Works as indended, thanks alot! Now, if I would just set trees to Full/Full/Full and Far Full... :D

 

One more question about the (MO left pane) load order. Please tell me if I'm annoying you but you seem to be like a Mr Miagi of Skyrim modding to me.

Load order. Do you sort ALL your mods individually? Or - in case of larger load orders - do you use categories to rougly sort? I tend to loosely stick to STEP recommendations (base game > extenders > fixes > interface > new locations > body > npcs/creatures > clothing/equipment > textures/meshes > environment > quests > animations/effects > sound > gameplay > enb/weather > patches > patcher output) but especially with texture packs and environmental mods exact load order seems to be critical and I haven't found a way besides trial and error yet. Just thinking of things like SMIM, ELFX, EVT, Parallax stuff - getting the load order wrong will almost always lead to glitches or even instability.

It is enough to instal SMIM with the large sail option for SkyMills and DynDOLO will use them automatically.

 

Technically you can set all LOD Level to use full model trees, but Skyrim will already run hard into 32 bit application memory limits of 3.1GB under Windows OS even if you set Full Model, Billboard, Billboard. I pretty sure you won't be able to load that game as it will always ILS even highest memory setting / crash fixes. Skyrim SE on the other hand...

 

I only answer questions revolving around DynDOLOD or LOD in general :)

 

I sort things manually and use a bunch of (also custom) categories and then I usually use filters instead of groups. I have well over a 1000 mods (sometimes different versions or install options of the same) because of all that load order testing / debugging / troubleshooting I do. So I use lots of profiles, too. But everyone needs to find out for themselves what works for them and their needs.

Edited by sheson
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Posted

I got another riddle for you, hope you don't hate me for 'spamming' your thread.

While testing visual/environmental mods (such as all tree mods available, landscape stuff, bridges, roads) I occasionally saw LOD fragments in Lanterns of Skyrim-lantern poles aswell as Real Roads not working and being flat. In addition to that it seemed that either Enhanced Vanilla Trees (or Enhanced Landscapes) were deactivated. I usually regenerate LODs after adding a (few) new mods to test and sometimes this happened, sometimes it didn't.

I didn't have a clue and randomly enabled and disabled mods and changed load order until I used the console and saw DynDOLOD making the last change to the lantern pole aswell as to the road. So here's what a quick test revealed.

 

This is how my Skyrim looked with DynDOLOD and all its addons (Whiterun Exterior etc) aswell as the Lanterns of Skyrim Preset active and DynDOLOD output (with its esp) and TexGen output active.

elderscrollsvskyrim05yjkgh.png

Note the lack of foliage, the flat road and the weird LOD fragment in the pole.

 

I then saved the game, left the game, deactivated DynDOLOD, its addons, the preset and the output, restarted the game and reloaded my save. This is what I got:

elderscrollsvskyrim05pbjr8.png

- LOD fragment in lantern pole disappeared

- Foliage looked like it should with EVT+EL

- Real Roads worked again

 

 

I'm pretty sure I somehow messed up but I got no idea what could have been my mistake. Is there something to keep in mind when generating with LoS, EVT and Real Roads? For the last few times I only cleared the output folders and the cache before regenerating, should I always clear the entire folder and reinstall DynDOLOD Standalone from the zip files instead? Or do you have another idea about what could cause this weird behaviour? I think I've posted my DynDOLOD settings and stuff before but just to be sure...

 

Mod Organizer Left Pane Load Order (everything that could be remotely involved)

- ...

- Static Mesh Improvement Mod

- ...

- Skyrim Realistic Overhaul

- Skyrim Realistic Overhaul ADDON Classic Skyrim

- Vivid Landscapes all in One

- Vivid Landscapes all in One ADDON 4K Textures

- A Quality World Map

- Skyrim High Definition LODs Dark and Grassy

- Skyrim High Definition LODs ADDON Dragonborn Dark

- High Quality LODs Meshes

- Verdant

- DynDOLOD 2.22

- DynDOLOD ADDON Desync Birds of Prey

- DynDOLOD ADDON High Hrothgar Window Glow

- DynDOLOD ADDON Solitude Exterior

- DynDOLOD ADDON Vvardenfell 3D Plume

- DynDOLOD ADDON Whiterun Exterior

- Lanterns Of Skyrim

- Lanterns of Skyrim ADDON Lantern Caretakers

- Enhanced Vanilla Trees [REINSTALL]

- Enhanced Vanilla Trees Billboards Generator [REINSTALL]

- Cover Woods

- Cover Woods ADDON Parallax

- Skyrim Bridges

- Real Roads for Skyrim

- Real Roads for Skyrim ADDON DLCs

- Alternative Road Textures

- ...

- Immersive Fallen Trees

- ...

- Lanterns of Skyrim PATCH Dawnguard

- Vivid Landscapes all in One PATCH Static Mesh Improvement Mod Farmhouse

- DynDOLOD PATCH Lanterns of Skyrim (this is the preset)

- ...

- OUTPUT DynDOLOD

- OUTPUT TexGen

 

Mod Organizer Right Pane Plugin Load Order is sorted by LOOT with DynDOLOD.esp loading last

 

DynDOLOD

- Standalone 2.25

- LODGen 1.20

- .ini-files are default except for TreeLOD=0

- Generating all world spaces at once

- Default 'High' preset except for neverfade ships, candles checked and tile size 2048

- Output is C:\DynDOLOD OUTPUT respectively C:\TexGen OUTPUT

- No UAC, user is admin, full access to both folders is granted, MO is launched as admin

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Posted

Just installed 2.26 and regenerated everything. This time I got working Real Roads, foliage as expected but still weird LOD fragments in lantern poles.

 

Nontheless, most of my Skyrim beginning to look awesome is thanks to you, so... thank you! :)

So instead of flowers here's some DynDOLODed shots.

 

elderscrollsvskyrim05qnj3k.pngelderscrollsvskyrim05hhjme.pngelderscrollsvskyrim05u2j8d.pngelderscrollsvskyrim05wbjmj.png

 

elderscrollsvskyrim05m6j2c.pngelderscrollsvskyrim05slkfv.pngelderscrollsvskyrim05j6jp0.pngelderscrollsvskyrim0537jzj.png

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Posted (edited)

I got another riddle for you, hope you don't hate me for 'spamming' your thread.

While testing visual/environmental mods (such as all tree mods available, landscape stuff, bridges, roads) I occasionally saw LOD fragments in Lanterns of Skyrim-lantern poles

FAQ: Skyrim: Out of place objects / flickering full models

 

A: Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. Test with new game.

 

If it happens with a new game and if you use the DynDOLOD patch for Lanterns of Skryim, disable/enable the lanterns through its MCM to see if it makes a difference.

 

DynDOLOD should have no effect whatsoever on the roads in the loaded cells.

Edited by sheson
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Posted (edited)

I updated to 2.26 and I am getting the LODGeneratorCMD errors when running DynDOLOD, happens 3 times each time. I keep on walking away to eat or do things when it runs so I don't know what's causing them but I do have the DynDOLOD_TES5_log file.

 

https://www.dropbox.com/s/sx2wgin10qwwkhy/DynDOLOD_TES5_log.txt?dl=0

Start DynDOLOD in expert mode. Open ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini in notepad and change to Expert=1

 

Select aaaWereBalokDungeonWorld.

 

Click the Execute LODGen.exe button and bring the spawned LODGen.exe command prompt to the front. Make a screenshot of the complete error message and post it.

Edited by sheson
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Posted

Hi sheson,

I'm playing classic Skyrim and I admit I'm not using the latest version of DynDOLOD. I just want to confirm.

 

This is a pic taken outside Whiterun:

post-1394-0-72966200-1494315737_thumb.jpeg

 

This is a pic taken inside Whiterun:

post-1394-0-73505000-1494316105_thumb.jpeg

 

Notice the objects I circled. It's invisible from inside Whiterun. I don't remember if that is a vanilla objects or mod added, but if it is vanilla, then the Whiterun Exterior.esp doesn't add these objects? Just need a confirmation, thank you.

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Posted (edited)

Hi sheson,

I'm playing classic Skyrim and I admit I'm not using the latest version of DynDOLOD. I just want to confirm.

 

Notice the objects I circled. It's invisible from inside Whiterun. I don't remember if that is a vanilla objects or mod added, but if it is vanilla, then the Whiterun Exterior.esp doesn't add these objects? Just need a confirmation, thank you.

Open console click object, the first two digits of the form id tell which plugin adds things. They are added by Skyrim.esm

 

Correct, Whiterun Exterior doesn't add those 2. Nobody missed them so far.

Edited by sheson
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Posted (edited)

Hi, In solitude Dyndolod seems to be adding a duplicate set of windows, but only on Angeline Aromatics building and only then, on the 2nd floor. I disabled Dyndolod and those excess windows went away. This is a recent install, fresh, with no reside from any old installs. I havent seen this sort of thing in any other city or town, but will check all other cities towns as I can.

 

The id I got off them are

 

97004548

970010d7

 

v2.26 - Advanced > Med > All options minus original LoD assignments.

 

 

36760-0-1494820379.jpg

Edited by Mebantiza
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