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Not sure if I somehow screwed up LOD generation, screwed up otherwise or if something is wrong with FO4LODgen but I noticed that when I load the generated files (packed into ba2s of course) along with the esps and FO4LODGen - Main.ba2 from the provided resources that some textures suddenly become really blurry when I approach an object and only after closing in further the correct textures are being loaded again. This does not happen without the generated LOD files active and the correct textures are being loaded even at a distance.

 

Here is an example of what I mean, when I fast travel to this location (Tenpines Bluff) the green steel beam textures for the bridge are relatively sharp at a distance , but once I get a little closer they become very blurry and low resolution all of a sudden as you can see here:

 

At a distance: ZbLSiEk.jpg closer up: 0nQKImd.jpg

 

 

Only when I get even closer it finally loads the textures that were present on the middle section of the bridge the entire time. Any idea what might be going wrong here? I've ran the LOD generation multiple times without different results. This effect is reproducible each time I load the game and go to this location (haven't tried others yet) and doesn't occur without the generated LOD files. My gpu's Vram is 6GB (GTX 980ti) and as you can see in the screenshots, it isn't full yet and there wasn't any more loading going on when I took them.

 

I initially ran FO4LODGen with default values (4096x4096 Atlas size, 100 Alpha, 512 max texture size, 1.1 uv and default compression settings, nothing else checked) but even changing atlas size up to 8192x8192 and max texture size to 1024 didn't change anything. Any ideas?

 

Also, what INI settings do you mean here? I know about the issue with loose texture files and what ENBoost is and how to use it, just not sure what specific INI settings you are referring to here:

 

I assume Fallout 4 modders know all about this issue with loose texture files, the involved INI settings and ENBoost.

I hope I've given all relevant information, if not I'm more than happy to provide them of course and I hope you guys can help me solve this problem :).

Edited by El_Rizzo

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Do not forget to remove the loose files after packing them into a BA2.

 

If you packed all atlas textures into a BA2 and still got this, it could be that the blurry texture(s) are not on the atlas but used directly and probably loose. You would need to check the BTO in nifskope for this.

 

AFAIK the INI settings related to this problem are bForceUpdateDiffuseOnly, iTextureUpgradeDistance0/1 and iTextureDegradeDistance0/1. In case ENB is used verify ENB memory settings are correct. There are a lot of posts for Fallout 4 and blurry textures discussing all the options.

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Do not forget to remove the loose files after packing them into a BA2.

I did, the output files were generated into an entirely different folder than my mods directory and I moved the 2 created BA2s (main and textures) into the mod folder manually and I made sure that they are loaded dead last (all my big texture mods are packed into BA2s).

 

 

If you packed all atlas textures into a BA2 and still got this, it could be that the blurry texture(s) are not on the atlas but used directly and probably loose. You would need to check the BTO in nifskope for this.

Like I said, all my big texture mods are packed into BA2s and I made sure that the esp loading the Lodgen output files is loaded dead last. The only texture mods with loose files are very specific and small ones, none of which have anything to do with landscape, bridges or buildings, I double checked that already :). But how would I go about finding the corresponding BTO file? Or will I simply have to open each one until I find the right one? :D

 

 

AFAIK the INI settings related to this problem are bForceUpdateDiffuseOnly, iTextureUpgradeDistance0/1 and iTextureDegradeDistance0/1. In case ENB is used verify ENB memory settings are correct. There are a lot of posts for Fallout 4 and blurry textures discussing all the options.

Alright, I knew about those before, I thought this referred to some INI tweak specifically for Fo4LODgen.

Edited by El_Rizzo

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This is a general Fallout4 problem with lots of discussions about it. I am not spending much time with FO4. When I did vanilla game tests with no other mods (meaning no physical texture folder) and putting the LOD atlas textures into BA2 it fixed for me.

 

Use player.getpos x and player.getpos y in console and divide by 4096. That will give you the cell coordinates of the area. BTOs have their LOD level (number of cells in one direction) and lower left cell coordiantes in their file name.

 

If all fails, you can try not create an atlas when generating Commonwealth/Sanctuary to see if it makes a difference. It will then use the vanilla atlas. I haven't created the default mapping for other worldspaces yet.

 

Alternatively remove all mipmaps from the atlas texture.

Edited by sheson

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This is a general Fallout4 problem with lots of discussions about it. I am not spending much time with FO4. When I did vanilla game tests with no other mods (meaning no physical texture folder) and putting the LOD atlas textures into BA2 it fixed for me.

Wouldn't be the first time Bethesda screwed something up regarding LOD ::D: The thing is, without using Fo4Lodgen or even with just the content from your provided resources, this blurry LOD does not occur and LOD is just fine. It is of course missing the Objects added by the generated files, but the LOD that is there doesn't get blurry, only when I use the generated files. I do use texture mods that replace the textures used for bridges, but FO4LODgen should read them, or am I mistaken?

 

But I'll try your suggestions and will report back with my results, thanks for your reply and suggestions, much appreciated! :)

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Alright, so without creating an Atlas it works as intended, the new Objects/improved LOD Objects show up and it looks like this:

 

Before:

o89slh.png

After:

 

o89slh.png

 

What I noticed is the texture resolution when I also generate a texture atlas along with the LOD objects, without the atlas the textures look like this:

 

316p9jm.png

 

When I also create a texture atlas during generation it gets blurry and looks like this:

 

2l8yr1l.png

 

 

So apparently texture atlas creation generates really low res textures that are lower quality than the vanilla ones, is there any setting to change the quality of the textures? I've already tried setting the atlas size to 8192x8192 and max texture size to 1024 with the same results. I've made sure that there are no loose files causing it, so I've really got no clue what is going wrong here :(

Edited by El_Rizzo

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So apparently texture atlas creation generates really low res textures that are lower quality than the vanilla ones.

That is not what is happening. LOD textures are not resized when put on the atlas.

 

The HWOverpassLOD_d.DDS is 256x256, so makes it onto the atlas textures regardless of what "Max texture size" drop down is set to. The "Atlas size" does not matter either. Lower sizes only mean it might create more than one atlas texture.

 

I already explained what is happening. It is caused by loose files, (default) INI or ENB settings or whatever.

 

If I remember right, removing the mipmaps from the textures can be used as a workaround. Then there are no lower resolution mipmaps the game can accidentally fall back to.

Edited by sheson

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That is not what is happening. LOD textures are not resized when put on the atlas.

Okay, good to know, was just an uninformed speculation on my part :)

 

 

The HWOverpassLOD_d.DDS is 256x256, so makes it onto the atlas textures regardless of what "Max texture size" drop down is set to. The "Atlas size" does not matter either. Lower sizes only mean it might create more than one atlas texture.

I assumed that was the case but since I'm a layman when it comes to LODs I was just trying different settings to see if there is any change. Just out of curiosity, is there any downside or maybe even upside to having more than one texture atlas in general?

 

I already explained what is happening. It is caused by loose files, (default) INI or ENB settings or whatever.

 

 

But I don't have any loose files that could cause it ... all the mods that contain textures affecting anything in those screenshots are packed into BA2s. I even went ahead and packed every last small mod that had any loose files left into BA2s even though those only contained textures for completely different things (eyes, super mutants etc.) and even after making sure that I have absolutely zero loose files left (I mean it, zero), the results were the same. My data folder is also squeaky clean since I'm using Mod Organizer 2 for Fallout 4 (and ran Fo4LODgen through it ofc.), so there aren't any lingering files in there either (I manually checked as well of course).

 

As for INI settings and ENB, I don't use ENB for Fallout 4 and there are no leftovers of it either and my INIs are properly set up, I have bForceUpdateDiffuseOnly= set to 0 and increased the values of iTextureUpgradeDistance1= ,iTextureUpgradeDistance0= , iTextureDegradeDistance1= and iTextureDegradeDistance0= according to the numerous suggestions on the topic like this one and the result was exactly the same and I know the ini settings were applied because the Vram usage increased by over 1GB with those values.

 

Furthermore, I even generated LOD with all my mods disabled and only the vanilla and official DLC files active + your resources files and when I load the game (still only with vanilla + Fo4LODgen related files active) with the generated output files packed into BA2s of course and loaded by one of the ESPs from resources, the result was still the same. So even with no possibility of mods interfering and properly set up INIs I get the super blurry LOD textures with a generated atlas.

 

I would be more than happy if the issue is on my end so I can fix it, but I don't see how that is the case after all the different scenarios I've ran and the fact that it even happens with vanilla only files :confusion: .

Edited by El_Rizzo

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The downside of more than one atlas are additional draw calls. It is usually negligible in this context.

 

The BA2 you are creating may have the wrong settings or options. It needs to be "DDS" format and only contain Textures. Maybe compression plays a role. Find and follow a guide how to pack textures.

 

Maybe not adding Textures\ to sResourceDataDirsFinal helps.

 

The texture format should not matter. The vanilla game use DXT1 or DXT5 for diffuse and ATI2 for normal/specular. You could also try if BC7 makes a difference, but would have to use an external tool to convert.

 

Removing the mipmaps from the atlas texture should work in any case and is probably the best option at this point.

Edited by sheson

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The downside of more than one atlas are additional draw calls. It is usually negligible in this context.

Good to know, thanks for the explanation! :)

 

 

The BA2 you are creating may have the wrong settings or options. It needs to be "DDS" format and only contain Textures. Maybe compression plays a role. Find and follow a guide how to pack textures.

I've read guides on how to create BA2s before, since I packed all my mods into BA2 files ;) and yeah, I selected DDS format and only the Atlas textures are in it, the meshes are in a separate BA2 with "general" as the format. I left compression for both BA2s at default and didn't touch any of the other settings as the guides recommended to leave them alone. I will try without compression for the textures BA2 and will report if that by chance solves it.

 

 

Maybe not adding Textures\ to sResourceDataDirsFinal helps.

I didn't add them to sResourceDataDirsFinal, I load the 2 BA2s via an esp (all following the naming convention for BA2s ofc) and placed it dead last in my loadorder to make sure it doesn't get overwritten.

 

Removing the mipmaps from the atlas texture should work in any case and is probably the best option at this point.

 

 

I would certainly like to try this, but have no idea how to do that :P Do you happen to have a tutorial at hand on how to remove mipmaps from the texture atlas? I don't have photoshop, but I do have GIMP with the necessary DDS plugins and also paint.net.

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I would certainly like to try this, but have no idea how to do that :P Do you happen to have a tutorial at hand on how to remove mipmaps from the texture atlas? I don't have photoshop, but I do have GIMP with the necessary DDS plugins and also paint.net.

The GIMP save dialog for DDS should have an option to generate/not generate Mipmaps. So load texture in GIMP and then save with the Mipmap option disabled.

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Yeah I figured it out myself by loading the texture into GIMP and messing around, but thanks for the fast response and help! ::): and yeah that worked, as you predicted. Also, it seems the game really doesn't like uncompressed texture BA2s, when I created an uncompressed BA2 for the atlas textures (DDS format selected ofc.) it simply would make all LOD invisible and parts of the bridge were popping in as I moved closer :turned: even B.A.E. crashed when trying to extract it, so that isn't an option.

 

Thank you so much for patiently helping me with this issue! Still weird why it happened in the first place though :confusion:

 

Oh and just in case you don't check that thread so often, I also have the issue with Fallout4 - Voices.ba2 mentioned here on the AFK forums, I have to move it out of the data folder if I wanna run FO4LODgen otherwise it crashes on me each time and my game language is English, both text and voice in case it is relevant.

Edited by El_Rizzo

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Oh and just in case you don't check that thread so often, I also have the issue with Fallout4 - Voices.ba2 mentioned here on the AFK forums, I have to move it out of the data folder if I wanna run FO4LODgen otherwise it crashes on me each time and my game language is English, both text and voice in case it is relevant.

If you have the time, what is the timestamp and exact size in bytes of your Fallout4 - Voices.ba2?

 

You need to use a windows command prompt and the "dir" command or 3rd party file managers to get the exact bytes. Windows Explorer will always simplify the number.

 

Not that important, a next version of LODGen will just skip the file, since nothing useful for LOD is in there anyways.

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      DynDOLOD.exe - improved replacement textures handling for object and dynamic LOD
      DynDOLOD.exe - added patching function for plugins + worldspace
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - added cell attach/trigger counters
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD_Manual_SEE.html - updated compatibility information for several mods
      DynDOLOD_Manual_TES5VR.html - added with brief explanations what is different to the Skyrim SE version
      TexGen.exe - added beta support for TES5VR, start with -TES5VR command line argument, uses SSE config files and settings
      TexGen.exe - added generation for fallforestdirt01.dds, reachdirt01.dds, road01fallforest01.dds and road01reach01.dds
      LODGen.exe - fixed terrain water segments for odd origins
      LODGen.exe - added WaterHeight= default water z, used in case of missing cell data
      LODGen.exe - print global alpha threshold setting to log
      LODGen.exe - catch an error in nif and print its name to log
      Changelog DynDOLOD 2.38 DynDOLOD.exe - fixed not using -o command line
      DynDOLOD.exe - improve loading of paid mod plugins
      DynDOLOD.exe - create ESM at correct load order
      DynDOLOD.exe - improved error message when trying to add wrong base record of wrong type
      DynDOLOD.exe - fixed sometimes not finding new base records resulting in no model error for dynamic LOD
      DynDOLOD.exe - print plugin type when listing plugins
      DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection
      Changelog DynDOLOD 2.39 DynDOLOD.exe - improved some error messages
      DynDOLOD.exe - fixed sometimes injecting worldspaces instead adding them as overwrites
      LODGen.exe - changed requirements to MS Visual C++ 2017 Redistributable (2015 should still work, as they are supposed to be binary compatible)
      LODGen.exe - changed Redistributable missing message to link to https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
      LODGen.exe - removed obsolete embedded resources
      Changelog DynDOLOD 2.40 DynDOLOD.exe - fixed sometimes not creating a dedicated dynamic LOD base record with correct overwrites
      DynDOLOD.exe - do not add Quest with SKSE/PapyrusUtil checks to plugin in case dynamic LOD is not generated
      Changelog DynDOLOD 2.41 DynDOLOD.exe - fixed a pointer conversion error
      DynDOLOD.exe - fixed sometimes adding ESP masters to DynDOLOD.esm
      DynDOLOD.exe - added creation of bugreport.txt in case of exception
      DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection
      DynDOLOD Resources SE - added patches for better compatibility with mods
      LODGen.exe - fixed LOD water for FO3/FNV to use seperate shapes in correct order for different heights
      LODGen.exe - fixed passthru meshes sometimes not keeping their large reference status
      Changelog DynDOLOD 2.42 DynDOLOD.exe - fixed using misplaced patches for different game mode
      DynDOLOD.exe - improved export of miniatlas data for LODGen.exe
      DynDOLOD.exe - improved some error messages
      TexGen.exe - added generation for shipwoodfloor01lod.dds
      LODGen.exe - skip automatic re-UV for shapes with a high number of triangles
      LODGen.exe - fixed sometimes scaling water level twice for undefined cells
      LODGen.exe - added support for FO3/FNV placed water references for terrain LOD meshes
      Changelog DynDOLOD 2.43 DynDOLOD.exe - refined bounds calculations for what counts as a large reference
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
      LODGen.exe - reworked simplification of meshes after re-UV
      LODGen.exe - added a sanity check after re-UV
      LODGen.exe - fixed a scaling error when applying miniatlas
      Changelog DynDOLOD 2.44 DynDOLOD.exe - carried forward latest updates from xEdit for better ESL plugin support and other optimizations
      DynDOLOD.exe - added the possibility to define External Billboard meshes to replace the default 2 plane for LOD trees in object LOD
      DynDOLOD.exe - added possibility to have multiple billboard textures for different sides/shapes
      DynDOLOD.exe - fixed adding *treelod.dds to object LOD texture atlas
      DynDOLOD.exe - skip over NIF errors while checking for NiNodes
      DynDOLOD.exe - fixed some issues of create mod option with Skyrim SE
      DynDOLOD.exe - fixed issue with worldspaces added by ESP
      DynDOLOD-Trees.html - added section for internal and external billboards
      DynDOLOD_Manual.html - added and updated compatibility information for several mods
      DynDOLOD Resources - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugin
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - Enabled use of Window Glow LOD mulitpliers using Racemnu NiOverride in MCM - disabled by default
      DynDOLOD Resources SE - Papyrus Scripts - Updated for to support worldspaces added by ESP
      LODGen.exe - fixed sometimes applying wrong scale to translation
      LODGen.exe - fixed not applying parent scale to child translation
      LODGen.exe - fixed a bug parsing flat texture data file
      LODGen.exe - added support for different alpha thresholds to atlas replacements
      LODGen.exe - reworked remove unseen object LOD faces to work across quad boundaries
      LODGen.exe - added support to also remove faces under water for FO3/FNV
      LODGen.exe - added support to define billboard NIFs per LOD level
      LODGen.exe - minor speed improvements and multithread enhancements
      Changelog DynDOLOD 2.44.1 DynDOLOD Resources - fixed FOMOD installer
      Changelog DynDOLOD 2.45 DynDOLOD DLL - drop-in replacement for PapyrusUtil for Skyrim, Skyrim Special Edition and Skyrim VR consisting of DynDOLOD.DLL and PapyrusScripts
      DynDOLOD_DLL.html - added explanation and install/usage instructions
      DynDOLOD.exe - added creation of data files for DynDOLOD DLL
      DynDOLOD.exe - fixed a problem with adding masters while creating texture replacements
      DynDOLOD.exe - specifically write text files using UTF8 without BOM encoding
      DynDOLOD.exe - skip textures for atlas with NoRevUV in shape name while scanning meshes
      DynDOLOD.exe - carried forward latest updates from xEdit
      DynDOLOD Resources - Papyrus Scripts - merged minion script into firstborn script
      DynDOLOD Resources SE - Papyrus Scripts - merged minion script into firstborn script
      DynDOLOD Patches - updated patches for papyrus scripts to automatically use DynDOLOD DLL if available, else fall back to PapyrusUtil
      LODGen.exe - fixed sometimes failing re-UV due to missing normal
      LODGen.exe - added detection of NoReUV in shape name to skip over potential automatic re-UV
      Changelog DynDOLOD 2.46 DynDOLOD.exe - fixed sometimes adding wrong master into wrong plugin
      Changelog DynDOLOD 2.47 DynDOLOD.exe - fixed generating LOD for Skyrim
      Changelog DynDOLOD 2.48 DynDOLOD.exe - added support for creating atlas textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR
      DynDOLOD.exe - carried forward latest updates from xEdit
      DynDOLOD.exe - fixed sometimes not loading all plugins because of too many masters
      DynDOLOD.exe - fixed a problem sometimes preventing loading an existing DynDOLOD plugin
      DynDOLOD.exe - updated some helpful messages
      TexGen.exe - added support for textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR
      TexGen.exe - updated some helpful messages
      TexGen.exe - added generation for impwall01.dds
      TexGen.exe - added generation for impfloormuddy01.dds
      TexGen.exe - added generation for treepineforestcut01.dds
      Texconv.exe - updated to latest version
      DynDOLOD-rules - added/updated rules for better compatibility with mods
      Changelog DynDOLOD 2.49 DynDOLOD.exe - Fixed trying to add game.exe as master
      TexGen.exe - Added some checks/messages for external BC7 execution in case of problems for better troubleshooting
      TexGen.exe - Save full resolution texture to final folder and convert to BC7 in place instead of temp folder
      Changelog DynDOLOD 2.50 DynDOLOD.exe - fixed a case of TexConv sometimes not being able to convert textures to BC7
      DynDOLOD.exe - do not convert textures
      DynDOLOD.exe - carried forward latest updates from xEdit
      Changelog DynDOLOD 2.51 DynDOLOD.exe - Reworked reading of existing DynDOLOD plugins to be more robust
      DynDOLOD.exe - fixed a typo preventing CreateMode to start
      DynDOLOD.exe - streamlined some threaded code
      DynDOLOD.exe - carried forward latest updates from xEdit
      Texconv.exe - improved a few error messages
      Changelog DynDOLOD 2.52 DynDOLOD.exe - fixed a case of trying to add non textures to flat atlas
      DynDOLOD.exe - print true texture file name in case of errors loading it
      Changelog DynDOLOD 2.53 DynDOLOD.exe - undo an update sometimes causing errors in plugin
      DynDOLOD.exe - removed some unnecessary log spam
      Changelog DynDOLOD 2.54 DynDOLOD.exe - fixed an issue with resolving modname;formid to current load order
      DynDOLOD.exe - more streamlining of some threaded code
      DynDOLOD.exe - some library udpates and other optimizations
      DynDOLOD.exe - added some more error messages around executing of command line tools
      DynDOLOD.exe - prevent accidentally interrupting execution of command line tools
      DynDOLOD.exe - silently try to restart command line tools in case of error
      DynDOLOD.exe - carried forward latest updates from xEdit
      Texconv.exe - updated to latest version
      DynDOLOD Resources - do not use OnInit/States for Firstborns/Minions
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - do not use OnInit/States for Firstborns/Minions
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods
      Changelog DynDOLOD 2.55 DynDOLOD.exe - added support for Enderal Steam version
      DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed not adding some textures to atlas
      DynDOLOD.exe - removed accidental left over elevation requirement
      DynDOLOD.exe - combine flat atlas into main atlas
      DynDOLOD.exe - allow for dedicated object LOD atlasses for non-alpha and alpha textures
      DynDOLOD.exe - use alpha threshold from NIF and adjust individual texture transparancy for object LOD atlass - can add the same texture more than once for different thresholds (quantized)
      DynDOLOD.exe - added alpha raise to diffuse mipmap generation
      DynDOLOD.exe - added steepness raise to normal map mipmap generation
      DynDOLOD.exe - dedicated mipmap generation for each diffuse and normal object LOD texture
      DynDOLOD.exe - skip injected base elements and references and print a message
      DynDOLOD.exe - add reverse copies into child world for disabled neverfade references to work around bad modding practice
      DynDOLOD.exe - added IgnoreModFileName for child world scanning to automatically disable it if not required
      Papyrus Scripts - explicitly pass parent world to LODObject script because persistent references exist in parent and child world simultaneously
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods
      LODgen.exe - added ENDERAL mode, same as TES5
      LODgen.exe - added TERRAINENDERAL mode, same as TERRAINTES5
      LODgen.exe - code cleanup and minor optimizations
      LODgen.exe - improved remove unseen for large objects spanning several cells
      LODgen.exe - do not scale FO3/FNV object LOD
      LODgen.exe - improved overwriting of HD LOD flag with IsHDMeshMask and IsHDTextureMask
      Changelog DynDOLOD 2.56 DynDOLOD.exe - optimized object LOD atlas generation to use a bit less memory
      DynDOLOD.exe - fixed sometimes not being able to generate atlas with large tile size
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD_Manual.html - added and updated compatibility information for several mods
      LODGen.exe - make sure borders between cells match when using protect cell borders
      Changelog DynDOLOD 2.57 DynDOLOD.exe - fixed a potential memory corruption after saving textures
      Changelog DynDOLOD 2.58 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - removed useless assigment of variable sometimes causing exception building object LOD atlass
      DynDOLOD.exe - fixed IgnoreIfPluginExists list sometimes not working
      DynDOLOD.exe/TexGen.exe - less artifacts with BC1|2|3 texture compression
      DynDOLOD Resources SE - added meshes for better compatibility with a mod
      DynDOLOD Resources - added meshes for better compatibility with a mod
      DynDOLOD Resources - Papyrus Scripts - fixed swapped error message
      Changelog DynDOLOD 2.59 DynDOLOD.exe - fixed sometimes accidentally disabling automatic child world scanning
      DynDOLOD-rules - added/updated rules for better compatibility with mods
      DynDOLOD Resources SE - added meshes for better compatibility with mods
      DynDOLOD Resources - updated meshes for better compatibility with mods
      DynDOLOD_Manual.html - updated compatibility information for a mod
      LODGen.exe - set correct mode on BSMultibound for water
      LODGen.exe - updated supporting libraries to latest version
      Changelog DynDOLOD 2.60 DynDOLOD.exe - fixed sometimes trying to find textures in meshes folder
      DynDOLOD.exe - improved moving existing DynDOLOD.esm into correct load order position
      DynDOLOD.exe - ignore meshes with missing textures, print a report at the end
      DynDOLOD.exe - reduce memory usage while building object LOD atlas
      DynDOLOD.exe - do not set -m 0 for TexConv command line since that is the default anyways
      Texconv.exe - updated to latest version
      TexGen.exe - added generation for vurt_oldgreybarklod.dds
      DynDOLOD Resources SE - added meshes for better compatibility with a mod
      DynDOLOD Resources - added meshes for better compatibility with a mod
      Changelog DynDOLOD 2.61 DynDOLOD.exe - fixed sometimes garbling assets paths
      DynDOLOD Resources - added meshes/texture for better compatibility with mods
      Changelog DynDOLOD 2.62 DynDOLOD.exe - improved error message in case TexConv fails importing textures
      DynDOLOD.exe - added version check of output from TexGen and installed Resources
      TexGen.exe - add version information to output
      DynDOLOD Resources - added a mesh for better compatibility with a mod
      DynDOLOD Resources SE - added a mesh for better compatibility with a mod
      DynDOLOD_Manual.html - added compatibility information for several mods
      Changelog DynDOLOD 2.63 DynDOLOD.exe - use a different library to run external commands
      TexGen.exe - fixed filename of impfloormuddy01lod.dds
      DynDOLOD Resources - added a meshes for better compatibility with a mod
      DynDOLOD Resources - fixed an issue with worldmap in interiors
      DynDOLOD Resources SE - added a meshes for better compatibility with a mod
      DynDOLOD Resources SE - fixed an issue with worldmap in interiors
      Changelog DynDOLOD 2.64 DynDOLOD.exe - fixed an issue with discovering billboards
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources - fixed a FOMOD installation error
      DynDOLOD Resources SE - fixed a FOMOD installation error
      Changelog DynDOLOD 2.65 DynDOLOD.exe - fix output of mesh counting file
      LODGen.exe - memory and other optimizations
      LODGen.exe - updated supporting libraries to latest version
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      Changelog DynDOLOD 2.66 DynDOLOD.exe - ignore texture set with 3rd _g texture for atlas discovery
      DynDOLOD.exe - fixed normal map textures sometimes not having correct size on atlas
      DynDOLOD.exe - fixed a rare multithread memory issue
      TexGen.exe - added generation for castlekitlod.dds, wrroofslate01lod.dds, wrdragontile01lod.dds, wrdragontileblack01lod.dds, wrcitywall01lod.dds, wrtemplefloor01lod.dds, wrplasterint01.dds, wrwoodfloorint01lod.dds, wrwoodplanks01lod.dds, wrwoodbeam01lod.dds, wrwoodbeamint01lod.dds, stonefloor01lod.dds, wrdragoncarvings01lod.dds, wrroofint01lod.dds, wrslate02lod.dds, wrstonebase02lod.dds, wrstoneblocks01lod.dds, wrtrellisvines01lod.dds, wrtrims01lod.dds, wrwoodlattice01lod.dds
      LODGen.exe - fixed sometimes duplicating models
      LODGen.exe - more optimizations
      LODGen.exe - updated supporting libraries to latest version
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods
      Changelog DynDOLOD 2.67 DynDOLOD.exe - added FlatLODWithNormalMapVertexColor to ini to set vertex color of flat LOD that has normal map textures, see docs\trees.ultra\DynDOLOD-Trees.html
      DynDOLOD.exe - ignore texture set with 5th _em texture for atlas discovery
      LODGen.exe - ignore duplicate triangles when loading models
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      Changelog DynDOLOD 2.68 DynDOLOD.exe - fixed not falling back to billboard in reference rules
      LODGen.exe - more minor optimizations and cleanup
      Changelog DynDOLOD 2.69 DynDOLOD.exe - removed unintentional log lines
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      Changelog DynDOLOD 2.70 DynDOLOD.exe - added optional TVDT occlusion data generation, added related settings to ini
      DynDOLOD.exe - do not set VWD flag on base records added by esp
      DynDOLOD.exe - fixed adding large references to DynDOLOD.esm for base records defined in an esp
      DynDOLOD.exe - fixed sometimes not setting largref on glow LOD in static object LOD
      DynDOLOD.exe - added automatic update of Portal Boxes to Boxes for TES5/ENDERAL, added PortalBoxFix setting to ini
      DynDOLOD.exe - fixed sometimes setting wrong index for texture replacement for dynamic LOD models
      DynDOLOD_Manual.html - added section for TVTD occlusion data generation
      LODGen.exe - always set vertex alpha value to 1 for FO4 since it is not ignored despute LOD_Objects flag
      LODGen.exe - added support for FO4 GreyscaleToPalette_Color flag, 4th texture slot and Grayscale to Palette Scale value used by some full models to change texture coloring
      LODGen.exe - fixed an index range issue when generating terrain LOD level 4 meshes with -1 quality
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      Changelog DynDOLOD 2.71 DynDOLOD.exe - ignore wild edit cells that are out of range for occlusion calculation
      Changelog DynDOLOD 2.72 DynDOLOD.exe - fixed an error reading object LOD meshes for occlusion
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD.exe - added detection of LotD v5
      DynDOLOD.exe - fixed sometimes not writing log/bugreport in case of exception
      TexGen.exe - added generation for sdragontile01lod, sfloorhouse01lod, sintfloor01lod.dds, sintwalltop01lod, smetaldet01lod.dds, sintwalltop01lod.dds, sstonestep01lod.dds, sstonewall03lod, swoodbeam01lod.dds, farmwindowinterior01lod.dds, scastlecol01lod.dds, finewood3x3lod.dds, dbmstainedglass01lod.dds, dbmstainedglass02lod.dds
      LODGen.exe - fixed 3D name for BSTriShape
      DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
      Changelog DynDOLOD 2.73 DynDOLOD.exe - always fix missing large reference flag 0x4 on MSTT based record
      DynDOLOD.exe - report modified large references in ESL flagged ESP causing large reference bugs
      DynDOLOD.exe - patch large reference bugs caused by smaller scale changes in ESM
      DynDOLOD.exe - patch large reference bugs caused by "deleted" records in ESM
      DynDOLOD-rules - updated rules for better compatibility with mods
      DynDOLOD_Manual.html - added compatibility information for a mod
      LODGen.exe - added support for FO4 EffectShader - automatically done as PassThru
      LODGen.exe - added support for FO4 BGEM (BGEM always trumps data in nif)
      LODGen.exe - updated supporting libraries to latest version
      LODGen.exe - improve BA2 support
      LODGen.exe - adjust multibound max z >= 0
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      Changelog DynDOLOD 2.74 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed a potential race condition
      Texconv.exe - updated to latest version
      Texconv.exe - fixed not supporting spaces in path names in -flist
      DynDOLOD-rules - updated rules for better compatibility with mods
      DynDOLOD Resources - updated meshes for better compatibility with mods
      DynDOLOD Resources SE - updated meshes for better compatibility with mods
      Changelog DynDOLOD 2.75 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed not reading RNAM data from ESM-flagged ESP
      DynDOLOD.exe - fixed sometimes not recognizing HasTreeLOD flag
      DynDOLOD.exe - do object LOD for STAT base records with HasTreeLOD flag that are also large references
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - added meshes for better compatibility with mods
      Changelog DynDOLOD 2.76 DynDOLOD.exe - fixed sometimes adding overwritten records into wrong plugin when applying patches
      DynDOLOD.exe - fixed not overwriting equal rules for winning plugins
      LODGen.exe - updated supporting libraries to latest version
      Texconv.exe - updated to latest version
      Changelog DynDOLOD 2.77 DynDOLOD.exe - fixed not removing a texture hash when updating form version
      DynDOLOD.exe - fixed plugin update check with IgnoreLargeReferences=1
      DynDOLOD.exe - improved a couple error messages
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD Resources - updated meshes/patch file for better compatibility with mods
      DynDOLOD Resources SE - updated meshes/patch file for better compatibility with mods
      Changelog DynDOLOD 2.78 TexGen.exe - fixed a wrong parameter
      Changelog DynDOLOD 2.79 DynDOLOD.exe - make patching a bit more robust
      Texconv.exe - improve -flist text file handling
      Changelog DynDOLOD 2.80 DynDOLOD.exe - fixed wrong default tree LOD setting
      DynDOLOD.exe - improved invalid path detection
      DynDOLOD.exe - added rule for better compatibility
      Changelog DynDOLOD 2.81 DynDOLOD.exe - Ignore neverfades that are initially disabled and have no XESP enable parent
      DynDOLOD.exe - do not set VWD flag on certain MSTT
      DynDOLOD.exe - added rules for better compatibility
      DynDOLOD Resources - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD Resources - added mesh for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD Resources SE - added mesh for better compatibility with mods
      DynDOLOD DLL - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD DLL SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD_Manual.html - added compatibility information for a mod
      Changelog DynDOLOD 2.82 LODGen.exe - fixed sometimes not setting VertexColor flag on passthru shaders
      DynDOLOD_Manual.html - added information for new alternative vanilla tree LOD billboards
      Changelog DynDOLOD 2.83 DynDOLOD.exe - better error handling reading BTT files
      DynDOLOD.exe - fallback to "dumb" object LOD filename conventions for TREEs and STATics with Has Tree LOD flag
      DynDOLOD.exe - update command lines of newer Texconv.exe
      DynDOLOD.exe - added rules for better compatibility
      TexGen.exe - added generation for dlc01frozenlakelod.dds
      trees.ultra\DynDOLOD-Trees.html - updated mod list that support 3D tree LOD out of the box
      LODGen.exe - fixed sometimes not setting VertexColor flag
      LODGen.exe - added height variance to FlatTextures= file
      LODGen.exe - added support for glow atlas
      Texconv.exe - updated to latest version
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility
      Changelog DynDOLOD 2.84 DynDOLOD.exe - added rules for better compatibility
      DynDOLOD Resources SE - updated patch file for better compatibility
      Changelog DynDOLOD 2.85 DynDOLOD.exe - ignore meshes with uncommon root nodes for dynamic LOD
      DynDOLOD.exe - improved child/parent world copy detection
      DynDOLOD.exe - added/updated rules for better compatibility
      trees.ultra\DynDOLOD-Trees.html - updated mod lists that support 3D tree LOD out of the box
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility
      Changelog DynDOLOD 2.86 DynDOLOD.exe - improved detection of LotD v5
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - improve HD LOD support for SSE
      Changelog DynDOLOD 2.87 DynDOLOD.exe - improved patch handling
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - ignore NIF if root node is of unexpected type
      Changelog DynDOLOD 2.88 DynDOLOD.exe - fixed a race condition processing NIF
      DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specific meshes or textures
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility
      Changelog DynDOLOD 2.89 DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - do not fail if optional billboard txt file is not present
      LODGen.exe - fixed sometimes not automatically setting passthru for glow shader
      LODGen.exe - fixed sometimes not applying replacement textures
      Changelog DynDOLOD 2.90 TexGen.exe/DynDOLOD.exe - added Enderal SE support
      DynDOLOD_Manual.html - updated explanations information for Enderal
      Changelog DynDOLOD 2.91 DynDOLOD.exe - by default do not generate a DynDOLOD.esm for Enderal SE
      TexGen.exe/DynDOLOD.exe - fix a problem with sometimes not loading a BSA
      DynDOLOD_Manual.html - updated explanations information for Enderal
      Changelog DynDOLOD 2.92 DynDOLOD.exe - added rules for better compatibility
      LODGen.exe - improved parsing of txt files
      Texconv.exe - updated to latest version
      Changelog DynDOLOD 2.93 DynDOLOD.exe - fixed a case of not adding all required masters for injected records
      Changelog DynDOLOD 2.94 DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD
      DynDOLOD.exe - added rules for better compatibility
      Changelog DynDOLOD 2.95 TexGen.exe/DynDOLOD.exe - added Enderal SE Steam version support, start with -ENDERALSE command line argument
      Skryim typos may be intentional as long as Skyrim SE has severe visual and game breaking bugs
      See major version update post for full changelog of 2.xx versions, and general update history.
      See DynDOLOD 2.22/2.23/2.24/2.25/2.26/2.27 minor version update post.
    • By sheson
      DynDOLOD beta for Skyrim Special Edition, Skyrim VR and Enderal SE | Skyrim/Enderal | What is DynDOLOD? | DynDOLOD FAQ
      DynDOLOD is the advanced but also easier version of xLODGen. It is for experienced users that can RTFM and know how to mod. Start by reading the Quickstart.html in the Standalone download. It is fully feature compatible with the Skyrim version.
      This is called beta because Skyrim Special Edition is still plagued by mods triggering large reference bugs. Until that can be easily resolved there is no pro-active testing and support of mods. As always users are asked to provide feedback and report compatibility issues with mods.
      What's New?
      Starting with DynDOLOD  2.95 the Steam version of Enderal SE is supported. Start the tools with the -enderalse command line argument. Starting with DynDOLOD 2.90 the mod Enderal SE is supported. Start the tools in Skyrim Special Edition mode with the -sse command line argument, the mod will automatically be discovered. Use DynDOLOD Resource SE. install the required billboards (see manual). Install Papyrus Util SE or DynDOLOD DLL. SKSE64 and SkyUI are already requirements for Enderal SE / included in the Steam version.
      Starting with DynDOLOD 2.70 the Skyrim TVDT Occlusion data of cell records can be update/generated. The data is used to disable distant occluded object and terrain LOD meshes behind other terrain LOD meshes for better performance. See included Docs\DynDOLOD_Manual.html "TVDT - Occlusion Data" section. Check the dedicated Skyrim TVDT - Occlusion Data thread for more information, questions and feedback.
      Starting with DynDOLOD 2.48 both TexGen and DynDOLOD can now export textures with BC7 compression. They are used by default.
      If there is trouble with BC7 somehow or the external tool TexConv being denied access by the OS, try switching back to BC1/BC3.
      Starting with DynDOLOD 2.45 there is an alternative DynDOLOD DLL that can be used instead of PapyrusUtil for the optional dynamic LOD.
      Required Skyrim SE and Skyrim VR
      DynDOLOD Standalone 2.95 beta (Mega)
      DynDOLOD Resources SE 2.88 beta (Mega) - Make sure to use matching or higher version of DynDOLOD Standalone.
      Vanilla Skyrim LOD Billboards from TES5LODGen, Indistinguishable Vanilla Tree Billboards, Indistinguishable Billboards for Skyrim Special Edition or Seamless Billboards.
      The optional dynamic LOD requires SKSE64 or SKSEVR for the used game version and either DynDOLOD DLL or PapyrusUtil SE/VR
      The optional DynDOLOD SkyUI MCM requires SkyUI for Skyrim Special Edition or SkyUI VR for Skyrim VR
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe/TexGen.exe (x86) or DynDOLODx64.exe/TexGenx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing. Texconv.exe will fail with error C0000135 or complain about missing DLL.
      Generate from scratch if updating from older version.
      By default this will generate a DynDOLOD.esm and a DynDOLOD.esp to work around well known game engine bugs.
      Read the included ..\Docs\DynDOLOD_Manual_SSE.html ..\Docs\DynDOLOD_Manual_TES5VR.html for more information, explanations and the different options of the DynDOLOD patcher and in the DynDOLOD MCM regarding the use of large references in the game. Default settings will make a best compatibility and performance effort based on current INI settings.
      DynDOLOD dynamic LOD works correctly with large references and there are no issues with the vanilla game. However, in case ESP are used that modify large references there is nothing to be done to stop the flickering other than disabling the large references atm. There might be more compatibility settings or patching in the future.
      Generally, installation and generation is the same as with Skyrim.
      Skyrim SE/VR BETA - What to test
      Test that things generate as expected with whatever plugins in the load order.
      Test that the dynamic LOD works as intended. Test things work right with plugins adding new worldspaces. I only did brief testing with a couple mods.
      Things should work fine with paid mods and ESL flagged ESP, report all oddities.
      Mod testing is limited, if things are out of place or have wrong LOD, report with screenshots, form ids etc. so rules for mods can be updated.
      Because of the need to have an ESM for things to work properly, there is a chance that some records have to copy as "underwrite" into the ESM and as normal overwrite into the ESP at the same time. The DynDOLOD.esm should never have any unflagged ESP as a master and only get its records/data from masterfiles (including flagged ESP). Post a report with log in case the DynDOLOD.esm has an unflagged ESP as master. LOOT typically will let you know one way or another (reporting cyclic interaction or crash for example). Do not use such plugins for anything as they are broken.
      Also check final load order in the game mod menu, as it will enforce the load order.
      Post error reports with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error. Use pastebin or file service if files can not be attached.
      Skyrim VR Notes
      I do not own Skyrim VR, so testing and support is limited and made on a best effort basis.
      Everything from Skyrim SE applies to Skyrim VR.
      See ..\Docs\DynDOLOD_Manual_TES5VR.html as it points out the differences to Skyrim SE to the best of my knowledge.
      -TES5VR command line, but uses all of SSE configs and settings.
      Install DynDOLOD Resource SE as is. There is no need to delete scripts in case generation of dynamic LOD is not selected.
      Other new stuff 2.44
      Starting with 2.44 there is now full ESL and ESPs flagged as ESL support for Skyrim SE - based on the latest xEdit updates.
      Added back proper support for new worldspaces added by ESPs.
      Added support for external Billboard NIFs to allow for different type of "2D" tree LODs done in object LOD. See DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html for full explanation how to use.
      Enabled Racemenu NiOverride support for Glow LOD Windows
      Other new stuff 2.36
      Some of the install options (Whiterun and Solitude Exterior etc.) of DynDOLOD Resources SE 2.36 do not install plugins anymore. Instead the options install patch files used by DynDOLOD.exe. When LOD is generated, the former plugin data is merged into the DynDOLOD plugins directly.
      Other new stuff 2.37
      Worked around bugs present in paid mods, so Homestead works fine now.
      Added proper support for Legacy of the Dragonborn SSE 4.x - it shows on the map now, Guild buildings visible from inside Solitude and other improvement and optimizations.
      Fixed Wyrmstooth problems as reported by Sandman53
      Other new stuff 2.38
      improved paid mods and ESL support
      fixed no model found issue reported by mtreis86 and others
      reworked plugin detection in papyrus scripts
      Other new stuff 2.40
      Checks for SKSE and PapyrusUtil are automatically disabled in case dynamic LOD is not generated.
      DynDOLOD 2.36 DynDOLOD.exe - added dynamic LOD generation for Skyrim SE, generates a DynDOLOD.esm and a DynDOLOD.esp
      DynDOLOD.exe - added a simple patching function to add/update records in generated DynDOLOD plugin so some options from DynDOLOD Resources do not require a plugin anymore
      DynDOLOD.exe - better version number log report
      DynDOLOD.exe - improved end of generation checks and log messages
      DynDOLOD_Manual_SSE.html - updated requirements, instructions and explanations for dynamic LOD
      DynDOLOD_Manual.html - updated wording to reflect Skyrim SE changes
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD-Trees.html - added info for a mod
      DynDOLOD Resources SE - Papyrus Scripts - added for dynamic LOD
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugins
      DynDOLOD Resources - Papyrus Scripts - minor optmizations
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugins
      SkyrimSE-LargeRefGrid.html - bug report updated for latest engine version, scripting with large references is a total cluster ****
      LODGen.exe - fixed using alpha threshold
      LODGen.exe - added TES5VR mode, same as SSE
      LODGen.exe - added TERRAINTES5VR mode, same as TERRAINSSE
      LODGen.exe - added FO4VR mode, same as FO4
      LODGen.exe - added SSEVR mode, same as SSE
      LODGen.exe - added TERRAINFO4VR mode, same as TERRAINFO4
      LODGen.exe - added TERRAINSSEVR mode, same as TERRAINSSE
      LODGen.exe - fixed missing segments for FO4 object LOD
      LODGen.exe - terrain LOD bin file format change to support really large worldspaces
      LODGen.exe - added MaxLevel=
      LODGen.exe - added WaterDelta[LOD4|LOD8|LOD16|LOD32]=-1 = off, 0 = ignore triangles underwater, x = shift shallow vertices under water to be least this distance from water height
      LODGen.exe - fixed wrong segments
      LODGen.exe - added Mode=TERRAINTES5, Mode=TERRAINSSE, Mode=TERRAINFNV, Mode=TERRAINFO3, Mode=TERRAINFO4 to generate terrain LOD from a bin file defined by TerrainData=
      LODGen.exe - added LandHeight=default terrain z, used in case of missing cell data
      LODGen.exe - added ProtectCellBorders=true/false to counter ugly terrain drops
      LODGen.exe - added Quality[LOD4|LOD8|LOD16|LOD32]=-1 = full (LOD4 only), 0 - x = acceptable z deviation to remove vertex
      LODGen.exe - added MaxVerts[LOD4|LOD8|LOD16|LOD32]=0 - 32767 to enforce nif limits
      LODGen.exe - added Skirts=negative = absolute z, 0 = none, positive relative z
      LODGen.exe - make reading of export file more robust
      LODGen.exe - fixed sometimes not reading of shape name for BSTriShape
      LODGen.exe - updated supporting libraries to latest version
      LODGen.exe - data/textures/...
      LODGen.exe - added Level8=True, to force Level8 instead of Level4 output for FO3/FNV
      LODGen.exe - improved reading of export file and file checks at start-up
      LODGen.exe - added feature to use external nif for 2D billboard textures instead of the internally created ones
      LODGen.exe - throw error if there are duplicate command line parameters
      LODGen.exe - check if a directory for loose files exists
      LODGen.exe - fixed a wrong texture replacement  
      Changelog DynDOLOD 2.37 DynDOLOD.exe - added beta support for TES5VR, start with -TES5VR command line argument, uses SSE config files and settings
      DynDOLOD.exe - fixed sometimes not creating a flat atlas
      DynDOLOD.exe - improved replacement textures handling for object and dynamic LOD
      DynDOLOD.exe - added patching function for plugins + worldspace
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - added cell attach/trigger counters
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD_Manual_SEE.html - updated compatibility information for several mods
      DynDOLOD_Manual_TES5VR.html - added with brief explanations what is different to the Skyrim SE version
      TexGen.exe - added beta support for TES5VR, start with -TES5VR command line argument, uses SSE config files and settings
      TexGen.exe - added generation for fallforestdirt01.dds, reachdirt01.dds, road01fallforest01.dds and road01reach01.dds
      LODGen.exe - fixed terrain water segments for odd origins
      LODGen.exe - added WaterHeight= default water z, used in case of missing cell data
      LODGen.exe - print global alpha threshold setting to log
      LODGen.exe - catch an error in nif and print its name to log  
      Changelog DynDOLOD 2.38 DynDOLOD.exe - fixed not using -o command line
      DynDOLOD.exe - improve loading of paid mod plugins
      DynDOLOD.exe - create ESM at correct load order
      DynDOLOD.exe - improved error message when trying to add wrong base record of wrong type
      DynDOLOD.exe - fixed sometimes not finding new base records resulting in no model error for dynamic LOD
      DynDOLOD.exe - print plugin type when listing plugins
      DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection  
      Changelog DynDOLOD 2.39 DynDOLOD.exe - improved some error messages
      DynDOLOD.exe - fixed sometimes injecting worldspaces instead adding them as overwrites
      LODGen.exe - changed requirements to MS Visual C++ 2017 Redistributable (2015 should still work, as they are supposed to be binary compatible)
      LODGen.exe - changed Redistributable missing message to link to https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
      LODGen.exe - removed obsolete embedded resources  
      Changelog DynDOLOD 2.40 DynDOLOD.exe - fixed sometimes not creating a dedicated dynamic LOD base record with correct overwrites
      DynDOLOD.exe - do not add Quest with SKSE/PapyrusUtil checks to plugin in case dynamic LOD is not generated  
      Changelog DynDOLOD 2.41 DynDOLOD.exe - fixed a pointer conversion error
      DynDOLOD.exe - fixed sometimes adding ESP masters to DynDOLOD.esm
      DynDOLOD.exe - added creation of bugreport.txt in case of exception
      DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection
      DynDOLOD Resources SE - added patches for better compatibility with mods
      LODGen.exe - fixed LOD water for FO3/FNV to use seperate shapes in correct order for different heights
      LODGen.exe - fixed passthru meshes sometimes not keeping their large reference status  
      Changelog DynDOLOD 2.42 DynDOLOD.exe - fixed using misplaced patches for different game mode
      DynDOLOD.exe - improved export of miniatlas data for LODGen.exe
      DynDOLOD.exe - improved some error messages
      TexGen.exe - added generation for shipwoodfloor01lod.dds
      LODGen.exe - skip automatic re-UV for shapes with a high number of triangles
      LODGen.exe - fixed sometimes scaling water level twice for undefined cells
      LODGen.exe - added support for FO3/FNV placed water references for terrain LOD meshes  
      Changelog DynDOLOD 2.43 DynDOLOD.exe - refined bounds calculations for what counts as a large reference
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
      LODGen.exe - reworked simplification of meshes after re-UV
      LODGen.exe - added a sanity check after re-UV
      LODGen.exe - fixed a scaling error when applying miniatlas  
      Changelog DynDOLOD 2.44 DynDOLOD.exe - carried forward latest updates from xEdit for better ESL plugin support and other optimizations
      DynDOLOD.exe - added the possibility to define External Billboard meshes to replace the default 2 plane for LOD trees in object LOD
      DynDOLOD.exe - added possibility to have multiple billboard textures for different sides/shapes
      DynDOLOD.exe - fixed adding *treelod.dds to object LOD texture atlas
      DynDOLOD.exe - skip over NIF errors while checking for NiNodes
      DynDOLOD.exe - fixed some issues of create mod option with Skyrim SE
      DynDOLOD.exe - fixed issue with worldspaces added by ESP
      DynDOLOD-Trees.html - added section for internal and external billboards
      DynDOLOD_Manual.html - added and updated compatibility information for several mods
      DynDOLOD Resources - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugin
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - Enabled use of Window Glow LOD mulitpliers using Racemnu NiOverride in MCM - disabled by default
      DynDOLOD Resources SE - Papyrus Scripts - Updated for to support worldspaces added by ESP
      LODGen.exe - fixed sometimes applying wrong scale to translation
      LODGen.exe - fixed not applying parent scale to child translation
      LODGen.exe - fixed a bug parsing flat texture data file
      LODGen.exe - added support for different alpha thresholds to atlas replacements
      LODGen.exe - reworked remove unseen object LOD faces to work across quad boundaries
      LODGen.exe - added support to also remove faces under water for FO3/FNV
      LODGen.exe - added support to define billboard NIFs per LOD level
      LODGen.exe - minor speed improvements and multithread enhancements  
      Changelog DynDOLOD 2.45 DynDOLOD DLL - drop-in replacement for PapyrusUtil for Skyrim, Skyrim Special Edition and Skyrim VR consisting of DynDOLOD.DLL and PapyrusScripts
      DynDOLOD_DLL.html - added explanation and install/usage instructions
      DynDOLOD.exe - added creation of data files for DynDOLOD DLL
      DynDOLOD.exe - fixed a problem with adding masters while creating texture replacements
      DynDOLOD.exe - specifically write text files using UTF8 without BOM encoding
      DynDOLOD.exe - skip textures for atlas with NoRevUV in shape name while scanning meshes
      DynDOLOD.exe - carried forward latest updates from xEdit
      DynDOLOD Resources - Papyrus Scripts - merged minion script into firstborn script
      DynDOLOD Resources SE - Papyrus Scripts - merged minion script into firstborn script
      DynDOLOD Patches - updated patches for papyrus scripts to automatically use DynDOLOD DLL if available, else fall back to PapyrusUtil
      LODGen.exe - fixed sometimes failing re-UV due to missing normal
      LODGen.exe - added detection of NoReUV in shape name to skip over potential automatic re-UV  
      Changelog DynDOLOD 2.46 DynDOLOD.exe - fixed sometimes adding wrong master into wrong plugin  
      Changelog DynDOLOD 2.47 DynDOLOD.exe - fixed generating LOD for Skyrim  
      Changelog DynDOLOD 2.48 DynDOLOD.exe - added support for creating atlas textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR
      DynDOLOD.exe - carried forward latest updates from xEdit
      DynDOLOD.exe - fixed sometimes not loading all plugins because of too many masters
      DynDOLOD.exe - fixed a problem sometimes preventing loading an existing DynDOLOD plugin
      DynDOLOD.exe - updated some helpful messages
      TexGen.exe - added support for textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR
      TexGen.exe - updated some helpful messages
      TexGen.exe - added generation for impwall01.dds
      TexGen.exe - added generation for impfloormuddy01.dds
      TexGen.exe - added generation for treepineforestcut01.dds
      Texconv.exe - updated to latest version
      DynDOLOD-rules - added/updated rules for better compatibility with mods  
      Changelog DynDOLOD 2.49 DynDOLOD.exe - Fixed trying to add game.exe as master
      TexGen.exe - Added some checks/messages for external BC7 execution in case of problems for better troubleshooting
      TexGen.exe - Save full resolution texture to final folder and convert to BC7 in place instead of temp folder  
      Changelog DynDOLOD 2.50 DynDOLOD.exe - fixed a case of TexConv sometimes not being able to convert textures to BC7
      DynDOLOD.exe - do not convert textures DynDOLOD.exe - carried forward latest updates from xEdit  
      Changelog DynDOLOD 2.51 DynDOLOD.exe - Reworked reading of existing DynDOLOD plugins to be more robust
      DynDOLOD.exe - fixed a typo preventing CreateMode to start
      DynDOLOD.exe - streamlined some threaded code
      DynDOLOD.exe - carried forward latest updates from xEdit
      Texconv.exe - improved a few error messages  
      Changelog DynDOLOD 2.52 DynDOLOD.exe - fixed a case of trying to add non textures to flat atlas
      DynDOLOD.exe - print true texture file name in case of errors loading it  
      Changelog DynDOLOD 2.53 DynDOLOD.exe - undo an update sometimes causing errors in plugin
      DynDOLOD.exe - removed some unnecessary log spam  
      Changelog DynDOLOD 2.54 DynDOLOD.exe - fixed an issue with resolving modname;formid to current load order
      DynDOLOD.exe - more streamlining of some threaded code
      DynDOLOD.exe - some library udpates and other optimizations
      DynDOLOD.exe - added some more error messages around executing of command line tools
      DynDOLOD.exe - prevent accidentally interrupting execution of command line tools
      DynDOLOD.exe - silently try to restart command line tools in case of error
      DynDOLOD.exe - carried forward latest updates from xEdit
      Texconv.exe - updated to latest version
      DynDOLOD Resources - do not use OnInit/States for Firstborns/Minions
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - do not use OnInit/States for Firstborns/Minions
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods  
      Changelog DynDOLOD 2.55 DynDOLOD.exe - added support for Enderal Steam version
      DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed not adding some textures to atlas
      DynDOLOD.exe - removed accidental left over elevation requirement
      DynDOLOD.exe - combine flat atlas into main atlas
      DynDOLOD.exe - allow for dedicated object LOD atlasses for non-alpha and alpha textures
      DynDOLOD.exe - use alpha threshold from NIF and adjust individual texture transparancy for object LOD atlass - can add the same texture more than once for different thresholds (quantized)
      DynDOLOD.exe - added alpha raise to diffuse mipmap generation
      DynDOLOD.exe - added steepness raise to normal map mipmap generation
      DynDOLOD.exe - dedicated mipmap generation for each diffuse and normal object LOD texture
      DynDOLOD.exe - skip injected base elements and references and print a message
      DynDOLOD.exe - add reverse copies into child world for disabled neverfade references to work around bad modding practice
      DynDOLOD.exe - added IgnoreModFileName for child world scanning to automatically disable it if not required
      Papyrus Scripts - explicitly pass parent world to LODObject script because persistent references exist in parent and child world simultaneously
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods
      LODgen.exe - added ENDERAL mode, same as TES5
      LODgen.exe - added TERRAINENDERAL mode, same as TERRAINTES5
      LODgen.exe - code cleanup and minor optimizations
      LODgen.exe - improved remove unseen for large objects spanning several cells
      LODgen.exe - do not scale FO3/FNV object LOD
      LODgen.exe - improved overwriting of HD LOD flag with IsHDMeshMask and IsHDTextureMask  
      Changelog DynDOLOD 2.56 DynDOLOD.exe - optimized object LOD atlas generation to use a bit less memory
      DynDOLOD.exe - fixed sometimes not being able to generate atlas with large tile size
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD_Manual.html - added and updated compatibility information for several mods
      LODGen.exe - make sure borders between cells match when using protect cell borders  
      Changelog DynDOLOD 2.57 DynDOLOD.exe - fixed a potential memory corruption after saving textures  
      Changelog DynDOLOD 2.58 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - removed useless assigment of variable sometimes causing exception building object LOD atlass
      DynDOLOD.exe - fixed IgnoreIfPluginExists list sometimes not working
      DynDOLOD.exe/TexGen.exe - less artifacts with BC1|2|3 texture compression
      DynDOLOD Resources SE - added meshes for better compatibility with a mod
      DynDOLOD Resources - added meshes for better compatibility with a mod
      DynDOLOD Resources - Papyrus Scripts - fixed swapped error message  
      Changelog DynDOLOD 2.59 DynDOLOD.exe - fixed sometimes accidentally disabling automatic child world scanning
      DynDOLOD-rules - added/updated rules for better compatibility with mods
      DynDOLOD Resources SE - added meshes for better compatibility with mods
      DynDOLOD Resources - updated meshes for better compatibility with mods
      DynDOLOD_Manual.html - updated compatibility information for a mod
      LODGen.exe - set correct mode on BSMultibound for water
      LODGen.exe - updated supporting libraries to latest version  
      Changelog DynDOLOD 2.60 DynDOLOD.exe - fixed sometimes trying to find textures in meshes folder
      DynDOLOD.exe - improved moving existing DynDOLOD.esm into correct load order position
      DynDOLOD.exe - ignore meshes with missing textures, print a report at the end
      DynDOLOD.exe - reduce memory usage while building object LOD atlas
      DynDOLOD.exe - do not set -m 0 for TexConv command line since that is the default anyways
      Texconv.exe - updated to latest version
      TexGen.exe - added generation for vurt_oldgreybarklod.dds
      DynDOLOD Resources SE - added meshes for better compatibility with a mod
      DynDOLOD Resources - added meshes for better compatibility with a mod  
      Changelog DynDOLOD 2.61 DynDOLOD.exe - fixed sometimes garbling assets paths
      DynDOLOD Resources - added meshes/texture for better compatibility with mods  
      Changelog DynDOLOD 2.62 DynDOLOD.exe - improved error message in case TexConv fails importing textures
      DynDOLOD.exe - added version check of output from TexGen and installed Resources
      TexGen.exe - add version information to output
      DynDOLOD Resources - added a mesh for better compatibility with a mod
      DynDOLOD Resources SE - added a mesh for better compatibility with a mod
      DynDOLOD_Manual.html - added compatibility information for several mods  
      Changelog DynDOLOD 2.63 DynDOLOD.exe - use a different library to run external commands
      TexGen.exe - fixed filename of impfloormuddy01lod.dds
      DynDOLOD Resources - added a meshes for better compatibility with a mod
      DynDOLOD Resources - fixed an issue with worldmap in interiors
      DynDOLOD Resources SE - added a meshes for better compatibility with a mod
      DynDOLOD Resources SE - fixed an issue with worldmap in interiors  
      Changelog DynDOLOD 2.64 DynDOLOD.exe - fixed an issue with discovering billboards
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources - fixed a FOMOD installation error
      DynDOLOD Resources SE - fixed a FOMOD installation error  
      Changelog DynDOLOD 2.65 DynDOLOD.exe - fix output of mesh counting file
      LODGen.exe - memory and other optimizations
      LODGen.exe - updated supporting libraries to latest version
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods  
      Changelog DynDOLOD 2.66 DynDOLOD.exe - ignore texture set with 3rd _g texture for atlas discovery
      DynDOLOD.exe - fixed normal map textures sometimes not having correct size on atlas
      DynDOLOD.exe - fixed a rare multithread memory issue
      TexGen.exe - added generation for castlekitlod.dds, wrroofslate01lod.dds, wrdragontile01lod.dds, wrdragontileblack01lod.dds, wrcitywall01lod.dds, wrtemplefloor01lod.dds, wrplasterint01.dds, wrwoodfloorint01lod.dds, wrwoodplanks01lod.dds, wrwoodbeam01lod.dds, wrwoodbeamint01lod.dds, stonefloor01lod.dds, wrdragoncarvings01lod.dds, wrroofint01lod.dds, wrslate02lod.dds, wrstonebase02lod.dds, wrstoneblocks01lod.dds, wrtrellisvines01lod.dds, wrtrims01lod.dds, wrwoodlattice01lod.dds
      LODGen.exe - fixed sometimes duplicating models
      LODGen.exe - more optimizations
      LODGen.exe - updated supporting libraries to latest version
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods  
      Changelog DynDOLOD 2.67 DynDOLOD.exe - added FlatLODWithNormalMapVertexColor to ini to set vertex color of flat LOD that has normal map textures, see docs\trees.ultra\DynDOLOD-Trees.html
      DynDOLOD.exe - ignore texture set with 5th _em texture for atlas discovery
      LODGen.exe - ignore duplicate triangles when loading models
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods  
      Changelog DynDOLOD 2.68 DynDOLOD.exe - fixed not falling back to billboard in reference rules
      LODGen.exe - more minor optimizations and cleanup  
      Changelog DynDOLOD 2.69 DynDOLOD.exe - removed unintentional log lines
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods  
      Changelog DynDOLOD 2.70 DynDOLOD.exe - added optional TVDT occlusion data generation, added related settings to ini
      DynDOLOD.exe - do not set VWD flag on base records added by esp
      DynDOLOD.exe - fixed adding large references to DynDOLOD.esm for base records defined in an esp
      DynDOLOD.exe - fixed sometimes not setting largref on glow LOD in static object LOD
      DynDOLOD.exe - added automatic update of Portal Boxes to Boxes for TES5/ENDERAL, added PortalBoxFix setting to ini
      DynDOLOD.exe - fixed sometimes setting wrong index for texture replacement for dynamic LOD models
      DynDOLOD_Manual.html - added section for TVTD occlusion data generation
      LODGen.exe - always set vertex alpha value to 1 for FO4 since it is not ignored despute LOD_Objects flag
      LODGen.exe - added support for FO4 GreyscaleToPalette_Color flag, 4th texture slot and Grayscale to Palette Scale value used by some full models to change texture coloring
      LODGen.exe - fixed an index range issue when generating terrain LOD level 4 meshes with -1 quality
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods  
      Changelog DynDOLOD 2.71 DynDOLOD.exe - ignore wild edit cells that are out of range for occlusion calculation  
      Changelog DynDOLOD 2.72 DynDOLOD.exe - fixed an error reading object LOD meshes for occlusion
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD.exe - added detection of LotD v5
      DynDOLOD.exe - fixed sometimes not writing log/bugreport in case of exception
      TexGen.exe - added generation for sdragontile01lod, sfloorhouse01lod, sintfloor01lod.dds, sintwalltop01lod, smetaldet01lod.dds, sintwalltop01lod.dds, sstonestep01lod.dds, sstonewall03lod, swoodbeam01lod.dds, farmwindowinterior01lod.dds, scastlecol01lod.dds, finewood3x3lod.dds, dbmstainedglass01lod.dds, dbmstainedglass02lod.dds
      LODGen.exe - fixed 3D name for BSTriShape
      DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods  
      Changelog DynDOLOD 2.73 DynDOLOD.exe - always fix missing large reference flag 0x4 on MSTT based record
      DynDOLOD.exe - report modified large references in ESL flagged ESP causing large reference bugs
      DynDOLOD.exe - patch large reference bugs caused by smaller scale changes in ESM
      DynDOLOD.exe - patch large reference bugs caused by "deleted" records in ESM
      DynDOLOD-rules - updated rules for better compatibility with mods
      DynDOLOD_Manual.html - added compatibility information for a mod
      LODGen.exe - added support for FO4 EffectShader - automatically done as PassThru
      LODGen.exe - added support for FO4 BGEM (BGEM always trumps data in nif)
      LODGen.exe - updated supporting libraries to latest version
      LODGen.exe - improve BA2 support
      LODGen.exe - adjust multibound max z >= 0
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods  
      Changelog DynDOLOD 2.74 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed a potential race condition
      Texconv.exe - updated to latest version
      Texconv.exe - fixed not supporting spaces in path names in -flist
      DynDOLOD-rules - updated rules for better compatibility with mods
      DynDOLOD Resources - updated meshes for better compatibility with mods
      DynDOLOD Resources SE - updated meshes for better compatibility with mods  
      Changelog DynDOLOD 2.75 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed not reading RNAM data from ESM-flagged ESP
      DynDOLOD.exe - fixed sometimes not recognizing HasTreeLOD flag
      DynDOLOD.exe - do object LOD for STAT base records with HasTreeLOD flag that are also large references
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - added meshes for better compatibility with mods  
      Changelog DynDOLOD 2.76 DynDOLOD.exe - fixed sometimes adding overwritten records into wrong plugin when applying patches
      DynDOLOD.exe - fixed not overwriting equal rules for winning plugins
      LODGen.exe - updated supporting libraries to latest version
      Texconv.exe - updated to latest version  
      Changelog DynDOLOD 2.77 DynDOLOD.exe - fixed not removing a texture hash when updating form version
      DynDOLOD.exe - fixed plugin update check with IgnoreLargeReferences=1
      DynDOLOD.exe - improved a couple error messages
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD Resources - updated meshes/patch file for better compatibility with mods
      DynDOLOD Resources SE - updated meshes/patch file for better compatibility with mods  
      Changelog DynDOLOD 2.78 TexGen.exe - fixed a wrong parameter  
      Changelog DynDOLOD 2.79 DynDOLOD.exe - make patching a bit more robust
      Texconv.exe - improve -flist text file handling  
      Changelog DynDOLOD 2.80 DynDOLOD.exe - fixed wrong default tree LOD setting
      DynDOLOD.exe - improved invalid path detection
      DynDOLOD.exe - added rule for better compatibility  
      Changelog DynDOLOD 2.81 DynDOLOD.exe - Ignore neverfades that are initially disabled and have no XESP enable parent
      DynDOLOD.exe - do not set VWD flag on certain MSTT
      DynDOLOD.exe - added rules for better compatibility
      DynDOLOD Resources - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD Resources - added mesh for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD Resources SE - added mesh for better compatibility with mods
      DynDOLOD DLL - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD DLL SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD_Manual.html - added compatibility information for a mod  
      Changelog DynDOLOD 2.82 LODGen.exe - fixed sometimes not setting VertexColor flag on passthru shaders
      DynDOLOD_Manual.html - added information for new alternative vanilla tree LOD billboards
      DynDOLOD Resources SE - added and updated meshes for better compatibility with mods  
      Changelog DynDOLOD 2.83 DynDOLOD.exe - better error handling reading BTT files
      DynDOLOD.exe - fallback to "dumb" object LOD filename conventions for TREEs and STATics with Has Tree LOD flag
      DynDOLOD.exe - update command lines of newer Texconv.exe
      DynDOLOD.exe - added rules for better compatibility
      TexGen.exe - added generation for dlc01frozenlakelod.dds
      trees.ultra\DynDOLOD-Trees.html - updated mod list that support 3D tree LOD out of the box
      LODGen.exe - fixed sometimes not setting VertexColor flag
      LODGen.exe - added height variance to FlatTextures= file
      LODGen.exe - added support for glow atlas
      Texconv.exe - updated to latest version
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility  
      Changelog DynDOLOD 2.84 DynDOLOD.exe - added rules for better compatibility
      DynDOLOD Resources SE - updated patch file for better compatibility  
      Changelog DynDOLOD 2.85 DynDOLOD.exe - ignore meshes with uncommon root nodes for dynamic LOD
      DynDOLOD.exe - improved child/parent world copy detection
      DynDOLOD.exe - added/updated rules for better compatibility
      trees.ultra\DynDOLOD-Trees.html - updated mod lists that support 3D tree LOD out of the box
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility  
      Changelog DynDOLOD 2.86 DynDOLOD.exe - improved detection of LotD v5
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - improve HD LOD support for SSE  
      Changelog DynDOLOD 2.87 DynDOLOD.exe - improved patch handling
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - ignore NIF if root node is of unexpected type  
      Changelog DynDOLOD 2.88 DynDOLOD.exe - fixed a race condition processing NIF
      DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specific meshes or textures
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility  
      Changelog DynDOLOD 2.89 DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - do not fail if optional billboard txt file is not present
      LODGen.exe - fixed sometimes not automatically setting passthru for glow shader
      LODGen.exe - fixed sometimes not applying replacement textures  
      Changelog DynDOLOD 2.90 TexGen.exe/DynDOLOD.exe - added Enderal SE support
      DynDOLOD_Manual.html - updated explanations information for Enderal  
      Changelog DynDOLOD 2.91 DynDOLOD.exe - by default do not generate a DynDOLOD.esm for Enderal SE
      TexGen.exe/DynDOLOD.exe - fix a problem with sometimes not loading a BSA
      DynDOLOD_Manual.html - updated explanations information for Enderal  
      Changelog DynDOLOD 2.92 DynDOLOD.exe - added rules for better compatibility
      LODGen.exe - improved parsing of txt files
      Texconv.exe - updated to latest version
      Changelog DynDOLOD 2.93 DynDOLOD.exe - fixed a case of not adding all required masters for injected records
      Changelog DynDOLOD 2.94 DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD
      DynDOLOD.exe - added rules for better compatibility
      Changelog DynDOLOD 2.95 TexGen.exe/DynDOLOD.exe - added Enderal SE Steam version support, start with -ENDERALSE command line argument
      I really do not want to talk about the things I had to do to work around the large reference bugs. Bethesda needs to fix their ****.
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