Jump to content
sheson

xLODGen - Terrain LOD beta 77 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE

Recommended Posts

Actually I'm still seeing flickering around the edges between water and land at a distance with 550 for Optimize Unseen for LOD8 and LOD16.  When I tried On and Off it was more pronounced covering larger areas.  I'm observing this by looking at the shallow water area north of Morthal.  I'm standing near the Lord Stone in the mountain.  Any suggestions to minimize this?

Thank you

Edit: I noticed some z-fighting in other places like around rocks.  Prior to using xLODGen for terrain textures I was using only Terrain LOD Redone and I don't remember seeing much of z-fighting then.  Do you have any insight about why there seems to be more with xLODGen?

Edited by ikonomov

Share this post


Link to post
Share on other sites
4 hours ago, ikonomov said:

This is probably expected behavior, but in the shallow waters north of Morthal I noticed some z-fighting with fairly large areas flickering.  It is only happening at a distance, so it must be either in LOD8 or LOD16.  Having the Optimize Unseen to On and Off results in the same behavior from what I could see, but with 550 it disappeared.  I have uLargeRefLODGridSize=11 (Ultra) and with 550 if there is some shifting going on when I get closer into LOD4 (Optimize Unseen Off) it is too far for me to see it.  So for some people 550 might be the preferred setting to use for LOD8 and LOD16 as well as the LOD32 map meshes.

Obviously the large reference system has no effect on terrain or terrain LOD.

Test and a find a different values for LOD level 8 and 16 that work best for the load order and the setup, then let us know your results. However, you can not expect z-fighting between terrain and LOD water to magically disappear, only be less pronounced.

1 hour ago, ikonomov said:

Actually I'm still seeing flickering around the edges between water and land at a distance with 550 for Optimize Unseen for LOD8 and LOD16.  When I tried On and Off it was more pronounced covering larger areas.  I'm observing this by looking at the shallow water area north of Morthal.  I'm standing near the Lord Stone in the mountain.  Any suggestions to minimize this?

Thank you

Edit: I noticed some z-fighting in other places like around rocks.  Prior to using xLODGen for terrain textures I was using only Terrain LOD Redone and I don't remember seeing much of z-fighting then.  Do you have any insight about why there seems to be more with xLODGen?

Obviously, the used LOD generator does not change how the engine works or why things z-fighting. Lower quality terrain LOD meshes with larger triangles that might have less intersections with other objects.

Share this post


Link to post
Share on other sites
9 hours ago, sheson said:

Obviously the large reference system has no effect on terrain or terrain LOD.

Test and a find a different values for LOD level 8 and 16 that work best for the load order and the setup, then let us know your results. However, you can not expect z-fighting between terrain and LOD water to magically disappear, only be less pronounced.

Obviously, the used LOD generator does not change how the engine works or why things z-fighting. Lower quality terrain LOD meshes with larger triangles that might have less intersections with other objects.

Thank you for the reply.  Lots of things must be obvious to you, but probably less obvious for the rest of us.  Sorry for the trivial questions.

If some z-fighting is to be expected then I think the 550 for all LOD8, LOD16 and LOD32 seems to work fairly well.  There is still a little bit of flickering, but the water line looks to be almost intact and I see little change to it going into LOD4.  It must be a good balance I think.

There is one big rock wall that I was looking at which was exhibiting a huge amount of z-fighting.  I looked at it closer and I don't think the problem is with the LODs.  When I'm right next to it I can clearly see a landscape mesh and a flat rock mesh overlapping and fighting with each other as they are mostly on the same plane.  The two meshes slowly shift from one to the other as I'm walking right next to it.  The only way this wouldn't have shown in the Terrain LOD redone is if he edited that mesh manually, which I don't think he did, so it must be that I simply didn't notice it before.

Share this post


Link to post
Share on other sites
1 hour ago, ikonomov said:

Thank you for the reply.  Lots of things must be obvious to you, but probably less obvious for the rest of us.  Sorry for the trivial questions.

If some z-fighting is to be expected then I think the 550 for all LOD8, LOD16 and LOD32 seems to work fairly well.  There is still a little bit of flickering, but the water line looks to be almost intact and I see little change to it going into LOD4.  It must be a good balance I think.

There is one big rock wall that I was looking at which was exhibiting a huge amount of z-fighting.  I looked at it closer and I don't think the problem is with the LODs.  When I'm right next to it I can clearly see a landscape mesh and a flat rock mesh overlapping and fighting with each other as they are mostly on the same plane.  The two meshes slowly shift from one to the other as I'm walking right next to it.  The only way this wouldn't have shown in the Terrain LOD redone is if he edited that mesh manually, which I don't think he did, so it must be that I simply didn't notice it before.

Terrain and terrain LOD is the ground you walk on. Reference records in plugins place objects defined by base records. Reference in loaded cells can typically be clicked on and have form ids.  Objects have their LOD done in object LOD.  Large references are  references that also show outside the loaded cells in the LOD area a bit further before they switch to LOD. If references have a tree base records or a  static base record flagged as having tree LOD,  they are part of billboard tree LOD. Most of these things are well documented in the CK wikis and other guides for the may games that xLODGen supports.

If you believe a problem has to do with LOD, turn off LOD with tll in console to see if the problem goes away. It always turns off all LOD.

However, typically a rock wall is an reference and if that flickers with LOD, the LOD is typically object LOD. If that happens just outside the loaded cells, it is large reference bugs.

If this happens inside the load cells, that it is stuck object LOD after fast travel, that can be fixed by not using ultra settings or by changing the fBlockLevel0Distance a bit. From 60000 to 57000 for example.

 

Share this post


Link to post
Share on other sites
2 hours ago, sheson said:

Terrain and terrain LOD is the ground you walk on. Reference records in plugins place objects defined by base records. Reference in loaded cells can typically be clicked on and have form ids.  Objects have their LOD done in object LOD.  Large references are  references that also show outside the loaded cells in the LOD area a bit further before they switch to LOD. If references have a tree base records or a  static base record flagged as having tree LOD,  they are part of billboard tree LOD. Most of these things are well documented in the CK wikis and other guides for the may games that xLODGen supports.

If you believe a problem has to do with LOD, turn off LOD with tll in console to see if the problem goes away. It always turns off all LOD.

However, typically a rock wall is an reference and if that flickers with LOD, the LOD is typically object LOD. If that happens just outside the loaded cells, it is large reference bugs.

If this happens inside the load cells, that it is stuck object LOD after fast travel, that can be fixed by not using ultra settings or by changing the fBlockLevel0Distance a bit. From 60000 to 57000 for example.

 

It was a snow covered area with loose/smaller rocks surrounded by some large rocks.  Using the tll command revealed the area to be part of a large reference.  When the cell fully loads there appears to be another mesh of snow cover on top of the loose/smaller rock area that's partly covering it.  It doesn't seem to be related to fast traveling.  Once the LOD is turned off the flickering disappears.  So I guess the problem is from the LODs, but looking closely at those two meshes they are almost on the same plane, next to each other overlapping, it seems reasonable to see this especially if some z-fighting is to be expected as with the water line.

Edited by ikonomov

Share this post


Link to post
Share on other sites
13 minutes ago, ikonomov said:

It was a snow covered area with loose/smaller rocks surrounded by some large rocks.  Using the tll command revealed the area to be part of a large reference.  When the cell fully loads there appears to be another mesh of snow cover on top of the loose/smaller rock area that's partly covering it.  It doesn't seem to be related to fast traveling.  Once the LOD is turned off the flickering disappears.  So I guess the problem is from the LODs, but looking closely at those two meshes they are almost on the same plane, next to each other overlapping, it seems reasonable to see this especially if some z-fighting is to be expected as with the water line.

Turn off large references to verify if it is a large reference bug.

If it is the case, check the DynDOLOD log for the lines that tell which references and plugins are causing them.

Share this post


Link to post
Share on other sites
12 minutes ago, sheson said:

Turn off large references in the INI to verify if it is a large reference bug.

I changed uLargeRefLODGridSize to 0, and the flickering seems gone.  Did a number of tests moving closer and far away and I don't see it.

Share this post


Link to post
Share on other sites
9 minutes ago, ikonomov said:

I changed uLargeRefLODGridSize to 0, and the flickering seems gone.  Did a number of tests moving closer and far away and I don't see it.

There you go, the usual well known engine bugs caused by plugins and that have nothing to do with LOD generation.

Share this post


Link to post
Share on other sites
15 minutes ago, sheson said:

There you go, the usual well known engine bugs caused by plugins and that have nothing to do with LOD generation.

Yep.  Caused by plugins, does that mean that it's caused by other mods I'm using?

Share this post


Link to post
Share on other sites
10 hours ago, ikonomov said:

Thank you for the reply.  Lots of things must be obvious to you, but probably less obvious for the rest of us.  Sorry for the trivial questions.

If some z-fighting is to be expected then I think the 550 for all LOD8, LOD16 and LOD32 seems to work fairly well.  There is still a little bit of flickering, but the water line looks to be almost intact and I see little change to it going into LOD4.  It must be a good balance I think.

There is one big rock wall that I was looking at which was exhibiting a huge amount of z-fighting.  I looked at it closer and I don't think the problem is with the LODs.  When I'm right next to it I can clearly see a landscape mesh and a flat rock mesh overlapping and fighting with each other as they are mostly on the same plane.  The two meshes slowly shift from one to the other as I'm walking right next to it.  The only way this wouldn't have shown in the Terrain LOD redone is if he edited that mesh manually, which I don't think he did, so it must be that I simply didn't notice it before.

We have tested this to reduce z-figting to a minimum, and most recently Tech found the settings we posted on the 1.0.0 guide for LOD 4 > 8 > 16 > 32:

500 > 525 > 625 > 525 (can probably be off here though)

I personally use mips and steepness at LOD 4, since I think sheson mentioned mips are usedin LOD 4 fade somewhere around here. I have yet to test if this change is apparent and 'good'

Share this post


Link to post
Share on other sites
9 hours ago, ikonomov said:

Yep.  Caused by plugins, does that mean that it's caused by other mods I'm using?

The DynDOLOD log lists which references and plugins trigger the large reference bugs.

Share this post


Link to post
Share on other sites
21 hours ago, z929669 said:

We have tested this to reduce z-figting to a minimum, and most recently Tech found the settings we posted on the 1.0.0 guide for LOD 4 > 8 > 16 > 32:

500 > 525 > 625 > 525 (can probably be off here though)

I personally use mips and steepness at LOD 4, since I think sheson mentioned mips are usedin LOD 4 fade somewhere around here. I have yet to test if this change is apparent and 'good'

Thank you for testing and posting these numbers.  They are quite close to 550, but maybe it does make a difference.  I'm especially interested to test having it for LOD4, which for me is currently off.

The mipmaps and steepness shouldn't matter for z-fighting I think, since it's a mesh problem not textures.

Share this post


Link to post
Share on other sites
19 minutes ago, ikonomov said:

The mipmaps and steepness shouldn't matter for z-fighting I think, since it's a mesh problem not textures.

True. I just mentioned it, because the settings I linked don't have that and to spur any comments as to the legitimacy of doing so.

Share this post


Link to post
Share on other sites
2 hours ago, z929669 said:

True. I just mentioned it, because the settings I linked don't have that and to spur any comments as to the legitimacy of doing so.

sneaky :)

I am curious myself.  Maybe for very large texture sizes it could make some difference for performance.  I'm using 1024 diffuse and 512 normal texture size for LOD4 and 512/256 for 8/16/32.  I didn't really do much testing to compare.  I'm using SSE Display Tweaks with a Gsync monitor, if we know for certain that those mipmaps are used for LOD4 somehow we could do some testing to see if it can actually make a difference to the framerate.  My guess is that theoretically it could, but in practice I think all the other LOD textures being loaded are eating a much larger chunk of the framerate than the terrain textures.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      DynDOLOD for Skyrim and Enderal 2.3x - 2.8x minor version update post | Major version update Post | Skyrim Special Edition / Skyrim VR / Enderal SE
      Important
      This update includes updated papyrus scripts in DynDOLOD Resources 2.45 that require a DynDOLOD.esp generated by DynDOLOD Standalone 2.45 or higher. Do not mix with older versions.
      If an existing save is updated, follow the "clean save" cycle:
      First deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game.
      Remove old DynDOLOD.esp, remove old meshes/skse/textures and uninstall old DynDOLOD Resources, which includes the old papyrus scripts
      Start game, load last save, wait a bit, save again.
      Install new DynDOLOD Resources 2.45 which includes the new papyrus scripts.
      Generate LOD. Install the output with the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp.
      Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM.
      Follow the same procedure for Skyrim SE even though there are no papyrus scripts.
      What's New?
      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 2.55 the Steam version of Enderal is supported. Use -enderal command line argument. See included Docs\DynDOLOD_Manual.html "Enderal" section in "Custom Settings for Specific Mods"
      Starting with DynDOLOD 2.45 there is an alternative DynDOLOD DLL that can be used instead of PapyrusUtil for the optional dynamic LOD.
      Starting with DynDOLOD Resources 2.44 for Skyrim the Whiterun Exterior, Solitude Exterior and the Desync Bird of Prey plugins have been replaced with *.patch files. The data that used to be in the plugins is now added to DynDOLOD.esp when LOD is is generated in case the *.patch files have been installed.
      Fixed bug with generating object LOD for Bruma
      Always output data files as UTF8 without BOM
      Better performing papyrus scripts thanks to pointers from Borgut1337.
      Better support for reading any text/ini file from BSA.
      Fixed a bug with supporting mods that add new cells beyond borders, reported by Kelmych.
      Hopefully fixed all of the out of memory errors when creating texture atlas (mainly happened for SSE).
      DynDOLOD.exe now tries to ignore and report wild edits that add floating objects above Bleakwind Basin at cell 0, 0 of Tamriel. I would be interested in feedback, especially when it got it right with the mods name, so i can verify the parameters of the wild edits to refine the detection.
      DynDOLOD.exe will now warn if it encounters deleted references. It helps me to remember to clean mods.
      Lots of code maintenance in xEdit carried over, thanks to Zilav being productive and lots of updates in LODGen as well for stuff happening in the background. See changelog below.
      There is no need to update LOD generated by earlier versions just because the tools have been updated. Consider updating or generating LOD from scratch in case you notice missing LOD for the mods listed below or if a problem that was affecting you was fixed.
      Skyrim SE users might enjoy this video by WazaLang - even if you know how to generate 3D LODs already, just for views or the mixing of different tree mods for great results. The instructions work all the same with DynDOLOD standalone 2.30 or higher and DynDOLOD Resource SE 2.30 or higher.
      Bruma, see this post and this thread
      If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again.
      Skyrim SE or Skyrim VR, see DynDOLOD Skyrim SE/VR BETA
      DynDOLOD Standalone 2.95 (Mega) for Skyrim, Enderal, Skyrim SE and Skyrim VR
      DynDOLOD Resources 2.88 (Mega) for Skyrim and Enderal - Make sure to use matching or higher version of DynDOLOD Standalone.
      DynDOLOD Resources SE 2.88 (Mega)for Skyrim SE and Skyrim VR - Make sure to use matching or higher version of DynDOLOD Standalone.
      DynDOLOD Patches 2.45 (Mega) for Skyrim and Enderal - papyrus script patches only need to be updated if DynDOLOD DLL is used. The 2.45 papyrus script patches work with either DynDOLOD DLL or PapyrusUtil automatically.
      Mods Requiring DynDOLOD - included rules
      Solstheim Genesis (2.35)
      Verified working out of the box - included rules
      Dawn Point Lighthouse (2.30)
      Dragonfall Castle (2.30)
      Dragons Keep (2.30)
      Velothi Palace (2.30)
      Perfect Whiterun (2.30)
      Mona Alta (2.37)
      Riverwood Keep (2.37)
      Viking's Longhouse (2.37)
      Knight's Rest (2.44)
      Rigmor of Cyrodiil (2.55)
      Terra Umbra - Mobile Floating Island (2.56)
      Skogarfjell - No-Load Viking Hall (2.59)
      The Great City of Dragon Bridge (2.62)
      The Great City Of Morthal (2.62)
      The Great Cities - Minor Cities and Towns (2.62)
      FadingSignal's Solstheim Lighthouse for LE (2.64)
      Western Watchtower Texture Mismatch Fix (2.73)
      Northwind Hunters Cabin (2.75)
      Millwater Retreat (2.81)
      Verified working out of the box
      Arthmoor's Skyrim Villages - All In One (2.35)
      BreezeRockLodge (2.35)
      Dawnstar (2.35)
      Keld-Nar (2.35)
      Lush Vanilla Trees (2.35)
      Ruska - Riften Player Home (2.35)
      White Lighthouse (2.55)
      The Great City Of Dawnstar (2.62)
      The Great City Of Falkreath 2.62)
      The Great City of Rorikstead (2.62)
      The Great City Of Winterhold (2.62)
      Quaint Raven Rock (2.63)
      Rorikstead Basalt Cliffs (SE backport) (2.63)
      Changelog DynDOLOD 2.30 DynDOLOD.exe - warn about and try to ignore wild edits causing out of place objects near cell 0, 0 in Tamriel
      DynDOLOD.exe - warn if a deleted reference is found
      DynDOLOD.exe - fixed sometimes not discovering new cells added by plugins
      DynDOLOD.exe - do not convert persistent neverfades if temporary cell does not exist
      DynDOLOD.exe - updated exporting data for destructables
      DynDOLOD.exe - fixed not reading other txt or ini files from BSA
      DynDOLOD.exe - generate new esp version for updated Papyrus Scripts
      DynDOLOD.exe - added worldspace ignore file to filter world space drop down
      DynDOLOD.exe - optimized fallback to full tree model
      TexGen.exe - added generation for volcanictundrarocks01.dds
      TexGen.exe - fixed not reading other txt or ini files from BSA
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD_Manual_SSE.html - added info for a mod
      DynDOLOD-Trees.html - added info for a mod
      DynDOLOD Resources - Optimized Papyrus Scripts - requires new LOD generation from scratch and clean save cycle
      DynDOLOD Resources - Papyrus Scripts - fixed a multi threading race condition
      DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
      LODGen.exe - fixed a reading error for bhkMoppBvTreeShape
      LODGen.exe - fixed a reading error for bhkRigidBody
      LODGen.exe - improved material wilcard * support
      LODGen.exe - added option to FlatTextures= file to alternatively define a path to nif instead of path to normals file
      LODGen.exe - added export Mode=convertsse and Mode=convertfo4 to atlas the UV of meshes
      LODGen.exe - normalize material path
      LODGen.exe - support material swaps with wildcard *
      LODGen.exe - added DefaultAlphaThreshold=0-255 for FO4
      LODGen.exe - added mergeVertexColors[LOD4|LOD8|LOD16|LOD32]=true/false to average different vertex colors of duplicate vertices into one vertex (requires RemoveUnseenFaces)
      LODGen.exe - always apply intermediate atlas before applying final atlas
      LODGen.exe - added notTangentsMeshMask[LOD4|LOD8|LOD16|LOD32]=[part of nif filename]
      LODGen.exe - updated supporting libraries to latest version
      LODGen.exe - added notLODFlagMeshMask[LOD4|LOD8|LOD16|LOD32]=[part of nif filename]
      LODGen.exe - added generateVertexColors[LOD4|LOD8|LOD16|LOD32]=true/false
      LODGen.exe - added generateTangents[LOD4|LOD8|LOD16|LOD32]=true/false
      LODGen.exe - added fixTangents[LOD4|LOD8|LOD16|LOD32]=true/false
      Changelog DynDOLOD 2.31 DynDOLOD - removed older version from archive
      Changelog DynDOLOD 2.32 DynDOLOD.exe - added support for ESL plugins
      DynDOLOD.exe - print a detailed static LOD tree model/billboard assignment log
      DynDOLOD.exe - optimized generating some lists
      DynDOLOD.exe - fixed a pointer conversion error
      DynDOLOD.exe - delete old atlas map file before generating new atlas
      DynDOLOD.exe - fixed not generating large texture atlas
      Changelog DynDOLOD 2.33 DynDOLOD.exe - updated completion message to notify about errors in LODGen logs
      DynDOLOD.exe - updated large reference overwrite report to treat ESL like ESM
      DynDOLOD.exe - updated important load screen message
      DynDOLOD.exe - added FasterReplace switch to DynDOLOD.ini
      DynDOLOD.exe - reworked large reference processing for export file to be more robust
      LODGen.exe - check if a directory for loose files exists
      LODGen.exe - fixed a wrong texture replacement
      SkyrimSE-LargeRefGrid.html - bug report updated for latest engine version
      Changelog DynDOLOD 2.34 DynDOLOD.exe - fixed sometimes not finding billboards for reference rules
      Changelog DynDOLOD 2.35 DynDOLOD.exe - fixed sometimes not using data from txt for billboards in object
      Changelog 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 2.44.1 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 ****.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.