DynDOLOD DLL for Skyrim, Skyrim Special Edition, Skyrim Anniversary Edition and Skyrim VR
So far all versions of DynDOLOD use the SKSE plugin PapyrusUtil for the optional dynamic LOD in the game. Starting with version 2.45 there is now the alternative DynDOLOD DLL available.
The current DLL version is 2.45. It works with dynamic LOD generated by DynDOLOD Standalone 2.45 and newer.
Read the ..DynDOLOD\Docs\DynDOLOD_DLL.html included in DynDOLOD Standalone for an explanation about DynDOLOD DLL, installation instructions (overwrite papyrus scripts of DynDOLOD Resources) and how it works.
If there are problems with it, check DynDOLOD_DLL.html and the DynDOLOD FAQ first before posting.
If a DynDOLOD.DLL version is required for a game version that is not listed below, request it in this thread. First, search this thread if it has been requested already, though. The future will tell how long it takes to release updates.
Typically a new DynDOLOD.DLL is required for each new game version, but not each new SKSE version. For example a DynDOLOD.DLL compiled with SKSE64 2.0.9 also works with SKSE64 2.0.10 for the same game version.
Nexus Downloads for DynDOLOD 2.45 and higher
DynDOLOD DLL for Skyrim
DynDOLOD DLL SE for Skyrim Special Edition
DynDOLOD DLL VR for Skyrim VR
DynDOLOD.DLL + Scripts for Skyrim 1.9.32 (overwrite the papyrus scripts included in DynDOLOD Resources)
DynDOLOD Scripts for Skyrim Special Edition and Skyrim VR (overwrite the papyrus scripts included in DynDOLOD Resources SE)
DynDOLOD.DLL for Skyrim Special Edition 1.5.39
DynDOLOD.DLL for Skyrim Special Edition 1.5.50
DynDOLOD.DLL for Skyrim Special Edition 1.5.53
DynDOLOD.DLL for Skyrim Special Edition 1.5.62
DynDOLOD.DLL for Skyrim Special Edition 1.5.73
DynDOLOD.DLL for Skyrim Special Edition 1.5.80
DynDOLOD.DLL for Skyrim Special Edition 1.5.97
DynDOLOD.DLL for Skyrim Special Edition 1.6.318
DynDOLOD.DLL for Skyrim Special Edition 1.6.323
DynDOLOD.DLL for Skyrim Special Edition 1.6.342
DynDOLOD.DLL for Skyrim Special Edition 1.6.353
DynDOLOD.DLL for Skyrim Special Edition 1.6.629
DynDOLOD.DLL for Skyrim Special Edition 1.6.640
DynDOLOD.DLL for Skyrim Special Edition GOG 1.6.659 (untested)
DynDOLOD.DLL for Skyrim VR 1.4.15
So after changing the tree mod I'm using as well as grass and some terrain textures, I'm going through the STEP LOD generation guide, in the DynDOLOD section there are some recommended rules for LOD generation when using A Clear Map of Skyrim. Specifically is says to set the Tree LOD4 rules to use Billboard4, and also notes that the Aspen trees can drop FPS by 30 if this is not done.
It actually says that Aspen trees are ALWAYS set to tree LOD4, so as not to render branches.
I am choosing not to use A Clear Map of Skyrim. My question is if the above statement is true for all tree LOD generation, even when not using A Clear Map of Skyrim?
Even through these recommendations are inset under the heading specifically for A Clear Map of Skyrim, is this true when not using it? 30fps is an alarming number.
I have a problem with two excessively glowing window textures that I've been troubleshooting for several hours now and I cannot seem to figure it out. The problem is only resolved if I disable DynDOLOD and I had to go through my entire load order to figure that out. The almighty Google hasn't found me a whole lot of information on it either. I've read through the Glow LOD section of the dyndolod.info webpage and have messed around with just about every setting I can, but still, I cannot solve this problem. I'm completely open to the idea that it's one of my mods conflicting with DynDOLOD, but I cannot for the life of me figure out what. It may be right under my nose too. I wouldn't be surprised.
The two windows in question seem to be (according to more informative console) WRTempleOfK01 and WRHouseWind02.
Things I have tried:
Making a fresh save file Disabling any texture mods I am using that change any architecture in Whiterun Disabling my lighting mods Generating LODs without any form of FX, candles, windows glow or any form of LOD glow available Rebuilding ENB shader cache Tweaking window lighting in my ENB settings I've included my mod list as well in case anyone here has a bigger brain than me and can spot the problem just by looking at what I have.
In the screenshot attached you can see the problem I'm having. Any help on this would be greatly appreciated because I'm not the best at this stuff. Thanks!
EDIT: Well, after several hours of trying to figure it out, I finally isolated the problem minutes after making this thread. I thought about deleting the thread but instead maybe this might help out someone else in the future. The file causing the issue specifically was in TexGen_Output under textures/architecture/whiterun/wrwindows01_g.dds. I hid the file and now my windows are glowing properly, ending my hours of suffering over a minute detail.
Below is a screenshot of the corrected glow on the windows.
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