Jump to content
Kuldebar

Yield 2dot0 by Niklass

Recommended Posts

Yield 2dot0 by Niklass

 

Posted Image

 

 

I'm including this mod in my next play-through. I like the mod author's guiding principle of "keeping it simple":

 

QuoteThere are already yield mods out there but I didn't like how they made fights easier by essentially eliminating npcs from fights once they reached below 10% health but also from a realism standpoint if I'm fighting 5 dudes one goes into bleed out but regenerates why would he run away or stop fighting?

This mod makes it so that all non-essential men/elves will only truly yield when you are out of combat. This happens when all remaining opponents are in a bleed out state so usually with the last enemy. Yielding enemies will raise their hands in surrender (see image) after they recovered from bleed out and then cower in fear for the next 30 seconds. Afterwards they will resume to their default animations but still won't attack you. You can pickpocket gold with the maximum chance (Vanilla: 90%) from enemies that yielded.

Compatible with everything as no vanilla records were touched...script is super short and only starts when an enemy meets the conditions (bleeding out, actual humanoid enemy...) and only does anything when you are out of combat and only once per remaining enemy. I always try to make my mods as light as possible.

 

I'll convey my experiences with this mod as I progress in the new game.

 

 

I'll be using this YIELD 2.0 in this non-STEP, LOOT sorted mod build:

 

 

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
ApachiiHair.esm
Lanterns Of Skyrim - All In One - Main.esm
ETaC - RESOURCES.esm
ApachiiHairFemales.esm
3rdEraWeaponsMoS.esm
ApachiiHairMales.esm
Omegared99-Compilation.esm
XFLMain.esm
REGS - Resources.esm
TKChildren.esm
TravellersOfSkyrim.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
MarcurioGB.esp
Battle Buddy Jon Battle-Born for NPC Overhaul.esp
EpisodeParallax.esp
Hot_Male_Housecarls.esp
NB-Scars.esp
mage_clothes_plus.esp
Guard Dialogue Overhaul.esp
Anruin - Faendal Replacer.esp
AHZmoreHUD.esp
StaticMeshImprovementMod-FurnitureChestSnowFix.esp
Housecarl Greetings Fix.esp
WATER.esp
ELE-FX Emittance.esp
Skyrim - Player Re-Voiced - Elven Races Complete - Male.esp
StaticMeshImprovementMod-DragonbornTernFix.esp
Auto Unequip Shield.esp
TheEyesOfBeauty.esp
Auto Unequip Helmet.esp
TravellersOfSkyrim - Vanilla.esp
Auto Unequip Ammo.esp
StaticMeshImprovementMod-DungeonsCliffsIceSkirts.esp
Hot_Male_Housecarls-Ray.esp
Beards.esp
Better Stealth AI for Followers.esp
WarmongerArmory_Vanilla.esp
Character Presets - MALE BRETON.esp
Derrax_Gendered_Werewolves.esp
CelticMusic.esp
Delphine Makeover D2.esp
Smoking Torches.esp
Hothtrooper44_Armor_Ecksstra.esp
Surilie And Argonian Wine.esp
Convenient Horses.esp
DeadlyDragons.esp
FlansEyesForSkrim.esp
HARODATH_ImmersiveSoulgems.esp
Brows.esp
EmpoweredMagic_Dawnguard.esp
The Eyes Of Beauty - Elves Edition.esp
Omegared99-WeaponSets.esp
Presets 2-3.esp
Character Presets - MALE IMPERIAL.esp
RelightingSkyrim-FULL.esp
ELE Plugin - RS Light Color.esp
WATER DG.esp
ETaC - Complete.esp
ETaC - Dragon Bridge South.esp
RichMerchants.esp
SkyUI.esp
SaveHotKeyMCM.esp
SwiftPotion.esp
TKChildren Merged USKP Patch.esp
Thundering Shouts.esp
TravellersOfSkyrim - Dragonborn Addon.esp
WarmongerArmory_DLC.esp
Weapons & Armor Fixes_Remade.esp
Daedric Dawnbreaker.esp
EmpoweredMagic_Dragonborn.esp
EmpoweredMagic.esp
No More Glowing Edges.esp
Clothing & Clutter Fixes.esp
TrueGauldurAmulet.esp
CollegeOfWinterholdImmersive.esp
CWINPCImprovements.esp
Complete Crafting Overhaul_Remade.esp
Skyrim Immersive Creatures.esp
Cloaks - Dawnguard.esp
LeazersOpenLock2_0.esp
Immersive Weapons.esp
WarmongerArmory_LeveledList.esp
Standard-15Percent.esp
Talvas by CrimsonFairy.esp
Brothers.esp
SIC Patch for Skytest Lite.esp
REGS - Cities.esp
BHTNF_Eli.esp
RavenRockExpanded.esp
SkyFalls + SkyMills + DG + DB.esp
REGS - Better Docks.esp
Skyrim Immersive Creatures - DLC2.esp
Sky Haven Temple M&M3.esp
Inns and Taverns.esp
DawnofWindhelm.esp
Hothtrooper44_ArmorCompilation.esp
RobedSteelPlateArmor.esp
BFT Ships and Carriages - HF.esp
3rdEraWeapMoS-lvlList.esp
GuardAnimationsGDO.esp
Oblivion Gates v3 - Skyrim + Dawnguard DLC.esp
WATER DB Waves.esp
ETaC - Complete LoS Patch.esp
AuroraVillage.esp
Inconsequential NPCs.esp
FCO - Follower Commentary Overhaul.esp
Populated Dungeons Caves Ruins.esp
Cloaks.esp
CWIDawnDragonPatch.esp
SkyFalls Dragonborn Small waterfalls.esp
Immersive Dragonborn.esp
TelvanniGuards.esp
Understone Keep Repair.esp
DawnofRiften.esp
Immersive Orc Strongholds.esp
MammothManor.esp
Point The Way.esp
UniqueBorderGates-All.esp
ETaC - Complete Inns and Taverns Patch.esp
Populated Lands Roads Paths.esp
Populated Forts Towers Places.esp
Populated Cities Towns Villages.esp
SkyTEST-RealisticAnimalBehavior.esp
Chesko_Frostfall.esp
HolmwoodNahkin.esp
CCO_Frostfall_Patch.esp
REGS - Better City Entrances.esp
Morning Fogs.esp
SkyRe_EnemyAI.esp
ETaC - Complete BFT Patch.esp
CCO_SIC_Patch.esp
WeaponsArmorFixes_GuardDialogueOverhaul_Patch.esp
PrvtI_HeavyArmory.esp
1nivWICCloaks.esp
Inconsequential NPCs - Enhancement.esp
1nivWICSkyCloaksPatch.esp
enchantedclothing.esp
Smithing Perks Overhaul_Remade.esp
XFLDialogue.esp
XFLPlugins.esp
Yield 2.0.esp
immersive wenches.esp
ETaC - Smelters.esp
Kaiden.esp
Immersive Travelers.esp
WATER Plants.esp
Dimitri by CrimsonFairy.esp
Immersive Patrols.esp
Immersive Mercenaries.esp
The Paarthurnax Dilemma.esp
HoldBorderBanners.esp
HearthfireChimneys - ETaC.esp
Immersive Dawnguard.esp
PrvtI_HeavyArmory_DG_Addon.esp
WoollyRhino.esp
Lanterns Of Skyrim - AIO - Dawnguard.esp
Immersive Werewolves.esp
high hrothgar overhaul.esp
iNeed.esp
Gildergreen Regrown.esp
Immersive Brigands.esp
ImpeREAL Empire - Unique Cities - Falkreath.esp
SkyRe_Combat.esp
Apocalypse - The Spell Package.esp
UniqueBorderGates-All-PointTheWay.esp
Forgotten Windmill.esp
Immersive Factions.esp
LightsLakeviewManor.esp
ClassicClasses.esp
Alternate Start - Live Another Life.esp



 

 

 

Share this post


Link to post
Share on other sites

Using Yield 2.0 for the last 20 hours of play, seems to work very well, probably the best implementation of it, very simple.  As for game-changing it is not but it does add immersion as the way the yielding occurs and the relative rarity doesn't change the game difficulty, unlike other implementations.

Share this post


Link to post
Share on other sites

My updated post never survived the outage, but I'm really happy with the mod, as you said Garfink, it isn't in your face/always there kind of feature; so far when it triggers it seems "right" and based on a reasonably narrow window of opportunity. 

Share this post


Link to post
Share on other sites
statmonster, on 21 May 2014 - 5:14 PM, said:

Does it break any quests?

Nothing I have run into, it certainly won't impact brawling because that's an entirely different game process. Also, you can still kill yielded enemies if you need to do so for a quest, etc. The author reassures us:

 

QuoteCompatible with everything as no vanilla records were touched.

 

As an additional safety net, the author also states that the mod will uninstall cleanly:

 

Quote

I think the reason so many other mods with scripts need an uninstall button is because their scripts are continuously running. Thankfully I haven't made a single mod where that was necessary to achieve what I wanted.

 

Edited by Kuldebar

Share this post


Link to post
Share on other sites

I've been using this for about 26 levels now, and its worked seemlessly really.  

  • Upvote 1

Share this post


Link to post
Share on other sites

This mod makes me feel a bit guilty about gutting yielding enemies. I had grown callous about this knowing that they would attack again soon.

Share this post


Link to post
Share on other sites

@statmonster

 

Its amazing how well this mod works huh?  Can't wait to playthrough with a character with a conscience!

Share this post


Link to post
Share on other sites

Sorry to drag this one up by bumping it, but I just identified it as the cause of this visual bug. This is because the mod's spells aren't flagged as Unabsorbable, causing mods that add "Absorb Magic" to NPCs (such as Disparity) to trigger. This isn't apparent in most load orders because most NPCs don't have a constant "Absorb Magic" effect.

 

Just a small warning in the hopes of saving somebody else an hour and a half of annoying mod testing.

Edited by Harpalus

Share this post


Link to post
Share on other sites

Sorry to drag this one up by bumping it, but I just identified it as the cause of this visual bug. This is because the mod's spells aren't flagged as Unabsorbable, causing mods that add "Absorb Magic" to NPCs (such as Disparity) to trigger. This isn't apparent in most load orders because most NPCs don't have a constant "Absorb Magic" effect.

 

Just a small warning in the hopes of saving somebody else an hour and a half of annoying mod testing.

Thanks, I'll check Yield in xEdit and see if I can find something. This might be scripted though. Good thing is Disparity got updated and the issue should be fixed. Will try it again and see if I can get it to work. Didn't get the new standing stones blessings in the last version when I installed it on an existing game.

Share this post


Link to post
Share on other sites

Thanks, I'll check Yield in xEdit and see if I can find something. This might be scripted though. Good thing is Disparity got updated and the issue should be fixed. Will try it again and see if I can get it to work. Didn't get the new standing stones blessings in the last version when I installed it on an existing game.

At a glance, the new Disparity version only partially solves the problem, as Breton's still have an active Absorb Spell ability in combat, and this mod will definitely still apply its spells in combat. The problem isn't Disparity's anyways: despite my usual preference for minimalism, my load order remains fairly impressive and the only mod that forgot to check off "Unabsorbable" is Yield.

Edited by Harpalus

Share this post


Link to post
Share on other sites

At a glance, the new Disparity version only partially solves the problem, as Breton's still have an active Absorb Spell ability in combat, and this mod will definitely still apply its spells in combat. The problem isn't Disparity's anyways: despite my usual preference for minimalism, my load order remains fairly impressive and the only mod that forgot to check off "Unabsorbable" is Yield.

I thought I replied in the mmo thread, thats why I said thanks. Now it sounds like I thought this was directed to me. Anyway, having thought about this without looking in xEdit yet, I assume yield has a spell where you can just add that flag and it will be fixed?

Share this post


Link to post
Share on other sites

I thought I replied in the mmo thread, thats why I said thanks. Now it sounds like I thought this was directed to me. Anyway, having thought about this without looking in xEdit yet, I assume yield has a spell where you can just add that flag and it will be fixed?

From what I understand, yes. It's a relatively easy fix. I just uninstalled it, personally.

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
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 83 - based on 4.1.3g
      Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files.
      (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.)
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      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 xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm
      TES5-Terrain-Tamriel-Extend.esm, SSE-Terrain-Tamriel-Extend.esm - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By sheson
      I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback.
      This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. In case of error messages, click "Help for this message" if available. Ask questions or report any problems or issue in this thread.
      If making posts or reporting errors, upload/paste these files (if they exist) to a file or text sharing service:
      ..\DynDOLOD\bugreport.txt
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to last meaningful generation)
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt
      If issue involves LODGen upload/paste
      ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt
       
      Requirements
      DynDOLOD Standalone 3.00 Alpha-35 (Mega) DynDOLOD Resources 3.00 Alpha-10 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-10 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR  or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3  
      Installation
      Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode.  
      LOD Generation
      Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod.  
      Major Feature Changes
      Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures.  
      Changelog 3.00 Alpha 35
      DynDOLOD.exe - fixed not updating Mesh Mask/Reference list view
      DynDOLOD.exe - improved reporting and ignoring of some missing textures
      3.00 Alpha 34
      TexGen.exe/DynDOLOD.exe - added game mode selection window if started without game mode command line argument
      DynDOLOD.exe - improved automatic texture replacements for stitched object LOD textures
      DynDOLOD.exe - do not warn about missing textures if they are being replaced
      DynDOLOD.exe - automatically create stitched object LOD texture for replaced textures if required
      DynDOLOD.exe - automatically create non alpha texture of full texture if required
      DynDOLOD.exe - improved mini atlas export data
      DynDOLOD.exe - improved worldspace bounds warning/error settings
      DynDOLOD.exe - fixed and improved mesh rules loading order
      DynDOLOD.exe - fixed sometimes ignoring Reference Enable mesh rule setting
      DynDOLOD.exe - fixed a case of wrongly setting LOD Levels to None
      DynDOLOD.exe - fixed not updating reference rules internally
      DynDOLOD.exe - improved detection of childworld copies
      DynDOLOD.exe - never list child worldspaces that use parent worldspace for LOD even if they have a lodsettings file
      TexGen.exe - added/updated rendered object LOD textures
      TexGen.exe - fixed wrong output path for rendered billboards found in data folder
      TexGen.exe - do not try to render textures for DLC if DLC is missing
      TexGen.exe - improved config file reading for records in ESL flagged plugins
      TexGen.exe - added CreateMod INI setting to generate textures to include in a mod that won't prompt to uninstall old TexGen output
      LODGen.exe - fixed an issue with sometimes not combining crown and trunk when generating hybrids
      LODGen.exe - fixed a random grass LOD exception
      LODGen.exe - fixed grass LOD not being generated for grasses added by ESL flagged plugins
      LODGen.exe - default threadsplit to number of physical cores
      DynDOLOD Resources - updated meshes and textures for better compatibility
      DynDOLOD Resources SE - updated meshes and textures for better compatibility
      3.00 Alpha 33
      DynDOLOD.exe - fixed an issue with adding grass LOD billboards to object LOD atlas
      3.00 Alpha 32
      DynDOLOD.exe - fixed wrong INI settings
      3.00 Alpha 31
      DynDOLOD.exe - added Enderal SE Steam support, start with -enderalse command line argument
      DynDOLOD.exe - added INI settings CrownBrightness, TrunkBrightness, FlatTrunkBrightness vertex color multipliers to control brightness of 3D tree models in object LOD
      DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD
      DynDOLOD.exe - fixed accidentally adding material shader to glow LOD
      DynDOLOD.exe - do not use empty list item from lists in INI
      DynDOLOD.exe - fixed not always disabling some dynamic LOD correctly in scanned childworlds that also have their own LOD (e.g. Markarth)
      TexGen.exe - added rendered object LOD textures - most notably Solitude, Markarth, Riften, Windhelm and College of Winterhold
      LODGen.exe - CrownBrightness*=, TrunkBrightness*=, FlatTrunkBrightness*= added
      DynDOLOD Resources SE - updated meshes and texture for better compatibility
      3.00 Alpha 30
      TexGen.exe - fixed sometimes wrongly applying specular 3.00 Alpha 29
      TexGen.exe - improved loading of cubemap textures
      3.00 Alpha 28
      TexGen.exe/DynDOLOD.exe - added Enderal SE support, uses its own config files in anticipation of Steam version
      DynDOLOD.exe - fixed accidentally generating tree LOD instead of object LOD for child world copies
      DynDOLOD.exe - add full-model-CRC32 matching for object/dynamic LOD models for automatic support of "dumb" mesh replacer mods
      DynDOLOD.exe - fixed not adding center cell data for first dynamic LOD activation
      DynDOLOD.exe - added/updated rules for better compatibility
      TexGen.exe - properly ignore trees without models or deleted base records
      TexGen.exe - added environment/cubemap shader
      TexGen.exe - added rendered object LOD textures - most notably vanilla Whiterun and Dwemer Ruins, DynDOLOD Dawnguard castle and more
      LODGen.exe - improved parsing of txt files
      Texconv.exe - updated to latest version
      DynDOLOD_Manual.html - updated explanations information for Enderal
      DynDOLOD Resources SE - updated meshes and texture for better compatibility
      3.00 Alpha 27
      DynDOLOD.exe - added INI setting TerrainUndersideIgnoreWorlds=
      LODGen.exe - optimize underside terrain by removing triangles for default terrain height
      DynDOLOD-Resources-SE - added patch to enable grass for Whiterun exterior

      3.00 Alpha 26
      DynDOLOD.exe - add terrain underside references to ESP so they work in all worldspaces
      3.00 Alpha 25
      DynDOLOD.exe - fixed a problem with thread control
      DynDOLOD.exe - fixed patches sometimes being confused about the destination plugin
      DynDOLOD.exe - improved enabling/disabling of underside mesh
      Papyrus Script - updated objectenabler script
      3.00 Alpha 24
      DynDOLOD.exe - enable/disable terrain underside meshes in child worldspaces
      DynDOLOD.exe - only generate terrain underside meshes for worldspaces that have LOD level 32
      DynDOLOD.exe - fixed ignoring skinned meshes for dynamic LOD
      Papyrus Script - new objectenabler script for terrain underside meshes
      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
      3.00 Alpha 23
      DynDOLOD.exe/TexGen.exe - fixed not using SSE config files for TES5VR
      DynDOLOD.exe - added INI settings TerrainUnderside, TerrainUndersideQuality and TerrainUndersideHeigth to automatically generate and place a terrain NIF that aids in blocking sun rays
      3.00 Alpha 22
      DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specfic meshes or textures
      LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added
      3.00 Alpha 21
      DynDOLOD.exe - ignore billboards without txt files so LODGen does not fail later
      LODGen.exe - added GrassDensity= to allow for lower density of grass LOD billboards in object LOD
      LODGen.exe - added ThreadSplit= to control ratio of main to sub threads for object LOD generation
      3.00 Alpha 20
      LODGen.exe - fixed looking up wrong path in BSA for billboard txt
      3.00 Alpha 19
      DynDOLOD.exe - fixed skipping over some references using LIGH
      DynDOLOD.exe - fixed ignoring overwrites from patches
      DynDOLOD.exe - fixed not always copying XEMI record from child world to existing parent LOD representations
      DynDOLOD.exe - ignore references with only a notice that have been moved out of their original worldspace
      DynDOLOD.exe - fixed ignoring XESP parent configuration not working as intended
      TexGen.exe - do not leave orphaned billboard files in case they are filtered out
      3.00 Alpha 18
      DynDOLOD.exe - fixed wrong tree LOD atlas coordinates
      3.00 Alpha 17
      DynDOLOD.exe - fixed index out of bounds while generating tree LOD texture atlas
      3.00 Alpha 16
      DynDOLOD.exe - ignore duplicate patches
      3.00 Alpha 15
      DynDOLOD.exe - default to -memory instead of -speed
      DynDOLOD.exe - added duplicate texture removal to object LOD atlas generation
      DynDOLOD.exe - added thread limit settings for some Occlusion operations
      LODGen.exe - fixed an indexing error
      LODGen.exe - added Threads= to limit number of concurrent LOD generation threads, defaults to number of cores
      3.00 Alpha 14
      DynDOLOD.exe - fixed not ignoring player enable parent for tree LOD
      TexGen.exe - fixed a case of not ignoring case
      3.00 Alpha 13
      DynDOLOD.exe - fixed sometimes leaving ITM records
      DynDOLOD.exe - fixed removing alpha channel from texture if NiAlphaProperty threshold is 0
      DynDOLOD.exe - fixed sometimes setting unresolved material links
      DynDOLOD.exe - fixed not overwriting earlier rules
      TexGen.exe - maximize and trim billboard texture based on render instead of vertex bounding box
      TexGen.exe - do not generate billboard if textures are missing
      LODGen.exe - fixed sometimes not using side-view billboard
      3.00 Alpha 12
      DynDOLOD.exe - fixed wrong load order detection for ESP only generation
      3.00 Alpha 11
      DynDOLOD.exe - fixed sometimes modifying other plugins
      TexGen.exe - added separate MaxSuperSamples options for grass, tree and objects
      LODGen.exe - fixed sometimes not discovering grass billboards correctly
      3.00 Alpha 10
      DynDOLOD.exe - removed a left over debug check stopping things for no reason
      3.00 Alpha 9
      DynDOLOD.exe - fixed sometimes copying wrong overwrite record
      3.00 Alpha 8
      DynDOLOD.exe - fixed sometimes not matching LOD models
      3.00 Alpha 7
      DynDOLOD.exe - fixed sometimes adding a duplicate textures on atlas
      3.00 Alpha 6
      DynDOLOD.exe - fixed not adding master for direct childworld copies
      3.00 Alpha 5
      DynDOLOD.exe - demoted duplicate cell exception to a warning
      DynDOLOD.exe - check for childless worldspaces 
      DynDOLOD.exe - fixed not adding master for enable parent of object activators
      DynDOLOD.exe - improved reading of grass data
      DynDOLOD.exe - added INI setting AlphaFactor= to control internal mipmap alpha coverage
      DynDOLOD.exe - improved normalization of assets paths
      TexGen.exe - ^^which means finding textures with rooted texture paths found in NIF
      3.00 Alpha 4
      DynDOLOD.exe - fixed trying to add references for empty parent models for glow LOD
      DynDOLOD.exe - report missing base record LOD definitions if automatic matching fails
      DynDOLOD.exe - do not add worshippers to cells added by ESP
      DynDOLOD.exe - fixed forced load order resulting in orphaned records 
      DynDOLOD.exe - double check if there are duplicate cells
      DynDOLOD.exe - monitor for duplicate triplets
      DynDOLOD.exe - properly blame ESP not setting MSTT DATA - Flags 0x4 
      TexGen.exe - fixed localization preventing rendering
      TexGen.exe - fixed sometimes writing wrong CRC32 for textures
      3.00 Alpha 3
      DynDOLOD.exe - ignore inconsequential unresovled errors in DLC and paid mods
      3.00 Alpha 2
      DynDOLOD.exe - fixed INI setting typo
      DynDOLOD Help - updated grass LOD settings information for No Grass In Objects version 6

      3.00 Alpha 1
      DynDOLOD.exe - converted all remaining external pas scripts to native code
      DynDOLOD.exe - added ultra LOD as a GUI option
      DynDOLOD.exe - export binary terrain file for LODGen
      DynDOLOD.exe - export grass LOD billboard file for LODGen
      TexGen.exe - converted all remaining external pas scripts to native code
      TexGen.exe - added OpenGl renderer and options to generate object LOD textures and tree/grass LOD billboards from models
      LODGen.exe - added support for reading Skyrim Special Edition CGID grass data files to place grass billboards in static object LOD meshes
      LODGen.exe - PathGrass= path to folder with xy.cgid files
      LODGen.exe - GrassMap= file with simple (NIF_FormID) billboard filename to fully qualified (textures\terrain\LODGen\...) billboard filename
      LODGen.exe - GrassBrightness*= vertex color multipliers to control overall brightness of grass
      LODGen.exe - use optional binary terrain file for pre-pass removing unseen faces for object LOD, TerrainData= as for terrain LOD
       
    • By DangerousDeraz
      Hello there, Just finished installing STEP for Skyrim SE, Everything looks great and smooth.
      I've one question thou, my brother has the same game but without any of these mods installed on his PC.
      is it possible that i just copy the "modding" folder and "skyrim SE" folder to his PC and it'll work just as it works on mine? or is there another way?
  • 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.