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Dynamic Distant Objects LOD - pre 2.xx


sheson

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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

Spoiler

 

2.18

DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees

DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects

DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - fixed generation of dlc01castlefortlod.dds

TexGen.exe - generation for impwood01lod.dds

Papyrus Scripts - activate worldspace Master in case the activate all function is called

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

DynDOLOD Patches - added script patches for Caranthir Tower Reborn

 

2.17

DynDOLOD.exe - added an installation check

DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data

DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model

DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list

DynDOLOD.exe - show message when building reference info to verify usage of missing models

DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - added more helpful messages for file not found errors

DynDOLOD_Manual.html - updated compatibility information for several mods

 

2.16

DynDOLOD.exe - removed extraenous files

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

2.15

DynDOLOD.exe - added logic for Enderal and seperate set of rule files

DynDOLOD.exe - create diffuse LOD texture atlas with explicit (1 bit) alpha

DynDOLOD.exe - fixed a case of siLODirt

DynDOLOD.exe - added flag to mesh rules to disable window glow LOD, not exposed to interface yet

DynDOLOD.exe - added debug= to DynDOLOD.ini

DynDOLOD.exe - added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

LODGen.exe - fixed a case of using wrong offset for higher LOD levels if origin is not multiple of 4

LODGen.exe - fixed not being able to generate for specific cell if x/y equals -1

LODGen.exe - fixed sometimes not keeping vertex colors in higher LOD levels for passthru

LODGen.exe - trim spaces from texture strings

TexGen.exe - added logic for Enderal and seperate set of rule files

TexGen.exe - added alpha threshold to texture creation if explicit alpha type is used, threshold of 0 disables alpha

TexGen.exe - added a texture convertion with mipmap filter control

TexGen.exe - added check for earlier TexGen Output files in game data folder to avoid circular creation of newly added textures

DynDOLOD_Manual.html - updated compatibility information for several mods and Enderal

trees.ultra\DynDOLOD-Trees.html - txt converted to html

trees.ultra\DynDOLOD-Trees.html - added 3rd party hybrid tree information

DynDOLOD Resources - removed some glow maps that might interfere with other mods - these are created by TexGen now

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods and Enderal

Papyrus Scripts - made scripts backwards compatible with PapyrusUtil 2.8 - was just a convinience function

Papyrus Scripts - made deactivating from MCM work more consistent

DynDOLOD Patches - added improved terrain LOD meshes and textures for Enderal

 

2.14

DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors

DynDOLOD.exe - use fastercreate for large worldspaces only

DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla)

DynDOLOD.exe - print strings filename if there is an error

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior

 

2.13

DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry

 

2.12

DynDOLOD.exe - use linksto instead of baserecord

DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace

DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe

DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file

DynDOLOD.exe - added simple check resource core files are installed

TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds

LODGen.exe - fixed not properly assigning null texture replacement

LODGen.exe - print nice error message if some hashing goes wrong

LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5

LODGen.exe - keep decal shader flag from for game mode TES5

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - open/close dynamic LOD DOORs according to parent

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

 

2.11

DynDOLOD.exe - try to catch an unknown case of non existing base record

TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod

DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe

DynDOLOD-FAQ.txt - cleaned up for standalone version

DynDOLOD_Manual.html - updated compatibility information for a mod

 

2.10

DynDOLOD.exe - Release

DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

2.09 BETA

DynDOLOD.exe - fixed trying to clean dynamic LOD data

 

2.08 BETA

DynDOLOD.exe - skip loading - animation, - interface, - shaders, - sound, - voices .BSA

DynDOLOD.exe - get glow LOD from higher LOD level if lower level is not defined

DynDOLOD.exe - only set Has Distant LOD if LOD level 4 has static LOD

DynDOLOD.exe - apply patch rules regardless of mod ignore list

DynDOLOD.exe - disable and set other options accordingly if dynamic LOD is not generated

DynDOLOD.exe - added _dynamic/_static rule file functionality

Edit Scripts - fail properly when being started from xEdit.exe

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated with new step-by-step video

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - disable MCM if PapyrusUtil is not present

DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods

DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

2.07 BETA

DynDOLOD.exe - export stage id -2 for dynamic creepy SovngardeStatue - high only

DynDOLOD.exe - optimized processing of merged form ids

TexGen.exe - added generation for stockadeplanks01.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - Papyrus Scripts - set current pos/angle from parent when enabling LOD object for stage id -2

DynDOLOD Resources - added SolitudeExterior, needed for extreme climbers

DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods

 

2.06 BETA

TexGen.exe - ensure trailing slash is added to selected output path

DynDOLOD.exe - fixed using some preset settings in wizard mode

 

2.05 BETA

DynDOLOD.exe - use merged map data also for lists using partial mod filename matches

DynDOLOD.exe - only ignore worldspaces if master mod is ignored

DynDOLOD.exe - always copy XEMI from highest override

TexGen.exe - sync updates with DynDOLOD.exe

 

2.04 BETA

DynDOLOD.exe - fixed a string to cardinal conversion

DynDOLOD.exe - fixed not loading mesh_replace list

DynDOLOD.exe - fixed typo caused by having fat fingers syndrome from too much pie

DynDOLOD.exe - use alternative version of setting up grids

DynDOLOD.exe - added switch to control which version of setting up grids is used

 

2.03 BETA

DynDOLOD.exe - fixed a variant to cardinal conversion

 

2.02 BETA

DynDOLOD.exe - fixed not finding all merged mod map files for the load order

DynDOLOD.exe - fixed trying to violate sorted stringlists

DynDOLOD.exe - removed a confirmation message

 

2.01 BETA

DynDOLOD.exe - fixed sometimes not finding a bunch of numbers

DynDOLOD.exe - fixed a case of uninitialized primitives

 

2.00 BETA

DynDOLOD.esp - removed default esp - it will be created if it doesn't exist

DynDOLOD.esp - new or updated esp will always be saved to output path together with generated meshes, json and texture files

DynDOLOD World.pas - DynDOLOD World.pas script is now started through DynDOLOD.exe - a modified version of xEdit

DynDOLOD.exe - updated logic and seperated functions for standalone version

DynDOLOD.exe - removed plug-in selection - load order is controlled by mod managers

DynDOLOD.exe - use own version of Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat

DynDOLOD.exe - use own settings files

DynDOLOD.exe - somewhat better error handling

DynDOLOD.exe - compile list of missing models for review once process completed

DynDOLOD.exe - some minor performance improvements

DynDOLOD.exe - cleaned up and unified log messages

DynDOLOD.exe - fixed a typo causing error when using IgnoreTrees=1

DynDOLOD.exe - made world bounds error message more descriptive

DynDOLOD.exe - made simple exe files time check to fail nicely if needed

DynDOLOD.exe - reworked create mod mode

DynDOLOD.exe - fixed using an unassigned list too early

DynDOLOD.exe - fixed not setting up manual base elements properly when updating

DynDOLOD.exe - skip parent/child worldspaces missing persistent cell for real this time

DynDOLOD TexGen.pas - DynDOLOD TexGen.pas script is now started through TexGen.exe - a modified version of xEdit

TexGen.exe - added an options window

TexGen.exe - added automatic saving/reading of options

TexGen.exe - added generation for icelakesurface.dds

TexGen.exe - added option window to select output path and texture size

TexGen.exe - do not stop if files are not found

LODGen.exe - now included in DynDOLOD standalone version

LODGen.exe - added logfile parameter so it can run more than one instance

Papyrus Scripts - fixed parent world dynamic LOD sometimes being disabled when leaving interiors

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD_Manual.html - updated for standalone instructions

DynDOLOD_Manual.html - added new tutorial videos

DynDOLOD_TexGen.html - manual updated to reflect new options window

DynDOLOD_Mod_Authors.html - added

DynDOLOD Resources - LOD resources, papyrus scripts and optionals are now a seperate archive

DynDOLOD Resources - updated/added core LOD meshes and textures for better compatibility with mods

DynDOLOD Patches - patches are now a seperate archive

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

 

1.49

DynDOLOD Worlds.pas - fixed world bounds error

 

1.48

DynDOLOD Worlds.pas - work around world bounds not always being floats

DynDOLOD Worlds.pas - skip parent/child worldspaces with no valid world bounds or missing persistent cell

DynDOLOD Worlds.pas - report insane world bounds values

DynDOLOD Worlds.pas - updated a missing nif warning for neverfade references added by mod to just ignore instead of stopping generation

DynDOLOD Worlds.pas - fixed automatically checking 'Generate tree LOD' when vanilla tree LOD generation is disabled

DynDOLOD Worlds.pas - added missing brackets in try block checking form id rules

DynDOLOD Worlds.pas - fixed 'not a tree message' for now valid STAT LOD trees with Have Tree LOD flag set

DynDOLOD Worlds.pas - added a subliminal message to xEdit message log

DynDOLOD Worlds.pas - updated de-normalizing resource path to be less greedy

DynDOLOD Worlds.pas - added a simple xEdit.exe and LODGen.exe file time check

DynDOLOD Worlds.pas - read mapping data from Merge Plugins to apply rules for single plugins to merged plugins automatically

DynDOLOD TexGen.pas - added checks to force output directory

Papyrus Scripts - use fewer "strings"

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

DynDOLOD_Manual.html - rename to xEdit - because there can be more than only one

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD_Reference.html - updated to reflect current process and for clarity

 

1.47

DynDOLOD Worlds.pas - added a missing ResourceExists check before trying to open it

DynDOLOD Worlds.pas - added discovery of tree LOD billboard textures for static tree LOD and export data for LODGen.exe

DynDOLOD Worlds.pas - simplified generation of ultra tree LOD

DynDOLOD Worlds.pas - updated detection of min/max world bounds as rule of one does not apply for overwrite records

DynDOLOD Worlds.pas - added a ResourceExists check when using meshes for dynamic LOD

DynDOLOD Worlds.pas - added a CRC32 check for full model tree meshes to match correct static tree LOD mesh for "dumb" file replacer mods

DynDOLOD Worlds.pas - optimized rule matching

DynDOLOD Worlds.pas - add references that use dunCGOutsideClutterMarker marker as XESP as static LOD instead of dynamic LOD - it enables references after intro scene played

DynDOLOD Worlds.pas - updated automatic alternate texture detection and made use of 3D Names definition file to determine which is the dominant texture of the LOD model

DynDOLOD Worlds.pas - added AppName identfier to all ini/cache files to be able to separate between different games

DynDOLOD Worlds.pas - fixed a case of glow LOD mesh file name detection if _lod is part of full mesh name

DynDOLOD Worlds.pas - use smallest/greatest worldspace bounds from entire overwrite list

DynDOLOD Worlds.pas - added IsSwitch for childworlds for manual references

DynDOLOD Worlds.pas - updated some functions for future billboard use in static LOD

DynDOLOD Worlds.pas - always skip marker when processing worldspace

DynDOLOD Worlds.pas - trying to optimize possible position changes to detect existing child world copies

DynDOLOD Worlds.pas - use full model for child world to parent world copy if object is really really huge

DynDOLOD Worlds.pas - fixed not replacing textures when using cached base elements

DynDOLOD Worlds.pas - added a [LODGen Settings] section to rule files so (updated) mods shipping with their own rules can overwrite default settings

DynDOLOD Worlds.pas - addjust option windows for title bar height

DynDOLOD TexGen.pas - added generation for cavebasewall01lod.dds, caverock01lod.dds, glacierslabnoalpha.dds

DynDOLOD TexGen.pas - added AppName identifier to all ini/cache files to be able to separate between different games

DynDOLOD-rules - added/updated rules for better compatibility with mods

Papyrus Scripts - write a debug message to log in case files are out of sync

Papyrus Scripts - added information MCM page

Papyrus Scripts - enable/disable use of NetImmerse Override in MCM - disabled by default

Papyrus Scripts - optimized parts of MCM

Papyrus Scripts - updated activating/deactivating function to be more robust

Papyrus Scripts - added function option to activate all active FarGrid/NearGrid cells instead of only the ones that changed state - used in patches of third party scripts

Papyrus Scripts - print debug message for all instances when a model is enabled

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.46

DynDOLOD Worlds.pas - do not show worlds added by ignored mods

DynDOLOD Worlds.pas - added export of fMinSecondsForLoadFadeIn from DynDOLOD.ini to json to overwrite fade-in time after loading / fast travel

DynDOLOD Worlds.pas - added export of 3 emissive multipliers to be used on dynamic glow LOD to make it slightly brighter depending on distance, requires NetImmerse Override

DynDOLOD Worlds.pas - added export of 3D name of glow LOD meshes so emissive multiple can be set, requires NetImmerse Override

DynDOLOD Worlds.pas - added discovery of references using LIGH base elements which have no mesh that have neverfade flag set, use a pre defined fake glowing mesh for LOD

DynDOLOD Worlds.pas - added mesh masks to DynDOLOD.ini for full and LOD models to ignore for automatic matching

DynDOLOD Worlds.pas - added EditorID mask IgnoreBaseEDID= to DynDOLOD.ini to ignore base elements, was hardcoded before

DynDOLOD Worlds.pas - added a !NOT mod filename to reference mesh rules - rule will not be used if mod filename is found in load order

DynDOLOD Worlds.pas - only process references mesh rules when containing world is processed

DynDOLOD Worlds.pas - added simple detection of LOD models with 'passthru' in the filename - BSLightingShader/BSEffectShader is not modified by LODGen.exe, some non-LOD shader types/flags work in BTO, e.g. glow shader

DynDOLOD Worlds.pas - added eighth option 'ignore' to the mesh rules reference drop down and apply before tree LOD is generated

DynDOLOD Worlds.pas - remove VMAD from permanently disabled references so scripts do not execute on them

DynDOLOD Worlds.pas - fixed using LOD model for child world copies as intended

DynDOLOD Worlds.pas - added min radius settings in DynDOLOD.ini for fake lights discovery

DynDOLOD Worlds.pas - added creation and export to json data file of a uGridsToLoad sized cell list for fast travel quick switch of dynamic LOD

DynDOLOD Worlds.pas - added export of grid sizes to json for more effective dynamic LOD switching for fast travel

DynDOLOD Worlds.pas - added IgnoreWater switch for LODGen.exe if worldspace has 'No LOD water' flag set

DynDOLOD Worlds.pas - added advanced/expert setting for max atlas tile size

DynDOLOD Worlds.pas - updated advanced/expert options for Glow LOD

DynDOLOD TexGen.pas - updated dlc01soulcairnlod.dds, using 4th slot unused by vanilla

Papyrus Scripts - added slight startup delay before trying to access json data to give PapyrusUtil time to initialize

Papyrus Scripts - added workaround for game engine executing OnCellAttach twice on activators in persistent cell

Papyrus Scripts - optimized switching after loading and fast travel

Papyrus Scripts - reduced numbers of activating activaters after loading and fast travel

Papyrus Scripts - added true fade out for better blending of LOD windows

Papyrus Scripts - added setting emissive multiple when NetImmerse Override is present for LOD windows

Papyrus Scripts - added fade from black time setting

Papyrus Scripts - added check of esp version

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

DynDOLOD_Manual.html - added new section called 'How to add rules for your own mod'

DynDOLOD_Manual.html - added new section called 'Glow LOD'

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1:45

DynDOLOD Worlds.pas - added to also read rules files from ../skyrim/data/DynDOLOD/DynDOLOD_modnameesp.ini in case mod author wants to supply and maintain rules

DynDOLOD Worlds.pas - rules file for a mod can contain rule sections that only apply in case another mod is present, section header [skyrim 2ndmodfilenameesp], for simple compatibility patches

DynDOLOD Worlds.pas - also apply 'delete' and 'original' mesh rules before tree LOD is generated

DynDOLOD Worlds.pas - do not add textures from models with PassThru material to atlas

DynDOLOD Worlds.pas - explicitly set diffuse atlas texture to use alpha

DynDOLOD Worlds.pas - added switch for show on local map flag for LOD using emissive color - for water reflections after opening map once

Papyrus Scripts - optimized switching when leaving active worldspace

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.44

DynDOLOD Worlds.pas - start LODGen.exe minimized when in advanced or expert mode, set MinimizeLODGenExe=1 in DynDOLOD.ini to start LODGen.exe minimized in wizard mode

DynDOLOD Worlds.pas - do not use lod_flat.nif for static or dynamic LOD added by mods as they typically use the default texture atlas name which is generated and overwritten and becomes incompatible, use lod_flat_2.nif with distinct atlas texture instead

DynDOLOD Worlds.pas - added eigth option 'enable' to the mesh rules reference drop down setting XESP enable parent to player for references that have no XESP - use for trees so they are not done by tree LOD

DynDOLOD Worlds.pas - added additional switches to objects json

DynDOLOD Worlds.pas - copy XEMI record from child world reference to parent world references for consistent window glow

DynDOLOD Worlds.pas - updated output of alternate texture replacement list, requires new LODGen.exe from xEdit 170815 or newer

Papyrus Scripts - added a switch to fade out

Papyrus Scripts - added a switch to turn off model in child world regardless of reference keep rule

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.43

DynDOLOD Worlds.pas - fixed mesh replacement not working

DynDOLOD Worlds.pas - allow full textures to be atlassed

DynDOLOD Worlds.pas - output an alternate texture replacement list for future releases

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.42

DynDOLOD Worlds.pas - added an extra switch to reference json data for LOD using emissive color for future releases

DynDOLOD Worlds.pas - added ability to add both near and far grid to a reference

DynDOLOD Worlds.pas - added an one time splash screen to point out helpful documents

DynDOLOD TexGen.pas - fixed creating smelter01lod.dds

Papyrus Scripts - updated to not reset disabled references

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated LOD meshes for better compatibility with mods

 

1.41

DynDOLOD Worlds.pas - fixed sometimes not carrying over all cell data when creating overwrite records

DynDOLOD Worlds.pas - fixed a rare exception updating cell data of overwrite records

DynDOLOD Worlds.pas - fixed an overzealous output path check

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - added new compatibility section called 'Mods Requiring DynDOLOD'

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.40

DynDOLOD Worlds.pas - fixed getting default LODs from base elements

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.39

DynDOLOD Worlds.pas - fixed a typo causing error in process line 780

DynDOLOD Worlds.pas - updated the helpful error message in case an overwrite record links to a non-existent form id to be even more helpful

DynDOLOD Worlds.pas - made a distinction between superseded mods that are replaced and other mods that should simply not be in the load order while generating LOD

DynDOLOD Worlds.pas - changed mod warning message to sound less dramatic

 

1.38

DynDOLOD Worlds.pas - unset persistent flag from disabled neverfades if deemed safe

DynDOLOD Worlds.pas - export a reset list of former neverfades with persistent flag to json file

DynDOLOD Worlds.pas - copy non persistent cell 'containing' existing persistent references that were changed, may create intentional ITMs

DynDOLOD Worlds.pas - only treat neverfades that are persistent as neverfades

DynDOLOD Worlds.pas - refined overwrite detection when updating

DynDOLOD Worlds.pas - fixed adding duplicate activator when updating

DynDOLOD Worlds.pas - fixed adding rules erroneously when updating without using cache

DynDOLOD Worlds.pas - added ability to define full models in mesh rules without a LOD mesh being present, unset VWD

DynDOLOD Worlds.pas - automatically add LIGH to list of base elements eligible for LOD when a reference rule uses it, only works for LIGH base elements with models

DynDOLOD Worlds.pas - cleaned up form id conversions

DynDOLOD Worlds.pas - cleaned up getting full model from base elements

DynDOLOD Worlds.pas - added a message for 'duplicate' tree form ids causing tree LOD in loaded cells, get newer TES5Edit if it triggers

DynDOLOD Worlds.pas - disallow meshes/textures/skse in output path so none of the tools gets confused

DynDOLOD Worlds.pas - added checking matching DynDOLOD.esp version

DynDOLOD Worlds.pas - set no switching delay for dynamic LOD fires when attaching cell

Papyrus Scripts - added resetting references from reset list when initializing and activating/deactivating from MCM

Papyrus Scripts - improved dynamic LOD switching times when detaching cells and after fast travel

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.37

DynDOLOD Worlds.pas - fixed an exception for mod # > 128

 

1.36

DynDOLOD Worlds.pas - fixed pointer to integer conversions sometimes causing wrong ids

DynDOLOD Worlds.pas - optmized discovery of _far.nif

DynDOLOD Worlds.pas - assume disabled references with z = -300000 to be "Deleted" regardless of XESP

DynDOLOD Worlds.pas - updated a couple more cases to use a native TES5Edit function

Papyrus Scripts - fixed an error message

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.35

DynDOLOD Worlds.pas - fixed a list re-assigment causing exception

DynDOLOD Worlds.pas - added automatically using _far.nif if every other method failed

DynDOLOD Worlds.pas - added support for PassThru material for future releases

DynDOLOD Worlds.pas - some cosmetic updates to the forms

DynDOLOD Worlds.pas - removed a function to use native TES5Edit function instead

DynDOLOD TexGen.pas - added generation for dlc01soulcairndirt01lod.dds, dlc01soulcairndirt02lod.dds, dlc01soulcairndirt05lod.dds and dlc01soulcairnrock01lod.dds

Meshes/Textures - added new texture variants for better compatibility with DLC01

 

1.34

DynDOLOD Worlds.pas - added a helpful message about sResourceArchiveList in skyrim.ini in case Tamriel is not found

DynDOLOD Worlds.pas - added a bunch of numbers to 'sign' json files and the esp

DynDOLOD Worlds.pas - fixed not being able to set near grid to values

Papyrus Scripts - added a message if a bunch of numbers are different

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.33

DynDOLOD Worlds.pas - Create texture atlas _n.dds without alpha channel since it is not used

DynDOLOD Worlds.pas - added write/read 'next object id' into/from a file so using a default DynDOLOD.esp will not reuse formids from former generations - this does not change save game update procedure

DynDOLOD TexGen.pas - moved beehivelod.dds to DynDOLOD_TexGen_noalpha.txt

DynDOLOD_Manual.html - added information about STEP texture pack

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes for better compatibility with mods

 

1.32

DynDOLOD Worlds.pas - made MNAM - Distant LOD set/get compatible with newer TES5Edit version

DynDOLOD Worlds.pas - use sleep from newer TES5Edit version when available

DynDOLOD Worlds.pas - write a helpful error message in case an overwrite record links to a non-existent form id

DynDOLOD Worlds.pas - missing vanilla tree billboards message now stops the process

DynDOLOD Worlds.pas - added an early check LODGen.exe exists

DynDOLOD Worlds.pas - fixed pointer to integer conversions causing wrong from ids in wine

DynDOLOD TexGen.pas - fixed string to float conversions causing exception with certain region settings

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.31

DynDOLOD Worlds.pas - made worldspace list for checkbox resilient versus overwrite records

DynDOLOD Worlds.pas - upgraded log message to a message dialog in case DynDOLOD.esp is not last in load order

DynDOLOD Worlds.pas - changed copied base element use the same signature as the source base element

DynDOLOD Worlds.pas - copy OBND data and flags when copying base elements for dynamic LOD

DynDOLOD Worlds.pas - added cache handling for LOD using emissive color for future releases

Papyrus Scripts - improve switching times of dynamic LOD for fast travel

DynDOLOD TexGen.pas - updated creation rules for dlc01soulcairnlod.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.30

DynDOLOD TexGen.pas - added printing a line for each created LOD texture for better troubleshooting

DynDOLOD_TexGen.html - added a note for an alternative textures list file in case of crash

DynDOLOD Worlds.pas - fixed loading some rules twice sometimes

DynDOLOD Worlds.pas - fixed creating LOD for neverfades in child worlds that are copied to parent world

DynDOLOD Worlds.pas - fixed updating existing texture replacements on master record causing changes to other mods

DynDOLOD Worlds.pas - remember status of custom mod handling accross reruns without reloading default rules

DynDOLOD Worlds.pas - do not show child worlds in case they have erroneous *.lod file

DynDOLOD Worlds.pas - raised possible position changes to detect existing child world copies from 1/100 to 1/1000

DynDOLOD Worlds.pas - updated function to add manual base elements based on worldspace name

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.29

DynDOLOD Worlds.pas - updated link of require message for newer version

DynDOLOD Worlds.pas - wait longer before asking about LODGen.exe to not confuse users

DynDOLOD Worlds.pas - added waiting for LODGen.exe before showing complete message

DynDOLOD Worlds.pas - fixed adding master for injected elements

DynDOLOD Worlds.pas - added handling for LOD using emissive color for future releases

Papyrus Scripts - release an object reference when being done with it by assigning None

DynDOLOD_TexGen.html - added instructions and video for DynDOLOD TexGen.pas

DynDOLOD_QuickStart.html - updated links to new and shiny GitHub for TES5Edit

DynDOLOD_Manual.html - updated links to new and shiny GitHub for TES5Edit

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.28

DynDOLOD Worlds.pas - removed all ambiguity from the SKSE plugin json output folder so it always ends up next to meshes and textures

DynDOLOD Worlds.pas - added SW Cell coordinates to [world].json for new You Are Here MCM page

DynDOLOD Worlds.pas - updated a check for newer xEdit version so the nice error message shows again

DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list for real this time

DynDOLOD Worlds.pas - added FlagTrees switch to DynDOLOD.ini to set Has Distant LOD flag on tree base elements

Papyrus Scripts - added last top left message to the SkyUI MCM page, hover above it to see the full message at the bottom in case it gets cut off

Papyrus Scripts - added a You Are Here SkyUI MCM page to show position, cell and LOD filenames for the current location

DynDOLOD TexGen.pas - added creation of cavebaseground02

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.27

Papyrus Scripts - updated debug.trace notice for dynamic LOD objects to show the used mesh path and filename.

DynDOLOD-README.txt - added debug instructions

Meshes - ran all meshes through nifconvert to make triple sure they are valid

 

1.26

DynDOLOD Worlds.pas - changed method of setting base elements on town reference copies

DynDOLOD Worlds.pas - changed method of copying XEMI records on references

DynDOLOD Worlds.pas - disallow output path to be set to game folder, default to xEdit scripts folder if -o: is not set

DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list

DynDOLOD Worlds.pas - fixed lookup of persistent CELL when adding neverfades

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.25

DynDOLOD Worlds.pas - fixed a typo causing rare error

 

1.24

Papyrus Scripts - added debug.trace enable notice before enabling dynamic LOD objects

DynDOLOD Worlds.pas - added debug switch entry to DynDOLOD_Worlds.json, set to true and enable papyrus debugging in skyrim.ini for enable notices

DynDOLOD Worlds.pas - added seventh option 'copy' to the mesh rules reference drop down, for cases when 'original' is having the desired effect

DynDOLOD Worlds.pas - some visual options form adjustments

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD TexGen.pas - added creation of farmhouselod01

DynDOLOD_Manual.html - added new tutorial video

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/textures - updated LOD meshes/textures for better compatibility with mods

Meshes/Textures - added the handful textures from High Resolution Texture Pack removing the need for its requirement

 

1.18

DynDOLOD Worlds.pas - add Generate static LOD checkbox to advanced window

DynDOLOD Worlds.pas - only update base element flags really needed for game engine

DynDOLOD Worlds.pas - optimized discovery of snowy versions of full models

 

1.17

Papyrus Scripts - changed activation caller to self to prevent loss of ethereal when moving across cell borders

 

1.16

DynDOLOD Worlds.pas - fixed a missing ) in functions.pas

DynDOLOD Worlds.pas - added output of TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_textures_used.txt for debugging purposes

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.14

DynDOLOD Worlds.pas - fixed not reading texture rule set in expert mode

DynDOLOD Worlds.pas - added automatically ignoring mods with BASHED PATCH as author

DynDOLOD Worlds.pas - updated LODGen export file parameters for upcoming future version

Papyrus Scripts - added an extra disable to dynamic LOD objects when leaving worldspace into an interior for faster release of resources

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.11

DynDOLOD Worlds.pas - fixed sExpert error

DynDOLOD_Manual.html - updated download information for Skyrim Vanilla LOD Source Files 1.6

 

1.10

DynDOLOD TexGen.pas - added new pas script to generate some (mostly landscape) LOD textures from full textures based on load order - requires xEdit svn 1937 or higher

DynDOLOD Worlds.pas - fixed trying to use missing h variant and use l variant instead

DynDOLOD Worlds.pas - fixed a case of not detecting a valid master

DynDOLOD Worlds.pas - updated adding new base elements for other than STAT

DynDOLOD Worlds.pas - added a method for new references to point to newly added base elements

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.04

DynDOLOD Worlds.pas - fixed sometimes not loading data from manual_ref_[worldspace name]

DynDOLOD Worlds.pas - automatically do not load data from manual_ref_[worldspace name] for certain mods

 

1.02

DynDOLOD Worlds.pas - delete LODGen_log.txt before processing several worlds - for a new LODGen.exe that appends to log

DynDOLOD Worlds.pas - updated atlas creation for xEdit svn 1935 and higher with automatic fall back to older versions

DynDOLOD Worlds.pas - fixed childworld ignore list sometimes not being loaded

DynDOLOD Worlds.pas - fixed not being able to update more than one worldspace at a time

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.00

DynDOLOD Worlds.pas - fixed wrong command when reading cache files for real this time

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.59.46

DynDOLOD Worlds.pas - fixed wrong command when reading cache files

 

0.59.45

DynDOLOD Worlds.pas - do not set VWD on base elements without object bounds

DynDOLOD_Manual.html - updated update instructions

Papyrus Scripts - updated error handling to be more precise

Papyrus Scripts - updated update instructions

 

0.59.31

DynDOLOD Worlds.pas - fixed not clearing child world data

DynDOLOD Worlds.pas - added completion message after everything is done

DynDOLOD Worlds.pas - added sixth option 'original' to the mesh rules reference drop down

DynDOLOD Worlds.pas - fixed doubling automatic SkyFalls rules under certain circumstances

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated a LOD mesh for better compatibility

 

0.59.30

DynDOLOD Worlds.pas - added a new mod_world_ignore list: all references added by a mod to a world in its list will be ignored

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated a LOD mesh for better compatibility

 

0.59.02

DynDOLOD Worlds.pas - fixed waiting for LODGen.exe to finish if it was never started before

 

0.59.01

DynDOLOD.ini - added whgate and whdoorfrontgate to child world ignore list, because Bethesda really moves things around

 

0.59.00

DynDOLOD Worlds.pas - copy XEMI record when creating dynamic LOD base element

DynDOLOD-rules - updated and ordered rules to be more consistent

DynDOLOD_Manual.html - updated Performance section considerably with tips and tricks

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated LOD meshes for better compatibility

 

0.58.00

DynDOLOD Worlds.pas - fixed an integer conversion for mod # > 128

DynDOLOD Worlds.pas - fixed adding missing master when copying XESP element

DynDOLOD Worlds.pas - made child world discovery more robust

DynDOLOD Worlds.pas - no more export file overwrite warning in wizard mode, simply generate new export file and start LODGen.exe

DynDOLOD Worlds.pas - do not throw known error for a handful ETAC trees

DynDOLOD Worlds.pas - added alternate textures replacements for base elements, requires xEdit svn 1923 or higher

DynDOLOD Worlds.pas - do not set VWD on base elements using meshes in effects\ or water\ since they most likely never will have static LOD

DynDOLOD_Manual.html - updated compatibility information for several mods

 

0.57.00

DynDOLOD Worlds.pas - added wizard mode, set Wizard=0 in DynDOLOD.ini to start in advanced mode

DynDOLOD Worlds.pas - added tree LOD generation, requires xEdit svn1921 or newer. If 'Generate tree LOD' is not checked it uses the cached tree LOD data if it exists. If no cached data exists either it will try to read BTT files from game location

DynDOLOD Worlds.pas - added support for custom mesh-rules files for specific mods, check Edit Scripts\DynDOLOD\rules\

DynDOLOD Worlds.pas - added output of TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_mesh_count.txt with a count of how often a LOD mesh is used

DynDOLOD Worlds.pas - use TES5Edit -o argument for output path if available

DynDOLOD Worlds.pas - StorageUtilData path automatically uses output path, set StorageUtilDataSameAsOutput=0 to use data path, browsing only exposed in export mode

DynDOLOD Worlds.pas - updated advanced and expert options window

DynDOLOD Worlds.pas - added fith option 'delete' to the mesh rules reference drop down

DynDOLOD-rules - updated rules to adjust for the new rules logic

DynDOLOD-rules - added rules for several mods

DynDOLOD_Manual.html - removed no longer needed custom mesh rules information for mods that now have mesh rules files

DynDOLOD_Manual.html - added wizard mode videos, updated advanced mode videos, added a seperate video for splitting trees

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.56.00

DynDOLOD Worlds.pas - fixed trying to process child worlds with no dimensions

DynDOLOD Worlds.pas - fixed a mispelled command

DynDOLOD Worlds.pas - optimized generating atlas again from export file

DynDOLOD_Manual.html - upated formatting and some parts to hopefuly be clearer

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.55.00

DynDOLOD_Manual.html - added info about tree LOD billboards for download at https://www.nexusmods.com/skyrim/mods/62698/

DynDOLOD_Manual.html - updated Videos with tree LOD billboards download info

DynDOLOD_Manual.html - added more detailed uninstall information

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

DynDOLOD-rules - updated rules for new LOD meshes

 

0.54.00 internal release

DynDOLOD Worlds.pas - add a copy in parent world when disabling a neverfade in a child world

DynDOLOD Worlds.pas - fixed writing not all child worlds to DynDOLOD_Worlds.json

DynDOLOD Worlds.pas - fixed reading child world data from previous generation if parent world is not used for LOD

DynDOLOD Worlds.pas - create LODGen export folder if it doesn exist

DynDOLOD Worlds.pas - added button to rebuild atlas dds from cached data for advanced screen

DynDOLOD Worlds.pas - fixed LOD being created for elements disabled by mesh rules

 

0.53.00 test release

DynDOLOD Worlds.pas - fixed adding masters for parent worldspace and parent cell elements

DynDOLOD Worlds.pas - LODGen Output path only updates when clicking "Default" button

DynDOLOD Worlds.pas - added signature FURN (furniture) to the list of base element types eligible for LOD

DynDOLOD Worlds.pas - updated some commands to use native TES5Edit functions

DynDOLOD-rules - updated rules for FURN

 

0.52.00

DynDOLOD Worlds.pas - improved automatic atlas creation now part of TES5Edit

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.51.02

DynDOLOD Worlds.pas - improved automatic atlas creation

DynDOLOD Worlds.pas - fixed adding masters for certain other elements

DynDOLOD Worlds.pas - updated a few functions that are now integrated into TES5Edit

DynDOLOD Worlds.pas - removed legacy code and checks not needed anymore

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

0.51.01 DynDOLOD Worlds.pas - fixed error inserting meshes rules

 

0.51.00 DynDOLOD Worlds.pas - fixed adding masters for certain elements requiring their own masters

 

0.50.00

DynDOLOD-BETA-README.txt - updated for new LODGen.exe 0.6 and newly added functions to TES5Edit

DynDOLOD Worlds.pas - hide no longer needed LODGen options by default, set advanced=1 in DynDOLOD.ini to show changed output path behavior: instead of full path, meshes\terrain\[worldspace]\objects will be appended to it

DynDOLOD Worlds.pas - added support for using LOD meshes found in BSAs without the need to unpack. Load order applies. Loose files win.

DynDOLOD Worlds.pas - enabled ash material

DynDOLOD Worlds.pas - added override of STAT records and set VWD flag so their full models do not overlap LOD models outside loaded cells added BSA resource list to export file for LODGen.exe for LOD nifs and terrain btr files

DynDOLOD Worlds.pas - moved remaining functions from LODGen.pas to lib\lodgenalt.pas

DynDOLOD Worlds.pas - added cache for mesh files found in BSA and data folder

DynDOLOD Worlds.pas - added CreateAtlas() to create.pas

DynDOLOD Worlds.pas/Papyrus Scripts - Changed how masters are added - only masters of directly linked forms are added. No masters for forms "linked" by mod name and form id in the json files

DynDOLOD_Manual.html - updated manual for new TES5Edit Generate LOD options, especially LODGen for trees and splitting tree atlas

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - changed mesh files to use single lod textures for automatic atlas creation

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

 

0.45.22

DynDOLOD Worlds.pas - fixed json list sometimes being malformed in SaveFormlists3() in create.pas

DynDOLOD Worlds.pas - fixed erroneous child world object discovery when parent world is not used for LOD in DynDOLODProcessReference() in process.pas

 

0.45.21

Papyrus Scripts - moved all script properties from esp into json data files, this means less cruft and persistant data in save game

Papyrus Scripts - Added a SkyUI MCM menu with on/off toggle and helpful information for updating

DynDOLOD Worlds.pas - updated throughout to create additional json data files

DynDOLOD Worlds.pas - added a fourth option to the mesh rules reference drop down

DynDOLOD Worlds.pas - changed child world object copy regarding existing LOD for better mod compatibility and added objects to ignore lists to compensate for duplicates

DynDOLOD Worlds.pas - added mode to create a new mod with MNAM - Distant LOD overrides for STAT base elements to use with CK or original LODGen and DynDOLOD Modders Resource - only useful for modders...

DynDOLOD-rules - updated rules for changed child world copy

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

 

0.44.20

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

DynDOLOD-rules - updated rules for better compatibility with mods

DynDOLOD Worlds.pas - fixed reading of existing Grids in ReadMasterFile in preapare.pas

DynDOLOD Worlds.pas - fixed NearGrid being one cell off north/south in create.pas

DynDOLOD Worlds.pas - changed treatment of lod_lod throughout for better compatibility with mods

Papyrus Scripts - removed initialization autosave since it is not required anymore after changes in 0.43.13

Papyrus Scripts - fixed NearGrid sometimes switching off at a greater distance than required

Papyrus Scripts - made dynamic object switching more resilient against rapid repeated cell changes

 

0.43.19

DynDOLOD Worlds.pas - made sure existing neverfades with no rules are added to FarGrid by default in DynDOLODProcessReference() in process.pas

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

DynDOLOD_Manual.html - added and updated compatibility information for several mods

 

0.43.18

Meshes - added new and updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - added and updated compatibility information for several mods

DynDOLOD-rules - updated rules for better compatibility with mods

 

0.43.17

DynDOLOD Worlds.pas - moved getting world dimensions from ScanWorlds() in process.pas to DynDOLODPrepareWorld() in prepare.pas

DynDOLOD Worlds.pas - raised possible position changes to detect existing town copies from 1/10 to 1/100

Meshes/Textures - added new and updated LOD meshes for better compatibility with mods

DynDOLOD-rules - added rules for new meshes

DynDOLOD_Manual.html - added and updated compatibility information for several mods

 

0.43.16

DynDOLOD Worlds.pas - fixed number conversion for regions using different decimal seperator

DynDOLOD_Manual.html - added and updated compatibility information for several mods

 

0.43.15

DynDOLOD Worlds.pas - ignore references outside of world in DynDOLODProcessReference() in process.pas

DynDOLOD Worlds.pas - fixed to also add masters for override records throughout

DynDOLOD Worlds.pas - fixed reading existing data for manual dyanmic objects in ReadMasterFile() in prepare.pas

DynDOLOD Worlds.pas - fixed reference rules not carried over for town copies in AddTownREFR() in process.pas

Meshes - added new and updated LOD meshes for better compatibility with mods

 

0.43.14

DynDOLOD Worlds.pas - fixed reading existing data for current world/child worlds only in ReadMasterFile() in prepare.pas

DynDOLOD Worlds.pas - rewrote cell and formlist generation code to be slighlty less crazy and a bit faster in create.pas

DynDOLOD Worlds.pas - added ability to add manual entries to LODGen export file for better compatibility with mods

DynDOLOD-rules - updated for better compatibility with mods. Moved tree rule down in low and medium - because order really does matter

Meshes/Textures - added and updated a couple LOD meshes/textures for better compatibility with mods

Papyrus Scripts - fixed state switching of outside cells from within child worlds

DynDOLOD_Manual.html - added compatibility information for several mods

 

0.43.13

Papyrus Scripts - use IntList instead of FormList with PapyrusUtil to work around > 128 mod issue when using FormListHas function

DynDOLOD Worlds.pas - updated output to IntList json file in SaveFormlists() in create.pas

 

0.43.12

DynDOLOD_Manual.html - added compatibility information for several mods, moved images to img folder

DynDOLOD Worlds.pas - updated texture lookup for better compatibility with mods in LODTexture() in functions.pas

DynDOLOD.ini - added mountain to child world ignore list

Meshes/Textures - added lots of new texture variants for better compatibility with mods

Papyrus Scripts - replaced flip flopping states with distinct variables for better reliability in high stress situations

 

0.42.11

DynDOLOD_Manual.html - uploaded and added a second guide video for non-MO users, works for NMM too

DynDOLOD Worlds.pas - fixed a few integer/cardinal conversions to be more robust when there are ore than 128 mods loaded

DynDOLOD Worlds.pas - stop XESP chain lookup if linked to element is not a reference in AddDynDOLODREFERValues() in functions.pas

DynDOLOD Worlds.pas - fixed missing meshes message in DoBaseElement() in process.pas

Meshes\lod - add some texture variants for Falskaar and other mods

 

0.42.10

DynDOLOD_Manual.html - updated LODGen for trees section. Especially note the information about TES5Edit -o:"" output folder argument

DynDOLOD_Manual.html - updated SkyFalls and SkyMills specific info

DynDOLOD Worlds.pas - added signature CONT (container) to the list of base element types eligible for LOD

DynDOLOD Worlds.pas - load default preset if no preset.ini is found in LODGenPresetLoad() in optionsform.pas

DynDOLOD Worlds.pas - added a workaround for BaseRecord() oddities in DoDynDOLOD in create.pas

 

0.42.9

DynDOLOD_Manual.html - updated LODGen Skyrim Flora Overhaul specific info

 

0.42.8

DynDOLOD_Manual.html - updated LODGen for trees section and added Skyrim Flora Overhaul specific info

DynDOLOD_Manual.html - added note that landscape LOD needs to be unpacked once for each worldspace

DynDOLOD-rules-low.ini - updated farmhouse rule

DynDOLOD Worlds.pas - fixed neverfade handling for objects in child worlds/towns in DynDOLODProcessReference() in process.pas

DynDOLOD Worlds.pas - only add lines to export file for LODGen.exe when there is LOD in at least one level in DoBaseElement() in process.pas

DynDOLOD Worlds.pas - fix tree cache in TreeWorldspace() in treelodpatcheralt.pas

Meshes\DLC01\LOD\Castle - add some LODs for castle to level 8/16

 

0.42.7

DynDOLOD-BETA-README.txt - added information about LODGen.exe crashing with unpacked terrain meshes

DynDOLOD Worlds.pas - added logic to checkbox if landscape LOD is actually available for LODGen.exe in optionsform.pas

DynDOLOD Worlds.pas - added missing instance of AddMasterIfMissing() in DynDOLODPrepareWorld() in prepare.pas

 

0.42.6

DynDOLOD Worlds.pas - fixed logic of custom reference rules in DynDOLODProcessReference() in process.pas

DynDOLOD Worlds.pas - added a couple missing instances of AddMasterIfMissing() in AddDynDOLODBaseElement() in functions.pas

 

0.42.5

Initial public beta release

 

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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First of all I want to say; Oh my gracious god! This mod blown my mind to smithereens! It took my breath away when I was able to look far away in the horizon and see everything! It was just wonderful! Thank you so much for making such a great game look even more great!

 

With that said I want to ask a thing. Is it normal to see z-fighting? I guess it is called that at least. It is when I look in the distance and when I walk it looks link a spot keeps getting black and all twitchy, which as it seems it is two textures fighting each other. In all honesty the only places that I have seen up to now are Whiterun's city walls from outside and Elysium Estate and only from afar. And since I mentioned Elysium estate, without being sure if it is because it's a custom home or because Skyrim's engine hicked up, was missing it's wall textures. After restarting the game the house was just fine, so I am not going to accuse DynDOLOD for glitch that could have happened then just because of a coincidence. 

 

Z-fighting or not, the game just became so much more beautiful and realistic. Thank you so much for the wonderful mod and all your work. Bless you and have an awesome week :D

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Hi,

 

Issue

 

I have never played Falskaar before. Now, I would like. But!

As I stepped to Falskaar around Amber Creek, around the Aspen Trees, ... as I move I got a horrible, annoying stuttering. What I have never ever noticed at Skyrim. Not, at all.

 

I've been searching about that issue for a couple of day, tried ENB settings, etc... but I couldn't manage to solve that issue. :/

 

Until, I found that post:

 

"

karios525 wrote: Am getting this really annoying stutter every couple of seconds, any ideas what might be causing it? As I don't get this problem anywhere else, just this mod (every time testing on a new game). Even with jusat the dlc's falskaar and unoffficial patches installed same problem....Just redownloaded asnd reinstalling in case the mod got corrupted somehow, otherwise...could animation mods cause this issue perhaps? Every time as soon as skse is installed the problem happens, without, no problem, but there is no way skse could be at fault (just reinstalled skse as well, latest non alpha/beta)

Figured out the cause (system specs i7 4930x 32 gb ram titan x) it was tes5lodgen, whether it was a mesh/texture issue I have no idea, anyone know what might be causing this issue?"

 

https://forums.nexusmods.com/index.php?/topic/1030424-falskaar/?p=24959664 #5092

 

After that I disabled DynDOLOD.esp via MO and unthicked the STEP LOD Textures and DynDOLOD Worlds "folder" as well.

Loaded my saves at Falskaar and that annoying stuttering has gone away. I am "very happy".

 

But, I'd like to use DynDOLOD in my Falskaar gameplay as well.

 

Does anyone else noticed that kind of issue, stuttering at Falskaar + DynDOLOD enabled.

 

I have tree billboards for SFO; RAT and DFO (Dark Fantasy Overhaul).

 

I have an High Settings DynDOLOD Worlds, but till now my rig (look at my sig) could handle it without any issue, stuttering, fps loss, and so on, ...

 

How can I solve this issue?

 

Now, I have two idea?

 

- While I am in Falskaar I disable DynDOLOD (wouldn't like)

- Generate DynDOLOD again with Medium Settings or Low Settings and try it again. :/

 

Another hours for generating Dyn. :wacko:

 

Thanks!

 

Ps: But yes, definately I can say the reason of the stuttering in Falskaar is DynDOLOD. :/

 

Ps2: Searched infos at DynDOLOD "itself".

But, that's the all I found:

 

"Compatibility - Some Assembly Required

Mods listed here need a bit of extra attention. The manual in the download archive explains it in further detail.

Falskaar"

 

Read the manual:

 

"Falskaar - In case the original Falskaar tree LOD was unpacked from BSA, DynDOLOD Worlds.pas may complain about missing form IDs even when tree LOD was generated with LODGen for trees. In this case the not found messages can be ignored."

 

Do not really know what does it mean exactly, but do not noticed any messages (I guess).

 

Notice: I've been using default ugrids, and things like that.

 

In the meantime...

 

I have generated a Medium Settings World.pass DynDOLOD settings. To be honest, I would not say my stuttering has gone away. :/ But, again, loaded my save game without DynDOLOD + STEP LOD Textures + DynDOLOD Worlds Medium and my games running smooth.

 

Now I'll ganarate a Low Settings.

 

After that I'll to remove Dark Fantasy Overhaul, and generate DynDOLOD without DFO.

But I'm sure I will leave SFO + RAT.

 

As I said before. I haven't tried Falskaar before. And this is an another message:

 

"fantastic mod, but the game crawls which i only experience in falskaar. everything is smooth when i am in skyrim or solstheim.. but it's like playing on stutter mode when i'm in falskaar,"

 

Is there a general issue, problem like that with Falskaar?

 

Thanks!

Edited by kranazoli
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First of all I want to say; Oh my gracious god! This mod blown my mind to smithereens! It took my breath away when I was able to look far away in the horizon and see everything! It was just wonderful! Thank you so much for making such a great game look even more great!

 

With that said I want to ask a thing. Is it normal to see z-fighting? I guess it is called that at least. It is when I look in the distance and when I walk it looks link a spot keeps getting black and all twitchy, which as it seems it is two textures fighting each other. In all honesty the only places that I have seen up to now are Whiterun's city walls from outside and Elysium Estate and only from afar. And since I mentioned Elysium estate, without being sure if it is because it's a custom home or because Skyrim's engine hicked up, was missing it's wall textures. After restarting the game the house was just fine, so I am not going to accuse DynDOLOD for glitch that could have happened then just because of a coincidence. 

 

Z-fighting or not, the game just became so much more beautiful and realistic. Thank you so much for the wonderful mod and all your work. Bless you and have an awesome week :D

There should be no 2 objects fighting permanently. Nothing should turn black ever unless its texture is black.

Open console, click it, note form id, disable it. Now you see the second object, click it, note form id, report them with mod name for the first 2 digests.

 

Hi,

 

Issue

 

I have never played Falskaar before. Now, I would like. But!

As I stepped to Falskaar around Amber Creek, around the Aspen Trees, ... as I move I got a horrible, annoying stuttering. What I have never ever noticed at Skyrim. Not, at all.

 

I've been searching about that issue for a couple of day, tried ENB settings, etc... but I couldn't manage to solve that issue. :/

 

Until, I found that post:

 

"

Figured out the cause (system specs i7 4930x 32 gb ram titan x) it was tes5lodgen, whether it was a mesh/texture issue I have no idea, anyone know what might be causing this issue?"

 

https://forums.nexusmods.com/index.php?/topic/1030424-falskaar/?p=24959664 #5092

 

After that I disabled DynDOLOD.esp via MO and unthicked the STEP LOD Textures and DynDOLOD Worlds "folder" as well.

Loaded my saves at Falskaar and that annoying stuttering has gone away. I am "very happy".

 

But, I'd like to use DynDOLOD in my Falskaar gameplay as well.

 

Does anyone else noticed that kind of issue, stuttering at Falskaar + DynDOLOD enabled.

 

I have tree billboards for SFO; RAT and DFO (Dark Fantasy Overhaul).

 

I have an High Settings DynDOLOD Worlds, but till now my rig (look at my sig) could handle it without any issue, stuttering, fps loss, and so on, ...

 

How can I solve this issue?

 

Now, I have two idea?

 

- While I am in Falskaar I disable DynDOLOD (wouldn't like)

- Generate DynDOLOD again with Medium Settings or Low Settings and try it again. :/

 

Another hours for generating Dyn. :wacko:

 

Thanks!

 

Ps: But yes, definately I can say the reason of the stuttering in Falskaar is DynDOLOD. :/

 

Ps2: Searched infos at DynDOLOD "itself".

But, that's the all I found:

 

"Compatibility - Some Assembly Required

Mods listed here need a bit of extra attention. The manual in the download archive explains it in further detail.

 

Falskaar"

 

Read the manual:

 

"Falskaar - In case the original Falskaar tree LOD was unpacked from BSA, DynDOLOD Worlds.pas may complain about missing form IDs even when tree LOD was generated with LODGen for trees. In this case the not found messages can be ignored."

 

Do not really know what does it mean exactly, but do not noticed any messages (I guess).

 

Notice: I've been using default ugrids, and things like that.

 

In the meantime...

 

I have generated a Medium Settings World.pass DynDOLOD settings. To be honest, I would not say my stuttering has gone away. :/ But, again, loaded my save game without DynDOLOD + STEP LOD Textures + DynDOLOD Worlds Medium and my games running smooth.

 

Now I'll ganarate a Low Settings.

 

After that I'll to remove Dark Fantasy Overhaul, and generate DynDOLOD without DFO.

But I'm sure I will leave SFO + RAT.

 

As I said before. I haven't tried Falskaar before. And this is an another message:

 

"fantastic mod, but the game crawls which i only experience in falskaar. everything is smooth when i am in skyrim or solstheim.. but it's like playing on stutter mode when i'm in falskaar,"

 

Is there a general issue, problem like that with Falskaar?

 

Thanks!

I checked that users TES55LODGen generated LOD files for Falskaar back then. There was nothing wrong with them or the generated LOD.

TES5LODGen generated LOD files are even lower than low compared to DynDOLODs low. I never have any troubles in Falskaar no matter what settings.

There is something else in combination causing this. Do you have any other mod that changes the Falskaar world record? Check it in TES5Edit see if anything overwrites it.

 

Since you most likely use the Falskaar as BSA you can ignore the hint about trees form ids.

Edited by sheson
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I checked that users TES55LODGen generated LOD files for Falskaar back then. There was nothing wrong with them or the generated LOD.

TES5LODGen generated LOD files are even lower than low compared to DynDOLODs low. I never have any troubles in Falskaar no matter what settings.

There is something else in combination causing this. Do you have any other mod that changes the Falskaar world record? Check it in TES5Edit see if anything overwrites it.

 

Since you most likely use the Falskaar as BSA you can ignore the hint about trees form ids.

Hi Sheson,

 

1st: In the meantime I have generated a Low Settings World.pass and sadly that annoying stuttering was present.

... at this moment what I do is to generate DynDOLOD without Dark Fantasy Overhaul.

 

Do you have any other mod that changes the Falskaar world record?

 

At this moment I have no idea, and my MO and TES5Edit is busy. Generating a new World.pass - Medium setting without DFO. Just SFO + RAT.

Honestly, I'm not sure how can I make that, but if it's just that to open Falskaar.esm and see Worldspace at TES5Edit, I guess I can make that. But not sure. :)

 

If I'll need any support I ask. :/

Yes, and I guess I use BSA because I do not use loose files.

 

Have you tried Falskaar + Dark Fantasy Overhaul and its DFO Billboard?

 

Thanks!

Edited by kranazoli
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Hi Sheson,

 

Do you have any other mod that changes the Falskaar world record?

O, ooooo. :/

Bad news. I don't know how can check that?

I remembered Worldspace. Don't really know what does World Record mean. :/

 

Sry!

 

You know Sheson, I am not a prof, but I will do I can. What I've done.

 

1.) Generated World.pass medium without DFO, but sadly my stuttering at Falskaar has left to me :/

2.) The only things I can do just some kind of ridiculous "issue solving".

 

Again, without DynDOLOD + STEP LOD Textures + DynDOLOD Worlds I do not notice any stutter at all!

 

So, I've done:

 

1.) Hidden this folder via MO:

 

DynDOLOD Worlds --> Meshes folder (the hole meshes folder)

 

After loaded my save game at Falskaar, and didn't notice any issue at all! Zero. Smooth, as it should be.

 

I know this is more than ridiculous issue solving, because now it is works faulty, but I know what cause my issue is within that folder.

 

More accurately something under Meshes --> Falskaar

Do I need that folder? :)

 

I loaded a save game where DynDOLOD wasn't enabled (indoor), when step outside my DynDOLOD says it is activated, and yes it os active. But without stutter. (and I guess without important things)

 

My problem is definately something under Meshes --> Falskaar --> Object

Edited by kranazoli
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Why do I have 3 of them?

 

q149LA1.jpg

 

Without these 3 files, everything is okay.

The others exists only two "piece".

 

I was wrong. There's an other one:

 

POBYzJW.jpg

 

But without the Falskaar.4.4xyz files everything is okay.

 

Maybe I am wrong, but something in \Meshes\Terrain\Falskaar\Objects

Edited by kranazoli
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In conclusion:

 

In my \Meshes\Terrain\Falskaar\Objects folder there are 170 *.bto files.

If I have all of them together I get an very annoying stuttering. I tried to manually copy files, but seems to me they might be enabled, or work (I don't know) if all the 170 files are in that folder.

 

But, in what I am definately sure if I hide that folder, my games runs smooth. But if I let them to load, my game start to stutter. I do not know what are these files, what happen if I hide that whole folder. For a quick run I didn't notice any issue.

 

That' all I could do. :/

 

They have conflict with Falsaar. I guess with the BSA files, and SkyFalls & SkyMills. For an another test as myself I tried to move \Meshes\Terrain\Falskaar\Objects from SkyFalls & SkyMills, but without success.

 

So the files which make my game stutter are confilcted by Falskaar itself.

 

Now, this is my only "solution":

 

SIBbNIx.jpg

 

Don't know what to loose, but I know what I win. I win 60FPS smooth, stuttering free gameplay at Falskaar.

I'm sure I am loose maybe something important, just do not know what.

 

For any kind of help, I would be glad!

 

Thanks!

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Relax, you are rambling and not very methodical  :;):

 

We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter.

 

As I already said, I checked those files from another user and they were the same the process generates on my end. I have no stutter.

I could send you my static LOD meshes/terrain/Falskaar/Objects/*.bto files that do work fine here and you will still have stutter. It is something else causing this in combination.

 

Start TES5Edit with Falskaar. In the left pane click on [+] to unfold Falskaar, [+] Worldspace, [+]  xxA1C42 | Falskaar | Falskaar, this is the world record. Post about any mod that is listed in the right window beside Falskaar.esm

Edited by sheson
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Relax, you are rambling and not very methodical  :;):

 

We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter.

 

As I already said, I checked those files from another user and they were the same the process generates on my end. I have no stutter.

I could send you my static LOD meshes/terrain/Falskaar/Objects/*.bto files that do work fine here and you will still have stutter. It is something else causing this in combination.

 

Start TES5Edit with Falskaar. In the left pane click on [+] to unfold Falskaar, [+] Worldspace, [+]  xxA1C42 | Falskaar | Falskaar, this is the world record. Post about any mod that is listed in the right window beside Falskaar.esm

Hey,

 

You are partly right, but I just tried to do my best, and collect as many infos as I could.

Now, for me the problem has solved. In a strange way, that's true, but I do not notice any visual issues or something like that. Till now, just good things.

 

I made screenshots. I guess they tells more than I could write. :/

(Manually chechked my mods, and I have not so much Falskaar realted mods. COT Patch, SkyFall & Mills, Better Falskaar map, and I guees that's all)

 

Still don't really sure, which info do you need. If you need something else, please make screenshots...

 

uRhSs8h.jpg

 

m8DHqpJ.jpg

 

"We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter."

 

I believe you. But what is(are) the downside if I hide that folder via MO?

 

Notice: I tested LOD that way:

 

tgm

tcl

 

... and see how Falskaar LODs looks like high from top of a mountain. No issue. No issue closer object.

Edited by kranazoli
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Hey,

 

You are partly right, but I just tried to do my best, and collect as many infos as I could.

Now, for me the problem has solved. In a strange way, that's true, but I do not notice any visual issues or something like that. Till now, just good things.

 

I made screenshots. I guess they tells more than I could write. :/

(Manually chechked my mods, and I have not so much Falskaar realted mods. COT Patch, SkyFall & Mills, Better Falskaar map, and I guees that's all)

 

Still don't really sure, which info do you need. If you need something else, please make screenshots...

 

 

 

 

 

"We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter."

 

I believe you. But what is(are) the downside if I hide that folder via MO?

 

Notice: I tested LOD that way:

 

tgm

tcl

 

... and see how Falskaar LODs looks like high from top of a mountain. No issue. No issue closer object.

 

 

Of course the symptoms of the problem go away when you hide the static LOD *.bto generated by LODGen. If you hide the output from LODGen the game uses the vanilla LOD *.bto again that is in the Falskaar.bsa.

 

Did you load the complete load order into TES5Edit when you took the screenshots? You mentioned using SkyFalls, and if you installed it for Falskaar at least it should show up in the right window.

 

There is another thing you could test:

 

unpack the Falskaar.bsa into a mod

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa.

 

It has 290 *bto files because the mod author left orphaned files in there from an earlier generation with an offset coordinate system.

They should be just dead weight, but maybe for some reason they interfere in your case.

Edited by sheson
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"Of course the symptoms of the problem go away when you hide the static LOD *.bto generated by LODGen. If you hide the output from LODGen the game uses the vanilla LOD *.bto again that is in the Falskaar.bsa."

 

Yes, but the problem is important for me, which has gonw away that kind of "solution". To be honest, if I satisfied the way how it works, how it looks is there any problem not to hide that folder? Because beleive me. I can live with some kind of visual issue (but didn't notice any), but I can't live with stuttering, at all. So, I am still trying to ask: What's wrong if I had that Meshes\Object folder?

 

"Did you load the complete load order into TES5Edit when you took the screenshots? You mentioned using SkyFalls, and if you installed it for Falskaar at least it should show up in the right window."

 

I always feel myself so stupid. :/ :innocent: Of course not the whole load order, I just chose Falskaar. Sry! :)

I'll correct it...

 

"unpack the Falskaar.bsa into a mod

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa."

 

Haven't done it yet.

Just via MO, when we used loose file in MO. So, I'll have to find out, how can I unpack BSA the right way....

Edited by kranazoli
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"unpack the Falskaar.bsa into a mod

 

Done.

 

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa.

 

Done.

 

It has 290 *bto files because the mod author left orphaned files in there from an earlier generation with an offset coordinate system.

 

Yes, indeed. It has 290 *.bto files.

 

They should be just dead weight, but maybe for some reason they interfere in your case."

 

And what's next?!

 

I've done that:

 

1.) Extracted Falskaar.bsa

2.) Created a mod --> Falskaar BSA (loose files)

3.) Put it right after Falskaar (under it, higher priority)

4.) Hide Falskaar.bsa file via MO

5.) But I left Falskaar.esm enabled (don't know...)

6.) Hide that 290 meshes\object\*bto folder within the extracted loose files

 

I guess, you maybe wanted something like that.

 

So, now I don't have *.bto files from Falskaar, but I have from DynDOLOD. But just 170.

 

Loaded a save game at Falskaar and didn't notice any stuttering at all.

 

But this was just an idea... Don't know what you wanted for the next, next, ... step to do.

 

Now I have:

 

1.) Falskaar.esm (BSA file hidden)

2.) Falskaar as a loose files + 290 *.bto files hidden

3.) DynDOLOD

4.) STEP LOD Textures

5.) DynDOLOD World - High Setting (Vanilla; STEP; SFO; RAT; DFO Billboards)

 

Tried a quick test again. No stuttering, and it seems to me LOD looks right.

 

Ok? Don't?

Edited by kranazoli
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The memory blocks on my game are getting completetely filled...

 

 

512MB    256MB
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And quoting your message from the mods page on the Nexus...

 

 

Q: Skyrim: ILS or CTD

A: More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini
If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause.

 

 

So, can I change the values of DefaultHeapInitialAllocMB and ScrapHeapSizeMB on the SKSE.ini to a higher value, to something like...

 

DefaultHeapInitialAllocMB=1024
ScrapHeapSizeMB=512

 

Or these values cannot be modified in any way ? Or if yes, what's the best values to use, I mean, do you have a suggestion ? My game is running terribly bad, the VRAM usage is fine, it's below 1700MB (GTX660 Ti 2GB), but the RAM usage is too high, it's almost on 2GB !

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"unpack the Falskaar.bsa into a mod

 

Done.

 

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa.

 

Done.

 

It has 290 *bto files because the mod author left orphaned files in there from an earlier generation with an offset coordinate system.

 

Yes, indeed. It has 290 *.bto files.

 

They should be just dead weight, but maybe for some reason they interfere in your case."

 

And what's next?!

 

I've done that:

 

1.) Extracted Falskaar.bsa

2.) Created a mod --> Falskaar BSA (loose files)

3.) Put it right after Falskaar (under it, higher priority)

4.) Hide Falskaar.bsa file via MO

5.) But I left Falskaar.esm enabled (don't know...)

6.) Hide that 290 meshes\object\*bto folder within the extracted loose files

 

I guess, you maybe wanted something like that.

 

So, now I don't have *.bto files from Falskaar, but I have from DynDOLOD. But just 170.

 

Loaded a save game at Falskaar and didn't notice any stuttering at all.

 

But this was just an idea... Don't know what you wanted for the next, next, ... step to do.

 

Now I have:

 

1.) Falskaar.esm (BSA file hidden)

2.) Falskaar as a loose files + 290 *.bto files hidden

3.) DynDOLOD

4.) STEP LOD Textures

5.) DynDOLOD World - High Setting (Vanilla; STEP; SFO; RAT; DFO Billboards)

 

Tried a quick test again. No stuttering, and it seems to me LOD looks right.

 

Ok? Don't?

 

No stutter and it is using the improved static LOD from LODGen. Great, problem solved then :;):

So it seems the extra files can cause a problem... Interesting.

The memory blocks on my game are getting completetely filled...

 

 

And quoting your message from the mods page on the Nexus...

 

 

So, can I change the values of DefaultHeapInitialAllocMB and ScrapHeapSizeMB on the SKSE.ini to a higher value, to something like...

 

DefaultHeapInitialAllocMB=1024

ScrapHeapSizeMB=512

 

Or these values cannot be modified in any way ? Or if yes, what's the best values to use, I mean, do you have a suggestion ? My game is running terribly bad, the VRAM usage is fine, it's below 1700MB (GTX660 Ti 2GB), but the RAM usage is too high, it's almost on 2GB !

Raise DefaultHeapInitialAllocMB to 1024 which will set it to 768 in the log. Always set the second value to ScrapHeapSizeMB=256.

Make sure to set ExpandSystemMemoryX64=false in enblocal.ini from ENBoost

 

Then start the game and do things in it. After a while check the log again for the highest value the first block reached. Set DefaultHeapInitialAllocMB like 20 or 30 higher than the max value in the log + 256.

So if the log shows you 578 as max value set DefaultHeapInitialAllocMB=864

 

Just remember if you ever encounter ILS or random CTD in the wilderness to check the log if it reached the max again.

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