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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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Hello Sheson,

 

I have a couple of question concerning the optional tree.ultra feature.... I think its a brilliant idea, preventing lod-popin of trees at ugrids 5.... transition between hybrid model and full model ist hardly noticeable.... I have set it up with success, and I have some questions about how much it can be modified...

 

1. The boarder between hybrid-tree-model and 2D-LOD-model is given by the fBlockLevel0Distance of SkyrimPrefs when I set it up as you describe it in the manual. Here is the problem: I think this distance is kind of overkill, I want the hybrid trees far away, but not that far away. OK, so you say solution is simple reduce fBlockLevel0Distance. But with that I decrease the quality of LOD-landscape aswell. I want to keep high fBlockLevel0Distance (or high [TerrainManager]-settings in general) to have nice landscape, while reducing max distance of hybrid trees to save some HeapSpace in Memory and in general hardware ressources. Is there any way to decouple the hybrid tree range from fBlockLevel0Distance?? ...IDK, by mesh rules or something??? Im really not good at this :(

 

2. The Tree LOD that gets drawn beyond the hybrid tree radius... It looks kind of weird (its more visible when I reduce fBlockLevel0Distance). How do these LOD models get created? Is it the same as normal TES5LODGen creation? Can I influence those models with billboards? Or are these fixed models from your mod?

 

3. Can I use the hybrid trees with a mod like Skyrim Bigger Trees? I think Skyrim Bigger Trees doesn't replace tree meshes but works by editing tree sizes manually for every tree record.... how does the size of hybrid trees (or 2D-LOD trees in general) get determined? Does the LOD/ hybridtree size get derivated from the treesize-entry of the individual tree record or do I need special Billboard / Hybrid trees for this mod?

 

4. Unfortunatly the feature doesn't seem to be very popular so far and there are no people making hybrid tree models for alternative tree meshes like Skyrim flora overhaul. Any way to build such hybrid tree model myself, or ist to hard for newb-user? A tutorial for making Skyrim-meshes anywhere maybe?

But I guess I need understanding in special tools to do this, like Blender or 3DS max right? I only have blender and nif scope, but dont really know what to do with them at all ^_^

 

Thanks in advance for taking the time to read through the questions and maybe answering them! And thanks for DynDoLOD...:)

 

Cheers,

Dammal19

Edited by Dammal19
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Hello Sheson,

 

I have a couple of question concerning the optional tree.ultra feature.... I think its a brilliant idea, preventing lod-popin of trees at ugrids 5.... transition between hybrid model and full model ist hardly noticeable.... I have set it up with success, and I have some questions about how much it can be modified...

 

1. The boarder between hybrid-tree-model and 2D-LOD-model is given by the fBlockLevel0Distance of SkyrimPrefs when I set it up as you describe it in the manual. Here is the problem: I think this distance is kind of overkill, I want the hybrid trees far away, but not that far away. OK, so you say solution is simple reduce fBlockLevel0Distance. But with that I decrease the quality of LOD-landscape aswell. I want to keep high fBlockLevel0Distance (or high [TerrainManager]-settings in general) to have nice landscape, while reducing max distance of hybrid trees to save some HeapSpace in Memory and in general hardware ressources. Is there any way to decouple the hybrid tree range from fBlockLevel0Distance?? ...IDK, by mesh rules or something??? Im really not good at this :(

 

2. The Tree LOD that gets drawn beyond the hybrid tree radius... It looks kind of weird (its more visible when I reduce fBlockLevel0Distance). How do these LOD models get created? Is it the same as normal TES5LODGen creation? Can I influence those models with billboards? Or are these fixed models from your mod?

 

3. Can I use the hybrid trees with a mod like Skyrim Bigger Trees? I think Skyrim Bigger Trees doesn't replace tree meshes but works by editing tree sizes manually for every tree record.... how does the size of hybrid trees (or 2D-LOD trees in general) get determined? Does the LOD/ hybridtree size get derivated from the treesize-entry of the individual tree record or do I need special Billboard / Hybrid trees for this mod?

 

4. Unfortunatly the feature doesn't seem to be very popular so far and there are no people making hybrid tree models for alternative tree meshes like Skyrim flora overhaul. Any way to build such hybrid tree model myself, or ist to hard for newb-user? A tutorial for making Skyrim-meshes anywhere maybe?

But I guess I need understanding in special tools to do this, like Blender or 3DS max right? I only have blender and nif scope, but dont really know what to do with them at all ^_^

 

Thanks in advance for taking the time to read through the questions and maybe answering them! And thanks for DynDoLOD...:)

 

Cheers,

Dammal19

 

1. The terrain LOD distance is decoupled from the object LOD distance by fSplitDistanceMult. If you lower fBlockLevel0Distance increase fSplitDistanceMult or vice versa. Get these updated scripts from the update post, then you can change the LOD ini values from DynDOLOD MCM "live"

 

2. Yes there are not optimal because they are 2D flat surface almost like tree LOD, but have normals (data how to react to light) which tthe good old tree LOD doesn't have. They are premade nifs you can find in Data\Meshes\DynDOLOD\lod\trees\*_lod_flat_2.nif

the _lod_flat_2.nif are the billboard versions for far distance, while the _lod.nif are the hybrid trees.

 

I am working on an update to DynDOLOD Worlds.pas and LODGen.exe that will create the 2D flat version from the tree LOD billboards dds on the fly when generating static object LOD in LODGen. They will have better lighting options (for 2D flat and hybrid) and no-normals/other normals for 2D flat that match the traditional tree LOD better. No eta though.

 

3. Each object you see in game has a so called reference entry (that you can look up with its form id). A reference has data like x, y, z position and scale among other things.

SBT updates the scale setting on tree references and DynDOLOD Worlds.pas will read the last overwrite data from the SBT esp and use the bigger scale. It should work without a problem, no matter what type of LOD trees are used.

 

4. Yes, just start looking at nifs in nifksope to get a feal how they work in general and then maybe change shapes in blender or 3dsmax. There certainly are some good posts scattered here and there how to do things in those programs. LOD meshes are pretty easy in fact, since they are simple static models with no collision.

 

The hybrid trees could be created with nifskope only. They are just a 2D flat X mesh for the trunk with the original leafs copy pasted (any animation info removed), though I did work on the texture in Photoshop because of alpha and also pre-atlassed them (which may change in the upcoming update I mentioned above). LOD can only have on/off alpha and because of this work may be needed on the alpha channel of textures, or things may appear too thin in the distance.

 

Download latest nifskope and just look at the files. Data branches in the nif can be removed or added with copy paste (right click "block"). Nifskope is the xEdit for nifs and I can not praise it / niftools and the work everyone did/does on them enough.

 

While I rendered the trunks in 3dsmax they could just be screenshot in nifksope with Tree LOD billboard creator for xLODGen

 

I may write down the steps or other things I picked up on in the past couple years -  but no promises :)

Edited by sheson
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Thanks alot for your in-depth reply!

 

 

So regarding my first question.. I think I formulated it quite washy because I wasn't really aware of the difference of landscape and object LOD... So let me gather my thoughts together and see if i get it right (sorry, im just getting into all that stuff):

 

What I wanted to decouple is the hybrid trees and the remaining static object LOD.... So I guess a distant waterfall, some fort building parts, rocks and a hybrid tree are all static Object LOD and get influenced by fblockdistances right? fSplitDistanceMult just does the terrain (large water/landscape bodies which do not get touched by DynDoLOD -> I use OScape for that). I want to have shorter range for trees than for other objects because of performance... is that possible? 

 

Mesh rules seem to tell objects when to get displayed based on the default Skyrim grids system (LOD level 4, 8 & 16). So when I set the hybrid tree (aka "Static LOD4) to the LOD 4 level, it will be bound to fBlockLevel0Distance just like other static Object LOD. Beyond FBlockLevel0 the 2D flat.nif model is used.

 

Can trees be treated differently? If I'm correct here - still struggling to understand how your mod works - You seem to be able to attach cells to the player (like an expanded uGridsToLoad, you call them NearGrids and FarGrids) and make appear objects in them by using scripts. You did this so you can display stuff from mods (which have no static LOD model) as neverfades and switch those Neverfade-objects off when they are too far away (because performance impact would be severe if they wouldnt be switched off). 

 

Can you attach such a grid (with customizable size?!) to the player only for trees and tell the game to use hybrid trees in that grid (and 2D model beyond it)? Or maybe, a bit simpler, not create an extra grid for trees, but just use the Near- or FarGrid which are already present in the mod for this task... This would give a good tree scenery without heapSpace spiking to 600-800 when loading game in certain area.

 

Sorry if I'm asking too much/my question is dumb hehe :)

 

 

As for the mesh editing.. I would love to get myself familiar with the tools a little bit and maybe be able to create something (hybrid trees?) with it.. Hope I will find some time for that stuff in the holidays.. though I think its a long learning process to get into a program like blender. 3DS max I have no access to as I believe its rather expensive for a hobby modder :E

Best Regards,

Dammal19

 

 

 

 

 

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Hi Sheson,

 

Pardon my ignorance, but I am wondering about the Unofficial High Resolution Patch. I looked through the manual, but it has no specific mention (all of the other Unofficial Patches are mentioned).

 

I run a STEP Extended setup. Using Mod Organizer, I normally have the .esp's unticked for the Bethesda High Resolution packs and the Unofficial High Resolution patch (MO managing archives). I understand that I can (perhaps should?) leave the Bethesda High Resolution Packs unticked when running DynDOLOD, as you have already taken them into account. However, I am wondering if I can (or should) leave the Unofficial High Resolution Patch.esp unticked as well.

 

I just want to verify I am not screwing something up (or if DynDOLOD is missing the UHRP changes) by leaving them all unticked in the plugin pane (as I normally would). I'm also curious if it would screw something up to have them all ticked anyway (if somehow having duplicate references could cause issues). 

 

Anyway, thank you for your time. DynDOLOD is one of the key pillars that make a modded Skyrim special. :-)

Edited by Nebulous112
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Thanks alot for your in-depth reply!

 

 

So regarding my first question.. I think I formulated it quite washy because I wasn't really aware of the difference of landscape and object LOD... So let me gather my thoughts together and see if i get it right (sorry, im just getting into all that stuff):

 

What I wanted to decouple is the hybrid trees and the remaining static object LOD.... So I guess a distant waterfall, some fort building parts, rocks and a hybrid tree are all static Object LOD and get influenced by fblockdistances right? fSplitDistanceMult just does the terrain (large water/landscape bodies which do not get touched by DynDoLOD -> I use OScape for that). I want to have shorter range for trees than for other objects because of performance... is that possible? 

 

Mesh rules seem to tell objects when to get displayed based on the default Skyrim grids system (LOD level 4, 8 & 16). So when I set the hybrid tree (aka "Static LOD4) to the LOD 4 level, it will be bound to fBlockLevel0Distance just like other static Object LOD. Beyond FBlockLevel0 the 2D flat.nif model is used.

 

Can trees be treated differently? If I'm correct here - still struggling to understand how your mod works - You seem to be able to attach cells to the player (like an expanded uGridsToLoad, you call them NearGrids and FarGrids) and make appear objects in them by using scripts. You did this so you can display stuff from mods (which have no static LOD model) as neverfades and switch those Neverfade-objects off when they are too far away (because performance impact would be severe if they wouldnt be switched off). 

 

Can you attach such a grid (with customizable size?!) to the player only for trees and tell the game to use hybrid trees in that grid (and 2D model beyond it)? Or maybe, a bit simpler, not create an extra grid for trees, but just use the Near- or FarGrid which are already present in the mod for this task... This would give a good tree scenery without heapSpace spiking to 600-800 when loading game in certain area.

 

Sorry if I'm asking too much/my question is dumb hehe :)

 

 

As for the mesh editing.. I would love to get myself familiar with the tools a little bit and maybe be able to create something (hybrid trees?) with it.. Hope I will find some time for that stuff in the holidays.. though I think its a long learning process to get into a program like blender. 3DS max I have no access to as I believe its rather expensive for a hobby modder :E

Best Regards,

Dammal19

 

Ah I see. You can not separate objects within static object LOD of the same level. Dynamic LOD objects should stay as low as possible. Tamriel has over 40,000 trees with LOD. While adding them all into dynamic LOD does work actually, things really get wonky :) The major problem is, that those objects can not be merged into single big meshes like static LOD to reduce draw calls.

 

I think the solution is to assign the hybrid trees "Static LOD4" to "LOD4", "Static LOD8" to "LOD8", "Static LOD16" to "LOD16" as already done. Then decrease fBlockLevel0Distance

Update the mesh rules of (all or select) other landscape/structure objects to use "Static LOD4" in both "LOD4" and "LOD8" to compensate and adjust fBlockLevel1Distance as well.

I probably would leave LOD16 alone, since it is also used for the map, but if fBlockLevel1Distance was decreased maybe add a couple more objects that are only in 4/8 to 16 as well.

 

A first quick proof of concept would be to change last slash "/" rule. But most likely you need to create new mesh rules for certain model groups / folders for a good balance between static LOD overall file size and triangle count.

 

 

Hi Sheson,

 

Pardon my ignorance, but I am wondering about the Unofficial High Resolution Patch. I looked through the manual, but it has no specific mention (all of the other Unofficial Patches are mentioned).

 

I run a STEP Extended setup. Using Mod Organizer, I normally have the .esp's unticked for the Bethesda High Resolution packs and the Unofficial High Resolution patch (MO managing archives). I understand that I can (perhaps should?) leave the Bethesda High Resolution Packs unticked when running DynDOLOD, as you have already taken them into account. However, I am wondering if I can (or should) leave the Unofficial High Resolution Patch.esp unticked as well.

 

I just want to verify I am not screwing something up (or if DynDOLOD is missing the UHRP changes) by leaving them all unticked in the plugin pane (as I normally would). I'm also curious if it would screw something up to have them all ticked anyway (if somehow having duplicate references could cause issues). 

 

Anyway, thank you for your time. DynDOLOD is one of the key pillars that make a modded Skyrim special. :-)

The Unofficial High Resolution Patch is just textures and dummy esp. It doesn't  matter if they are there or not when generating LOD.

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I think the solution is to assign the hybrid trees "Static LOD4" to "LOD4", "Static LOD8" to "LOD8", "Static LOD16" to "LOD16" as already done. Then decrease fBlockLevel0Distance

Update the mesh rules of (all or select) other landscape/structure objects to use "Static LOD4" in both "LOD4" and "LOD8" to compensate and adjust fBlockLevel1Distance as well.

I probably would leave LOD16 alone, since it is also used for the map, but if fBlockLevel1Distance was decreased maybe add a couple more objects that are only in 4/8 to 16 as well.

 

A first quick proof of concept would be to change last slash "/" rule. But most likely you need to create new mesh rules for certain model groups / folders for a good balance between static LOD overall file size and triangle count.

 

 

Thanks.. think I got it.

 

So in theory when I change the LOD8 entry in the "/" rule to "Static LOD4", put the tree mesh rule for the hybrid trees below the "/" rule and adjust fBlockLevel0Distance+fBlockLevel1Distance accordingly I will get my desired result. Only problem will be the "small" distance of the lower poly LOD 16 stuff and if I want to compensate this visual penalty I have to do some manual mesh rules that put "Static LOD4/8" stuff into LOD16 entry. How much work is it to make such manual mesh rules? Is it necessary to make a separat rule for every single mesh or is it possible to group nifs up into a single mesh rule? Do I have to remake the rules everytime I update the mod?

 

This approach sounds like a good balance between reducing ugly Tree popin and performance. (hell, I could even use the full 3D model on LOD4 when setting a rather small fBlockLevel0Distance, but I guess hybrid trees are way more performance friendly.) 

It will be more aesthetic of course once you will incorporate the billboard-based 2D flat LOD generation into the static object LOD generation. Looking forward to that :)

I really appreciate the work you put in to make the mod that cusomizable for the user. I think many user might not even see the mods potential because its 

 

 

******* rocket science

;) 

 

Cheers,

Dammal19

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Thanks.. think I got it.

 

So in theory when I change the LOD8 entry in the "/" rule to "Static LOD4", put the tree mesh rule for the hybrid trees below the "/" rule and adjust fBlockLevel0Distance+fBlockLevel1Distance accordingly I will get my desired result. Only problem will be the "small" distance of the lower poly LOD 16 stuff and if I want to compensate this visual penalty I have to do some manual mesh rules that put "Static LOD4/8" stuff into LOD16 entry. How much work is it to make such manual mesh rules? Is it necessary to make a separat rule for every single mesh or is it possible to group nifs up into a single mesh rule? Do I have to remake the rules everytime I update the mod?

 

This approach sounds like a good balance between reducing ugly Tree popin and performance. (hell, I could even use the full 3D model on LOD4 when setting a rather small fBlockLevel0Distance, but I guess hybrid trees are way more performance friendly.) 

It will be more aesthetic of course once you will incorporate the billboard-based 2D flat LOD generation into the static object LOD generation. Looking forward to that :)

I really appreciate the work you put in to make the mod that cusomizable for the user. I think many user might not even see the mods potential because its 

 

;) 

 

Cheers,

Dammal19

No need to change the order of rules, in fact the / rule alwats needs to be last.

 

The mesh rule matches the path / filenames of the full model meshes ... so the / rule always matches every mesh, but since the VWD checkbox is checked it only matches meshes for which a _lod.nif exists. (if you happen to forget the VWD checkbox on the / rule everything will be added to static/dynamic LOD ... and the process will run for days :)

 

So, if you add the mesh rule "tree" it will match every mesh that has the letters "tree" in the path or filename. The full model trees are usually in

Data\meshes\landscape\trees\*.nif, so the path already matches regardless of nif filename.

 

I suggest to go with the folders names in the DynDOLOD archive Data\meshes\lod\ for the grouping.

 

If you need to fine tune for performance use TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_mesh_count.txt to see which LOD meshes are used a lot. Typically rocks are on top of the list, but the smaller ones for example like meshes\lod\rocks\rockl01_lod_0.nif may not be needed in LOD8.

Address them with a mesh rule "rockl0" and only assigning them to LOD4 will match

meshes\lod\rocks\rockl01_lod_0.nif

meshes\lod\rocks\rockl02_lod_0.nif

meshes\lod\rocks\rockl03_lod_0.nif

etc

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I have followed the latest STEP guide and have all of the mods , used the Step contemplation  patch , yet the DynDOLOD has never worked , game just sits at the loading screen or CTD
 
My game is running fine without DynDOLOD , with all the STEP mods True storms COT Supreme Storms , with only the occasionally  CTD or freeze

(game bugs or Mods no-idea) Given I have not started a new game and ran a save from lvl 12 after installing the STEP Guide an using the old save, now lvl 19, that's not so bad, was just testing see if it all works, so just kept playing with that old save:)
I did use Save tools for that old save when there was a lot of CTD  just use Fixallinstance  then saved :) since then been working well.
 
Also the ini , guides , in my opinion is all over the place. Step ini videos versus Step guide versus Phinix Natural ENB ini setting
who wins here ? Phinix Natural ENB is recommend on the ENB section of the STEP guide , which is why I also have COT , and then other weather
mods which work with COT.
 
I used Skyrim Project INI to reset my ini , as I was sure after all of the above it was a mess , just choose the ultra setting with textures at medium , with grass at 7, once again have posted about this for best setting using Skyrim Project INI, and following the Step guild with all of the mods , yet to receive a reply
 
So next step is Dynolod, if I can get that working with this "save" , may start a new game , once I know it will work,  or with luck just keep going with current save...lol :)
 
My Question;
given the bash & merge.esp,  I have both in my load order ( the merge was not in the guide , but in the STEP videos have posted about this , Do I need it ?, but have received no reply) and SUM , RSPatch , FNIS . What are the steps , what needs to be unchecked placed last , re-run, when making the Dynolod.
 
Also the Step Guide is saying tick ( select all ) everything ( the main box up top) when about to choose the Medium button , but in the Nexus page , most are unchecked
 
If someone could explain all this. that would be great.... cheers
 
My current LOAD ORDER using MO , from loot

 

  0  0 Skyrim.esm
  1  1 Update.esm
  2  2 Dawnguard.esm
  3  3 HearthFires.esm
  4  4 Dragonborn.esm
  5  5 Unofficial Skyrim Legendary Edition Patch.esp
  6  6 Skyrim Project Optimization - Full Version.esm
  7  7 Lanterns Of Skyrim - All In One - Main.esm
  8  8 ClimatesOfTamriel.esm
       HighResTexturePack01.esp
       HighResTexturePack02.esp
       HighResTexturePack03.esp
       Unofficial High Resolution Patch.esp
  9  9 Cutting Room Floor.esp
 10  a SkyCompleteLegendary.esp
 11  b RelightingSkyrim_Legendary.esp
 12  c KS Hairdos - HDT.esp
 13  d Beards.esp
 14  e SkyUI.esp
 15  f SkyrimConfigMenu.esp
 16 10 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp
 17 11 mintylightningmod.esp
 18 12 iHUD.esp
 19 13 BloodthirstVampireFeeding.esp
 20 14 BetterQuestObjectives.esp
 21 15 Guard Dialogue Overhaul.esp
 22 16 Weapons & Armor Fixes_Remade.esp
 23 17 Weapons & Armor_TrueOrcish&DaedricWeapons.esp
 24 18 Clothing & Clutter Fixes.esp
 25 19 AHZmoreHUD.esp
 26 1a Appropriately Attired Jarls Redux.esp
       Brawl Bugs CE.esp
 27 1b SPTConsistentOlderPeople.esp
 28 1c dD - Realistic Ragdoll Force - Realistic.esp
 29 1d Chesko_LoreBasedLoadingScreens.esp
 30 1e RaceMenu.esp
 31 1f ViewableFactionRanksBothDLC.esp
 32 20 Footprints.esp
 33 21 Moss Rocks - Legendary.esp
 34 22 ADS.esp
 35 23 WetandCold.esp
 36 24 RealShelter.esp
 37 25 SkyrimCoinReplacerRedux.esp
 38 26 SkyFalls + SkyMills + DG + DB.esp
 39 27 hearthfireextended.esp
 40 28 Point The Way.esp
 41 29 Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp
 42 2a BirdsHFclean.esp
 43 2b TheChoiceIsYours.esp
 44 2c Book Covers Skyrim.esp
 45 2d FarmhouseChimneys.esp
 46 2e RealisticWaterTwo.esp
 47 2f AOS.esp
 48 30 Complete Alchemy & Cooking Overhaul.esp
       Weapons & Armor_TrueWeaponsLvlLists.esp
 49 31 aMidianBorn_ContentAddon.esp
 50 32 Complete Crafting Overhaul_Remade.esp
 51 33 Immersive Citizens - AI Overhaul.esp
 52 34 RealisticWaterTwo - Legendary.esp
 53 35 Bring Out Your Dead - Legendary Edition.esp
 54 36 Immersive Patrols II.esp
 55 37 SkyrimImprovedPuddles-DG-HF-DB.esp
 56 38 83Willows_101BUGS_V4_LowRes.esp
 57 39 ORM-Arvak.esp
 58 3a Elemental Staves.esp
       GQJ_DG_vampireamuletfix.esp
 59 3b DawnguardRuneWeaponsFXSReplacer.esp
 60 3c WondersofWeather.esp
 61 3d Soul Gems Differ.esp
       BWS.esp
 62 3e Auto Unequip Ammo.esp
 63 3f Better Stealth AI for Followers.esp
 64 40 ClamsDropPearls.esp
 65 41 Nausicaa's Tweaker.esp
 66 42 Convenient Horses.esp
 67 43 Lock Overhaul.esp
       Traps Make Noise.esp
       WM Trap Fixes.esp
 68 44 Brows.esp
 69 45 TradeBarter.esp
 70 46 DSerHorsesRevamped.esp
 71 47 Invisibility Eyes Fix.esp
 72 48 Animated Weapon Enchants.esp
 73 49 Paralyze.esp
 74 4a DeadlySpellImpacts.esp
 75 4b dD - Enhanced Blood Main.esp
 76 4c dD-Dragonborn-Dawnguard-EBT Patch.esp
 77 4d IHSS.esp
 78 4e BFSEffects.esp
 79 4f Radiant and Unique Potions Poisons and Booze.esp
 80 50 Dual Wield Parrying_SKSE.esp
 81 51 SMDropLitTorch.esp
 82 52 TheChoiceIsYours_Dragonborn.esp
 83 53 Thieves Guild Requirements.esp
 84 54 imp_helm_legend.esp
 85 55 Better Vampires.esp
 86 56 Dead Body Collision.esp
 87 57 ExplosiveBoltsVisualized.esp
 88 58 NoAnimalsReportCrimes-DG+DB.esp
 89 59 Mage Outfit Texture Overhaul.esp
 90 5a Skyrim Flora Overhaul.esp
 91 5b PilgrimsDelight.esp
 92 5c The Paarthurnax Dilemma.esp
 93 5d SFO - Dragonborn.esp
 94 5e BatTravel.esp
 95 5f DarkManeuvers.esp
 96 60 Vampirelordroyal.esp
 97 61 iNeed.esp
 98 62 BVandRB_Formlist.esp
 99 63 VL No AoE Drain.esp
100 64 When Vampires Attack.esp
101 65 Gildergreen Regrown.esp
102 66 BlockSparkles.esp
103 67 TimingIsEverything.esp
104 68 TheChoiceIsYours_Dawnguard.esp
105 69 mcCampingLite.esp
106 6a Chesko_Step418_SN.esp
107 6b NonEssentialChildren.esp
108 6c BetterQuestObjectives-NECPatch.esp
109 6d Improved Combat Sounds v2.2.esp
110 6e NotSoFast-MainQuest.esp
111 6f RealisticNights.esp
112 70 Predator Vision.esp
113 71 Natural Lighting and Atmospherics.esp
114 72 TrueStorms.esp
115 73 randomthunder.esp
116 74 ExpandedSnowSystems-CoT.esp
117 75 PNENB_CoT-AOS-TS-ESS-NLA-DGDB.esp
118 76 WetandCold - Ashes.esp
119 77 RealisticNightsDB.esp
120 78 RealisticNightsDG.esp
121 79 Hypothermia.esp
122 7a bm_SimpleAction.esp
123 7b ELE_Legendary_Lite.esp
124 7c Chesko_WearableLantern.esp
125 7d FNIS.esp
126 7e Dual Sheath Redux.esp
127 7f RSPatch.esp
128 80 Supreme Storms.esp
129 81 TrueStorms-SupremeStorms-Vanilla.esp
130 82 STEP Extended Patch.esp
131 83 TES5Merged.esp
132 84 Bashed Patch, 0.esp
133 85 Dual Sheath Redux Patch.esp

 

 

lol

Edited by sutex
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I can only answer questions related directly to DynDOLOD
 
DynDOLOD FAQ: Skyrim: ILS or CTD
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.
 

given the bash & merge.esp,

QuickStart: Select all mods that potentially add objects to the worldspace you want to create LOD for. If in doubt check all.

 

Checked mods that add objects without LOD may still end up as masters in DynDOLOD if they are the last overwrite for a worldspace or cell, which can be a hassle if load order changes a lot.

Bashed patch is usually not adding objects - remove if DynDOLOD Worlds.pas doesn't complete successfully.

SUM/Merged mods depends on what mods were used - but see "Dealing with merged Mods" in the manual. FNIS is about animations so it shouldn't matter. RealShelter doesn't change objects so it doesn't need to be checked.
 
Manual: Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created. Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters.
 

Also the Step Guide is saying tick ( select all ) everything ( the main box up top) when about to choose the Medium button , but in the Nexus page , most are unchecked

Check the worldspaces you want to create LOD for. Do not check the worldspace you do not want to create LOD for.

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Ok , lots of this is assumed knowledge , so thanks  but until there is more explanation is step with arrows pictures :), I assume by the STEP Guide ppl , then I'll have to wait , as most of what your saying is, as I said is assumed knowledge, eg "add objects without LOD"  as I have no idea what objects are , or what their doing, or even what mods I have are object ..lol 

 

I will spent hour googling all this lol . but again thanks will endeavor to try to decipher it all ,

Edited by sutex
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Ok , lots of this is assumed knowledge , so thanks  but until there is more explanation is step with arrows pictures :), I assume by the STEP Guide ppl , then I'll have to wait , as most of what your saying is, as I said is assumed knowledge, eg "add objects without LOD"  as I have no idea what objects are , or what their doing, or even what mods I have are object ..lol 

 

I will spent hour googling all this lol . but again thanks will endeavor to try to decipher it all ,

Memory Blocks Log

 

This is a link to a discussion how to install and use Memory Blocks Log. Once it is installed and enabled, play the game until you reproduce the CTD, then post the log in spoiler tags in a new thread and we'll go from there.

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Hi, I've been trying to install this mod for some days now, without success. I follow this method to the point 

 

 

Everything goes smoothly, the whole process. The mod activates in the game without errors, but i don't see any LOD. I see no effect. 

 

 

 5RkjLlw.jpg

MZsO96v.jpg

 

 

By now i've tried various things like remaking the whole thing 5 times, starting new games etc. But it doesn't work.

 

I don't get any black screen or crashes, and typing tll in console only makes the mountains disappear, nothing more than that.

 

 

 

I have a very heavy mod install, but apart from this mod everything works perfectly, i get 50+fps on 1080p with my rig.

 

Can someone help?

Edited by I_Am_Nova
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Memory Blocks Log

 

This is a link to a discussion how to install and use Memory Blocks Log. Once it is installed and enabled, play the game until you reproduce the CTD, then post the log in spoiler tags in a new thread and we'll go from there.

 

 

Ok cheers , I don't have DynDOLOD install as yet , as still working out the correct method in how to go about it ,given my load order ,( and waiting for Supreme storms version for COT ver 5 , if it happens soonish) also I'm on a USB mobile stick here for the internet so U tube videos , are not happening , all mods where downloaded from a library 3 hours away , fun times lol

As Ive said the game is real stable at the moment , 3 hours of play , maybe a crash maybe not. ,BUT , saves can sometime not load, which is weird

 

I'll read up on that memory block ,  and install it  , and post what happens cheers

Edited by sutex
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Sorry Sheson, I have one more question.. When I want to replace hybrid trees by full models (I proceed exactly like you described in the tree.ultra readme, I just set Full model instead of "Static LOD4" in the LOD4 entry of the tree mesh rule), the tree meshes - which should show up in the fBlockLevel0Distance - are not displayed at all ingame. No matter what tree mesh is used (SFO, vanilla trees, .. ).

Did you try this setting, did it work for you? Or is it untested? I know the performance impact is big with the full models but I want to try it out... Do I have a faulty ini setting that makes the trees not appearing?

Maybe tree meshes not working because they are special? (with the leaf movement animation..)

Edited by Dammal19
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