Jump to content
  • 0

Dynamic Distant Objects LOD - pre 2.xx


sheson

Question

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

  • +1 15
Link to comment
Share on other sites

Recommended Posts

  • 0

Hello

thank you for your fantastic mod wich I have been using for several months.

Sadly it does not work anymore :ermm:

In the MCM, I can see this error "DynDOLOD_Tamriel_Objects.json does not belong to this DynDOLOD.esp" (screenshot).

I read the related FAQ on nexus web site but, no, I have only one version (1.46) in both ModOrganizer and TES5Edit.

I double-checked that, even deleted (mod in MO, 2 scripts and the DynDOLOD folder in TES5Edit) and re-installed several times: the edit scripts and the mod come from the same .zip.

I even restarted skyrim for a new game. But still with same result.

Strangely, it used to work perfectly...

 

The only thing I noticed is this file 'DynDOLOD_next-object.fid' found in TESEdit/Edit Scrpts.

I don't think it was there before, so I deleted it and restarted the process, but did not change anything.

Do you have any idea ?

 

In case the load order can help

[spoiler=Load order]# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - No Homes - Full Version.esm
ClimatesOfTamriel.esm
EFFCore.esm
RSkyrimChildren.esm
MFVM.esm
notice board.esp
WM Flora Fixes.esp
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Cutting Room Floor.esp
DSAMG - Miraak Music Fixes.esp
GQJ_DG_vampireamuletfix.esp
FISS.esp
AMatterOfTime.esp
Auto Unequip Ammo.esp
Chesko_WearableLantern.esp
SkyUI.esp
Dual Sheath Redux.esp
EpisodeParallax.esp
MoonGlow.esp
ORM-Arvak.esp
EnhancedLightsandFX.esp
ELFX - Exteriors.esp
ELFX - Dragonborn.esp
ELFX - Dawnguard.esp
WondersofWeather.esp
RaceMenu.esp
RaceMenuPlugin.esp
RaceMenuOverlays.esp
towConversation.esp
UIExtensions.esp
AHZmoreHUD.esp
EK_RingLimiter.esp
DSAMG - Greybeard Fix.esp
BFSEffects.esp
Dual Wield Parrying_SKSE.esp
dD-No Spinning Death Animation Merged.esp
Beards.esp
Brows.esp
hornsareforever.esp
NB-Scars.esp
TheEyesOfBeauty.esp
The Eyes Of Beauty - Elves Edition.esp
dD - Realistic Ragdoll Force - Realistic.esp
Tribunal Robes by Zairaam.esp
Extended UI.esp
iHUD.esp
DialogueTweaks.esp
3DNPC.esp
Hothtrooper44_ArmorCompilation.esp
Guard Dialogue Overhaul.esp
Weapons & Armor Fixes_Remade.esp
Clothing & Clutter Fixes.esp
DeadlyDragons.esp
CollegeOfWinterholdImmersive.esp
Skyrim Immersive Creatures.esp
aMidianBorn_ContentAddon.esp
Complete Crafting Overhaul_Remade.esp
Book Covers Skyrim.esp
RealisticRoomRental.esp
WAF_CCF_SIC Patch.esp
Better Dynamic Snow.esp
NSUTR - Merged.esp
Helgen Reborn.esp
SkyrimCoinReplacerRedux.esp
Breezehome_Fully_Upgradable.esp
ELFX_2_0_BFU_Patch.esp
WetandCold.esp
Immersive Weapons.esp
Weathered Road Signs.esp
EatingSleepingDrinking.esp
RBB - DLC Merge.esp
Skyrim Immersive Creatures - DLC2.esp
High Level Enemies - SIC.esp
JK's Falkreath.esp
Point The Way.esp
JK's Rorikstead.esp
RelightingSkyrim-FULL.esp
TheChoiceIsYours.esp
JK's Dawnstar.esp
CWIELnFXPatch.esp
Inconsequential NPCs.esp
Solitude A City Of Trade.esp
Cloaks.esp
JKs LITE - Riften.esp
Darkwater Crossing.esp
JKs Dragon Bridge.esp
JK's Morthal.esp
QaxeWinterholdRebuild.esp
SMIM-Merged-All.esp
Atlas Legendary.esp
LeafRest OnePiece.esp
SFO - Dragonborn.esp
Bring Out Your Dead - Legendary Edition.esp
Immersive Patrols II.esp
Shor's Stone.esp
Weathered Road Signs - CRF.esp
Ivarstead.esp
Kynesgrove.esp
FarmhouseChimneys - Merged.esp
Book Covers Skyrim - Lost Library.esp
Skyrim Flora Overhaul.esp
Provincial Courier Service.esp
ElysiumEstate.esp
Riverwood Plus.esp
Immersive Citizens - AI Overhaul.esp
WATER Plants.esp
RealisticWaterTwo.esp
AOS.esp
RRR_ELFX-Patch.esp
NightingaleArrows.esp
Immersive Sounds - Compendium.esp
Paralyze.esp
Better Vampires.esp
Lords of Skyrim.esp
Beautiful Whiterun.esp
Armors Redux.esp
The Companions by Mizzog - AIO - Basic Edition.esp
CCO_SIC_Patch.esp
imp_helm_legend.esp
1nivWICCloaksCRAFT.esp
AshRocks.esp
SulfurRocks.esp
XPMSE.esp
Craftable Horse Barding.esp
Atlas Compass Tweaks.esp
Elemental Staves.esp
IHSS.esp
dD - Enhanced Blood Main.esp
dD-DG-DB-Immersive Creatures EBT Patch.esp
DeadlySpellImpacts.esp
SBF All In One - UNP.esp
MatureSkinComplexions.esp
Thieves Guild Requirements.esp
NPC Knockout Overhaul.esp
TobisBoltVendors.esp
Immersive Citizens - RRR patch.esp
RRR_3DNPC-Patch.esp
Immersive Horses.esp
GuardAnimationsGDO.esp
EFFDialogue.esp
Traps Are Dangerous.esp
Invisibility Eyes Fix.esp
ISCompendium Enhanced Blood Patch.esp
Vivid Snow.esp
ISCompendium AOS Patch.esp
SleepTight.esp
TMHousecarls.esp
Vampire Lords.esp
mjollfacelift-v4-1-Blonde.esp
Mage Outfit Texture Overhaul.esp
TimingIsEverything.esp
Immersive Citizens - CRF patch.esp
PilgrimsDelight.esp
The Paarthurnax Dilemma.esp
HoldBorderBanners.esp
JKs LITE - Solitude.esp
JKs LITE - Windhelm.esp
BooksOfSkyrim.esp
PreventsAccidentPickUp.esp
iNeed.esp
3DNPC - Winterhold Mods Patch.esp
Gildergreen Regrown.esp
3DNPCEFF.esp
3DNPC Followers Perk Addon.esp
Patch - Interesting NPCs - RS kids.esp
Inconsequential NPCs - CRF Compatibility Patch.esp
Patch - Inconsequential NPCs - RS kids.esp
RealisticWhiterun.esp
DBHousecarls.esp
eola1.3.esp
Bijin Wives.esp
Dynamic Dialogue Followers.esp
MFVM_EFF_Patch.esp
QaxeWinterholdRebuild - IHO Compatibility Patch.esp
DSerHorsesRevamped.esp
Moss Rocks - Legendary.esp
WM Trap Fixes.esp
Serana1.3.esp
Hulda.esp
Sapphire.esp
FNIS.esp
SFMFollower.esp
Cloaks - Dawnguard.esp
Brevi_MoonlightTalesEssentials.esp
WetandCold - Ashes.esp
CoT - Patches.esp
Vividian ENB.esp
Sell Stones of Barenziah.esp
notice board - dragonborn patch.esp
TCoW Improvement.esp
Compatibility_ICoW_CoWNPCImprov.esp
SPTConsistentOlderPeople.esp
RSChildren - Merged.esp
GoToBed.esp
Vividian ENB - Extended Weathers.esp
Clothing & Clutter_3DNPC_Patch.esp
ELE_Legendary_Lite.esp
Complete Crafting_TrueWeaponsLvlLists.esp
No Combat Boundaries - Legendary.esp
JKs LITE - Markarth.esp
Override.esp
DynDOLOD.esp
ASIS-Dependency.esp
ASIS.esp
Dual Sheath Redux Patch.esp
Requiem.esp
Requiem - Legendary Bugsmasher Edition.esp
Requiem - Hearthfire.esp
NRM_Dragonborn_Reqtified.esp
KFR-Kryptopyr'sFixesReqtified.esp
COR-CraftingOverhaulReqtified.esp
CAR-ContentAddonReqtified.esp
Requiem - Audio Overhaul for Skyrim.esp
Requiem - Black Mage Armor Redux.esp
Requiem - Cutting Room Floor.esp
Requiem - Deadly Dragons - AOS.esp
Requiem - Immersive Armors.esp
Requiem - Immersive College of Winterhold.esp
Requiem - Immersive Creatures.esp
Requiem - Immersive Horses.esp
Requiem - Immersive Patrols.esp
Requiem - Immersive Weapons.esp
Requiem - Improved Closefaced Helmets.esp
Requiem - Inconsequential NPCs.esp
Requiem - Inconsequential NPCs - Enhancement.esp
Requiem - RS Children Overhaul.esp
Requiem - Rustic Soulgems.esp
Requiem - Timing is Everything.esp
Requiem - WM Flora Fixes.esp
NRM 3DNPC - Requiem Patch.esp
GLRequiem - OldPeoplePatch.esp
GL Requiem - InvisEyesFix.esp
Requiem - Helgen Reborn.esp
Requiem - No Overencumbered Messages.esp
Requiem - Restored Rewarding Sounds.esp
Requiem - Restored Saving Messages.esp
Requiem - Potions Weight.esp
Requiem - Options merged.esp
VioLens.esp
VioLens - Requiem Patch.esp
Requiem for the Indifferent.esp

 

Edited by Thierry5820
Link to comment
Share on other sites

  • 0

Hello

thank you for your fantastic mod wich I have been using for several months.

Sadly it does not work anymore :ermm:

In the MCM, I can see this error "DynDOLOD_Tamriel_Objects.json does not belong to this DynDOLOD.esp" (screenshot).

Make sure to use the latest papyrus scripts from the update post. Then check the new MCM Information page if there still is a message about files not belonging to each other.

Edited by sheson
Link to comment
Share on other sites

  • 0

Does DynDOLOD generate LODs for all statics in aworlspace or only specific ones?

 

I ask because I notice some popping up buildings/ trees  in Solstheim. There are static LODs for Dragonborn made by DynDOLOD but not all I guess.

 

The picture shows what I mean:

 

p1.jpg

 

 

Small video

 

So is this normal behaviour or did something went wrong?

Edited by archer
Link to comment
Share on other sites

  • 0

I am having a problem with Trees LoDs, or at least I think I am

 

I use Skysight simply bigger trees. Here is what I have done

 

>Installed Vanilla Tree Lods

>Overwrote with SSBT LODs.

Ran Dyndolod with Medium Settings-not custom-just basic medium.

 

Now I didn't exactly have a large number of tree lods showing up in game-I wasn't sure if this was by design or not, but went with it.

 

Now I was having an unrelated problem with z-fighting and added some values in terrain manager to see if they worked. They sort of did, but after altering TM specs, all of a sudden I have tree LODs everywhere. But the problem is, they dont seem to scale very well in the distance at all, and I am not even sure some are in the correct place. Like the swamp for example. 

 

Here is what I pluged into the ini

 

TreeLoadDistance=150000.0000
fBlockMaximumDistance=100000.0000
fBlockLevel1Distance=280000.0000
fBlockLevel0Distance=140000.0000
fSplitDistanceMult=10.0000

 

After this, it was trees everywhere, prior too, tree lods were fairly sparse. Here is what I have now

 

screenshot25147-0.jpg?rev=0

 

 

Notice as well, the gaps in the ocean tiles clearly visible. those tree LODS down in the swamp-do they even belong there?  I just reinstalled and still have some vanilla INI values. Though I have settings to ultra and distance 14-15. With ENB and Skyrim FXAA enabled. 

 

The good news, I seem to have cured my z-fighting problem (I think). But at a cost of mountain quality-they look rather smoothed and fairly low detail again. But what values *should* we be using in the ini with Dyndolod? I am pretty well certain at this point, whatever they should be-I dont have them-or only do partly. 

 

Note:When I cleaned with Xedit, It removed 584 ITMs. -Medium-all worlds, not custom.

Link to comment
Share on other sites

  • 0

Does DynDOLOD generate LODs for all statics in aworlspace or only specific ones?

 

I ask because I notice some popping up buildings/ trees in Solstheim. There are static LODs for Dragonborn made by DynDOLOD but not all I guess.

 

The picture shows what I mean:

 

 

So is this normal behaviour or did something went wrong?

Of course there isn't LOD for all static objects - that would be technically impossible :)

Anyhow, yes, there are still objects that could use LOD but do not have it yet. I haven't created a LOD model for everything that could use one, this is an ongoing process that requires time/work.

If you truly miss LOD for a certain object, you could help yourself by adding custom rules using the full model as LOD - or pick up Blender/3dmax and start creating dedicated LOD models :)

 

I am having a problem with Trees LoDs, or at least I think I am

 

I use Skysight simply bigger trees. Here is what I have done

 

>Installed Vanilla Tree Lods

>Overwrote with SSBT LODs.

Ran Dyndolod with Medium Settings-not custom-just basic medium.

 

Now I didn't exactly have a large number of tree lods showing up in game-I wasn't sure if this was by design or not, but went with it.

 

Now I was having an unrelated problem with z-fighting and added some values in terrain manager to see if they worked. They sort of did, but after altering TM specs, all of a sudden I have tree LODs everywhere. But the problem is, they dont seem to scale very well in the distance at all, and I am not even sure some are in the correct place. Like the swamp for example. 

 

Here is what I pluged into the ini

 

TreeLoadDistance=150000.0000

fBlockMaximumDistance=100000.0000

fBlockLevel1Distance=280000.0000

fBlockLevel0Distance=140000.0000

fSplitDistanceMult=10.0000

 

After this, it was trees everywhere, prior too, tree lods were fairly sparse. Here is what I have now

 

screenshot25147-0.jpg?rev=0

 

 

Notice as well, the gaps in the ocean tiles clearly visible. those tree LODS down in the swamp-do they even belong there?  I just reinstalled and still have some vanilla INI values. Though I have settings to ultra and distance 14-15. With ENB and Skyrim FXAA enabled. 

 

The good news, I seem to have cured my z-fighting problem (I think). But at a cost of mountain quality-they look rather smoothed and fairly low detail again. But what values *should* we be using in the ini with Dyndolod? I am pretty well certain at this point, whatever they should be-I dont have them-or only do partly. 

 

Note:When I cleaned with Xedit, It removed 584 ITMs. -Medium-all worlds, not custom.

I am not sure what you mean tree LOD is not scaling very well. Also since you are using a tree mod I can't tell if the screenshot is correct or not.

 

To verify a LOD tree just go close until the full model tree replaces the LOD model. It should be the same type of tree in the exact same location. It would be technically very difficult for a LOD tree to have another position than the full model tree.

However if the source tree LOD billboards are incorrect for the load order or something overwrites the generated tree LOD meshes or textures the look/size of a LOD tree can be wrong.

 

Gabs in the ocean are caused by the engines occlusion culling and have nothing to do with the LOD itself.

fTreeLoadDistance= changes tree LOD draw distance

 

There are no recommended settings for DynDOLOD. Typically I would recommend the default settings, which depend on the launcher quality options. Choose what works for you. You can change them in the game through DynDOLODs MCM pages.

 

ITMs are intentional. Removing them can cause missing objects in attached cells if adding DynDOLOD to an existing save game. If  starting a new game they are not needed.

Edited by sheson
Link to comment
Share on other sites

  • 0

By scaling well, I mean they(trees) look unnaturally large, even at distances(at least to my eye) where one would expect them to decrease in size. IoW, over distances, the LODs still look a bit oversized and tacked on-at least in some places. If you look at the picture, that is taken above skyborn altar. The swamp area, didnt quite look right at long distance, at least to my eyes.

 

On testing, the sizing does in fact appear to 'line' up, but then again it IS a bigger tree mod-so I cant really complain it's not delivering  ::):

 

 

I ran the test you suggested, ran down the mountain towards the Morthal\swamp area. I see what I find so jarring. The actual trees texture(color) is not the same as the Tree Lods themselves. The trees are a light green. The LODs, you can clearly see the in pictures, are substantially darker in color. This is what is making the swamp specifically, and lods in general, look so 'off'. They are not color matched at all. The snow covered ones are fine. I ran all the way from Skyborn to Solitude in the air-and none of my tree lods match the color of the actual trees. I didnt realize the cause before now-but trees are constantly changing color as I move around-thus to my eye, they looked odd, but I wasnt quite putting my finger on why-till now. Is there anyway, well, for a simpleton like me that is, to correct this mismatch? I know you didnt make the LoDs, thats fine. Both the size(pretty close) and location do in fact seem to line up fairly well-its only the color.

 

Its kind of an optical illusion in a way. The tree Lods are very dark-which makes them stand out a lot more than the actual color of the tree models themselves. Again, this is the root(ahem) cause of why I was seeing things the way I am. If they matched the color properly, I likely would never have felt anything was wrong.

 

I posed the same question over at zilavs page(where i got the SSBT billboards and LODS). 

Edited by Mebantiza
Link to comment
Share on other sites

  • 0

By scaling well, I mean they(trees) look unnaturally large, even at distances(at least to my eye) where one would expect them to decrease in size. IoW, over distances, the LODs still look a bit oversized and tacked on-at least in some places. If you look at the picture, that is taken above skyborn altar. The swamp area, didnt quite look right at long distance, at least to my eyes.

 

On testing, the sizing does in fact appear to 'line' up, but then again it IS a bigger tree mod-so I cant really complain it's not delivering  ::):

 

 

I ran the test you suggested, ran down the mountain towards the Morthal\swamp area. I see what I find so jarring. The actual trees texture(color) is not the same as the Tree Lods themselves. The trees are a light green. The LODs, you can clearly see the in pictures, are substantially darker in color. This is what is making the swamp specifically, and lods in general, look so 'off'. They are not color matched at all. The snow covered ones are fine. I ran all the way from Skyborn to Solitude in the air-and none of my tree lods match the color of the actual trees. I didnt realize the cause before now-but trees are constantly changing color as I move around-thus to my eye, they looked odd, but I wasnt quite putting my finger on why-till now. Is there anyway, well, for a simpleton like me that is, to correct this mismatch? I know you didnt make the LoDs, thats fine. Both the size(pretty close) and location do in fact seem to line up fairly well-its only the color.

 

Its kind of an optical illusion in a way. The tree Lods are very dark-which makes them stand out a lot more than the actual color of the tree models themselves. Again, this is the root(ahem) cause of why I was seeing things the way I am. If they matched the color properly, I likely would never have felt anything was wrong.

 

I posed the same question over at zilavs page(where i got the SSBT billboards and LODS). 

Adjust the brightness of tree LOD by using the brightness drop down on advanced options of DynDOLOD or you can quickly update only the tree LOD by using the built-in TES5Edit tree LOD generation instead.

Link to comment
Share on other sites

  • 0

Hello, thanks for this amazing mod! I've been using it for some time now but I've always noticed that the Bard's College clock tower is floating much higher than it should (it's base starting roughly where it's top should be), which makes for a kind of jarring view of scenic Solitude up on it's mountain. I use the High settings with windows (the tower windows are in the right place at least). Apologies if this is a known issue, I tried searching this thread for "bard" but nothing came up. If I did something wrong please let me know what, and I can provide more info/pictures if required. I don't have any mods that mess with the Bard's College (that I know of).

 

Oh I've also noticed a pair of floating fire embers in the Dragonsreach porch when I recently did the Odahviing fight, but I think they've already been mentioned by someone.

Link to comment
Share on other sites

  • 0

Looking for some assistance from the experts. 
 
I have finished the STEP process, but this mod (the world process files) is causing my game to lock up on new game load and I have to end it through the task manager.   If I load a previous save it will load into a building, but if I leave it will CTD or if I hit the ESC key it will CTD.  Now i know it crashes due to this mod (the world mod-organizer process output textures), because when i uninstall the world meshes, texture LODs (the 2nd part of the LOD generation) through Bash, a new game loads up.  
 
Both DynDOLOD apply scripts go through the process without errors when I ran through MO and TESVEdit.  Used the medium setting.  I tried reinstalling it again in case something messed up, but no luck.   Although 1st time I had 1,790 files, the 2nd time 1,777.  For what that is worth.
 
Here is the end part of the papyrus log when stuck on new game loading screen (too big to upload):
[spoiler=Log]02/05/2016 - 02:09:36PM] UE: Entering Recovery
[02/05/2016 - 02:09:36PM] error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 20
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 24
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 28
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 32
[alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "WetandCold - Holidays.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 557
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Chesko_Frostfall.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 569
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "Campfire.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 583
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "iNeed.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 590
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "getSnowy.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 595
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] error: File "EFFCore.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_WetQuest (1A000D63)]._wetquestscript.Maintenance() - "_WetQuestScript.psc" Line 619
[alias Player on quest _WetQuest (1A000D63)]._wetplayeralias.OnPlayerLoadGame() - "_WetPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:36PM] ~~~~~ Footprints: Initializing ~~~~~
[02/05/2016 - 02:09:36PM] InitWidgetLoader()
[02/05/2016 - 02:09:36PM] ========== Convenient Horses: Scanning for supported plugins...
[02/05/2016 - 02:09:36PM] ========== ERRORS RELATED TO MISSING FILES SHOULD BE IGNORED!
[02/05/2016 - 02:09:36PM] error: File "Convenient Horse Herding.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 124
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "XFLMain.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 125
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "UFO - Ultimate Follower Overhaul.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 126
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "3DNPC.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 127
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "HothFollower.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 128
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "CompanionValfar.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 129
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "CompanionArissa.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 130
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] error: File "SkyTEST-RealisticAnimals&Predators.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[CH (15020329)].chquestscript.GameLoaded() - "CHQuestScript.psc" Line 131
[CH (15020329)].chquestscript.OnUpdate() - "CHQuestScript.psc" Line 157
[02/05/2016 - 02:09:36PM] ========== Convenient Horses: Scan complete.
[02/05/2016 - 02:09:36PM] ========== Auto Unequip Ammo: Scanning for supported plugins...
[02/05/2016 - 02:09:36PM] ========== ERRORS RELATED TO MISSING FILES SHOULD BE IGNORED!
[02/05/2016 - 02:09:36PM] error: File "XFLMain.esm" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[AUA (1300C6C2)].AUAQuestScript.GameLoaded() - "AUAQuestScript.psc" Line 40
[AUA (1300C6C2)].AUAQuestScript.OnUpdate() - "AUAQuestScript.psc" Line 73
[02/05/2016 - 02:09:36PM] ========== Auto Unequip Ammo: Scan complete.
[02/05/2016 - 02:09:37PM] error: Cannot cast from None to SKI_WidgetBase[]
stack:
[iHUDControlQuest (5E000805)].ihudwidgetscript.initialize() - "iHUDWidgetScript.psc" Line 38
[iHUDControlQuest (5E000805)].ihudcontrolscript.startUp() - "iHUDControlScript.psc" Line 93
[iHUDMaintainanceQuest (5E002853)].iHUDMaintainanceScript.startUp() - "iHUDMaintainanceScript.psc" Line 20
[alias PlayerAlias on quest iHUDMaintainanceQuest (5E002853)].iHUDLoadScript.OnPlayerLoadGame() - "iHUDLoadScript.psc" Line 11
[02/05/2016 - 02:09:37PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].DualSheathReduxEffect.RegisterForSingleUpdate() - "" Line ?
[None].DualSheathReduxEffect.OnUpdate() - "DualSheathReduxEffect.psc" Line ?
[02/05/2016 - 02:09:37PM] error: File "TrueStorms.esp" does not exist or is not currently loaded.
stack:
.Game.GetFormFromFile() - "" Line ?
[_SPLQuest (6A000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 98
[alias _SPLPlayer on quest _SPLQuest (6A000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:37PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
[_SPLSKConfigQuest (6A00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93
[_SPLQuest (6A000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 112
[alias _SPLPlayer on quest _SPLQuest (6A000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:37PM] warning: Assigning None to a non-object variable named "::temp13"
stack:
[_SPLSKConfigQuest (6A00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93
[_SPLQuest (6A000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 112
[alias _SPLPlayer on quest _SPLQuest (6A000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[02/05/2016 - 02:09:37PM]
[02/05/2016 - 02:09:37PM] =====Wet and Cold is finished refreshing itself and searching for addons!=====
[02/05/2016 - 02:09:37PM]
[02/05/2016 - 02:09:38PM] UE: Recovering
[02/05/2016 - 02:09:39PM] UE: Exit code is 10000
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints: Running Maintenance ~~~~~
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints VC: Checking if update is required. (Current Version: 1.000000) ~~~~~
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints VC: SkyUI Installed ~~~~~
[02/05/2016 - 02:09:39PM] ~~~~~ Footprints: Switching to SKSE Footprints, SKSE Installed ~~~~~
[02/05/2016 - 02:09:41PM] [DLC1VampireSleepScript ]PlayerActivateBed() IsCoffin =False


 
 
Here is my loot order, with other mods from years back that I have left deactivated:
[spoiler=LOOT order] 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 Falskaar.esm
8 8 Lanterns Of Skyrim - All In One - Main.esm
3rdEraWeaponsMoS.esm
ClimatesOfTamriel.esm
JSwords.esm
moonpath.esm
XFLMain.esm
9 9 Wyrmstooth.esp
10 a HighResTexturePack01.esp
11 b HighResTexturePack02.esp
12 c HighResTexturePack03.esp
13 d Unofficial High Resolution Patch.esp
14 e Cutting Room Floor.esp
15 f Appropriately Attired Jarls Redux.esp
ClimatesOfTamriel Falskaar.esp
16 10 DawnguardRuneWeaponsFXSReplacer.esp
First Person Messages.esp
17 11 Nausicaa's Tweaker.esp
ClimatesOfTamriel-Nights-Level-8.esp
sOverEncumbered.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
18 12 Lock Overhaul.esp
CutthroatMerchantsMedium.esp
19 13 Auto Unequip Ammo.esp
JSwords_Load_Screens.esp
20 14 Beards.esp
Lanterns Of Skyrim - CoT Nights lvl 8.esp
Ket_PictureLoadscreens.esp
21 15 Convenient Horses.esp
22 16 BFSEffects.esp
abotFiresHurt.esp
23 17 DragonShoutVoice.esp
24 18 ClamsDropPearls.esp
25 19 Chesko_LoreBasedLoadingScreens.esp
SKSE Hotkeys.esp
26 1a WetandCold.esp
27 1b WetandCold - Ashes.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
28 1c Dual Wield Parrying_SKSE.esp
AlwaysPickUpBooks.esp
29 1d mintylightningmod.esp
No Empty Tag on Containers.esp
changed syntaxes.esp
NoPsychicLockKnowledge.esp
30 1e ORM-Arvak.esp
SkyTEST-RealisticAnimals&Predators-Dawnguard.esp
31 1f 83Willows_101BUGS_V4_HighRes.esp
32 20 SMDropLitTorch.esp
The Dance of Death - Ultimate Edition.esp
UnlimitedBookshelves.esp
Realistic Lighting Overhaul - Major City Interiors.esp
Hothtrooper44_Armor_Ecksstra.esp
33 21 Guard Dialogue Overhaul.esp
34 22 Weapons & Armor Fixes_Remade.esp
35 23 Weapons & Armor_TrueOrcish&DaedricWeapons.esp
36 24 ADS.esp
37 25 SkyFalls + SkyMills + DG + DB + FS + WT.esp
38 26 Point The Way.esp
39 27 BirdsHFclean.esp
40 28 BetterQuestObjectives.esp
41 29 TheChoiceIsYours.esp
42 2a FarmhouseChimneys.esp
43 2b Book Covers Skyrim.esp
44 2c RealisticWaterTwo.esp
45 2d AOS.esp
46 2e Animated Weapon Enchants.esp
47 2f Immersive Citizens - AI Overhaul.esp
3DNPC.esp
48 30 Clothing & Clutter Fixes.esp
CollegeOfWinterholdImmersive.esp
Realistic Lighting Overhaul - Dungeons.esp
Realistic Lighting Overhaul - Dawnguard Interiors.esp
Babettes Feast Balanced.esp
JBS_weight_overhaul_complete.esp
ABT - Progressive Damage (with Nord Hero Arrow).esp
49 31 When Vampires Attack.esp
50 32 IHSS.esp
51 33 dD - Enhanced Blood Main.esp
BetterMagic_FULL.esp
52 34 DeadlySpellImpacts.esp
53 35 Improved Combat Sounds v2.2.esp
XFLPlugins.esp
54 36 Weapons & Armor_TrueWeaponsLvlLists.esp
55 37 aMidianBorn_ContentAddon.esp
56 38 Complete Crafting Overhaul_Remade.esp
57 39 RealisticWaterTwo - Wyrmstooth.esp
58 3a aMidianborn_Skyforge_Weapons.esp
59 3b SkyrimCoinReplacerRedux.esp
SkyTEST-RealisticAnimals&Predators.esp
Realistic Lighting Overhaul - Major City Exteriors.esp
60 3c SkyFalls Plus SkyMills - All DLC and Falskaar.esp
61 3d RealisticWaterTwo - Waves - Falskaar.esp
62 3e RealisticWaterTwo - Falskaar.esp
BetterDocks-MP-DLC-Compatible.esp
Distant DetailHF.esp
63 3f SFO - Expanded Diversity.esp
64 40 hearthfireextended.esp (bash says masters have been re-ordered)
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
DawnofWindhelm.esp
JBS_weight_overhaul_pot.esp
65 41 ExplosiveBoltsVisualized.esp
ABT - Faster Bolts Improved +50%.esp
ABT-DEBV Patch.esp
Cloaks - Dawnguard.esp
66 42 Radiant and Unique Potions Poisons and Booze.esp
EMCompViljaSkyrim.esp
hothtrooper44_ArmorCompilation.esp
WeaponsArmorFixes_MultiMod_DLCPatch.esp
ASW-GDO Patch.esp
67 43 Complete Crafting_TrueWeaponsLvlLists.esp
3rdEraWeapMoS-lvlList.esp
ABT - Loot Arrows -50%.esp
68 44 NoxUE2.00.esp
EMViljaInSolstheimAddOn.esp
69 45 Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp
70 46 RealisticWaterTwo - Legendary.esp
Cloaks.esp
1nivWICCloaks.esp
CWIDawnguardPatch.esp
71 47 Dead Body Collision.esp
CWIDragonbornPatch.esp
1nivWICSkyCloaksPatch.esp
quest_thebiggertheyare.esp
DawnofRiften.esp
Druid Den Redux.esp
quest_nomercy.esp
moonpath_questdata.esp
ABT - Faster Arrows Improved +50%.esp
72 48 Atlas Legendary.esp
WhiterunAlivePiano.esp
73 49 SFO - Dragonborn.esp
tos_laintardale_hf.esp
JSwordsDistributionBalancePlugin.esp
74 4a Bring Out Your Dead - Legendary Edition.esp
75 4b NonEssentialChildren.esp
quest_seaofghosts.esp
76 4c SkyrimImprovedPuddles-DG-HF-DB.esp
tos_oakwood_hf.esp
tos_amber_guard.esp
RabbitsPlus.esp
Chesko_Frostfall.esp
First Person Messages - Frostfall Compatibility.esp
Beautiful Whiterun.esp
tos_granitehall.esp
quest_pitfighter.esp
SkyTEST-RealisticAnimals&Predators-Dragonborn.esp
Better City Entrances - All in one.esp
77 4d RealisticWaterTwo - Waves - Wyrmstooth.esp
78 4e Skyrim Flora Overhaul.esp
quest_sorcery.esp
quest_andtherealmsofdaedra.esp
79 4f SkyUI.esp
80 50 TimingIsEverything.esp
quest_pitfighter_dlc01.esp
81 51 WATER Plants.esp
82 52 PilgrimsDelight.esp
83 53 The Paarthurnax Dilemma.esp
PersonalizedMusic_v5.0.esp
skyrimsoundtrackexpansion.esp
84 54 BlockSparkles.esp
85 55 Gildergreen Regrown.esp
RealisticWhiterun.esp
ABT - Merchants Arrows HARDCORE.esp
86 56 Chesko_Step418_SN.esp
General Patch.esp
ABT - Recover 50% Less Arrows and Bolts.esp
87 57 RelightingSkyrim_Legendary.esp
XFLDialogue.esp
88 58 SPTConsistentOlderPeople.esp
89 59 imp_helm_legend.esp
90 5a Invisibility Eyes Fix.esp
91 5b NoAnimalsReportCrimes-DG+DB.esp
92 5c Paralyze.esp
93 5d ELE_Legendary_Lite.esp
94 5e iHUD.esp
95 5f RaceMenu.esp
96 60 RaceMenuPlugin.esp
97 61 ViewableFactionRanksBothDLC.esp
98 62 TradeBarter.esp
99 63 Atlas Compass Tweaks.esp
100 64 Footprints.esp
101 65 Moss Rocks - Legendary.esp
102 66 Brows.esp
103 67 Elemental Staves.esp
104 68 GQJ_DG_vampireamuletfix.esp
105 69 Mage Outfit Texture Overhaul.esp
106 6a WondersofWeather.esp
107 6b Soul Gems Differ.esp
108 6c randomthunder.esp
109 6d Better Stealth AI for Followers.esp
110 6e NotSoFast-MainQuest.esp
111 6f Thieves Guild Requirements.esp
Traps Make Noise.esp
112 70 BetterQuestObjectives-CRFPatch.esp
113 71 BetterQuestObjectives-DBForevertoMisc.esp
114 72 BetterQuestObjectives-NECPatch.esp
115 73 BetterQuestObjectives-PaarDilemmaPatch.esp
116 74 WM Trap Fixes.esp
117 75 ESFCompanions.esp
118 76 Dual Sheath Redux.esp
119 77 FNIS.esp
120 78 STEP Extended Patch.esp (bash says masters have been re-ordered)
121 79 Dual Sheath Redux Patch.esp (bash says masters have been re-ordered)
122 7a Bashed Patch, 0.esp
123 7b DynDOLOD.esp (bash says masters have been re-ordered)


 
 
I have also checked the memory block log as indicated in the FAQ, but didnt see an issue.

If anyone has an idea that would be fantastic!  Thanks.

Edited by BahamutZ
Link to comment
Share on other sites

  • 0

Hello, thanks for this amazing mod! I've been using it for some time now but I've always noticed that the Bard's College clock tower is floating much higher than it should (it's base starting roughly where it's top should be), which makes for a kind of jarring view of scenic Solitude up on it's mountain. I use the High settings with windows (the tower windows are in the right place at least). Apologies if this is a known issue, I tried searching this thread for "bard" but nothing came up. If I did something wrong please let me know what, and I can provide more info/pictures if required. I don't have any mods that mess with the Bard's College (that I know of).

 

Oh I've also noticed a pair of floating fire embers in the Dragonsreach porch when I recently did the Odahviing fight, but I think they've already been mentioned by someone.

When installing the data folder from the DynDOLOD archive you need to make sure its contents overwrites all existing LOD files and nothing else overwrites them. In particular DynDOLOD contains fixed new meshes for the tower in Meshes\lod\solitude\sbardscollegetower_lod.nif with 3857 bytes and Meshes\lod\solitude\sbardscollegetower_lod_2.nif with 2109 bytes.

 

Then make sure to not accidentally delete the default mesh rule for "skyrim.esm !open cities skyrim.esp;000EE66D" with "Delete" in the Reference column and that the file ..\TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_manual_static_Tamriel.txt

still contains a line for SBardsCollegeTower_LOD.

 

Looking for some assistance from the experts. 

 

I have finished the STEP process, but this mod (the world process files) is causing my game to lock up on new game load and I have to end it through the task manager.   If I load a previous save it will load into a building, but if I leave it will CTD or if I hit the ESC key it will CTD.  Now i know it crashes due to this mod (the world mod-organizer process output textures), because when i uninstall the world meshes, texture LODs (the 2nd part of the LOD generation) through Bash, a new game loads up.  

 

Both DynDOLOD apply scripts go through the process without errors when I ran through MO and TESVEdit.  Used the medium setting.  I tried reinstalling it again in case something messed up, but no luck.   Although 1st time I had 1,790 files, the 2nd time 1,777.  For what that is worth.

 

 

I have also checked the memory block log as indicated in the FAQ, but didnt see an issue.

If anyone has an idea that would be fantastic!  Thanks.

Please post memory blocks log. Try a "new" game with coc whiterun from main menu and other locations far away from each other. The only 2 typical reasons for CTD are either heap memory or missing/invalid nif. So by trying coc to somewhere else and the off chance it works could indicate nif problems, once heap memory has been ruled out. Then try to start game without esp but just the static meshes and textures. nif troubles can only happen with the esp enabled.

Edited by sheson
Link to comment
Share on other sites

  • 0

I keep hearing about being able to change options in the MCM, but all I have ever gotten as far as options has been for windows. I'm on week 4 of just trying to get my Tree's correct and at this point I have started from scratch with Dyn hundreds of times. Should there be tree settings in the MCM?

Link to comment
Share on other sites

  • 0

I keep hearing about being able to change options in the MCM, but all I have ever gotten as far as options has been for windows. I'm on week 4 of just trying to get my Tree's correct and at this point I have started from scratch with Dyn hundreds of times. Should there be tree settings in the MCM?

Tree LOD is done by built-in TES5LODGen and is only started by DynDOLOD. You have to install the correct billboards for any tree mods in the correct order. Then maybe change tree LOD brightness if needed. While we discussed this plenty in this thread the past year it may also help to check TES5LODGen pages for more information if it comes to details about certain tree mods and their billboards.

 

The latest MCM updates are in the the latest papyrus scripts from the update post and allow direct manipulation of a few select ini settings, like tree LOD draw distance.

Link to comment
Share on other sites

  • 0

When installing the data folder from the DynDOLOD archive you need to make sure its contents overwrites all existing LOD files and nothing else overwrites them. In particular DynDOLOD contains fixed new meshes for the tower in Meshes\lod\solitude\sbardscollegetower_lod.nif with 3857 bytes and Meshes\lod\solitude\sbardscollegetower_lod_2.nif with 2109 bytes.

You were right, one of those files was overwritten by an unlikely mod, thanks for the help!

Link to comment
Share on other sites

  • 0

Please post memory blocks log. Try a "new" game with coc whiterun from main menu and other locations far away from each other. The only 2 typical reasons for CTD are either heap memory or missing/invalid nif. So by trying coc to somewhere else and the off chance it works could indicate nif problems, once heap memory has been ruled out. Then try to start game without esp but just the static meshes and textures. nif troubles can only happen with the esp enabled.

[spoiler=Mem Blocks Log]logging of blocks enabled

logging max values only

Timer disabled

Block1 Block2

256MB 256MB

85 8

85 8

85 9

85 10

85 11

85 12

85 13

85 14

85 15

85 16

85 17

85 18

85 19

85 20

85 21

85 22

85 23

85 24

85 25

85 26

85 27

85 28

85 29

85 30

85 31

85 32

85 33

85 34

85 35

85 36

85 37

85 38

85 39

85 40

85 41

85 42

85 43

85 44

85 45

85 46

85 47

85 48

85 49

85 50

85 51

85 52

85 53

85 54

85 55

85 56

85 57

85 58

85 59

85 60

85 61

85 62

85 63

85 64

85 65

85 66

85 67

85 68

85 69

85 70

85 71

85 72

85 73

85 74

85 75

85 76

85 77

85 78

85 79

85 80

85 81

85 82

85 83

85 84

85 85

85 86

85 87

85 88

85 89

85 90

85 91

85 92

85 93

85 94

85 95

85 96

85 97

85 98

85 99

85 100

85 101

85 102

85 103

85 104

85 105

85 106

85 107

85 108

85 109

85 110

85 111

85 112

85 113

85 114

85 115

100 115

100 116

101 116

102 116

102 117

102 118

102 119

102 120

102 121

102 122

102 123

102 124

102 125

102 126

102 127

102 128

102 129

102 130

102 131

102 132

102 133

103 133

105 133

116 133

123 133

123 134

129 134

150 134

150 135

150 136

150 137

150 138

151 138

152 138

153 138

154 138

155 138

156 138

157 138

158 138

159 138

160 138

161 138

162 138

163 138

164 138

165 138

166 138

167 138

168 138

169 138

170 138

171 138

172 138

173 138

174 138

175 138

176 138

177 138

178 138

179 138

180 138

181 138

182 138

183 138

184 138

185 138

186 138

187 138

188 138

189 138

190 138

191 138

192 138

193 138

194 138

195 138

195 139

196 139

197 139

198 139

199 139

200 139

201 139

202 139

204 139

206 139

207 139

208 139

209 139

210 139

211 139

212 139

213 139

214 139

215 139

216 139

217 139

218 139

219 139

220 139

221 139

222 139

223 139

224 139

225 139

226 139

227 139

228 139

229 139

230 139

232 139

233 139

234 139

235 139

236 139

237 139

238 139

239 139

240 139

241 139

242 139

243 139

244 139

245 139

246 139

247 139

248 139

249 139

250 139

251 139

252 139

253 139

254 139

255 139

256 139

256 140

 

 

 

So I did 1 out of 30 times or so get it to start a new game, where I went through into into Helgen Keep, coc'd Riverwood, coc'd Whiterun no problem.  I saved multiple times during this.  However, I then quit and tried to reload any of them and CTD occured inside again, and outside didnt even load.   

 

Let me know what you think if you could.

 

The only thing other I can think of that maybe my video card which has artifacts pop up on my monitor at random times could be a cause.  I can sometimes go months with it running perfectly, and without cause it causes problems intermittently then suddenly works fine.    Or maybe I can't handle the medium setting, which I wouldnt think so, but who knows.  As when I uninstalled last time, it seemed to work again.  Used baseline step.

 

Computer stats:

I7 950 oc'ed to 3.6

AMD HD 7950 3G Sapphire 925/1250mhz

12 GB gaming ram

 

coc'd from Main menu to Whiterun where I get an infinite loading screen and had Ctrlaltdelete out. Same thing happened with Kynesgrove.  Disabling the .esp had no effect.

Edited by BahamutZ
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.