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

So DynDoLOD only does its magic with BSAs loaded through plugins, right? Any mod that doesn't come packed this way is completely ignored? What of the STEP optimized textures then? I think everyone here deleted the 3 archives and plugins for hires DLC from his game and only uses the optimized loose files version.

Or does it just look for meshes or something? Actually, a simple explanation what it does would be nice. There are lenghty guides about how to install it, but I still have absolutely no idea how the LODs are created using this. Like, does it take meshes from mods and converts them into LODs with the textures associated with them? I don't understand any of the TES5Edit voodoo, but I also don't like to just blindly follow step by step guides to achieve something. Some sort of compromise between step by step instructions to just achieve the desired result and lenghty technical explanation.

Edited by Octopuss
Link to comment
Share on other sites

  • 0

Alright, another question. LODs is amazing, but I'm getting this message that says Unable to read Tamriel.jsm whenever I'm playing. I don't know if it's harmful, it doesn't seem to be, but if it is, what's wrong, and if it isn't, how do i turn it off? Thanks in advance.

Link to comment
Share on other sites

  • 0

This is an engine limitation. A mod added trees into a walled LOD city in the Tamriel world space.

Tree LOD of parent world trees always shows inside child world space. No way around it.

Make those tree neverfades with TES5Edit then tree LOD generation will ignore them.

 

 

Edit: Regarding the tree LOD, the directory structure of SFO 2.1 download needs to be fixed...

Move all files from Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\ to Textures\Terrain\LODGen\Skyrim.esm\

 

I think EssArrBee had one beer too many   :lol:

 

 

One beer or whatever ^^...

 

So...

 

First, it was my bad, i've checked all my 200 mods in the tes5 box before applying Dyndolod Script.....

- I only checked now the "vegetation mod" and LOS and magically, the 2D trees has disapeared in Whiterun (no need to check town or villages mods I think)...

- I've moved when even all the files in texture/terrain... as you recommended me.

- I don't know what i've forgotten but my trees aspine are still becoming trees pine at mid distance (see links) :

https://i.imgur.com/26tyLfC.jpg?1

https://i.imgur.com/viT5OOj.jpg?1?1639

- Below, my actual list mods with the same load order. Only checked "Skyrim.esm", "Update.esm", "vegetation mods" and LOS (in green). May be I should check in others ?

 

 

-------------------------------------------------

Skyrim.esm

Update.esm

-------------------------------------------------

Unofficial Skyrim Patch.esp

Correctif - Skyrim.esp

Falskaar.esm

DynamicLoot.esm

-------------------------------------------------

Lanterns Of Skyrim - All In One - Main.esm

-------------------------------------------------

ETaC - RESOURCES.esm

ClimatesOfTamriel.esm

SkyMoMod.esm

Real Wildlife Skyrim 0.1.esp

SkyTEST-RealisticAnimals&Predators.esm

ApachiiHair.esm

SkyUI.esp

Monster Wars.esp

SkyMoMod Extras Conjuration.esp

SkyMoMod Extras Collectables.esp

Skytest Monster Mod.esp

beast kids.esp

Better Cities, more Art V2 for Lush trees..esp

MoreForests.esp

trueskyrim.esp

ClimatesOfTamriel Falskaar.esp

mintylightningmod.esp

MintyLightningMod_COT_Patch.esp

TrueStorms-Vanilla.esp

TrueStorms-DiverseRegions.esp

CoT-WeatherPatch.esp

CoT-WeatherPatch_Snow-40.esp

Supreme Storms.esp

Supreme Storms - Cot Version.esp

CoT-WeatherPatch_SupStorms.esp

Natural Skyrim Rain.esp

Fantasy Soundtrack Project.esp

FantasySoundtrackProjectCombatMusic.esp

ClimatesOfTamriel-Sound.esp

Improved Combat Sounds v2.2.esp

AOS.esp

AOS2_CoT3_1_patch.esp

AOS2_SupremeStorms_CoT Patch.esp

DeadlySpellImpacts.esp

DeadlySpellImpacts - Two Fire.esp

AOS2_DSI Patch.esp

ImpeREAL Empire - Unique Cities - Falkreath.esp

WetandCold.esp

WetandCold - Holidays.esp

AOS2_WetandCold Patch.esp

ETaC - Complete.esp

Immersive Whiterun.esp

ETaC - Complete ImpeREAL Patch.esp

ETaC - Dragon Bridge South.esp

ETaC - Complete LoS Patch.esp

ETaC - Complete WC Holidays Patch.esp

ETaC - Whiterun Ext LoS Patch.esp

BetterDocks-NoDLC-MergedPlugins.esp

Immersive Orc Strongholds.esp

TAVERiften.esp

TAVESolitude.esp

TAVEWindhelm.esp

WhiterunInEnhanced.esp

iWil_BelethorsGoodStore.esp

AchieveThat.esp

BFSEffects.esp

FireAndIceOverhaul.esp

AOS2_FIO Patch.esp

Lanterns Of Skyrim - All In One - RCRN Hyper Purist.esp

Chesko_WearableLantern.esp

ShootingStars.esp

RealisticRoomRental-Basic.esp

sovengardeGlowFIX.esp

Skyrim Shadow Striping Fix.esp

Better Dynamic Snow.esp

ETaC - Better Dynamic Snow Patch.esp

Better Towns Textures.esp

BlockSparkles.esp

AOS2_IWIE Patch.esp

Bring Out Your Dead.esp

DiversePriests.esp

SPTConsistentOlderPeople.esp

DiversePriests_BringOutYourDeadPatch.esp

DiversePriests_ConsistentOlderPeoplePatch.esp

ETaC Complete - BOYD NPC Fix.esp

Brows.esp

Beards.esp

Apple garden.esp

EnhancedWetnessandPuddles.esp

Footprints.esp

Laundry.esp

NPCsOnHorses.esp

People Have Torches.esp

Cloaks.esp

Provincial Courier Service.esp

Radiant and Unique Potions Poisons and BOOZE.esp

Rainbows.esp

RoofAvalanches.esp

SkyrimCoinReplacer.esp

SkyrimChimneysRW.esp

SMIM-FurnitureChestSnowFix.esp

SMIM-ShackRoofFixes.esp

SMIM-DungeonsCliffsIceSkirts.esp

SMIM-FarmhouseFlickeringFix.esp

Smoking Torches.esp

BLESSINGS - Altar Descriptions.esp

Soul Gems Differ - F.esp

Acquisitive Soul Gems.esp

Enhanced Soul Trap.esp

ClamsDropPearls.esp

Populus.esp

bettercitiesmorebees.esp

bee.esp

marchanditinerant.esp

realistic piercing arrows.esp

--------------------------------------------

Tamriel Reloaded HD.esp

Skyrim Flora Overhaul.esp

Unique Grasses.esp

UGCustum.esp

Grass_On_Steroids_SFO.esp

fallentreebridges.esp

Skyrim Bigger Trees Full.esp

---------------------------------------------

dD - Enhanced Blood Main.esp

dD-SkyrimMonsterMod EBT Patch.esp

Destructible_bottles.esp

dynamic fires.esp

DynamicMerchants.esp

vDynamicDifficulty.esp

HOPv - Horses On Patrol - Vanilla.esp

Immersive Patrols II Vanilla.esp

Better Stealth AI for Followers.esp

ultimateodahviing.esp

Dead Body Collision.esp

Mark Books as Read.esp

UnreadBooksGlow.esp

Inconsequential NPCs.esp

3DNPC.esp

SkyrimLive.esp

Guard Dialogue Overhaul.esp

FCO - Follower Commentary Overhaul.esp

item sorting by saige.esp

TTYM - Think to Yourself Messages.esp

art_darkelf_sp0.esp

kuerteeSimpleMultipleFollowers.esp

kuerteeSimpleMultipleFollowers MCM.esp

Ridgeview House.esp

RiversideRanch.esp

DragonTreeTemple.esp

bluecreek estate.esp

elvenwood.esp

Glass Variants.esp

Hothtrooper44_ArmorCompilation.esp

Hothtrooper44_Armor_Ecksstra.esp

black mage armor.esp

Immersive Weapons.esp

Tes Arena - Skyrim Frontier Fortress.esp

Compatibility Patch - PHT, IA CoS.esp

83Willows_101BUGS_V4_HighRes.esp

HorsesGoneWild.esp

JAWS.esp

ImprovedFishBASIC.esp

Sharks.esp

Birds.esp

Birdsofskyrim.esp

Catsofskyrim.esp

Dogsofskyrim.esp

Dogs-of-Skyrim.esp

fairy.esp

MVABasic.esp

MVAIvarstead.esp

MVARorikstead.esp

Skytest USKP.esp

Skytest Real Wildlife Skyrim.esp

AronsMechaDragons.esp

Cliffracers.esp

Giant Mammoths.esp

Prides of Skyrim.esp

Here There Be Monsters.esp

OBIS.esp

BellyachesNewDragonSpecies_FactionlessDragons.esp

skyBirds - Airborne Perching Birds.esp

Purewaters.esp

Purewaters-Falskaar.esp

PWwaterfall.esp

Skysan_Icicle.esp

EnhancedLightsandFX.esp

ELFXEnhancer.esp

ELFX - Exteriors.esp

ELFX - NoBreezehome.esp

ETaC - Complete ELFX Patch.esp

ETaC - Whiterun Ext ELFX Patch.esp

Windhelm Bridge Overhaul.esp

Windhelm Exterior Altered.esp

Skyrim Bridges.esp

Bashed Patch, 0.esp

Automatic Variants.esp

------------------------------------------------

DynDOLOD.esp

-----------------------------------------------

 

 

 

Thx for the help ! :)

Link to comment
Share on other sites

  • 0

So DynDoLOD only does its magic with BSAs loaded through plugins, right? Any mod that doesn't come packed this way is completely ignored? What of the STEP optimized textures then? I think everyone here deleted the 3 archives and plugins for hires DLC from his game and only uses the optimized loose files version.

Or does it just look for meshes or something? Actually, a simple explanation what it does would be nice. There are lenghty guides about how to install it, but I still have absolutely no idea how the LODs are created using this. Like, does it take meshes from mods and converts them into LODs with the textures associated with them? I don't understand any of the TES5Edit voodoo, but I also don't like to just blindly follow step by step guides to achieve something. Some sort of compromise between step by step instructions to just achieve the desired result and lenghty technical explanation.

It so happens that Bethesda screwed up and put the LOD meshes for Dawnguard into the HighRes Texture pack instead of the Dawnguard.bsa.

An alternative solution that doesn't require loading the HighRes bsa is explained in the documentation.

 

If you want to know what happens you need to read how tree and object LOD work in Skyrim, how TES5LODGen works and how TES5LODGen for trees works.

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.

 

TES5LODGen creates object and tree LOD like CK, but the tools are accessible through TES5Edit scripting.

TES5LODGen takes the LOD meshes shipped with the game and creates the merged object LOD *.bto files and a texture atlas required by the game to display object LOD. To add textures to the atlas they need to be accessible by TES5Edit. If they are not, object LOD generated by TES5LODGen will use the direct path to the texture so it still displays OK in-game.

 

Read the extensive documentation in the archive of DynDOLOD, especially the reference.html. There is more extraneous documentation about the how and what then installation instructions. It may be not 100% up-to-date but it tells you what DynDOLOD Worlds.pas does.

 

The DynDOLOD archive ships with 1000s of new LOD models that where created manually. There are no tools that can create LOD models on the fly.

 

DynDOLOD Worlds.pas scans the existing BSA and data folder for additional LOD models (*.nif files) from vanilla and mods.

It then uses the mesh rules to match the found LOD models to base elements which are used by references in the world.

 

If the reference in the world is static, e.g. not animated and not enabled/disabled through an enable parent it will be done as static LOD through TES5LODGen. If a reference is animated or has an enable parent, it is done as dynamic LOD. How the optional dynamic LOD works is also explained in the documentation. Most of its data is in the json files.

 

Alright, another question. LODs is amazing, but I'm getting this message that says Unable to read Tamriel.jsm whenever I'm playing. I don't know if it's harmful, it doesn't seem to be, but if it is, what's wrong, and if it isn't, how do i turn it off? Thanks in advance.

You won't have any dynamic LOD. Make sure you also copied the directories skse\plugins\StorageUtilData\ which contains all *.json files from the output directory to the game directory.

Can also be a save game update gone wrong. Test with a new game.

  • +1 1
Link to comment
Share on other sites

  • 0

One beer or whatever ^^...

 

So...

 

First, it was my bad, i've checked all my 200 mods in the tes5 box before applying Dyndolod Script.....

- I only checked now the "vegetation mod" and LOS and magically, the 2D trees has disapeared in Whiterun (no need to check town or villages mods I think)...

- I've moved when even all the files in texture/terrain... as you recommended me.

- I don't know what i've forgotten but my trees aspine are still becoming trees pine at mid distance (see links) :

https://i.imgur.com/26tyLfC.jpg?1

https://i.imgur.com/viT5OOj.jpg?1?1639

- Below, my actual list mods with the same load order. Only checked "Skyrim.esm", "Update.esm", "vegetation mods" and LOS (in green). May be I should check in others ?

 

 

-------------------------------------------------

Skyrim.esm

Update.esm

-------------------------------------------------

Unofficial Skyrim Patch.esp

Correctif - Skyrim.esp

Falskaar.esm

DynamicLoot.esm

-------------------------------------------------

Lanterns Of Skyrim - All In One - Main.esm

-------------------------------------------------

ETaC - RESOURCES.esm

ClimatesOfTamriel.esm

SkyMoMod.esm

Real Wildlife Skyrim 0.1.esp

SkyTEST-RealisticAnimals&Predators.esm

ApachiiHair.esm

SkyUI.esp

Monster Wars.esp

SkyMoMod Extras Conjuration.esp

SkyMoMod Extras Collectables.esp

Skytest Monster Mod.esp

beast kids.esp

Better Cities, more Art V2 for Lush trees..esp

MoreForests.esp

trueskyrim.esp

ClimatesOfTamriel Falskaar.esp

mintylightningmod.esp

MintyLightningMod_COT_Patch.esp

TrueStorms-Vanilla.esp

TrueStorms-DiverseRegions.esp

CoT-WeatherPatch.esp

CoT-WeatherPatch_Snow-40.esp

Supreme Storms.esp

Supreme Storms - Cot Version.esp

CoT-WeatherPatch_SupStorms.esp

Natural Skyrim Rain.esp

Fantasy Soundtrack Project.esp

FantasySoundtrackProjectCombatMusic.esp

ClimatesOfTamriel-Sound.esp

Improved Combat Sounds v2.2.esp

AOS.esp

AOS2_CoT3_1_patch.esp

AOS2_SupremeStorms_CoT Patch.esp

DeadlySpellImpacts.esp

DeadlySpellImpacts - Two Fire.esp

AOS2_DSI Patch.esp

ImpeREAL Empire - Unique Cities - Falkreath.esp

WetandCold.esp

WetandCold - Holidays.esp

AOS2_WetandCold Patch.esp

ETaC - Complete.esp

Immersive Whiterun.esp

ETaC - Complete ImpeREAL Patch.esp

ETaC - Dragon Bridge South.esp

ETaC - Complete LoS Patch.esp

ETaC - Complete WC Holidays Patch.esp

ETaC - Whiterun Ext LoS Patch.esp

BetterDocks-NoDLC-MergedPlugins.esp

Immersive Orc Strongholds.esp

TAVERiften.esp

TAVESolitude.esp

TAVEWindhelm.esp

WhiterunInEnhanced.esp

iWil_BelethorsGoodStore.esp

AchieveThat.esp

BFSEffects.esp

FireAndIceOverhaul.esp

AOS2_FIO Patch.esp

Lanterns Of Skyrim - All In One - RCRN Hyper Purist.esp

Chesko_WearableLantern.esp

ShootingStars.esp

RealisticRoomRental-Basic.esp

sovengardeGlowFIX.esp

Skyrim Shadow Striping Fix.esp

Better Dynamic Snow.esp

ETaC - Better Dynamic Snow Patch.esp

Better Towns Textures.esp

BlockSparkles.esp

AOS2_IWIE Patch.esp

Bring Out Your Dead.esp

DiversePriests.esp

SPTConsistentOlderPeople.esp

DiversePriests_BringOutYourDeadPatch.esp

DiversePriests_ConsistentOlderPeoplePatch.esp

ETaC Complete - BOYD NPC Fix.esp

Brows.esp

Beards.esp

Apple garden.esp

EnhancedWetnessandPuddles.esp

Footprints.esp

Laundry.esp

NPCsOnHorses.esp

People Have Torches.esp

Cloaks.esp

Provincial Courier Service.esp

Radiant and Unique Potions Poisons and BOOZE.esp

Rainbows.esp

RoofAvalanches.esp

SkyrimCoinReplacer.esp

SkyrimChimneysRW.esp

SMIM-FurnitureChestSnowFix.esp

SMIM-ShackRoofFixes.esp

SMIM-DungeonsCliffsIceSkirts.esp

SMIM-FarmhouseFlickeringFix.esp

Smoking Torches.esp

BLESSINGS - Altar Descriptions.esp

Soul Gems Differ - F.esp

Acquisitive Soul Gems.esp

Enhanced Soul Trap.esp

ClamsDropPearls.esp

Populus.esp

bettercitiesmorebees.esp

bee.esp

marchanditinerant.esp

realistic piercing arrows.esp

--------------------------------------------

Tamriel Reloaded HD.esp

Skyrim Flora Overhaul.esp

Unique Grasses.esp

UGCustum.esp

Grass_On_Steroids_SFO.esp

fallentreebridges.esp

Skyrim Bigger Trees Full.esp

---------------------------------------------

dD - Enhanced Blood Main.esp

dD-SkyrimMonsterMod EBT Patch.esp

Destructible_bottles.esp

dynamic fires.esp

DynamicMerchants.esp

vDynamicDifficulty.esp

HOPv - Horses On Patrol - Vanilla.esp

Immersive Patrols II Vanilla.esp

Better Stealth AI for Followers.esp

ultimateodahviing.esp

Dead Body Collision.esp

Mark Books as Read.esp

UnreadBooksGlow.esp

Inconsequential NPCs.esp

3DNPC.esp

SkyrimLive.esp

Guard Dialogue Overhaul.esp

FCO - Follower Commentary Overhaul.esp

item sorting by saige.esp

TTYM - Think to Yourself Messages.esp

art_darkelf_sp0.esp

kuerteeSimpleMultipleFollowers.esp

kuerteeSimpleMultipleFollowers MCM.esp

Ridgeview House.esp

RiversideRanch.esp

DragonTreeTemple.esp

bluecreek estate.esp

elvenwood.esp

Glass Variants.esp

Hothtrooper44_ArmorCompilation.esp

Hothtrooper44_Armor_Ecksstra.esp

black mage armor.esp

Immersive Weapons.esp

Tes Arena - Skyrim Frontier Fortress.esp

Compatibility Patch - PHT, IA CoS.esp

83Willows_101BUGS_V4_HighRes.esp

HorsesGoneWild.esp

JAWS.esp

ImprovedFishBASIC.esp

Sharks.esp

Birds.esp

Birdsofskyrim.esp

Catsofskyrim.esp

Dogsofskyrim.esp

Dogs-of-Skyrim.esp

fairy.esp

MVABasic.esp

MVAIvarstead.esp

MVARorikstead.esp

Skytest USKP.esp

Skytest Real Wildlife Skyrim.esp

AronsMechaDragons.esp

Cliffracers.esp

Giant Mammoths.esp

Prides of Skyrim.esp

Here There Be Monsters.esp

OBIS.esp

BellyachesNewDragonSpecies_FactionlessDragons.esp

skyBirds - Airborne Perching Birds.esp

Purewaters.esp

Purewaters-Falskaar.esp

PWwaterfall.esp

Skysan_Icicle.esp

EnhancedLightsandFX.esp

ELFXEnhancer.esp

ELFX - Exteriors.esp

ELFX - NoBreezehome.esp

ETaC - Complete ELFX Patch.esp

ETaC - Whiterun Ext ELFX Patch.esp

Windhelm Bridge Overhaul.esp

Windhelm Exterior Altered.esp

Skyrim Bridges.esp

Bashed Patch, 0.esp

Automatic Variants.esp

------------------------------------------------

DynDOLOD.esp

-----------------------------------------------

 

 

 

Thx for the help ! :)

Go close to a tree that has wrong tree LOD. Open console and click on it. Note its form id number.

 

Open the same load order in TES5Edit. Put the form id number into the field top left and press enter.

 

In the right window find "NAME - Base" and note the number from [TREE:xxxxxxxx]

 

Now put that number into the field top left and press enter.

 

In the right window find "MODL - Model Filename" and note the path to the full model nif of the tree, you can check how it actually look by opening the nif file with nifskope.

You need to find out what mod this model came from. Either download or create a matching tree billboard.

 

Check the current tree LOD billboard for this tree: For example if the tree is defined by Skyrim.esm (the top line of TES5Edit starts with [00] Skyrim.esm \ Tree \ ...) you need a matching file in textures\terrain\LODGen\Skyrim.esm\[tree name]_[formd id].dds

replace Skyrim.esm with whatever the mod name is

[tree name] is the 'EDID - Editor ID' for that tree

[from id] is the form id of course.

Edited by sheson
Link to comment
Share on other sites

  • 0

In the right window find "NAME - Base" and note the number from [TREE:xxxxxxxx]

Now put that number into the field top left and press enter.

You can hold Ctrl and click on a reference to jump to it instead of doing copy/paste search by FormID :)

Link to comment
Share on other sites

  • 0

So when generating for DLC2ApocryphaWorld my lodgen.exe ended early with this error

 

meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif not found

 

That file does exist, dont know why it happened

 

Edit: Running dyndolod a second time it generated the lod completely.

I did get this error when I ran it the second time. Didnt really mess anything up because I already generated the Tree Lod for DLC2ApocryphaWorld.

[DLC2ApocryphaWorld] Generating LOD
[DLC2ApocryphaWorld] Trees LOD generation error: Access violation at address 00A50974 in module 'TES5Edit.exe'. Read of address 00000000

Edit2:

This is from Mod Organizer (Its the release version, not the beta)

DEBUG (08:11:10.0892): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0903): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0912): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
INFO (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
ERROR (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
DEBUG (08:11:10.0917): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000DF8 (0)
DEBUG (08:11:10.0923): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000FA4 (0)
DEBUG (08:11:10.0927): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0916): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0946): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000FBC (0)
Edited by Hazado
Link to comment
Share on other sites

  • 0

So when generating for DLC2ApocryphaWorld my lodgen.exe ended early with this error

 

meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif not found

 

That file does exist, dont know why it happened

 

Edit: Running dyndolod a second time it generated the lod completely.

I did get this error when I ran it the second time. Didnt really mess anything up because I already generated the Tree Lod for DLC2ApocryphaWorld.






[DLC2ApocryphaWorld] Generating LOD
[DLC2ApocryphaWorld] Trees LOD generation error: Access violation at address 00A50974 in module 'TES5Edit.exe'. Read of address 00000000
Edit2:

This is from Mod Organizer (Its the release version, not the beta)






DEBUG (08:11:10.0892): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0903): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0912): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
INFO (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
ERROR (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
DEBUG (08:11:10.0917): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000DF8 (0)
DEBUG (08:11:10.0923): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000FA4 (0)
DEBUG (08:11:10.0927): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0916): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0946): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000FBC (0)

 

If the file exists then LODGen.exe couldn't access the file because some other process was locking it.

 

TES5Edit dev team knows about the exception when trying to generate tree LOD for a worldspace that got updated by DynDOLOD World.pas a second time in the same TES5Edit session. Don't do it, it may get fixed in the future :)

 

If you have to generate an existing worldspace again best to go to advanced and uncheck generate tree LOD first and check 'use cached base elements'.

 

But, if just LODGen.exe fails for some reason, you do not have to run DynDOLOD World.pas process again.

Change to expert mode in DynDOLOD.ini, restart DynDOLOD Worlds.pas, then select the 'LODGen export' file for the worldspace (it is in cache directory, sort by date descending) in the form of DynDOLOD_LODGen_[worldspace].txt

Then the button lower left 'Execute LODGen.exe' becomes active to start just it without having to sit through the whole process again.

Edited by sheson
Link to comment
Share on other sites

  • 0

So I tried it for the first time, and it actually seems pretty idiot friendly. Fairly simple interface (I assume the advanced settings are not required for normal use) that makes sense.

The process doesn't stop normally though, and I have no idea what's wrong.

Here's what I did:

First I downloaded the tree atlases and placed them below DynDoLOD in the installation order (DynDoLOD being at the very bottom before).

Then I started TES5Edit, loaded my entire load order (because I have no idea how to tell a mod that can contain LODs), applied the script, selected everything in the next window, clicked on high and let it do its thing. After a few minutes command line windows with lodgen.exe started to appear, but that eventually got stuck. I let it work and left (actually I did it twice to make sure), and when I returned, TES5Edit has time of exactly 5 minutes in the bottom left, and the main window says "Lodgen is still running, please wait. Try again?". The command line is frozen and error popup says the usual "xxx stopped working".

 

What do I do now? Are there any logs I should post here?

semi edit:

When I closed the crashed command line and clicked yes (I don't even understand what was it asking, yes what?) in TES5Edit window, it seemingly resumed the process and apparently I am not even halfway through. Something is causing a freeze/crash somewhere and I am not sure how serious it is.

 

edit:

3rd and 4th time I get a TES5Edit "out of bounds" error message after a short while.

This is what I see in the main window:

[00:04:36.766]      no Minion for -32_19 Skyrimesm_029B66_DynDOLOD_LOD [REFR:96001572] (places FXWaterfallMistBlast_DynDOLOD_LOD [MSTT:96001339] in GRUP Cell Persistent Children of [CELL:0002A4A4] (in DeepwoodRedoubtWorld "Deepwood Vale" [WRLD:00029AB7]) at -32,19)
List index out of bounds (-1)

Edited by Octopuss
Link to comment
Share on other sites

  • 0

So I tried it for the first time, and it actually seems pretty idiot friendly. Fairly simple interface (I assume the advanced settings are not required for normal use) that makes sense.

The process doesn't stop normally though, and I have no idea what's wrong.

Here's what I did:

First I downloaded the tree atlases and placed them below DynDoLOD in the installation order (DynDoLOD being at the very bottom before).

Then I started TES5Edit, loaded my entire load order (because I have no idea how to tell a mod that can contain LODs), applied the script, selected everything in the next window, clicked on high and let it do its thing. After a few minutes command line windows with lodgen.exe started to appear, but that eventually got stuck. I let it work and left (actually I did it twice to make sure), and when I returned, TES5Edit has time of exactly 5 minutes in the bottom left, and the main window says "Lodgen is still running, please wait. Try again?". The command line is frozen and error popup says the usual "xxx stopped working".

 

What do I do now? Are there any logs I should post here?

semi edit:

When I closed the crashed command line and clicked yes (I don't even understand what was it asking, yes what?) in TES5Edit window, it seemingly resumed the process and apparently I am not even halfway through. Something is causing a freeze/crash somewhere and I am not sure how serious it is.

 

edit:

3rd and 4th time I get a TES5Edit "out of bounds" error message after a short while.

This is what I see in the main window:

[00:04:36.766]      no Minion for -32_19 Skyrimesm_029B66_DynDOLOD_LOD [REFR:96001572] (places FXWaterfallMistBlast_DynDOLOD_LOD [MSTT:96001339] in GRUP Cell Persistent Children of [CELL:0002A4A4] (in DeepwoodRedoubtWorld "Deepwood Vale" [WRLD:00029AB7]) at -32,19)

List index out of bounds (-1)

We have to figure out why LODGen.exe stopped working so the rest can work as intended.

When the process stopped for whatever reason start with a default DynDOLOD.esp. That should fix the "out of bounds" message.

 

I am not hopeful it tells us much because if LODGen.exe stops working it won't be able to print stuff about it to the log, but please post contents of

..\TES5Edit\LODGen_log.txt and ..\TES5Edit\TES5Edit_log.txt

 

Does the stopped working message have a button for more details? Also if you see anything like a crash report in the the white on black command window try copy paste or screenshot.

Edited by sheson
Link to comment
Share on other sites

  • 0

Ha, now it worked.

What I did differently: renamed the dyndolod.esp.bak to dyndolod.esp. No errors whatsoever. No idea why this was important when the file gets overwritten in the end. I can probably replicate the errors by running the whole process again at this point (I can do that if you like).

 

Now, I have some more questions.

1) I semi-carefully read the readme and still don't understand this:  "An alternative solution that doesn't require loading the HighRes bsa is explained in the documentation." I couldn't find anything I'd identify as such (that doesn't mean it's not there).

 

2) What if a mod has its own LOD textures, but is otherwise just a texture replacer? I have two such mods: Quality Snow HD 4K mod which has a snow LOD texture. This texture (vanilla variant obviously) is present in DynDoLOD by default and Vivid Landscapes - Orc and Farmhouses. What do I do?

 

3) After everything is done, do I simply create a new mod from the output folders and put it under DynDoLOD in MO's left panel?

 

I uploaded the logs anyway in case there's anything interesting about them (I noticed some instances of something supposedly missing somewhere, but it's all in klingon :P).

https://www.mediafire.com/view/gbplbgsm43h3htm/LODGen_log.txt

https://www.mediafire.com/view/au7g8jarslskfs7/TES5Edit_log.txt

 

P.S. The whole process (when successful) took 26 minutes and the result is 1549 files worth 1.7GB. That right?

Edited by Octopuss
Link to comment
Share on other sites

  • 0

Oh, maybe one more thing.

I've looked at \Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds in the output folder, and the trees there don't match those from SFO 2.1. I downloaded the 2.1 billboard from some pages ago, but now that I think about it, I am not sure where to place it. I installed it as a standalone mod just below DynDoLOD. Am I supposed to do something completely different?

Also, vurt's tree LOD texture is humongous 8192x4096 file, which probably makes the trees look much nicer from distance. Is there any way to make DynDoLOD not shrink it so much (the result is 2048x1024).

Edited by Octopuss
Link to comment
Share on other sites

  • 0

I think I managed to solve that one. There seems to be an extra folder in the SFO billboard structure (I do and did have the vanilla one installed).

Hopefully sheson can shed some light onto the rest :)

Edited by Octopuss
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.