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Glad to find this place courtesy of Micheal from Gamer Poets/Youtube

 

 

Have a fresh install ready to go am afraid of where to start. Got sick of re-installing Wrye, LOOT, Tes5, SKSE and MO so I finally grew a brain and created a back-up copy of Skyrim with all that **** installed already :)

 

What caused this 3-day mess of constant re-installs all boils down to a reproccer issue in that no matter what I do/did, I cannot get the reproccer patch to run. Nothing happens. 3-4 days ago I ran it sort of by accident and got the pink patch screen but cancelled it since I didnt know wtf I was doing. After hours upon hours of reading, I got myself to the point where I thought I was ready to conquer it... To my dismay the .jar will no longer run. Neither thru MO nor if I run it from the Skyrim directory.

 

All that being said I currently have a fresh Skyrim install including MO, LOOT, Tes5, Wrye, and SKSE

 

I am so apprehensive of installing anything at this point due to fear of having to start over again.

 

Before all the re-installing the game ran fine for me, its presently running fine for my dad as well. The thing is... we both use around 80-100 mods. Before recently, neither of us knew that the reproccer.esp was a file that had to be run seperatly.

 

It wasn't until I reached level 5 that I noticed a problem. I only received 1 perk. Then I started noticing issues with the weapon stats which then prodded me into some in-depth research at which point my mind was fried.

 

... I apologize in advance for any future questions I may ask... as they may be numerous.

 

-Nick

Edited by Nickithus

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Hey Nick (and your dad), welcome to STEP.

 

Since you state you came here via watching the GamerPoets videos, I'm assuming you also watched his great tutorial on how to get ReProccer style tools installed into MO?

 

Just to recap.

  1. All the proccer patches must be generated via a Java tool that is installed correctly and called via MO, to ensure the VFS used in MO is seen by that tool.
  2. MO cannot use 64bit programs so if the only Java Envorinment you have installed is the 64bit version you will need to install a 32bit version as well.
  3. Anytime you make changes to the load order it is good practice to re-run these tools to recreate the correct patches.
  4. Your fears about installing mods fruitlessly is unfounded now since MO makes no physical changes to the Skyrim Data folder and you can safely move/delete/add mods as much as you like without wrecking any previous installations. This means your safe backup of your modded Skyrim is actually not needed and will mess things up if you restore it. Sorry!

So, if you haven't already, re-visit those tutorial videos and read the wikis here in STEP and see where you may have missed anything.

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Big 10-4 to all that dude...

 

Hells YEAH I watched Just about ALL GP vids and some gopher vids.

 

Yeh I smacked myself right after reading #4 as I just put 2&2 together realizing the DATA folder is never modded. 

 

Roger Dodger to the 64-32 bit java comment.. I actually did DL a 32 bit version (Im on a 64 os) But after the install completes, instead of IE opening up displaying the Oracle webpage, notepad opens up and I get an error. I will google how to run a 32b version on a 64b os unless you happen to have an idea as to why I get that error. 

 

aight... this is gonna get nutty unless I condense a bit

 

1. I like Sky-RE, never played Perkus. Neither are in the tutorial for Skyrim legendary. IM thinking of staying with SkyRe since its older and prolly has more compatibility with other mods... Unless Skyproccer will patch either mod to be compatible with anything. -Thoughts?

 

2. Lets say for example sake I choose to use ASIS and SkyRe or Perkus... Couldnt I use SUM to patch instead of running reproccer?

    -I ask this because after installing the 64 bit Java, I ran Skyproc and nothing happened. I ran the SUM patcher only this time I got an error but it actually brought up a java window. Does that mean SUM works with the 64bit version?

 

3. Now lets get CRAZY... Is it possible to use Monster Mod (lore-friendly) with SIC, with OBIS With Revenge of the enemies, ASIS AND SkyRE or Perkus?

 

4. May I have a Tes5 merged brain patch from several of the long-time members here instead? That way Ill already know this stuff.

 

By the way, just so ya know that I didnt just decide to start this an hour ago, I swear to Talos I have been reading up on this stuff hardcore and watching vids for well over two weeks in between work and life dude... I promise Im trying to do all that I can on my own...

 

I MERGED REAL WATERS TODAY!!!!! YUP FO SHO!!! Put the script patch in and all after not seeing it in the drop-down list yeeeeaaaahhh boyyeeee :)

 

Im am sooo dying to play its killing me, I hear my dad playin... argh! And after i get everything to work on my PC I gotta try and teach him HOW to do it (err Ill just do it for him :P)

Edited by Nickithus

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...

Roger Dodger to the 64-32 bit java comment.. I actually did DL a 32 bit version (Im on a 64 os) But after the install completes, instead of IE opening up displaying the Oracle webpage, notepad opens up and I get an error. I will google how to run a 32b version on a 64b os unless you happen to have an idea as to why I get that error...

 

It makes no difference what version of Windows you are running. If you have 64bit Windows you can install BOTH 32 & 64bit Java.

The point is though, MO will only use the 32bit version and since every tool MUST be run through MO it makes no difference whether SUM or any other tool can use 64bit. You can only use 32bit versions.

 

1. I like Sky-RE, never played Perkus. Neither are in the tutorial for Skyrim legendary. IM thinking of staying with SkyRe since its older and prolly has more compatibility with other mods... Unless Skyproccer will patch either mod to be compatible with anything. -Thoughts?

 

No idea. I don't use any of these mods. Plenty of the STEP forum members do though so expect loads of support from them.

 

2. Lets say for example sake I choose to use ASIS and SkyRe or Perkus... Couldnt I use SUM to patch instead of running reproccer?

    -I ask this because after installing the 64 bit Java, I ran Skyproc and nothing happened. I ran the SUM patcher only this time I got an error but it actually brought up a java window. Does that mean SUM works with the 64bit version?

 

See above comment.

 

...

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Thanks for the reply Grant,

 

Obviously I know nothing when it comes to Java, good news is, I installed both versions and ran reproccer for the VERY 1st time all the way through and got it done! woo-hoo!

 

I hope Im not coming across as an idiot in my posts, just trying to keep them upbeat with a lil levity ya know? Im a 35 y/o plumber/excavator, this stuff is a bit out of my league, ya dig? I dig.

 

Just out of curiosity.. what do you use for your perks? You a Requiem guy, or just balls out Vanilla?

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2. Lets say for example sake I choose to use ASIS and SkyRe or Perkus... Couldnt I use SUM to patch instead of running reproccer?

I was having a problem running the perkus patcher standalone on my system, just would not run. I can run it through SUM without any problem. You can go into the SUM options and set the memory for the program to use.

 

 

4. May I have a Tes5 merged brain patch from several of the long-time members here instead? That way Ill already know this stuff.

I just sleep on the keyboard and learn through osmosis. Seriously, you are on your way to that goal by reading, watching videos and asking questions.

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Cant agree more dude, 2-3 days ago it was all so daunting I was seriously gonna give up and look for another game to get into on steam. But I found Hunterborn and a few other mods that lit the fire under my shovel to keep digging for SkyKnowlegde.

 

 

I think I'll stick with SkyRe, I really like how perma alters the perk system, but I kinda get the feeliong that it might be kinda hard to run properly with my choice of mods, although now thatI've learned how to create profiles with MO I may make a perkus profile to test it out.

 

I get into the mods that add content and functions to the game rather than the pretty stuff, but one of these days Ill tackle the tutorial regarding optimizing all the textures through step.

 

 

 

My confidence since yesterday morning has skyrocketed.

 

I'm very happy and grateful to find this community, Thanks again for listening/reading

  • Upvote 1

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I'm very happy and grateful to find this community, Thanks again for listening/reading

I mean, it's pretty much the best thing ever.

Edited by Gyro
  • Upvote 2

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I mean, it's pretty much the best thing ever.

Yessir, couldn't agree more.

 

Wow... maybe this stuff just isn't my thing.... I just spent around two hours trying to figure out how to make a spoiler post here containing the mods I want to use in hopes that someone might be able to help me install them so Skyrim will work. I'm trying to replace Sky-Re with Requiem as Ive found Requiem to be more in-line with what I'm looking for, and use mods like Hunterborn, Frostfall and RND. Immersive creatures and Revenge of the Enemies (and a few more). Along with around 70-80% of the STEP core mods. I'm trying to make Skyrim a "deleveled world" that focuses on survivalism 1st, THEN questing. 

 

But after these last two weeks of working with all these mods and "trying" to understand it... I can't even figure out a way to convey all the mods I want to use in hidden spoiler tag so my post doesnt end up being a mile-long.

 

I have no college in me. At all. Just a plumber/excavator who might be in over his head getting aggravated during leisure time rather than relaxing and gaming. I'm 35 now... at this rate I'll be 52 before I get this stuff to work.

 

Lets say I do end up figuring out how to post a spoiler... Is there a certain section I should/could post a proposed mod-list in hopes of finding help to get them to work?

 

I currently have a vanilla set-up with the Update and DLC esm's cleaned, all the unofficials, SKSE and SKY UI.

 

Thats where I plan to start...

 

please, where do I go from here? I tried to follow the tutorials regarding my mod list, (there were several sources of tutorials) but when I start the game, all I get is the Skyrim symbol. Trying to get all these mods to work from several different tutorials is what really screwed me up.

 

I swear, the next sewer I fix that's over six feet I'm just gonna bury myself in it.

 

I had Skyrim working with around 180 mods using SkyRe. I got to level 9, went into a random cave, cleared it, at the end of the cave re-entering skyrim... The game would no longer load. It just stuck on the loading screen. I figured it wasn't worth trying to trouble-shoot that mod list. Thats when I decided to start over using Requiem. Now I can't get it to run. I used only mods that have patches associated with Requiem. No dice.

 

For starters, how can I post a list of my proposed mods into a spoiler?

Edited by Nickithus

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There isn't a button on the toolbar that does it, you will need to remember a bit of BBCode (Bulletin Board code) to paste in everytime.

 

It's pretty simple, once you know it.

[spoiler]text that you want to be in the spoiler[/spoiler]

For the sake of easing your mind, just stick with this thread that's already started, if it gets too specific, we can move it later or ask you to create new ones.

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There is a button to post spoilers, though it is a little confusing and not easy to find.
I'll post a suggestion now to see if it can be made into its own button, as it's incredibly useful and often needed.

 

EDIT: The button is labelled Special BBCode, and is to the left of the font selection box, in the toolbar.
Once you click that button you get a few options to choose from, one of which is spoiler.

Nn9jdJh.png8Vuy847.png

Edited by Xaviien

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Well knock down with a damp cloth! I have learnt something new today. Thanks Xaviien.

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[spoiler=Look what I was Learnt!]Does it work? IT WORKS! Thank you for the help :)

 

 

Please don't think that I asked how to use a spoiler here without first googling, I try to google everything. I found a few answers but they didn't correspond with these forums... naaa-mean?

 

[spoiler=Naa-mean definition]Know what i mean?

 

 

I'd like to get all of these to work, but the mods with one* next to them I'd like to keep no matter what.

 

The mods below Step all have patches for Requiem, except things like bandoliers. I dont fully have a grasp on what would conflict with Requiem.. I assume everything would. Thats why I'm asking for help before I even start installing mods.

 

I was thinking about installing all of the mods in the second list, then adding all the ones from the STEP list.

Is that a bad idea? The idea behind that is to start with all the big mods, then put all the trinkets in. Like improved textures n what not.

 

Another big reason I REALLY want to get this right is I'm setting up Skyrim for my Dad too. I currently have a SkyRe version set up for him with around 90 mods and its running pretty stable. The thing is, I'd rather troubleshoot on my PC instead of his. Pop really doesn't have the patience to do all this, has some health issues as well which kinda make him impatient. I have no problems spending the time to get everything working for him though. I love when he leaves to see the doctor or something, I go in and add a buncha neat stuff, test it and let him start up the game when he gets back. Makes him happy ya know?

[spoiler=proposed mod list]

 

Cleaned Update,DB,DG and HF esm's
All UNSKP's
HRDLC's
SkyUI  

These are installed as of now

_______________________________________________________________________________

These are not

 

Attired Jarls**
Bowlegged*
Brawl Bugs*
CLothingNClutter*
CuttingRFloor*
DBodyCollis.*
DubCursor*
FTimescale*
GDIalogueOVerhaul*
Ragparalysis*
SKSE Alt-F4*
SKyProjOpt.*
SmartSouls*
CCOR*
RagdollsNForce*
BetterDialogue*
Bettermessage*
DiseaseDescript*
ImmHud*
RuinsClutter*
RSEmbers*
SkyDistOver*
Ult.HD Fire*
Skyfalls**
StaticMesh*
QualityWorldMap*
AmidCaves**
AmidFarmH**
AmidSols**
AmidWhiterun**
SkyFlora**
DragonGlyphs**
HD EnhancedTerrain**
EnhancedDistanceterrain**
EnhancedNights**
HigQLODs**
HigResRoadSigns**
HQSnow**
HybrodsHDplants&Herbs**
ImprovedVanillaMountains**.
LanternsSkyrim**
MossRocks&DB**
PointTheWay**
RealIce**
RealWoodFarmhouses**
ReDefinedDungeons*
RealWater2**
SkyDistDetail**
Skypuddles**
TerrainBump**
BeautyDungeons*
TreesHD*
VividLandTUndraMoss**
BellyachesCreatures83willowsBugs*
Beards*
HDDragon(BellyAche)*
Brows*
CoverKhajiits*
FrostAtro**
MoreRealHair*
SupLoreHair*
NatEyes*
AmidBladeWoe**
AmidBoSilence*
AmidLightNStudded*
AmidStormCloak*
Ult.HDTorch**
DuelWieldBLock*
EnhancedBlood**
LightningThunderstorms**
Rainbows**
ShootingStars**
418thStep**
Shadowmarks**
DetailedRugs**
RadiantPotionsNpoisons(How do these work together?)*
SillyLevelof detailPotionsnPoisons(I get lost here)*
SillyDetailWineCellar**
AutoUnEquip*
ConvHorses*
DuelWieldParry*
FollowerTrapSafe*
SkyUncapper*
ChoiseisYours*
Parthurnax*
TheivesGuildReQ**
TrapsNoise**
Wet&Cold-All*
RunForLives*
VampsAttack

 

These are from STEP

______________________________________________________________________________________

 

These are the ones I've chosen to represent the 'Survival' aspect I'm looking for.

 

Requiem*-----------------------
Hunterborn *                       |
RealisticNeedsDiseases  *      |
Frostfall*                             |-------Keepers e.g. would like to keep these no matter what.
Falskaar *                            |
Wyrmstooth*                       |
HelgenReborn*-----------------
Bandoliers*
CivilWarOverhaul*
Cloaks and WinterIsComing*
DragonCombatOverhaul**
ExpandedTowns&Cities Immersive Armors and Weps*
HarvestOverhaul**
Lantersn&Candles**
LanternsOfSkyrim all in one**
No Poison Dialogue*
HeavyArmory/NewWeps**
Revenge of the enemies*
TradeAndBarter*
WeaponsanArmorFixesRemade*
YouHunger*
MonsterMod*

 

 

Alternate Start-Live Another Life< Will this work with Requiem?













 

Edited by Nickithus

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      Requirements
      SKSE, DynDOLOD DLL or PapyrusUtil, vanilla Skyrim LOD Billboards from TES5LODGen, Indistinguishable Vanilla Tree Billboards, Indistinguishable Billboards for Skyrim Special Edition or Seamless Billboards plus billboards for any tree mod.
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe/TexGen.exe (x86) or DynDOLODx64.exe/TexGenx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing. Texconv.exe will fail with error C0000135 or complain about missing DLL.
      Installation
      Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD archive into a new folder of your choice.
      Install SKSE
      Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.
      Install DynDOLOD DLL (overwrite papyrus scripts of DynDOLOD Resources) or PapyrusUtil
      Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything.
      Install billboards into the game / mod manager overwriting DynDOLOD Resources
      Generation
      Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation.
      Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources.Execute DynDOLOD.exe to generated tree, static and dynamic LOD.
      If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00.
      Run the process as normal. Once it finished Save & Exit.
      Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything.
      Activate DynDOLOD.esp. Ignore any contradicting third party instructions from people that obviously did not RTFM.
      Let LOOT sort DynDOLOD.esp.
      Step-by-Step from Gamerpoets. Please consider supporting Gamerpoets through PayPal or Patreon if you find the instructional videos useful.
      https://www.youtube.com/watch?v=1_5MWqeHIzw
      Simple run-through for MO / NMM if you already know what you are doing
      https://www.youtube.com/watch?v=90TRMvFdduo
      https://www.youtube.com/watch?v=1BUAVP9ZPf8
      Trouble
      Search this thread or check the FAQ for similar problems.
      If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt
      If LODGen.exe (white text on black background command line window) post a screenshot of the error message.
      People that made this milestone possible and deserve credits
      All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation
      ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, kojak747, somerandomguy83, Abendaron, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up.
      The usual updates
      Applies to latest version of DynDOLOD Standalone and Resources.
      Mods Requiring DynDOLOD
      Indistinguishable Vanilla Tree Billboards - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen
      Indistinguishable Billboards for Skyrim Special Edition - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen
      Spice of Life - Forts (2.11)
      Spice of Life - Orc Strongholds (2.19) - overwrite meshes from DynDOLOD Resources with the ones included in the mod
      HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created.
      Enhanced Landscapes - Winter Edition (2.22) - Includes billboards and LOD textures that need to overwrite vanilla billboards and DynDOLOD Resources - Core Files textures. If LOD textures are generated with TexGen.exe, they should always overwrite everything else.
      Winter Aspen Billboards (2.22)
      PETCAT (2.22)
      Seamless Billboards (2.82)
      Solstheim Genesis (2.35)
      Some Assembly Required - see included Manual for more details
      Revamped Assets Skyrim (2.07)
      Enderal (2.15) - see Enderal section in the manual
      Caranthir Tower Reborn 1.x (2.18)
      Caranthir Tower Reborn 2.x (2.21)
      Verified working out of the box - included rules
      Necromancer Hut (2.07)
      The People Of Skyrim Ultimate Edition (2.07)
      Cliffside Cottage (2.08)
      Knights of the Garter (2.10) - improved rules for better LOD compared to older versions
      Riften Fishing Shack (2.10)
      Unofficial Skyrim Legendary Edition Patch (2.10)
      Belleteyn - Snowy Cabin (2.12)
      Hermit Mountain Cottage (2.12)
      Rift Treehouse (2.12)
      Snow Elf Palace (2.12)
      Swamp Home - A House In Hjaalmarch (2.12)
      Whiterun Apartment (2.12)
      Windhelm Cabin (2.12)
      Snow Elf Hut (2.15)
      Round Window Cabin - Player Home (2.16)
      Dawn of Skyrim (Director's Cut) (2.17)
      The Observatory (2.17)
      Trollstigen (2.18)
      Wind's Rest Estate - A Whiterun Tundra Home (2.19)
      Ayleid Palace Remastered (2.19)
      Dawn Point Lighthouse (2.30)
      Dragonfall Castle (2.30)
      Dragons Keep (2.30)
      Velothi Palace (2.30)
      Perfect Whiterun (2.30)
      Mona Alta (2.37)
      Riverwood Keep (2.37)
      Viking's Longhouse (2.37)
      Knight's Rest (2.44)
      Rigmor of Cyrodiil (2.55)
      Terra Umbra - Mobile Floating Island (2.56)
      Skogarfjell - No-Load Viking Hall (2.59)
      The Great City of Dragon Bridge (2.62)
      The Great City Of Morthal (2.62)
      The Great Cities - Minor Cities and Towns (2.62)
      FadingSignal's Solstheim Lighthouse for LE (2.64)
      Western Watchtower Texture Mismatch Fix (2.73)
      Northwind Hunters Cabin (2.75)
      Millwater Retreat (2.81)
      Verified working out of the box
      Karthwasten (2.00)
      The Elder Scrolls V - Expanded (2.00)
      The Elder Scrolls V Expanded - Falkreath - Brdvhyn (2.00)
      The Elder Scrolls V Expanded - Falkreath - Viantlek (2.00)
      The Elder Scrolls V Expanded - Haafingar - Lainalten (2.00)
      The Elder Scrolls V Expanded - Haafingar - Nedenheim (2.00)
      The Elder Scrolls V Expanded - The Pale - Port Lysanvir (2.00)
      The Elder Scrolls V Expanded - Winterhold - Yorgrim Wall (2.00)
      ClefJ's Morthal (2.07)
      White River Priory (2.07)
      Enhanced Vanilla Trees (2.08) - Billboards - install billboards in correct order and generate tree LOD as usual
      Retirement (2.08)
      The Pines of Whiterun (2.08)
      Riverside Lodge - Buildable Edition (2.10)
      Riverside Lodge REDUX - Buildable Edition (2.10)
      Thur's Retreat (2.10)
      Solitude Docks District (2.11)
      Millers Shack (2.12)
      Shezrie's Old Hroldan Town Ver 2.0 (2.15)
      Solitude Skyway (2.15)
      Better Tel Mithryn (2.16)
      Simple Raven Rock Expansion (2.16)
      Distinct Skyrim Landscapes (2.17)
      Killian Castle (2.18)
      Lyngwi - A Nordic Village (2.18)
      Settlements Expanded (2.19)
      Greater Skaal Village (2.19)
      Whiteraven Manor (2.19)
      Tactical Valtheim (2.19)
      Dwemer Manor (2.19)
      JKs Skaal village (2.19)
      Dolmen Ruins - ESO Dark Anchors (2.19)
      Fantasy Forest Overhaul (2.21) - Billboards included in versions for DynDOLOD/TES5LODGen in optional files
      Peak Aspens (2.21) - Billboards included in versions for DynDOLOD/TES5LODGen in optional files
      Helarchen Creek (2.22)
      Realistic Boat Bobbing (2.22)
      Skysight - Simply Bigger Trees (2.22) - Billboards
      Dragon Bridge (2.22)
      Arthmoor's Skyrim Villages - All In One (2.35)
      BreezeRockLodge (2.35)
      Dawnstar (2.35)
      Keld-Nar (2.35)
      Lush Vanilla Trees (2.35)
      Ruska - Riften Player Home (2.35)
      White Lighthouse (2.55)
      The Great City Of Dawnstar (2.62)
      The Great City Of Falkreath 2.62)
      The Great City of Rorikstead (2.62)
      The Great City Of Winterhold (2.62)
      Quaint Raven Rock (2.63)
      Rorikstead Basalt Cliffs (SE backport) (2.63)
      Ultra Trees support included in DynDOLOD Resources Core Files
      Realistic Aspen Trees
      Enhanced Landscapes Oaks installation option and Enhanced Landscapes Oaks Standalone courtesy of kojak747
      Reach Tree Reborn courtesy of godescalcus
      Mods with Ultra Trees support
      Enhanced Vanilla Trees from Some_Random_Guy_83
      Fixes include
      Better Enhanced Lights and FX 3.x support - College of Winterhold missing reported by baronaatista, Fenric
      Added better LOD for Dragonsreach arch thing and braziers (high only), so certain fires do not float - reported by Paolino
      Fixed parent world dynamic LOD sometimes being disabled when leaving interiors - reported by Paolino
      Updates to "create mod" function - see Docs\DynDOLOD_Mod_Authors.html
      Fixed image paths in all html documents - reported by CreeperLava
      Fixed Exception in unit line -1 'Prepare' on line 712: Type mismatch - reported by druninja, Ilkob, hobo1137
      Fixed Exception in unit userscript line 340: Access violation at address 0093C4EF in module 'DynDOLOD.exe - reported by Rasor1911
      Fixed Exception in unit prepare line 517: Operation not allowed on sorted list - reported by druninja
      Fixed wrong bunch of numbers added to json - reported by Ilkob, jennykitten78, LucidAPs, hobo1137 and probably others
      Fixed not using SMIM sails meshes - reported by Ilkob
      Fixed Exception in unit userscript line 347: 'xxxx' is not a valid integer value - reported by Madpaddy
      Fixed erroneous output path - reported by Neovalen, Thallassa
      Fixed not ignoring some merged mods correctly - reported by Darth_mathias, Neovalen
      Fixed TexGen output path - reported by Darth_mathias
      Optimized applying form id updates from merged mods - reported by Selfishmonkey
      Fixed SolitudeExterior.esp conflict with Legacy of Dragonborn - reported by Pickysaurus
      Execute patch rules also for mods that are ignored - reported by Thallassa
      Disable MCM if PapyrusUtil is not present - reported by disi
      Fixed adding Glow LOD nif in certain conditions - reported by kcinlober
      Fixed TWO freezes - reported by everyone
      Added workaround for a rare case of not finding a base record - reported by GunSlinger21
      Fixed finding an empty SolstheimWorld caused by a mod - reported by Tezliov
      Hardened objects in exterior esp versus merging and accidentally having LOD - reported by Sundder
      Glow LOD windows now using textures from replacer mods after running TexGen - reported by S.T.E.P.
      Added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights
      Fixed meaningless No WRLD message reported by Nebulous112
      Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly
      Fixed out of memory error when generating atlas - reported by many
      Fixed error caused by "missing" cells - reported by Kelmych
      Optimized Papyrus scripts - based on feedback from Borgut1337
      Changelog DynDOLOD 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 Changelog DynDOLOD 2.01 BETA DynDOLOD.exe - fixed sometimes not finding a bunch of numbers
      DynDOLOD.exe - fixed a case of uninitialized primitives Changelog DynDOLOD 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 Changelog DynDOLOD 2.03 BETA DynDOLOD.exe - fixed a variant to cardinal conversion Changelog DynDOLOD 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 Changelog DynDOLOD 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 Changelog DynDOLOD 2.06 BETA TexGen.exe - ensure trailing slash is added to selected output path
      DynDOLOD.exe - fixed using some preset settings in wizard mode Changelog DynDOLOD 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
      DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods Changelog DynDOLOD 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 Changelog DynDOLOD 2.09 BETA DynDOLOD.exe - fixed trying to clean dynamic LOD data Changelog DynDOLOD 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 Changelog DynDOLOD 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 Changelog DynDOLOD 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 Changelog DynDOLOD 2.13 DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry Changelog DynDOLOD 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 Changelog DynDOLOD 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 - added FakeLightsIntensity= to DynDOLOD_TES5.ini to choose intensity of Fake Lights nif
      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 Changelog DynDOLOD 2.16 DynDOLOD.exe - removed extraneous files
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD Resources - updated/added meshes for better compatibility with mods Changelog DynDOLOD 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 Changelog DynDOLOD 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 Changelog DynDOLOD 2.19 DynDOLOD.exe - added xespignore file for XESP markers to ignore instead of the one hardcoded dunCGOutsideClutterMarker from intro scene
      DynDOLOD.exe - fixed sometimes not correctly identifying Has Tree LOD flag on base records
      DynDOLOD.exe - added settings FlatLODLightingEffect, FlatLODGlowMap and FlatLODLevelLODFlat to DynDOLOD.ini, see docs\trees.ultra\DynDOLOD-Trees.html
      DynDOLOD.exe - added a switch Temporary to use less persistent references for overloaded load orders, will result in more plugins required as masters and larger esp
      DynDOLOD.exe - added verbose switch for LODGen.exe to DynDOLOD.ini
      DynDOLOD.exe - updated reading existing tree LOD to be able to read btt data from BSA
      DynDOLOD.exe - some minor performance improvements
      DynDOLOD.exe - changed log filename to DynDOLOD_log.txt
      DynDOLOD.exe - added a x64 version
      TexGen.exe - sync updates with DynDOLOD.exe
      TexGen.exe - some minor performance improvements
      TexGen.exe - changed log filename to TexGen_log.txt
      TexGen.exe - added a x64 version
      LODGen.exe - added optional --inputfile path/to/file command line parameter, first parameter just being path/to/file still works too
      LODGen.exe - make billboards soft lighting behave more similar to vanilla tree LOD (FlatLODLightingEffect and FlatLODGlowMap)
      LODGen.exe - added setting LOD Objects flag for higher LOD levels on billboards (FlatLODLevelLODFlat)
      LODGen.exe - added a x64 version
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD Resources - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.20 DynDOLOD.exe - fixed a list assignment
      TexGen.exe - sync updates with DynDOLOD.exe
      DynDOLOD Resources - Papyrus Scripts - fixed a race condition Changelog DynDOLOD 2.21 DynDOLOD.exe - fixed a case of removing entire worlds when removing empty cells
      DynDOLOD.exe - added an installation path check
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD Patches - added script patches for Caranthir Tower Reborn 2.x Changelog DynDOLOD 2.22 General performance and stability improvements - for real
      DynDOLOD.exe - fixed sometimes using wrong glow LOD when using original LOD assignments
      DynDOLOD.exe - added RemoveUnseenZShift to ini for same setting in LODGen.exe export file
      DynDOLOD.exe - added Level32 switch to ini for same switch in LODGen.exe export file, see docs\trees.ultra\DynDOLOD-Trees.html
      DynDOLOD.exe - added FlatLODVertexColor to ini to set vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html
      DynDOLOD.exe - added FlatLODColorVariance to ini to randomly change vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html
      DynDOLOD.exe - added StaticLODDiffuseFormat, StaticLODNormalFormat, TreeLODDiffuseFormat and TreeLODNormalFormat to ini to set texture atlas formats
      DynDOLOD.exe - added TreeLODAverageColor to ini to replace black transparent parts of billboards with the average tree color - works only with alpha channel output formats
      DynDOLOD.exe - added TreeLODBackgroundTexture to ini to replace black transparent parts of billboards with a texture - works only with alpha channel output formats
      DynDOLOD.exe - shrink normal map texture atlas to 4x4 pixels if all pixels are identical
      DynDOLOD.exe - added beta support for SSE, start with -SSE command line argument
      DynDOLOD.exe - added a check to verify DynDOLOD Resources for the current game mode are installed
      TexGen.exe - sync updates with DynDOLOD.exe
      TexGen.exe - added output format options for diffuse and normal textures
      TexGen.exe - fixed cases of not consequently using lowercase for comparisons
      TexGen.exe - added generation for riftenstonewall02lod.dds
      TexGen.exe - added generation for tundradriftwoodbark01lod.dds
      TexGen.exe - fixed generation of rubblepilelod.dds
      TexGen.exe - fixed generation of fxdirtmound01lod.dds
      TexGen.exe - removed the need for temp files in game data folder
      TexGen.exe - added beta support for SSE, start with -SSE command line argument
      TexGen.exe - added fallback to Texconv.exe for reading in case DDS format is not natively supported
      Texconv.exe - new - custom silent version, prints errors only
      LODGen.exe - added support reading SSE LOD nif
      LODGen.exe - added export Mode=SSE
      LODGen.exe - added support for BSA version 0x69
      LODGen.exe - added lz4 decompression
      LODGen.exe - added GameMode=textureslist to generate a list of textures with UV in between atlas tolerance
      LODGen.exe - added command line parameter gamemode to overwrite gamemode in export file
      LODGen.exe - updated lz4 package to latest version
      LODGen.exe - better error message in case required Redistributable is missing
      LODGen.exe - added Level32=True, uses *.nif from LOD level 16 if 4th entry is not set to create LOD Level 32 bto
      LODGen.exe - added RemoveUnseenZShift=[float] to adjust terrain height when removing unseen faces
      LODGen.exe - added vertex color support for flat LOD, column 8 and 9 in FlatTextures file
      LODGen.exe - some minor speed improvements and clean up
      LODGen.exe - use assembly version in log
      DynDOLOD_Manual.html - all docs updated for new game mode
      DynDOLOD_Manual_SSE.html - new
      DynDOLOD-Shortcut.txt - new
      DynDOLOD-Trees.html - added info about static object LOD level 32 for map
      DynDOLOD-Trees.html - added info for vertex colors for 2D tree LOD in static LOD for Skyrim SE
      DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
      DynDOLOD Resources SE - new - meshes in new Skyrim SE format - removed options/assets that currently do not apply to Skyrim SE
      DynDOLOD Patches - fixed a typo in Wizard.txt Changelog DynDOLOD 2.23 DynDOLOD.exe - fixed some default INI settings
      DynDOLOD Patches - update Beyond Reach billboards to be also for arnima.esm Changelog DynDOLOD 2.24 DynDOLOD.exe - check LODGen log and write result to DynDOLOD log, so it is more obvious if something went wrong
      LODGen.exe - fixed error reading BSTriShapes with no vertices/triangles
      LODGen.exe - apply UVScale and UVOffset shader values to model before merging Changelog DynDOLOD 2.25 DynDOLOD.exe - fixed a memory corruption sometimes causing nasty things
      DynDOLOD.exe - fixed an error trying to check a non existing LODGen log
      LODGen.exe - fixed FO4 export mode not working correctly
      LODGen.exe - updated lz4 package and supporting libraries to latest version Changelog DynDOLOD 2.26 LODGen.exe - fixed a crash caused by a missing serialization Changelog DynDOLOD 2.27 DynDOLOD.exe - fixed trying to check LODGen logfile after wait times out
      DynDOLOD.exe - fixed not reading billboard txt file from BSA
      LODGen.exe - updated lz4 package and supporting libraries to latest version
      LODGen.exe - fixed sometimes not reading BA2 files correctly Changelog DynDOLOD 2.30 DynDOLOD.exe - warn about and try to ignore wild edits causing out of place objects near cell 0, 0 in Tamriel
      DynDOLOD.exe - warn if a deleted reference is found
      DynDOLOD.exe - fixed sometimes not discovering new cells added by plugins
      DynDOLOD.exe - do not convert persistent neverfades if temporary cell does not exist
      DynDOLOD.exe - updated exporting data for destructables
      DynDOLOD.exe - fixed not reading other txt or ini files from BSA
      DynDOLOD.exe - generate new esp version for updated Papyrus Scripts
      DynDOLOD.exe - added worldspace ignore file to filter world space drop down
      DynDOLOD.exe - optimized fallback to full tree model
      TexGen.exe - added generation for volcanictundrarocks01.dds
      TexGen.exe - fixed not reading other txt or ini files from BSA
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD_Manual_SSE.html - added info for a mod
      DynDOLOD-Trees.html - added info for a mod
      DynDOLOD Resources - Optimized Papyrus Scripts - requires new LOD generation from scratch and clean save cycle
      DynDOLOD Resources - Papyrus Scripts - fixed a multi threading race condition
      DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
      LODGen.exe - fixed a reading error for bhkMoppBvTreeShape
      LODGen.exe - fixed a reading error for bhkRigidBody
      LODGen.exe - improved material wilcard * support
      LODGen.exe - added option to FlatTextures= file to alternatively define a path to nif instead of path to normals file
      LODGen.exe - added export Mode=convertsse and Mode=convertfo4 to atlas the UV of meshes
      LODGen.exe - normalize material path
      LODGen.exe - support material swaps with wildcard *
      LODGen.exe - added DefaultAlphaThreshold=0-255 for FO4
      LODGen.exe - added mergeVertexColors[LOD4|LOD8|LOD16|LOD32]=true/false to average different vertex colors of duplicate vertices into one vertex (requires RemoveUnseenFaces)
      LODGen.exe - always apply intermediate atlas before applying final atlas
      LODGen.exe - added notTangentsMeshMask[LOD4|LOD8|LOD16|LOD32]=[part of nif filename]
      LODGen.exe - updated supporting libraries to latest version
      LODGen.exe - added notLODFlagMeshMask[LOD4|LOD8|LOD16|LOD32]=[part of nif filename]
      LODGen.exe - added generateVertexColors[LOD4|LOD8|LOD16|LOD32]=true/false
      LODGen.exe - added generateTangents[LOD4|LOD8|LOD16|LOD32]=true/false
      LODGen.exe - added fixTangents[LOD4|LOD8|LOD16|LOD32]=true/false Changelog DynDOLOD 2.31 DynDOLOD - removed older version from archive Changelog DynDOLOD 2.32 DynDOLOD.exe - added support for ESL plugins
      DynDOLOD.exe - print a detailed static LOD tree model/billboard assignment log
      DynDOLOD.exe - optimized generating some lists
      DynDOLOD.exe - fixed a pointer conversion error
      DynDOLOD.exe - delete old atlas map file before generating new atlas
      DynDOLOD.exe - fixed not generating large texture atlas Changelog DynDOLOD 2.33 DynDOLOD.exe - updated completion message to notify about errors in LODGen logs
      DynDOLOD.exe - updated large reference overwrite report to treat ESL like ESM
      DynDOLOD.exe - updated important load screen message
      DynDOLOD.exe - added FasterReplace switch to DynDOLOD.ini
      DynDOLOD.exe - reworked large reference processing for export file to be more robust
      LODGen.exe - check if a directory for loose files exists
      LODGen.exe - fixed a wrong texture replacement
      SkyrimSE-LargeRefGrid.html - bug report updated for latest engine version Changelog DynDOLOD 2.34 DynDOLOD.exe - fixed sometimes not finding billboards for reference rules Changelog DynDOLOD 2.35 DynDOLOD.exe - fixed sometimes not using data from txt for billboards in object Changelog DynDOLOD 2.36 DynDOLOD.exe - added dynamic LOD generation for Skyrim SE, generates a DynDOLOD.esm and a DynDOLOD.esp
      DynDOLOD.exe - added a simple patching function to add/update records in generated DynDOLOD plugin so some options from DynDOLOD Resources do not require a plugin anymore
      DynDOLOD.exe - better version number log report
      DynDOLOD.exe - improved end of generation checks and log messages
      DynDOLOD_Manual_SSE.html - updated requirements, instructions and explanations for dynamic LOD
      DynDOLOD_Manual.html - updated wording to reflect Skyrim SE changes
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD-Trees.html - added info for a mod
      DynDOLOD Resources SE - Papyrus Scripts - added for dynamic LOD
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugins
      DynDOLOD Resources - Papyrus Scripts - minor optmizations
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugins
      SkyrimSE-LargeRefGrid.html - bug report updated for latest engine version, scripting with large references is a total cluster ****
      LODGen.exe - fixed using alpha threshold
      LODGen.exe - added TES5VR mode, same as SSE
      LODGen.exe - added TERRAINTES5VR mode, same as TERRAINSSE
      LODGen.exe - added FO4VR mode, same as FO4
      LODGen.exe - added SSEVR mode, same as SSE
      LODGen.exe - added TERRAINFO4VR mode, same as TERRAINFO4
      LODGen.exe - added TERRAINSSEVR mode, same as TERRAINSSE
      LODGen.exe - fixed missing segments for FO4 object LOD
      LODGen.exe - terrain LOD bin file format change to support really large worldspaces
      LODGen.exe - added MaxLevel=
      LODGen.exe - added WaterDelta[LOD4|LOD8|LOD16|LOD32]=-1 = off, 0 = ignore triangles underwater, x = shift shallow vertices under water to be least this distance from water height
      LODGen.exe - fixed wrong segments
      LODGen.exe - added Mode=TERRAINTES5, Mode=TERRAINSSE, Mode=TERRAINFNV, Mode=TERRAINFO3, Mode=TERRAINFO4 to generate terrain LOD from a bin file defined by TerrainData=
      LODGen.exe - added LandHeight=default terrain z, used in case of missing cell data
      LODGen.exe - added ProtectCellBorders=true/false to counter ugly terrain drops
      LODGen.exe - added Quality[LOD4|LOD8|LOD16|LOD32]=-1 = full (LOD4 only), 0 - x = acceptable z deviation to remove vertex
      LODGen.exe - added MaxVerts[LOD4|LOD8|LOD16|LOD32]=0 - 32767 to enforce nif limits
      LODGen.exe - added Skirts=negative = absolute z, 0 = none, positive relative z
      LODGen.exe - make reading of export file more robust
      LODGen.exe - fixed sometimes not reading of shape name for BSTriShape
      LODGen.exe - updated supporting libraries to latest version
      LODGen.exe - data/textures/...
      LODGen.exe - added Level8=True, to force Level8 instead of Level4 output for FO3/FNV
      LODGen.exe - improved reading of export file and file checks at start-up
      LODGen.exe - added feature to use external nif for 2D billboard textures instead of the internally created ones
      LODGen.exe - throw error if there are duplicate command line parameters
      LODGen.exe - check if a directory for loose files exists
      LODGen.exe - fixed a wrong texture replacement Changelog DynDOLOD 2.37 DynDOLOD.exe - added beta support for TES5VR, start with -TES5VR command line argument, uses SSE config files and settings
      DynDOLOD.exe - fixed sometimes not creating a flat atlas
      DynDOLOD.exe - improved replacement textures handling for object and dynamic LOD
      DynDOLOD.exe - added patching function for plugins + worldspace
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - added cell attach/trigger counters
      DynDOLOD_Manual.html - updated compatibility information for several mods
      DynDOLOD_Manual_SEE.html - updated compatibility information for several mods
      DynDOLOD_Manual_TES5VR.html - added with brief explanations what is different to the Skyrim SE version
      TexGen.exe - added beta support for TES5VR, start with -TES5VR command line argument, uses SSE config files and settings
      TexGen.exe - added generation for fallforestdirt01.dds, reachdirt01.dds, road01fallforest01.dds and road01reach01.dds
      LODGen.exe - fixed terrain water segments for odd origins
      LODGen.exe - added WaterHeight= default water z, used in case of missing cell data
      LODGen.exe - print global alpha threshold setting to log
      LODGen.exe - catch an error in nif and print its name to log Changelog DynDOLOD 2.38 DynDOLOD.exe - fixed not using -o command line
      DynDOLOD.exe - improve loading of paid mod plugins
      DynDOLOD.exe - create ESM at correct load order
      DynDOLOD.exe - improved error message when trying to add wrong base record of wrong type
      DynDOLOD.exe - fixed sometimes not finding new base records resulting in no model error for dynamic LOD
      DynDOLOD.exe - print plugin type when listing plugins
      DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection Changelog DynDOLOD 2.39 DynDOLOD.exe - improved some error messages
      DynDOLOD.exe - fixed sometimes injecting worldspaces instead adding them as overwrites
      LODGen.exe - changed requirements to MS Visual C++ 2017 Redistributable (2015 should still work, as they are supposed to be binary compatible)
      LODGen.exe - changed Redistributable missing message to link to https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
      LODGen.exe - removed obsolete embedded resources Changelog DynDOLOD 2.40 DynDOLOD.exe - fixed sometimes not creating a dedicated dynamic LOD base record with correct overwrites
      DynDOLOD.exe - do not add Quest with SKSE/PapyrusUtil checks to plugin in case dynamic LOD is not generated Changelog DynDOLOD 2.41 DynDOLOD.exe - fixed a pointer conversion error
      DynDOLOD.exe - fixed sometimes adding ESP masters to DynDOLOD.esm
      DynDOLOD.exe - added creation of bugreport.txt in case of exception
      DynDOLOD Resources SE - Papyrus Scripts - reworked plugin detection
      DynDOLOD Resources SE - added patches for better compatibility with mods
      LODGen.exe - fixed LOD water for FO3/FNV to use seperate shapes in correct order for different heights
      LODGen.exe - fixed passthru meshes sometimes not keeping their large reference status Changelog DynDOLOD 2.42 DynDOLOD.exe - fixed using misplaced patches for different game mode
      DynDOLOD.exe - improved export of miniatlas data for LODGen.exe
      DynDOLOD.exe - improved some error messages
      TexGen.exe - added generation for shipwoodfloor01lod.dds
      LODGen.exe - skip automatic re-UV for shapes with a high number of triangles
      LODGen.exe - fixed sometimes scaling water level twice for undefined cells
      LODGen.exe - added support for FO3/FNV placed water references for terrain LOD meshes Changelog DynDOLOD 2.43 DynDOLOD.exe - refined bounds calculations for what counts as a large reference
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
      LODGen.exe - reworked simplification of meshes after re-UV
      LODGen.exe - added a sanity check after re-UV
      LODGen.exe - fixed a scaling error when applying miniatlas Changelog DynDOLOD 2.43 DynDOLOD.exe - refined bounds calculations for what counts as a large reference
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods
      LODGen.exe - reworked simplification of meshes after re-UV
      LODGen.exe - added a sanity check after re-UV
      LODGen.exe - fixed a scaling error when applying miniatlas Changelog DynDOLOD 2.44 DynDOLOD.exe - carried forward latest updates from xEdit for better ESL plugin support and other optimizations
      DynDOLOD.exe - added the possibility to define External Billboard meshes to replace the default 2 plane for LOD trees in object LOD
      DynDOLOD.exe - added possibility to have multiple billboard textures for different sides/shapes
      DynDOLOD.exe - fixed adding *treelod.dds to object LOD texture atlas
      DynDOLOD.exe - skip over NIF errors while checking for NiNodes
      DynDOLOD.exe - fixed some issues of create mod option with Skyrim SE
      DynDOLOD.exe - fixed issue with worldspaces added by ESP
      DynDOLOD-Trees.html - added section for internal and external billboards
      DynDOLOD_Manual.html - added and updated compatibility information for several mods
      DynDOLOD Resources - replaced some plugins with patch files so former plugin content is now added to generated DynDOLOD plugin
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - Enabled use of Window Glow LOD mulitpliers using Racemnu NiOverride in MCM - disabled by default
      DynDOLOD Resources SE - Papyrus Scripts - Updated for to support worldspaces added by ESP
      LODGen.exe - fixed sometimes applying wrong scale to translation
      LODGen.exe - fixed not applying parent scale to child translation
      LODGen.exe - fixed a bug parsing flat texture data file
      LODGen.exe - added support for different alpha thresholds to atlas replacements
      LODGen.exe - reworked remove unseen object LOD faces to work across quad boundaries
      LODGen.exe - added support to also remove faces under water for FO3/FNV
      LODGen.exe - added support to define billboard NIFs per LOD level
      LODGen.exe - minor speed improvements and multithread enhancements Changelog DynDOLOD 2.44.1 DynDOLOD Resources - fixed FOMOD installer Changelog DynDOLOD 2.45 DynDOLOD DLL - drop-in replacement for PapyrusUtil for Skyrim, Skyrim Special Edition and Skyrim VR consisting of DynDOLOD.DLL and PapyrusScripts
      DynDOLOD_DLL.html - added explanation and install/usage instructions
      DynDOLOD.exe - added creation of data files for DynDOLOD DLL
      DynDOLOD.exe - fixed a problem with adding masters while creating texture replacements
      DynDOLOD.exe - specifically write text files using UTF8 without BOM encoding
      DynDOLOD.exe - skip textures for atlas with NoRevUV in shape name while scanning meshes
      DynDOLOD.exe - carried forward latest updates from xEdit
      DynDOLOD Resources - Papyrus Scripts - merged minion script into firstborn script
      DynDOLOD Resources SE - Papyrus Scripts - merged minion script into firstborn script
      DynDOLOD Patches - updated patches for papyrus scripts to automatically use DynDOLOD DLL if available, else fall back to PapyrusUtil
      LODGen.exe - fixed sometimes failing re-UV due to missing normal
      LODGen.exe - added detection of NoReUV in shape name to skip over potential automatic re-UV Changelog DynDOLOD 2.46 DynDOLOD.exe - fixed sometimes adding wrong master into wrong plugin Changelog DynDOLOD 2.47 DynDOLOD.exe - fixed generating LOD for Skyrim Changelog DynDOLOD 2.48 DynDOLOD.exe - added support for creating atlas textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR
      DynDOLOD.exe - carried forward latest updates from xEdit
      DynDOLOD.exe - fixed sometimes not loading all plugins because of too many masters
      DynDOLOD.exe - fixed a problem sometimes preventing loading an existing DynDOLOD plugin
      DynDOLOD.exe - updated some helpful messages
      TexGen.exe - added support for textures with BC7 compression, used by default for Skyrim Special Edition and Skyrim VR
      TexGen.exe - updated some helpful messages
      TexGen.exe - added generation for impwall01.dds
      TexGen.exe - added generation for impfloormuddy01.dds
      TexGen.exe - added generation for treepineforestcut01.dds
      Texconv.exe - updated to latest version
      DynDOLOD-rules - added/updated rules for better compatibility with mods Changelog DynDOLOD 2.49 DynDOLOD.exe - Fixed trying to add game.exe as master
      TexGen.exe - Added some checks/messages for external BC7 execution in case of problems for better troubleshooting
      TexGen.exe - Save full resolution texture to final folder and convert to BC7 in place instead of temp folder Changelog DynDOLOD 2.50 DynDOLOD.exe - fixed a case of TexConv sometimes not being able to convert textures to BC7
      DynDOLOD.exe - do not convert textures DynDOLOD.exe - carried forward latest updates from xEdit Changelog DynDOLOD 2.51 DynDOLOD.exe - Reworked reading of existing DynDOLOD plugins to be more robust
      DynDOLOD.exe - fixed a typo preventing CreateMode to start
      DynDOLOD.exe - streamlined some threaded code
      DynDOLOD.exe - carried forward latest updates from xEdit
      Texconv.exe - improved a few error messages Changelog DynDOLOD 2.52 DynDOLOD.exe - fixed a case of trying to add non textures to flat atlas
      DynDOLOD.exe - print true texture file name in case of errors loading it Changelog DynDOLOD 2.53 DynDOLOD.exe - undo an update sometimes causing errors in plugin
      DynDOLOD.exe - removed some unnecessary log spam Changelog DynDOLOD 2.54 DynDOLOD.exe - fixed an issue with resolving modname;formid to current load order
      DynDOLOD.exe - more streamlining of some threaded code
      DynDOLOD.exe - some library udpates and other optimizations
      DynDOLOD.exe - added some more error messages around executing of command line tools
      DynDOLOD.exe - prevent accidentally interrupting execution of command line tools
      DynDOLOD.exe - silently try to restart command line tools in case of error
      DynDOLOD.exe - carried forward latest updates from xEdit
      Texconv.exe - updated to latest version
      DynDOLOD Resources - do not use OnInit/States for Firstborns/Minions
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - do not use OnInit/States for Firstborns/Minions
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods Changelog DynDOLOD 2.56 DynDOLOD.exe - optimized object LOD atlas generation to use a bit less memory
      DynDOLOD.exe - fixed sometimes not being able to generate atlas with large tile size
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD_Manual.html - added and updated compatibility information for several mods
      LODGen.exe - make sure borders between cells match when using protect cell borders Changelog DynDOLOD 2.57 DynDOLOD.exe - fixed a potential memory corruption after saving textures Changelog DynDOLOD 2.58 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - removed useless assigment of variable sometimes causing exception building object LOD atlass
      DynDOLOD.exe - fixed IgnoreIfPluginExists list sometimes not working
      DynDOLOD.exe/TexGen.exe - less artifacts with BC1|2|3 texture compression
      DynDOLOD Resources SE - added meshes for better compatibility with a mod
      DynDOLOD Resources - added meshes for better compatibility with a mod
      DynDOLOD Resources - Papyrus Scripts - fixed swapped error message Changelog DynDOLOD 2.59 DynDOLOD.exe - fixed sometimes accidentally disabling automatic child world scanning
      DynDOLOD-rules - added/updated rules for better compatibility with mods
      DynDOLOD Resources SE - added meshes for better compatibility with mods
      DynDOLOD Resources - updated meshes for better compatibility with mods
      DynDOLOD_Manual.html - updated compatibility information for a mod
      LODGen.exe - set correct mode on BSMultibound for water
      LODGen.exe - updated supporting libraries to latest version Changelog DynDOLOD 2.60 DynDOLOD.exe - fixed sometimes trying to find textures in meshes folder
      DynDOLOD.exe - improved moving existing DynDOLOD.esm into correct load order position
      DynDOLOD.exe - ignore meshes with missing textures, print a report at the end
      DynDOLOD.exe - reduce memory usage while building object LOD atlas
      DynDOLOD.exe - do not set -m 0 for TexConv command line since that is the default anyways
      Texconv.exe - updated to latest version
      TexGen.exe - added generation for vurt_oldgreybarklod.dds
      DynDOLOD Resources SE - added meshes for better compatibility with a mod
      DynDOLOD Resources - added meshes for better compatibility with a mod Changelog DynDOLOD 2.61 DynDOLOD.exe - fixed sometimes garbling assets paths
      DynDOLOD Resources - added meshes/texture for better compatibility with mods Changelog DynDOLOD 2.62 DynDOLOD.exe - improved error message in case TexConv fails importing textures
      DynDOLOD.exe - added version check of output from TexGen and installed Resources
      TexGen.exe - add version information to output
      DynDOLOD Resources - added a mesh for better compatibility with a mod
      DynDOLOD Resources SE - added a mesh for better compatibility with a mod
      DynDOLOD_Manual.html - added compatibility information for several mods Changelog DynDOLOD 2.63 DynDOLOD.exe - use a different library to run external commands
      TexGen.exe - fixed filename of impfloormuddy01lod.dds
      DynDOLOD Resources - added a meshes for better compatibility with a mod
      DynDOLOD Resources - fixed an issue with worldmap in interiors
      DynDOLOD Resources SE - added a meshes for better compatibility with a mod
      DynDOLOD Resources SE - fixed an issue with worldmap in interiors Changelog DynDOLOD 2.64 DynDOLOD.exe - fixed an issue with discovering billboards
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources - fixed a FOMOD installation error
      DynDOLOD Resources SE - fixed a FOMOD installation error Changelog DynDOLOD 2.65 DynDOLOD.exe - fix output of mesh counting file
      LODGen.exe - memory and other optimizations
      LODGen.exe - updated supporting libraries to latest version
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.66 DynDOLOD.exe - ignore texture set with 3rd _g texture for atlas discovery
      DynDOLOD.exe - fixed normal map textures sometimes not having correct size on atlas
      DynDOLOD.exe - fixed a rare multithread memory issue
      TexGen.exe - added generation for castlekitlod.dds, wrroofslate01lod.dds, wrdragontile01lod.dds, wrdragontileblack01lod.dds, wrcitywall01lod.dds, wrtemplefloor01lod.dds, wrplasterint01.dds, wrwoodfloorint01lod.dds, wrwoodplanks01lod.dds, wrwoodbeam01lod.dds, wrwoodbeamint01lod.dds, stonefloor01lod.dds, wrdragoncarvings01lod.dds, wrroofint01lod.dds, wrslate02lod.dds, wrstonebase02lod.dds, wrstoneblocks01lod.dds, wrtrellisvines01lod.dds, wrtrims01lod.dds, wrwoodlattice01lod.dds
      LODGen.exe - fixed sometimes duplicating models
      LODGen.exe - more optimizations
      LODGen.exe - updated supporting libraries to latest version
      DynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods Changelog DynDOLOD 2.67 DynDOLOD.exe - added FlatLODWithNormalMapVertexColor to ini to set vertex color of flat LOD that has normal map textures, see docs\trees.ultra\DynDOLOD-Trees.html
      DynDOLOD.exe - ignore texture set with 5th _em texture for atlas discovery
      LODGen.exe - ignore duplicate triangles when loading models
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.68 DynDOLOD.exe - fixed not falling back to billboard in reference rules
      LODGen.exe - more minor optimizations and cleanup Changelog DynDOLOD 2.69 DynDOLOD.exe - removed unintentional log lines
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.70 DynDOLOD.exe - added optional TVDT occlusion data generation, added related settings to ini
      DynDOLOD.exe - do not set VWD flag on base records added by esp
      DynDOLOD.exe - fixed adding large references to DynDOLOD.esm for base records defined in an esp
      DynDOLOD.exe - fixed sometimes not setting largref on glow LOD in static object LOD
      DynDOLOD.exe - added automatic update of Portal Boxes to Boxes for TES5/ENDERAL, added PortalBoxFix setting to ini
      DynDOLOD.exe - fixed sometimes setting wrong index for texture replacement for dynamic LOD models
      DynDOLOD_Manual.html - added section for TVTD occlusion data generation
      LODGen.exe - always set vertex alpha value to 1 for FO4 since it is not ignored despute LOD_Objects flag
      LODGen.exe - added support for FO4 GreyscaleToPalette_Color flag, 4th texture slot and Grayscale to Palette Scale value used by some full models to change texture coloring
      LODGen.exe - fixed an index range issue when generating terrain LOD level 4 meshes with -1 quality
      DynDOLOD-rules - added rules for better compatibility with mods
      DynDOLOD Resources - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - fixed sometimes not disabling LOD model beyond FarGrids
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.71 DynDOLOD.exe - ignore wild edit cells that are out of range for occlusion calculation Changelog DynDOLOD 2.72 DynDOLOD.exe - fixed an error reading object LOD meshes for occlusion
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD.exe - added detection of LotD v5
      DynDOLOD.exe - fixed sometimes not writing log/bugreport in case of exception
      TexGen.exe - added generation for sdragontile01lod, sfloorhouse01lod, sintfloor01lod.dds, sintwalltop01lod, smetaldet01lod.dds, sintwalltop01lod.dds, sstonestep01lod.dds, sstonewall03lod, swoodbeam01lod.dds, farmwindowinterior01lod.dds, scastlecol01lod.dds, finewood3x3lod.dds, dbmstainedglass01lod.dds, dbmstainedglass02lod.dds
      LODGen.exe - fixed 3D name for BSTriShape
      DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods
      DynDOLOD Resources SE - updated/added meshes/textures for better compatibility with mods Changelog DynDOLOD 2.73 DynDOLOD.exe - always fix missing large reference flag 0x4 on MSTT based record
      DynDOLOD.exe - report modified large references in ESL flagged ESP causing large reference bugs
      DynDOLOD.exe - patch large reference bugs caused by smaller scale changes in ESM
      DynDOLOD.exe - patch large reference bugs caused by "deleted" records in ESM
      DynDOLOD-rules - updated rules for better compatibility with mods
      DynDOLOD_Manual.html - added compatibility information for a mod
      LODGen.exe - added support for FO4 EffectShader - automatically done as PassThru
      LODGen.exe - added support for FO4 BGEM (BGEM always trumps data in nif)
      LODGen.exe - updated supporting libraries to latest version
      LODGen.exe - improve BA2 support
      LODGen.exe - adjust multibound max z >= 0
      DynDOLOD Resources SE - updated/added meshes for better compatibility with mods Changelog DynDOLOD 2.74 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed a potential race condition
      Texconv.exe - updated to latest version
      Texconv.exe - fixed not supporting spaces in path names in -flist
      DynDOLOD-rules - updated rules for better compatibility with mods
      DynDOLOD Resources - updated meshes for better compatibility with mods
      DynDOLOD Resources SE - updated meshes for better compatibility with mods Changelog DynDOLOD 2.75 DynDOLOD.exe - carried forward updates from xEdit
      DynDOLOD.exe - fixed not reading RNAM data from ESM-flagged ESP
      DynDOLOD.exe - fixed sometimes not recognizing HasTreeLOD flag
      DynDOLOD.exe - do object LOD for STAT base records with HasTreeLOD flag that are also large references
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD Resources - updated/added meshes for better compatibility with mods
      DynDOLOD Resources SE - added meshes for better compatibility with mods Changelog DynDOLOD 2.76 DynDOLOD.exe - fixed sometimes adding overwritten records into wrong plugin when applying patches
      DynDOLOD.exe - fixed not overwriting equal rules for winning plugins
      LODGen.exe - updated supporting libraries to latest version
      Texconv.exe - updated to latest version Changelog DynDOLOD 2.77 DynDOLOD.exe - fixed not removing a texture hash when updating form version
      DynDOLOD.exe - fixed plugin update check with IgnoreLargeReferences=1
      DynDOLOD.exe - improved a couple error messages
      DynDOLOD.exe - added/updated rules for better compatibility
      DynDOLOD Resources - updated meshes/patch file for better compatibility with mods
      DynDOLOD Resources SE - updated meshes/patch file for better compatibility with mods Changelog DynDOLOD 2.78 TexGen.exe - fixed a wrong parameter Changelog DynDOLOD 2.79 DynDOLOD.exe - make patching a bit more robust
      Texconv.exe - improve -flist text file handling Changelog DynDOLOD 2.80 DynDOLOD.exe - fixed wrong default tree LOD setting
      DynDOLOD.exe - improved invalid path detection
      DynDOLOD.exe - added rule for better compatibility Changelog DynDOLOD 2.81 DynDOLOD.exe - Ignore neverfades that are initially disabled and have no XESP enable parent
      DynDOLOD.exe - do not set VWD flag on certain MSTT
      DynDOLOD.exe - added rules for better compatibility
      DynDOLOD Resources - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD Resources - added mesh for better compatibility with mods
      DynDOLOD Resources SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD Resources SE - added mesh for better compatibility with mods
      DynDOLOD DLL - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD DLL SE - Papyrus Scripts - fixed a rare race condition on worldspace re-entry
      DynDOLOD_Manual.html - added compatibility information for a mod Changelog DynDOLOD 2.82 LODGen.exe - fixed sometimes not setting VertexColor flag on passthru shaders
      DynDOLOD_Manual.html - added information for new alternative vanilla tree LOD billboards
      DynDOLOD Resources SE - added and updated meshes for better compatibility with mods Changelog DynDOLOD 2.83 DynDOLOD.exe - better error handling reading BTT files
      DynDOLOD.exe - fallback to "dumb" object LOD filename conventions for TREEs and STATics with Has Tree LOD flag
      DynDOLOD.exe - update command lines of newer Texconv.exe
      DynDOLOD.exe - added rules for better compatibility
      TexGen.exe - added generation for dlc01frozenlakelod.dds
      trees.ultra\DynDOLOD-Trees.html - updated mod list that support 3D tree LOD out of the box
      LODGen.exe - fixed sometimes not setting VertexColor flag
      LODGen.exe - added height variance to FlatTextures= file
      LODGen.exe - added support for glow atlas
      Texconv.exe - updated to latest version
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility Changelog DynDOLOD 2.84 DynDOLOD.exe - added rules for better compatibility
      DynDOLOD Resources SE - updated patch file for better compatibility Changelog DynDOLOD 2.85 DynDOLOD.exe - ignore meshes with uncommon root nodes for dynamic LOD
      DynDOLOD.exe - improved child/parent world copy detection
      DynDOLOD.exe - added/updated rules for better compatibility
      trees.ultra\DynDOLOD-Trees.html - updated mod lists that support 3D tree LOD out of the box
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility Changelog DynDOLOD 2.86 DynDOLOD.exe - improved detection of LotD v5
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - improve HD LOD support for SSE Changelog DynDOLOD 2.87 DynDOLOD.exe - improved patch handling
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - ignore NIF if root node is of unexpected type Changelog DynDOLOD 2.88 DynDOLOD.exe - fixed a race condition processing NIF
      DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specific meshes or textures
      DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added
      DynDOLOD Resources - updated meshes and texture for better compatibility
      DynDOLOD Resources SE - updated meshes and texture for better compatibility Changelog DynDOLOD 2.89 DynDOLOD.exe - updated/added rules for better compatibility
      LODGen.exe - do not fail if optional billboard txt file is not present
      LODGen.exe - fixed sometimes not automatically setting passthru for glow shader
      LODGen.exe - fixed sometimes not applying replacement textures Changelog DynDOLOD 2.90 TexGen.exe/DynDOLOD.exe - added Enderal SE support
      DynDOLOD_Manual.html - updated explanations information for Enderal Changelog DynDOLOD 2.91 DynDOLOD.exe - by default do not generate a DynDOLOD.esm for Enderal SE
      TexGen.exe/DynDOLOD.exe - fix a problem with sometimes not loading a BSA
      DynDOLOD_Manual.html - updated explanations information for Enderal Changelog DynDOLOD 2.92 DynDOLOD.exe - added rules for better compatibility
      LODGen.exe - improved parsing of txt files
      Texconv.exe - updated to latest version Changelog DynDOLOD 2.93 DynDOLOD.exe - fixed a case of not adding all required masters for injected records
      Changelog DynDOLOD 2.94 DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD
      DynDOLOD.exe - added rules for better compatibility
      Changelog DynDOLOD 2.95 TexGen.exe/DynDOLOD.exe - added Enderal SE Steam version support, start with -ENDERALSE command line argument
      Changelog DynDOLOD 2.96 DynDOLOD.exe - fixed not using last TNAM override record
      DynDOLOD.exe - added rules for better compatibility
      LODGen.exe - default threadsplit to number of physical cores
      Changelog DynDOLOD 2.97 DynDOLOD.exe - update CRC32 list for vanilla tree full models for Skyrim Anniversary Edition 1.6.317
      DynDOLOD.exe - update CRC32 list for vanilla tree full models for Skyrim Anniversary Edition 1.6.323
      DynDOLOD.exe - create empty LST overwrite in case tree LOD can not be generated for a worldspace because of technical reasons
      Changelog DynDOLOD 2.98 DynDOLOD.exe - updated rules for better compatibility
      DynDOLOD Resources SE - Papyrus Scripts - fixed a rare occurrence of an undefined reference
      DynDOLOD DLL SE - Papyrus Scripts - fixed a rare occurrence of an undefined reference
       
      Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.
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