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Lt_Ballzacki

ENBoost CTD Before Bethesda Title Screen

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>>System Specs:

 

https://wiki.step-project.com/User:Lt_Ballzacki/SystemSpecs

 

>>Screencap of Crash: 

 

https://drive.google.com/file/d/0BzyKw-wGwnDvR2VhSklOUnY2ME0/view?usp=sharing

 

>>Problem:

 

I have been working for nearly a month now modding skyrim and have had success with everything besides ENB. Approaching nearly 250 mods now I was having more and more stability problems and decided to look up some stability guides. After numerous attempts to get RealVision ENB working with no avail, I finally gave up on ENB altogether. According to the stability guide however, I needed ENBoost even without an ENB preset to limit CTD's. I had the same problem as I did when trying to install the preset--CTD before the Bethesda title screen. I have no idea why this is still happening. I followed the Skyrim Stability Install, tried the STEP install and got the same crash. 

 

I have read through the entire FAQ's section, forum posts, contacted Skyrim Tuner, and worked with GamerPoets on YouTube, none of which could solve the problem.  Hopefully that is of some help as well. Any help is greatly appreciated!

 

Correspondence with GamerPoets on Youtube:

 

     This is refering to RealVision ENB installation problems with the same crash but I figured they could be of some use as well. 

 

CTD. Solid...
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Idk why I got crash to start. I followed the tutorial and I tried it again with the instructions on the RealVision page with the same issue.
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After I launch SKSE, I just get a small Skyrim window and then it just crashes before even getting to the Bethesda screen like you would a load order CTD. Any ideas?
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+Zackary Nicholson Are you using the RealVision installer like in the video? If so, go into your ENBLocal.ini. there is an occasional (with me all the time) "error" of sorts that changes the line "videomemorysizemb" to a number to high for the system. Make sure that the value is only the amount of Vram that you have for one graphics card... if not change it... Say you have 2 gigs... it should be 2048... also, the line "expandsystemmemoryx64=true" ... try setting it to false... this helps some people.
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Thanks for the quick reply. I tried all combinations of that. I have 4 gb of vram and therefore set it to 4096 but I checked in dxdiag and it showed that I had only 4095. I tried both values with no avail. I also used some formula to calculate it on the nexus page (RAM + VRAM - 2048 ) but that didn't work either. This is all with ModOrganizer btw.
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+Zackary Nicholson You definitely know what you're doing. RealVision doesn't have any way for mod conflicts either without an esp. Did you make sure to use the most recently mentioned enb series from the enb dev page? The one in this video is now out dated for RealVision. Now sure what the newest one is but its on the downloads section on his page im sure. I dont like that forumla. It widely used but I think its crap lol just my opinion, I know it probably works for everyone reading this comment but I dont like it. You can always set your Vram even lower.. make sure the reserved memory in the enblocal.ini is set to 512 since you are using skse. That's the same ( i believe) setting that shesons memory patch sets the memory blocks too. Maybe that will help? I've never have it just crash... is this the first ENB you are installing in your current setup? you also need direct x runtime for the enb to launch right. it will crash right when you launch the game without it. -Michael
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+GamerPoets Yup I have the corresponding enb binaries referenced on the enb page. I set my vram even lower (2048) and made sure the reserved memory was set to 512. I tried the memory patch. By the directx runtime do you just mean dx11 or end-user runtime. Regardless I have both. All of this and I still have the same result. This is the first enb install I have ever done. At this point I am just gonna try a clean install of Skyrim and trying going from there and see what happens.
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After a clean install of skyrim, I got the game to boot. However ENB does not seem to be working even though it is checked in Mod Organizer. I do not have there version displayed in the top left and can't load the GUI.
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Nvm same issue...
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+Zackary Nicholson Do you mean in game when you push shift+enter that screen doesn't come up? ... well wait... I miss read piece I think.... if the version isn't displayed in the top left that means you don't have the actual enb series files in your skyrim folder... even if things are not installed properly you will see that message at the top left with the files in your skyrim folder... Check the realvision page (if this is the enb you are using) and check to see what version that latest release of Real Vision needs. You need the d3d9.dll and the enblauncher in your skyrim folder or it wont work. -Michael
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+Zackary Nicholson since this video I believe skyrimtuner removed his personal enb series archive and you will need to go to the actual enb dev.com page... check out the vividian enb tutorial on my page if you don't know what I mean.. ignore everything except the enbseries section. -Michael 
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Thats what I did. I have the correct version from the enb page I am just getting the same crash every time.
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+Zackary Nicholson Just to confirm, you do adjust the ini files in the Skyrim folder after running the installer right? Not in the mod organizer mod folder... The installer should move all required files into your Skyrim folder. However, I notice from that screen that you run a torrented version of Skyrim. Regardless or not if you paid for a Skyrim copy (I'm assuming you did), pirated versions are not always up to date, and may be the reason it is not working proper (did the installer work proper?). ENB needs to hack into TESV.exe, by lack of better explanation. Make sure it is fully up to date to the latest version. In Enblocal.ini in your Skyrim folder, make sure you have  expandsystemmemoryx64=false. Also, make sure you install SKSE and sheson's memory patch. Michael has a tutorial for that as well. I hope you can fix it. -Joe
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+GamerPoets Yes I do own a copy of Skyrim for PS3 I just wanted to try out modding it on PC. I ran the RealVision ini autoinstaller which asked me to select the skyrimprefs.ini in the ModOrganizer profiles folder. I believe ModOrganizer overwrites the skyrimprefs.ini with the one configured in my profile do I need to directly change it within my Skyrim folder or will the ModOrganizer profile work as well? I did try the sheson's patch already and set expandsystemmemoryx64 to false. I am booting with SKSE but will look into the tutorial. I'm guessing it's probably a version problem. Where would I find the version (in game) of Skyrim that is compatible with ENB?
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+GamerPoets I am currently running 1.9.32.0.8. I am pretty sure this is the latest version. Could the pirated copy be the problem even if the version is right? I don't know exactly how cracking it works but maybe the cracked TESV.exe is the problem?
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Pirated versions of the game wont work with most modding software. Not just this stuff. -Michael
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+GamerPoets Alright good to know I haven't had any problems with it so far. It was just a test run. Guess I'm waiting for a steam sale then. Thanks for all your help regardless. I don't know many channels that would go that far out of their way to help a fellow modder. I'll let my friends know about your channel! 
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Not a problem man. =) Happy to help. Yeah, anything with an additional compents (tes5edit, wryebash, enb's, blah blah blah lol) wont work usually. If they do the work around may not be worth the trouble. We do our best to help everyone. We like to think of GamerPoets as a community more than it is a simple channel. Don't go telling people you have pirated stuff, they will block you lol. I know nothing... -Michael
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+GamerPoets So I got a legit version and still have the same crash issue :(
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Well at least we are starting somewhere = ) ... So you have steam installed then? and you have skyrim installed to the steam folder? yes? ... you need to download and install direct x runtime. Then, make sure you use whatever the latest enbseries is on the real vision page (it wont be the same as the video, it upgrades all the time). Then you have to make sure the d3d9.dll and the enblauncher from that enbs series archive from the enb dev website is in the skyrim folder itself... right click the skyrim folder, make sure all security is set to allow full control. Go intro you enblocal.ini file in the skyrim folder after its installed and manually tune back the vram setting.. i bet you it is set at some crazy high number because the installer... make sure expandsystemmemory64 or whatever it is, is set to false. Make sure you check mark the realvision mod stuff in mod organizer or nexus mod manager, whatever you use. -Michael
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+GamerPoets Yes I did all that. Same crash.
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I just noticed that I didn't have a skse.ini, so I added one to mod organizer under my skse plugins mod with the configured values on the realvision page with no luck as well.
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I also tried installing FXAA post process injector (after uninstalling enb) and got the same crash if that helps you at all.
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With everything mentioned above, the game just shouldn't crash lol.. i laugh only because its baffling. What's the FXAA injector that you installed? Did the game work 100% before installing the ENB?  And did you make sure to take the enbseries stuff from the wrapper version and not the injector version? If so man I would contact skyrim tuner directly. There's really nothing else to it if you did all that stuff. You can also point him to the video and the comment here so he can check it out or if anyone helping maintain the mod would care to check it out. I'm a bit lost here. -Michael
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+GamerPoets Yes I made sure to run the realvision uninstaller and and went back into my skyrim folder to delete the enb files and the d3d9.dll + the enbhost.exe from the enb website. I ran the game through ModOrganizer after the uninstallation and made sure it was working again. I then tried to install the FXAA injector to see if that would work, as I read it was an alternative but that failed as well. I mentioned it because I figured they used some similar tools that might give you some insights to the root of the problem. Yes the enb files were from the Wrapper Version folder. Ya I was lost too as I am not completely retarded when it comes to computers and followed the instructions step by step numerous times with no luck. I contacted SkyrimTuner via the Nexus Forums. If there is a better way to get in touch with him please let me know.
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Nexus is the way to go. If you haven't heard back from him I would say next best bit (you will unfortunately have to tell them everything all over again... i would highly suggest not mentioning anything about previously having a game that wasn't purchased lol especially since you have one now and I dont want anyone to overlook the question because of it)... post it in the STEP forums. More than half of what I know has come from those guys. And they have a full out team dedicated to nothing but answering questions.  -Michael
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It seems like you are doing everything right man. If you do get answers I'd be happy to hear what caused it. I can't imagine its something major. It has to be something unbelievably tiny that I can't think of and that you may have overlooked..  -Michael
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+GamerPoets Ya I will try the STEP forums if I don't hear back from him. Thanks again for all the help regardless. I'll be sure to let you know if I ever figure out the issue.
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Not a problem. You seem to know more about what to do right then most people who have asked help who I actually helped resolve things. It's truly freakin baffling me lol. You know your stuff. Don't feel at all that you don't. I guarantee its something stupid.  -Michael
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Some third party tools will interfere with ENB. Do you have any of these running?

 

Copied from ENB documentation:

THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

-->This is not the first time I have heard this however. I thought I had ruled third party programs out but like like a ****** only disabled programs like the ones you described and ones described on the RealVision ENB page (the preset I was debugging at the time) which included AIDA64 and Razer Cortex (the current version of Razer Game Booster). After getting the same crash after closing these programs I figured 3rd party programs weren't the problem since the only other things I had running were like Skype, Spotify, etc. (more on this in a Sec).

 

--> After you suggested it again I figured it couldn't hurt to close all third party programs just to see (don't know why I didn't do this the first time). Then fully expecting the game to crash again, it booted up and I saw the ENB Series notification in the top right. I faced palmed so hard. After debugging for nearly a month it was as simple as closing a program  :facepalm: .

 

-->After restarting my computer and closing programs one by one I have determined the following:

 

     - Programs Confirmed to cause this issue: Evolve Social Gaming Platform

     - Programs Confirmed to allow boot to load menu but cause CTD after loading save: Razer Cortex

     - Programs Confirmed to have no compatibility issues whatsoever (if running in background): Steam (obviously), Skype, Soundblaster Pro Studio, MSI supercharger, SoundBlaster Cinema, Nvidia Control Panel, Nvidia GeForce Experience, NCSOFT Update Helper, Logitech Webcam Software, Logitech Gaming Software, AIDA64, iFunBox, Malwarebytes, Razer Synapse, Team Viewer, Razer Surround, Plex Media Server, Google Drive Sync, Curse Client, Killer Network Manager, CCleaner, Realtek HD Audio Manager, Samurize, Cyclone Wallpaper Changer

     - Programs Confirmed to work with certain features disabled: Evolve Social Gaming Platform WITH GAME OVERLAY DISABLED (found in preferences/features/game overlay)

 

--> I figured I'd list all this for the record since one freggin program caused me a month of instability, not being able to run ENB's, not being able to run FXAA injector, not being able to run Skyrim Performance Monitor and probably many more mods.

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Welcome to STEP.

First off I would say you should check that a completely vanilla Skyrim with no mods or ENB works at all. I only say this because you were running a pirated copy, glad you did the right thing and bought a legitimate copy, and there might be traces of that pirated copy left behind either in the file-system or the registry.

 

Then if you are absolutely sure the game works, then examine whether there is an issue with the specific binary used by that ENB. The fact the OS is throwing that error message about Skyrim not working, as opposed to the game just CTD or refusing to run, indicates to me one or more of the expected binaries used by Skyrim are either of the wrong version, somehow corrupted or missing.

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I notice in the screen cap that in enblocal.ini you've got:

ForceBorderless=true
ForceBorderlessFullscreen=true

Which means in skyrimprefs.ini under [Display] you would want:

bFull Screen=0

If that's right, then have you tried running with "native" full screen (so set the two enblocal.ini settings above to false and bFull Screen=1)?

 

If that doesn't work, then after you've made sure there's no traces of the non-legal copy of Skyrim on your machine, then it would be very helpful to know what settings you've got in your skse.ini file.

 

That said, with the crash and error message happening before TESV.exe has taken control of your screen, it's weird that it would be related to ENB, because it doesn't really kick in until after the screen goes black and after the Bethesda intro video has played.

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In response to GrantSP:

 

Yes Skyrim is running fine completely vanilla and with skse + memory patch installed with cleaned dlc's and update esm. I am having trouble with ENB to set the record straight. I am not sure how to fix the binaries if you could elaborate on that. I have just installed the ENB v0.266 from the ENB website. 

 

In response to keithinhanoi:

 

I tried the bFull Screen=0 fix and all that did was force skyrim to a fullscreen window before showing the crash. In my skse.ini file (downloaded straight from the skyrim speed and stability page on nexus) I have the following:

 

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256
[General]
ClearInvalidRegistrations=1
 
The skse memory patch seemed to be working before the ENB install or at least did not force the game to crash. 
 
As for removing traces of the pirated copy is there anything specific I should be doing besides deleting the game directory? What would I need to search for in the registry?

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In response to GrantSP:

 

Yes Skyrim is running fine completely vanilla and with skse + memory patch installed with cleaned dlc's and update esm. I am having trouble with ENB to set the record straight. I am not sure how to fix the binaries if you could elaborate on that. I have just installed the ENB v0.266 from the ENB website. 

 

In response to keithinhanoi:

 

I tried the bFull Screen=0 fix and all that did was force skyrim to a fullscreen window before showing the crash. In my skse.ini file (downloaded straight from the skyrim speed and stability page on nexus) I have the following:

 

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256
[General]
ClearInvalidRegistrations=1
 
The skse memory patch seemed to be working before the ENB install or at least did not force the game to crash. 
 
As for removing traces of the pirated copy is there anything specific I should be doing besides deleting the game directory? What would I need to search for in the registry?

 

The SKSE.ini settings are fine, and should not cause the crash on starting Skyrim in conjunction with the d3d9.dll of ENB being loaded.

 

To be honest, I'm not sure about what traces a pirated copy would leave behind, because I never used one!

 

However, I just noticed this from the YouTube comments:

 

I also tried installing FXAA post process injector (after uninstalling enb) and got the same crash if that helps you at all.

 

That tells me you've likely got some problem with your installed video drivers. Both FXAA and ENB hook into DirectX 9. Installing DX11 won't do any help, because you have to install each runtime version that you want your games to make use of.

 

Somebody named thisisbleep posted about very similar problems to yours, and in the end, following my advice of re-installing DirectX 9 got everything working.

 

Even if you've installed DX9, 10, & 11 before, you should get the DX 9.0c install package found here, and try installing it because it won't hurt anything. (If you prefer the standalone DX9 installer, it's here.)

 

I'm crossing my fingers that this helps.... :)

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The SKSE.ini settings are fine, and should not cause the crash on starting Skyrim in conjunction with the d3d9.dll of ENB being loaded.

 

To be honest, I'm not sure about what traces a pirated copy would leave behind, because I never used one!

 

However, I just noticed this from the YouTube comments:

That tells me you've likely got some problem with your installed video drivers. Both FXAA and ENB hook into DirectX 9. Installing DX11 won't do any help, because you have to install each runtime version that you want your games to make use of.

 

Somebody named thisisbleep posted about very similar problems to yours, and in the end, following my advice of re-installing DirectX 9 got everything working.

 

Even if you've installed DX9, 10, & 11 before, you should get the DX 9.0c install package found here, and try installing it because it won't hurt anything. (If you prefer the standalone DX9 installer, it's here.)

 

I'm crossing my fingers that this helps.... :)

 

I wish it was that easy but I have already reinstalled both of those previously per GamerPoet's request with the same issue (and have done so again with the same result). What I'm wondering is if the dx installer just stops and doesn't install dx9 because I have dx 11 given that they are backwards compatible (or so it would seem by this). If that is the case could I do a manual install of dx9? I may e having the same issues as this guy, although I just extracted the installer and ran it.

 

On the cracked copy traces, I will look into that further on my own.

Welcome to STEP.

First off I would say you should check that a completely vanilla Skyrim with no mods or ENB works at all. I only say this because you were running a pirated copy, glad you did the right thing and bought a legitimate copy, and there might be traces of that pirated copy left behind either in the file-system or the registry.

 

Then if you are absolutely sure the game works, then examine whether there is an issue with the specific binary used by that ENB. The fact the OS is throwing that error message about Skyrim not working, as opposed to the game just CTD or refusing to run, indicates to me one or more of the expected binaries used by Skyrim are either of the wrong version, somehow corrupted or missing.

Yes Skyrim is running fine completely vanilla and with skse + memory patch installed with cleaned dlc's and update esm. I am having trouble with ENB to set the record straight. I am not sure how to fix the binaries if you could elaborate on that. I have just installed the ENB v0.266 from the ENB website

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My comment about 'fixing binaries' is about your previous pirated copy. Not knowing which version it was based on and where it left its files when it installed, you could be trying to run the latest legit version of the game engine, TESV.exe, but it might be looking at older or foreign language versions of *.dll files. I don't know either, I've never had any pirated games, but I'm assuming whoever copied it made a copy from an older version, purely because the latest version available in retail is so cheap!

 

Additionally, each ENB preset might need to have a specific version of the ENB binaries, enbhost.exe, etc. You might have version 0.266 when you need 0.262.

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I wish it was that easy but I have already reinstalled both of those previously per GamerPoet's request with the same issue (and have done so again with the same result). What I'm wondering is if the dx installer just stops and doesn't install dx9 because I have dx 11 given that they are backwards compatible (or so it would seem by this). If that is the case could I do a manual install of dx9? I may e having the same issues as this guy, although I just extracted the installer and ran it.

 

On the cracked copy traces, I will look into that further on my own.

Yes Skyrim is running fine completely vanilla and with skse + memory patch installed with cleaned dlc's and update esm. I am having trouble with ENB to set the record straight. I am not sure how to fix the binaries if you could elaborate on that. I have just installed the ENB v0.266 from the ENB website

 

Okay, well, I get the same message that you do if I try installing from the DX9 runtime web-based installer. It was worth a try, anyhow.

 

So, just for "fun", can you try this - Look in your Skyrim directory, in the /skyrim/DirectX10 folder, and run DXSETUP.exe

 

You say that you've installed DX11, and I wonder where you got that? Anything after DX9 is covered in Windows updates, using the Windows Update control panel. I do know that DX11.1, the newest for Windows 7, is part of this Windows Platform Update (KB2670838).

 

I don't know - it's possible the pirated install did something screwy with the DirectX drivers, and perhaps you need to uninstall (using the Uninstall Updates feature of the Programs and Features control panel) and then re-install them again fresh?

 

I still find it very strange that both of the d3d9.dll based ENB and FXAA lead to the same crash, and it seems to point to a problem with the DX drivers that they hook into.

 

 

Additionally, each ENB preset might need to have a specific version of the ENB binaries, enbhost.exe, etc. You might have version 0.266 when you need 0.262.

 

If he's just trying to get ENBoost to work, with the UsePatchSpeedhackWithoutGraphics=true setting in enblocal.ini, then ENB preset is not of any concern. Even binary 0.266 should be fine.

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My comment about 'fixing binaries' is about your previous pirated copy. Not knowing which version it was based on and where it left its files when it installed, you could be trying to run the latest legit version of the game engine, TESV.exe, but it might be looking at older or foreign language versions of *.dll files. I don't know either, I've never had any pirated games, but I'm assuming whoever copied it made a copy from an older version, purely because the latest version available in retail is so cheap!

 

Additionally, each ENB preset might need to have a specific version of the ENB binaries, enbhost.exe, etc. You might have version 0.266 when you need 0.262.

Ya I realize that different ENB versions may require different versions of ENB but right now I am just trying to get ENBoost running which comes in the ENB v0.266 by default. If I ever get that working I will move on to a preset.

 

What dll files would it need to reference? Or is that list endless? FYI The pirated copy was the latest version of TESV too and reportedly people with the pirated copy had no problems with ENB (although it might have been a different crack).

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Okay, well, I get the same message that you do if I try installing from the DX9 runtime web-based installer. It was worth a try, anyhow.

 

So, just for "fun", can you try this - Look in your Skyrim directory, in the /skyrim/DirectX10 folder, and run DXSETUP.exe

 

You say that you've installed DX11, and I wonder where you got that? Anything after DX9 is covered in Windows updates, using the Windows Update control panel. I do know that DX11.1, the newest for Windows 7, is part of this Windows Platform Update (KB2670838).

 

I don't know - it's possible the pirated install did something screwy with the DirectX drivers, and perhaps you need to uninstall (using the Uninstall Updates feature of the Programs and Features control panel) and then re-install them again fresh?

 

I still find it very strange that both of the d3d9.dll based ENB and FXAA lead to the same crash, and it seems to point to a problem with the DX drivers that they hook into.

 

If he's just trying to get ENBoost to work, with the UsePatchSpeedhackWithoutGraphics=true setting in enblocal.ini, then ENB preset is not of any concern. Even binary 0.266 should be fine.

I thought that one would work for sure but neither the Skyrim dx10 reinstall or the update reinstall did anything? At this point I am going to retorrent the game to see if there was a uninstaller included. Maybe that will save us some trouble.

 

Here is the original torrent url. Maybe some info here will help.

Edited by Lt_Ballzacki

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What files could a pirated copy affect? No idea! Well, some idea, but nothing definite.

 

Since your game would have needed to circumvent the Steam checks, any of the code in either the game executables, Steam executables and/or registry settings could be off from what they should be. Just what and where is not an easy thing to check from over a forum discussion. ::(:

 

I'd probably put that on the back-burner for the time being and try working with things you have control over and follow through with the other advice. For all I know I could be 'barking up the wrong tree'.

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Some third party tools will interfere with ENB. Do you have any of these running?

 

Copied from ENB documentation:

 

 

ProblemsSome third party software not supported, you must unload such tools. The problem is in their method of brute hooking of d3d. Ati tray tools, D3D Overider, EVGA, MSI Afterburn, XFire, Mumba - are not compatible.
Laptops with NVidia Optimus cannot use NVidia card and switching to gpu integrated on cpu. To fix that you need to turn off on cpu videocard in bios.

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FYI

 

After using ENBoost (and ENB mods) for the last year without a problem, I re-installed my Windows 7 (new SSD!)  But, after re-install, ENBoost (or any other ENB mod) would CTD immediately on launching Skyrim (using MO and SKSE).  Re-installed Skyrim, Steam, MO, no mods, etc. - nothing!  i3-6100, 16MB RAM, GTX970, 2xSSD - arrghhh!  But then...

 

I installed (and re-installed) the MS download for dx9 - no change.  Still CTD.

After downloading the full "DirectX End-User Runtimes (June 2010)", and installing using the DXSETUP.exe file - no CTD!  Fixed!

 

(See post #5, above... https://forum.step-project.com/topic/7575-enboost-ctd-before-bethesda-title-screen/?p=120763)

 

Thanks to keithinhanoi for pointing out that dx installs are not clean!  I've enjoyed this site for about a year - thanks to all, this info is priceless!  Now, after many weeks... I've got a date with a horker... :)

 

Thanks again!

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    • By sheson
      I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback.
      This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive.
      In case of error messages prompts, click the link
      Click on this link for additional explanations and help for this message
      if available to open the associated help/message page on https://dyndolod.info
      Use search to find similar questions and answers.
      Ask questions (also about 3rd party mods) or report any problems or issue in this thread only. Questions or problems can only be properly answered or addressed by the developers.
      If making posts or reporting errors, upload/paste these files (if they exist) to a file or text sharing service:
      ..\DynDOLOD\bugreport.txt
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation)
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt
      If issue involves LODGen upload/paste
      ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt
      If the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot.
      Requirements
      DynDOLOD Standalone 3.00 Alpha-65 (Mega) DynDOLOD Resources 3.00 Alpha-17 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-19 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR  or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x.  
      Installation
      Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards.
      LOD Generation
      Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod.  
      Major Feature Changes
      Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional grass LOD generation is now a checkbox Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen Optional terrain underside generation is now a checkbox  
      Changelog
    • By TechAngel85
      Discussion topic:
      Fire Halo Remover by khazhak
      Wiki Link
       
       
    • By sheson
      DynDOLOD 2.xx Major version update post | Discuss DynDOLOD Skyrim/Enderal | DynDLOD beta Skyrim SE/VR/Enderal SE | What is DynDOLOD? | DynDOLOD FAQ
      Refer to the videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well.
      Make sure to read the latest update post for DynDOLOD Skyrim/Enderal or DynDOLOD beta Skyrim SE/VR.
      These minor version update posts contain important information about each new version. They have a link to the older update posts at their bottom.
      What's New?
      DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance.
      Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed.
      While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs.
      Starting with DynDOLOD 2.22 there is beta support for Skyrim SE. Use -sse command line argument. It should only be used by experienced DynDOLOD users. See the included docs\DynDOLOD_Manual_SSE.html for more info.
      Starting with DynDOLOD Resources SE 2.36 for Skyrim SE the Whiterun Exterior, Solitude Exterior and the Desync Bird of Prey plugins have been replaced with *.patch files. The data that used to be in the plugins is now added to DynDOLOD.esp when LOD is is generated in case the *.patch files have been installed.
      Starting with DynDOLOD 2.37 there is beta support for Skyrim VR. Use -tes5vr command line argument. It should only be used by experienced DynDOLOD users. See the included docs\DynDOLOD_Manual_TES5VR.html for more info.
      Starting with DynDOLOD 2.44 there is full ESL support for Skyrim SE - based on the latest xEdit updates.
      Starting with DynDOLOD Resources 2.44 for Skyrim the Whiterun Exterior, Solitude Exterior and the Desync Bird of Prey plugins have been replaced with *.patch files. The data that used to be in the plugins is now added to DynDOLOD.esp when LOD is is generated in case the *.patch files have been installed.
      Starting with DynDOLOD 2.45 there is an alternative DynDOLOD DLL that can be used instead of PapyrusUtil for the optional dynamic LOD.
      Starting with DynDOLOD 2.48 both TexGen and DynDOLOD can now export textures with BC7 compression. They are used by default for Skyrim Special Edition and Skyrim VR.
      Starting with DynDOLOD 2.55 the Steam version of Enderal is supported. Use -enderal command line argument. See included Docs\DynDOLOD_Manual.html "Enderal" section in "Custom Settings for Specific Mods"
      Starting with DynDOLOD 2.70 the Skyrim TVDT Occlusion data of cell records can be update/generated. The data is used to disable distant occluded object and terrain LOD meshes behind other terrain LOD meshes for better performance. See included Docs\DynDOLOD_Manual.html "TVDT - Occlusion Data" section. Check the dedicated Skyrim TVDT - Occlusion Data thread for more information, questions and feedback.
      There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx.
      Check the list of "The usual updates" below, if a mod which you are using was added recently. Check the changelog. Consider updating or generating LOD from scratch in case you notice missing LOD or if problem that was affecting you was fixed.
      Important
      DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. DynDOLOD 2.30 and higher requires an installation from scratch when updating from an older 2.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.
      If an existing save is updated with a DynDOLOD.esp generated from scratch, follow the “clean save� cycle: first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Remove old DynDOLOD.esp, remove old scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp. Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM.
      Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.
      Download
      DynDOLOD Standalone 2.98 (Mega) for Skyrim, Enderal, Skyrim SE and Skyrim VR
      Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’
      It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders.
      DynDOLOD Resources 2.88 (Mega) for Skyrim and Enderal - Make sure to use matching or higher version of DynDOLOD Standalone.
      Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.
      If updating from older versions, it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results.
      Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.
      DynDOLOD Resources SE 2.98 (Mega) for Skyrim SE and Skyrim VR - Make sure to use matching or higher version of DynDOLOD Standalone.
      Required. Contains the required 'Core Files' like meshes, textures to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.
      If updating from older versions, it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results.
      Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.
      DynDOLOD Patches 2.45 (Mega) for Skyrim and Enderal
      Contains the patches for some of the mods listed under 'Some Assembly Required' - download if needed.
      Instructions
      Please check DynDOLOD_QuickStart.html, Docs\DynDOLOD_Manual.html and videos for updated instructions. Here is the quick synopsis:
      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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