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Dynamic Distant Objects LOD - DynDOLOD 2.21


sheson

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DynDOLOD 2.19/2.20 / 2.21 condensed update post | Full Update Post | Skyrim Special Edition

 

What’s New?

 

This updates includes minor speed improvements for DynDOLOD.exe and TexGen.exe, 64 bit executables and visual improvements for billboards used as static LOD (higher LOD levels 8/16) if using the ultra tree LOD option. Of course there are also a few updates for a couple mods.

 

See Full update post for 2.xx update instructions

 


 

64 bit executables

To avoid confusion, this has nothing to do with Skyrim SE being 64 bit. Just going with the flow. There is no requirement for this right now, but it will work natively with 64 bit managers or if executed directly. 64 bit versions are a tiny bit slower due to a couple reasons, but obviously they will allow for more data to be loaded... in the future... for insanely large load orders. Another long term benefit is, that the 64 bit changes are merged back into xEdit sources.

 

Improvements for billboards used as static LOD

When using the ultra tree option and you ever thought far away trees or trees on the map look too dark or too bright, check out the new Trees on the Map section in docs\trees.ultra\DynDOLOD-Trees.html. The new default settings should already result in better lighting behavior. If not try any of the additional tips from the manual. To update an existing save game, it is enough to just do an update generation with the existing DynDOLOD.esp in the load order. Then no clean save cycle is required. Just a save in an interior before updating.

 

Persistent references

There is a new switch Temporary=0/1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini, which instructs the patcher to use less persistent references. This is for users who have so many mods installed and suffer from CTD when clicking new as we discussed recently. The downside is, that by using temporary references more plugins may have to be used as masters and the generated DynDOLOD.esp will be larger, because of additional CELL data that needs to be copied. If you do not have any problems starting the game there should be no reason to use this setting.

 


 

Mods Requiring DynDOLOD

Spice of Life - Orc Strongholds - overwrite meshes from DynDOLOD Resources with the ones included in the mod

 

Verified working out of the box - included rules

Wind's Rest Estate - A Whiterun Tundra Home

Ayleid Palace Remastered

 

Verified working out of the box - added/updated meshes and/or textures

Settlements Expanded

Greater Skaal Village

Whiteraven Manor

Tactical Valtheim

Dwemer Manor

JKs Skaal village

Dolmen Ruins - ESO Dark Anchors

Peak Aspens - Billboards included in versions for DynDOLOD/TES5LODGen in optional files

Fantasy Forest Overhaul - Billboards included in versions for DynDOLOD/TES5LODGen in optional files

 

 


 

DynDOLOD 2.21 - Download from Mega, Nexus

 

DynDOLOD Resources 2.20 - Download from Mega, Nexus

 

DynDOLOD Patches 2.22 - Download from Mega, Nexus

 


 

[spoiler=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

 

 

[spoiler=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

 

 

[spoiler=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

 

 

[spoiler=Changelog DynDOLOD 2.22]

DynDOLOD Patches - fixed a typo in Wizard.txt

 

 

 

 

See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skryim mods.

 

DynDOLOD 2.18

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Sounds like static LOD is not unloading. Save and reload.

Test with new game, use 'cow arminaduplicate003 0 0' from main menu

If using crash fixes with OSAllocators check custom memory settings.

Make sure to use proper ini settings by using BethINI

I still seem to be having regular issues in the Beyond Reach worldspace with static LOD not unloading.  Even if I restart Skyrim and load into a previous save some times it will load in fine with no LOD problem, other times on the same save it'll load in with static LOD still hanging around.  It is happening both in the main worldspace and inside Arnima city.  Last time it happened and was present immediately on loading in I checked the memory blocks usage and they were in the 65-85% range.  I'm not using the AlignHeapAllocate setting BTW.  My BethINI settings haven't changed in months so I'm certain there's nothing up with my inis.  I have regenerated full DynDOLOD and the problem still persists (although I didn't do the full clean update procedure as I was already in an interior cell and couldn't therefore disable.

 

Any further suggestions?

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I still seem to be having regular issues in the Beyond Reach worldspace with static LOD not unloading.  Even if I restart Skyrim and load into a previous save some times it will load in fine with no LOD problem, other times on the same save it'll load in with static LOD still hanging around.  It is happening both in the main worldspace and inside Arnima city.  Last time it happened and was present immediately on loading in I checked the memory blocks usage and they were in the 65-85% range.  I'm not using the AlignHeapAllocate setting BTW.  My BethINI settings haven't changed in months so I'm certain there's nothing up with my inis.  I have regenerated full DynDOLOD and the problem still persists (although I didn't do the full clean update procedure as I was already in an interior cell and couldn't therefore disable.

 

Any further suggestions?

The LOD data is not the problem, so generating it again won't change anything. It is most likely a memory/engine problem.

Also test with SKSE memory patch instead and crash fixes disabled.

Test different ENBoost settings, the ReservedMemorySizeMb especially.

Are you using cow from main menu or normal travel within the game? Using cow from one worldspace to another can cause stuck problems as well.

Edited by sheson
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OK, was beginning to think as much.  I'll try the original memory patch and some ENBoost tweaking.

 

I've only been travelling in-game, haven't tested with cow. I thought it might just be when I was fast travelling but even running from A to B causes the issue, plus if I make a save when it's happening then exit and load back in the issue is there immediately.  

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So with:

;Sheson memory patch
[Memory]
DefaultHeapInitialAllocMB=1280
ScrapHeapSizeMB=512

and:

[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=1024
VideoMemorySizeMb=11734
EnableCompression=true
AutodetectVideoMemorySize=true

And with UseOSAllocators=0 Skyrim launches and takes three times as long for Main Menu to appear, sits forever on the loading screen when I load a save, and eventually crashes before loading in.  So I'm guessing I am only able to run this setup at all if I am using UseOSAllocators=1 rather than your SKSE memory patch?

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So with:

;Sheson memory patch
[Memory]
DefaultHeapInitialAllocMB=1280
ScrapHeapSizeMB=512

and:

[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=1024
VideoMemorySizeMb=11734
EnableCompression=true
AutodetectVideoMemorySize=true

And with UseOSAllocators=0 Skyrim launches and takes three times as long for Main Menu to appear, sits forever on the loading screen when I load a save, and eventually crashes before loading in.  So I'm guessing I am only able to run this setup at all if I am using UseOSAllocators=1 rather than your SKSE memory patch?

Both these setting DefaultHeapInitialAllocMB=1280 (and also  ReservedMemorySizeMb=1024) seems high.

Have you run with Memory Blocks Log if that much default heap allocation is even needed for your setup?

 

I finally had some time to look at the latest Beyond Reach download from Nov 15 and it looks like something is off with some of the BTR files for the terrain LOD for the main worldspace arnimaDuplicate003. I wonder if they cause your problem.

 

See if this terrain LOD fixes it for you. It overwrites most BTR files in the arnima.BSA.

If that doesn't change anything for you, try to unpacking arnima.BSA and only using loose files. Remove/hide meshes\terrain\arnimaduplicate003\ and then make sure only the new ones from my download exist in the load order.

If you are using MO that should be straight forward to test.

This test does not affect whatever LOD you generated with DynDOLOD, so just keep it.

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I am running into what looks like purple LODs for shrubs. So far only in the tundra around Whiterun. It's a little hard to see, but my mouse pointer is on it. image

 

When I get closer, that colour disappears entirely which is why I assume missing textures. I have used DynDOLOD for a long time and never run into this issue before. Using the latest version, on a brand new game. Is there any other info from me that would be helpful, or any insight you could give? :)

Edited by Noobsayer
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I am running into what looks like purple LODs for shrubs. So far only in the tundra around Whiterun. It's a little hard to see, but my mouse pointer is on it. image

 

When I get closer, that colour disappears entirely which is why I assume missing textures. I have used DynDOLOD for a long time and never run into this issue before. Using the latest version, on a brand new game. Is there any other info from me that would be helpful, or any insight you could give? :)

Reinstall whatever flora overhaul mod and its LOD source and textures. Check ..\DynDOLOD\Logs\DynDOLOD_log.txt for texture not found messages around the "Creating atlas textures ..." messages

Edited by sheson
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Reinstall whatever flora overhaul mod and its LOD source and textures. Check ..\DynDOLOD\Logs\DynDOLOD_log.txt for texture not found messages around the "Creating atlas textures ..." messages

Hmm, I did a search for "creating atlas" in my log, no messages about missing textures around those lines. I did get a lot of messages about missing LODs for shrubs, but I assume that's normal. I'm using the latest version of SFO + billboards as my only flora mod, so will try reinstalling to be safe.

 

My dyndolod log is here, for what it's worth.

Edited by Noobsayer
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Do you use SFO by the way? I remember people complained about purple LODs, only to find out that is it a LOD for purple lupins that Vurt added in SFO.

 

I was actually about to come back here to report what I think is something similar after re-running everything (texgen as well) and starting a new game ...

 

I don't think it's lupins though. I think it's actually lavender. Except the billboards are so frickin bright that it looks really off, because it took a lot of running around until I could find examples next to a clear landmark to figure it out. The actual lavender up close isn't nearly that bright and is usually buried in grass. Is there a way to not use that billboard? IE, if I find it and delete it, then rerun everything again, what happens? Or is there a more elegant solution?

 

EDIT: This is indeed with using SFO, the latest beta, and the updated billboards for it.

Edited by Noobsayer
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I was actually about to come back here to report what I think is something similar after re-running everything (texgen as well) and starting a new game ...

 

I don't think it's lupins though. I think it's actually lavender. Except the billboards are so frickin bright that it looks really off, because it took a lot of running around until I could find examples next to a clear landmark to figure it out. The actual lavender up close isn't nearly that bright and is usually buried in grass. Is there a way to not use that billboard? IE, if I find it and delete it, then rerun everything again, what happens? Or is there a more elegant solution?

 

EDIT: This is indeed with using SFO, the latest beta, and the updated billboards for it.

You can just delete the dds for that and then generate (only) tree LOD again to remove it.

 

Look at the log again for lines that look like

 

TreeFloraLavender01 "Lavender" [TREE:0001BB3D] using  LOD Textures\Terrain\LODGen\Skyrim.esm\....dds

 

Just delete that referenced file... or maybe edit the texture in an image program to make it darker.

 

You are correct about the missing textures for shrubs/bushes. That is normal.

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Should lanterns of skyrim be lighting up in the lod with this? Because it doesn't for me even though I installed the patch and generated the lod with fxglow and candles enabled.

Yes they should. why else woold there be all that text about it in the manual and the patch :)

Double check you installed the script patches correctly (interior save) and they are not overwritten by anything. Test with a new game.

Edited by sheson
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