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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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Been having unusual stuff happening. First Wrye Bash told me there was an error in JK's Skyrim when I was creating a Bashed Patch. So I removed JK's and rebuilt my patches.

 

Now I get this message from DynDOLOD:

 

Duplicate Form ID [0001A275] in file [90] DynDOLOD.esp

 

Any idea what this means. I tried to look in TES5Edit but I could not find any Form ID 0001A275...not sure what file 90 is referring to either.

 

Any help sincerely appreciated...miss my LODs!

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Been having unusual stuff happening. First Wrye Bash told me there was an error in JK's Skyrim when I was creating a Bashed Patch. So I removed JK's and rebuilt my patches.

 

Now I get this message from DynDOLOD:

 

Duplicate Form ID [0001A275] in file [90] DynDOLOD.esp

 

Any idea what this means. I tried to look in TES5Edit but I could not find any Form ID 0001A275...not sure what file 90 is referring to either.

 

Any help sincerely appreciated...miss my LODs!

See FAQ: Exception in unit xxx line xxx: Duplicate FormID [xxx] in file [xx] xxx.esp

 

Also if you use search for this error you will find a number of similar posts like this or this or this or this and it is always because people use a certain version of Wrye bash that generates a faulty bashed patch

 

 

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See FAQ: Exception in unit xxx line xxx: Duplicate FormID [xxx] in file [xx] xxx.esp

 

Also if you use search for this error you will find a number of similar posts like this or this or this or this and it is always because people use a certain version of Wrye bash that generates a faulty bashed patch

 

I did check for errors and there were some mods with errors. Started from scratch and reinstalled everything except mods that TES5Edit said had errors.

 

Found the FormID, but still couldn't pinpoint the problem.

 

Using Wrye Bash 307 beta1 - Standalone Executable...I can try downgrading to 306 non-beta Standalone and see if it makes a difference.

 

Deactivated Bashed Patch and generating now...

 

I googled my error but it didn't return any relevant info...will look over FAQ and forum better next time...sorry.

 

Anyway you are a genius, DynDOLOD is still my favorite mod...even though I have Seranaholic looking pretty ferocious now days!

 

THANK YOU! ::):

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Sheson, I noticed some floating GlowLOD meshes in Windhelm, maybe there are more I didn't noticed yet. How can this be fixed?

 

Example:

glowlod.jpg

Either by properly doing the clean save routine when updating an existing save game or if that is not the case, by identifying (the good old looking up of the Editor ID in xEdit and follow it until source mod has been found) and removing the mod that causes the problem. Once the problematic mod is identified let me know.

Edited by sheson
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