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Dynamic Distant Objects LOD - DynDOLOD 2.27


sheson

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A newer version of DynDOLOD is available

 

DynDOLOD 2.22/2.23/2.24/2.25/2.26/2.27 minor version update post | Major version update Post | Skyrim Special Edition

 

What’s New?

 

This update includes general performance and stability improvements for DynDOLOD.exe, TexGen.exe and LODGen.exe. See change log below for more info.

 

There is no need to update LOD generated by earlier versions just because the tools have been updated. See Full update post for 2.xx update instructions

 


 

TexGen.exe now offers changing the texture output formats for advanced users. Leave at default for typical use. To change the texture format of the texture atlases created by DynDOLOD.exe edit its INIs. See docs\DynDOLOD_TexGen.html for more info.

 

DynDOLOD.exe and LODGen.exe now offer to generate LOD Level 32 static object LOD without billboard trees, which can be used for the map. See docs\trees.ultra\DynDOLOD-Trees.html for more info.

 

All tools have been updated to support Skyrim SE. This is in beta and limited for obvious and well known reasons. It should only be used by experienced DynDOLOD users. See docs\DynDOLOD_Manual_SSE.html for more info. It explains the key differences and similarities, as well as the new features introduced by Skyrim SE and its bugs/problems.

 


 

Skyrim

 

Mods Requiring DynDOLOD

Enhanced Landscapes - Winter Edition - 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

 

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

Helarchen Creek

Realistic Boat Bobbing

Skysight - Simply Bigger Trees - Billboards

Dragon Bridge

 


 

DynDOLOD 2.26 - Download from Mega | DynDOLOD 2.26 - Download from Mega

 

DynDOLOD Resources 2.22 for Skyrim - Download from Mega

 

DynDOLOD Resources SE 2.22 for Skyrim SE - Download from Mega

 

DynDOLOD Patches 2.23 for Skyrim - Download from Mega

 


 

[spoiler=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

 

 

[spoiler=Changelog DynDOLOD 2.23]

DynDOLOD.exe - fixed some default INI settings

DynDOLOD Patches - update Beyond Reach billboards to be also for arnima.esm

 

 

[spoiler=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

 

 

[spoiler=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

 

 

 

[spoiler=Changelog DynDOLOD 2.26]

LODGen.exe - fixed a crash caused by a missing serialization

 

 

[spoiler=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

 

 

 

 

 

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

 

DynDOLOD 2.21

 

Skryim typos may be intentional as long as Skyrim SE has severe visual and game breaking bugs

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Maybe whatever the cause exists in both wordspaces, or things other than references (navmeshes maybe, I don't know much about them) are shared across child and parent world. Maybe it is about something that only loads when the area becomes active, regardless of worldspace.

I usually only deal with simple references and LOD, not with NPC, Quests etc so i can't say much about that...

 

 

Could be the old known corrupt spawn problem https://forums.bethsoft.com/topic/1033875-tracking-down-a-corrupt-spawn-point/

You can use Alt+F3 worldspace browser in xEdit to quickly navigate using the map of a worldspace (right click on the map to focus on a cell).

Thanks both for the replies.  I actually got to the issue last night (well, this morning at about 4am if truth be told!) after three days of searching!  By disabling plugins in binary fashion I narrowed it down to one large merge (42 plugins).  It was further complicated by the fact that on first load on a new game with the plugin enabled there was no crash, it was only after saving and reloading that the crash occurred so I went through the whole process several times discarding this plugin initially as it didn't seem to be the cause!  Going through every plugin in the merge and checking all the Tamriel/WindhelmWorld cells didn't reveal anything.  The merge however did also contain Snow Shader Fix - https://www.nexusmods.com/skyrim/mods/51495/? - which whilst having no direct edits in Windhelm does, well, snow right!  Checking the mod OP there is mention of disappearing walls on the palace but nothing else, however checking comments reveals the answer to the riddle:

 

6xdv3Zy.png

 

So nothing to do with LOD, navmesh, NPCs or anything else I spent hours trawling through.  Just a bloody snow shader/parallax mesh incompatibility that I found almost by accident!

 

Thank you as always for the willingness to assist, much appreciated!

Edited by dunc001
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Ok, I have an odd situation, and I am looking for a hopefully easy fix. I installed "Skysight -Simply bigger trees", then I have "Skyrim bigger trees" directly below it. This makes for some massive, very realistic trees, and I use the LOD from Skysight and it matches well visually, except the LOD tree sizes are to small. I tried to read through everything to see what to do to fix it, but I am over 50 now and my brain just cant absorb all of this stuff as easy as it used to. Anyway, i was wandering if the ini files for the lod can be adjusted manually to do this? Maybe the scale size or the height/width? I could experiment, but I'd rather not spend hours tinkering with it if someone could kindly give me the easy answer to this.  Thanks much! 

 

[LOD]
Width=863.142700
Height=2556.195801
Model=Landscape\Trees\TreePineForest01.nif
Scale=1.6
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Ok, I have an odd situation, and I am looking for a hopefully easy fix. I installed "Skysight -Simply bigger trees", then I have "Skyrim bigger trees" directly below it. This makes for some massive, very realistic trees, and I use the LOD from Skysight and it matches well visually, except the LOD tree sizes are to small. I tried to read through everything to see what to do to fix it, but I am over 50 now and my brain just cant absorb all of this stuff as easy as it used to. Anyway, i was wandering if the ini files for the lod can be adjusted manually to do this? Maybe the scale size or the height/width? I could experiment, but I'd rather not spend hours tinkering with it if someone could kindly give me the easy answer to this.  Thanks much! 

 

[LOD]

Width=863.142700

Height=2556.195801

Model=Landscape\Trees\TreePineForest01.nif

Scale=1.6

The LOD trees should be about the right automatically if you installed Skysight - Simply Bigger Tree Billboards after the vanilla billboards and then generated tree LOD.

 

Skyrim bigger trees just scales the trees via values in the plugin and that scaling affects both the full model and the tree LOD when it is generated. However, the larger the scaling the more the imperfections of slightly incorrect width/height of the billboards might be noticeable.

 

If just the height needs adjusting then raise the height value. If the LOD tree appears overall small in width and height, then either raise both width/height or use scale, which will make a tree bigger in all directions.

 

While you are working on this, just generate tree LOD to test it, uncheck the static and dynamic LOD to save time.

 

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The LOD trees should be about the right automatically if you installed Skysight - Simply Bigger Tree Billboards after the vanilla billboards and then generated tree LOD.

 

Skyrim bigger trees just scales the trees via values in the plugin and that scaling affects both the full model and the tree LOD when it is generated. However, the larger the scaling the more the imperfections of slightly incorrect width/height of the billboards might be noticeable.

 

If just the height needs adjusting then raise the height value. If the LOD tree appears overall small in width and height, then either raise both width/height or use scale, which will make a tree bigger in all directions.

 

While you are working on this, just generate tree LOD to test it, uncheck the static and dynamic LOD to save time.

 

Thank so much!!!

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Hey Sheson.  We at the Legacy of the Dragonborn mod page are getting reports that DynDOLOD is crashing with the latest version of Legacy.  Is it possible that the rules for Legacy need updating for the Latest version of the mod? v19 was a large update and things have probably changed since the last time for DynDOLOD.

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Hey Sheson.  We at the Legacy of the Dragonborn mod page are getting reports that DynDOLOD is crashing with the latest version of Legacy.  Is it possible that the rules for Legacy need updating for the Latest version of the mod? v19 was a large update and things have probably changed since the last time for DynDOLOD.

Here is an update for Legacy of the Dragonborn 19.1.0 that ensures new LOD generated with DynDOLOD 2.26 is working correctly.

 

I sent the same to icecreamassassin already.

Edited by sheson
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