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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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i'm having a problem with the College of Winterhold.  I'm using the Sexy Winterhold College retexture but for whatever reason TexGen/DynDOLOD aren't picking up the new textures so as I approach from a distance the College is dark grey, and as I get closer the black and white textures begin to flicker in until I get close enough and the complete retex takes over.  What do I need to do or check to make sure the textures are correctly applied to the LODs?

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On 5/15/2017 at 5:54 AM, Mebantiza said:

Hi, In solitude Dyndolod seems to be adding a duplicate set of windows, but only on Angeline Aromatics building and only then, on the 2nd floor. I disabled Dyndolod and those excess windows went away. This is a recent install, fresh, with no reside from any old installs. I havent seen this sort of thing in any other city or town, but will check all other cities towns as I can.

 

The id I got off them are

 

97004548

970010d7

Test with a new game. If it is OK then redo clean save routine again.

 

If it also happens with a new game, look up the references in xEdit and check their Editor ID. It is in the form of [PluginName.esp]_[FormID]. A mod may be doing something that needs a workaround/setting. Let me know the PluginName. Let me know if unclear and I will explain in more detail.

 

If the PluginName.esp happens to be DynDOLOD.esp, add its load order (97) to the FormID and look that up until you find PluginName that is not DynDoLOD.

On 5/16/2017 at 10:02 PM, dunc001 said:

i'm having a problem with the College of Winterhold.  I'm using the Sexy Winterhold College retexture but for whatever reason TexGen/DynDOLOD aren't picking up the new textures so as I approach from a distance the College is dark grey, and as I get closer the black and white textures begin to flicker in until I get close enough and the complete retex takes over.  What do I need to do or check to make sure the textures are correctly applied to the LODs?

The college uses pre-rendered LOD textures that can not be automatically created from a couple source textures.

 

textures\lod\winterholdlod01.dds

textures\lod\winterholdlod02.dds

 

You could try loading the college models in nifskope with the mods textures applied and do screenshots - just like you would for billboards. Then use those to update the LOD textures in an image program.

 

Check Abendaron HD LOD Textures. He created improved versions of the pre-rendered LOD textures that TexGen can not do. Maybe check that mod or ask him for tips.

 

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The college uses pre-rendered LOD textures that can not be automatically created from a couple source textures.

 

textures\lod\winterholdlod01.dds

textures\lod\winterholdlod02.dds

 

You could try loading the college models in nifskope with the mods textures applied and do screenshots - just like you would for billboards. Then use those to update the LOD textures in an image program.

 

So are those the two lod textures I'd need to edit?

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Hello.

 

I tried generating LODs for SSE and I'm getting this at the end of the process and doesn't create the DynDOLOD.esp...

 

[00:31:14.641] Waiting for LODGenx64.exe to finish ...
[00:31:19.645] Waiting for LODGenx64.exe to finish ...
[00:31:24.650] Waiting for LODGenx64.exe to finish ...
[00:31:29.656]
[00:31:29.656] Exception in unit functions line 379: Cannot open file "E:\Games Instalate\Skyrim Special Edition Mods\SSEEdit 3.2-164-3-2\Logs\LODGen_SSE_Tamriel_log.txt". The process cannot access the file because it is being used by another process
 
the thing is that LODGenx64.exe is not finishing yet and DynDOLOD is trying to read the log that is used by LODGenx64.exe... what can i do to delay reading the log until it finishes generating lods?
 
thanks.
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Hello.

 

I tried generating LODs for SSE and I'm getting this at the end of the process and doesn't create the DynDOLOD.esp...

 

[00:31:14.641] Waiting for LODGenx64.exe to finish ...
[00:31:19.645] Waiting for LODGenx64.exe to finish ...
[00:31:24.650] Waiting for LODGenx64.exe to finish ...
[00:31:29.656]
[00:31:29.656] Exception in unit functions line 379: Cannot open file "E:\Games Instalate\Skyrim Special Edition Mods\SSEEdit 3.2-164-3-2\Logs\LODGen_SSE_Tamriel_log.txt". The process cannot access the file because it is being used by another process
 
the thing is that LODGenx64.exe is not finishing yet and DynDOLOD is trying to read the log that is used by LODGenx64.exe... what can i do to delay reading the log until it finishes generating lods?
 
thanks.

 

Do not mix the DynDOLOD standalone installation with old versions or an xEdit installation.

 

It seems LODGenx64.exe takes a very long long time to complete a worldspace - which is perfectly fine, it can happen.

 

Please update to this test version and see if it behaves correctly when it gives up waiting for LODGenx64.exe to finish.

 

In case there are still problems, edit DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas in notepad and change the value of 600 in line #658 to something higher. It is the number of seconds it waits.

Edited by sheson
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Do not mix the DynDOLOD standalone installation with old versions or an xEdit installation.

 

It seems LODGenx64.exe takes a very long long time to complete a worldspace - which is perfectly fine, it can happen.

 

Please update to this test version and see if it behaves correctly when it gives up waiting for LODGenx64.exe to finish.

 

In case there are still problems, edit DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas in notepad and change the value of 600 in line #658 to something higher. It is the number of seconds it waits.

Thanks!

 

This version worked like a charm and finished saving the esp.

 

LODGenx64.exe took a long time to complete a worldspace because i was generating ultra trees.

 

thanks again.

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Hello,

I've been using DynDOLOD for quite some time now and everything was always fine, but now I'm on Solstheim and I noticed that I don't see the big mushrooms in the distance (The giant Telvanni one and the other houses are there, but not all the other mushrooms near it). I've genereated DynDOLOD with medium settings. Is anyone else having this problem?

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Hello,

I've been using DynDOLOD for quite some time now and everything was always fine, but now I'm on Solstheim and I noticed that I don't see the big mushrooms in the distance (The giant Telvanni one and the other houses are there, but not all the other mushrooms near it). I've genereated DynDOLOD with medium settings. Is anyone else having this problem?

A mod may be changing the base record of the full model causing this.

 

Open console and click on the full model, note its Form ID, look it up in xEdit.exe and then CTRL+Click through onto the NAME - Base entry to see if a mod changes the default full model nif for example. Let me know in case you need more detailed instructions.

 

Let me know the mods name or if there is no mod is changing it.

Edited by sheson
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Nothing changes the Base records or the models.

We are talking about these mushrooms right? 

 

0401e136 DLC2TreeMushroomTree01, 0401e137 DLC2TreeMushroomTree02, 040e142 DLC2TreeMushroomTree03 and 0401e149 DLC2TreeMushroomTreeGroup01

 

Are all of them not having LOD or only specific ones?

 

 

Check if ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt lists the LOD models for them

 

meshes\dlc02\lod\mushroomtrees\dlc2mushroomtreegroup01_lod.nif
meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree03_lod.nif
meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree02_lod.nif
meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree01_lod.nif
 
If not, double check in ..\DynDOLOD\Logs\DynDOLOD_TES5_log.txt that Dragonborn.bsa is loaded when DynDOLOD starts up.  If the BSA is loaded, make sure it actually contains the above LOD models. The vanilla BSA does, but maybe the BSA was optimized or is corrupt.
 
If they are listed, check there are any lines in ..\DynDOLOD\Edit Scripts\Export\LODGen_TES5_DLC2SolstheimWorld.txt using these LOD models. Just search for "dlc2mushroomtree01_lod.nif" for example and you should fine lines that look like
 
0401E140 00000000 73637.664062 25815.455078 1777.705322 0.0000 0.0000 0.0000 1.0 DLC2TreeMushroomTree01 00008000 meshes\dlc02\plants\dlc2mushroomtree01.nif meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree01_lod.nif 

Let me know what you find.

Edited by sheson
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Yes, these are the ones I'm talking about and they are all missing.

 

Ok, I found everything you mentioned except the lines in the LODGen_TES5_DLC2SolstheimWorld.txt - there is no mention of these LOD meshes in this file. But Dragonborn.bsa is loaded and and the DynDOLOD_TES5_meshes.txt lists them correctly.

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Yes, these are the ones I'm talking about and they are all missing.

 

Ok, I found everything you mentioned except the lines in the LODGen_TES5_DLC2SolstheimWorld.txt - there is no mention of these LOD meshes in this file. But Dragonborn.bsa is loaded and and the DynDOLOD_TES5_meshes.txt lists them correctly.

Check if ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_lodgen.txt contains

Dragonborn.esm;0001E136;DLC2TreeMushroomTree01    00008000        meshes\dlc02\plants\dlc2mushroomtree01.nif    meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree01_lod.nif        
Dragonborn.esm;0001E137;DLC2TreeMushroomTree02    00008000        meshes\dlc02\plants\dlc2mushroomtree02.nif    meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree02_lod.nif        
Dragonborn.esm;0001E142;DLC2TreeMushroomTree03    00008000        meshes\dlc02\plants\dlc2mushroomtree03.nif    meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree03_lod.nif        
Dragonborn.esm;0001E149;DLC2TreeMushroomTreeGroup01    00008000        meshes\dlc02\plants\dlc2mushroomtreegroup01.nif    meshes\dlc02\lod\mushroomtrees\dlc2mushroomtreegroup01_lod.nif        

Which low, medium, high option did you use to generate LOD? You added any custom meshes rules? You could upload/post the settings from the last generation saved in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini

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DynDOLOD_TES5_lodgen.txt does not contain these lines.

 

I just started DynDOLOD (with Mod Organizer) and clicked "Medium", nothing else.

 

This is the DynDOLOD_TES5_LODGen preset default.ini:

[Skyrim]
ShowHint=1
World=Blackreach (Blackreach) - Skyrim.esm
Export=D:\Philipp\Downloads\Programme\Patches & Mods\Skyrim\Tools\DynDOLOD\Edit Scripts\Export\LODGen_TES5_several.txt
Destination=D:\Philipp\Downloads\Programme\Patches & Mods\Skyrim\Tools\DynDOLOD\DynDOLOD_Output\
DataPath=D:\spiele\Steam\steamapps\common\Skyrim\Data\
DontFixTangents=1
NoTangents=0
NoColors=0
NoMaterial=0
RemoveUnseen=1
RemoveUnseenIgnoreWater=0
LODLevel=0
LODX=0
LODY=0
LODScale=
Brightness=30
NearGridToLoad=11
FarGridToLoad=21
DoLODGen=1
DoDynDOLOD=1
CreateAtlas=1
UseCache=0
DoTreeLOD=1
UseOrgLOD=0
SkyFalls=1
Glow=0
GlowHigh=0
FakeLights=0
FakeLightsChildWorld=0
Candles=0
FXGlow=0

[Skyrim LODGen]
LODGen1=sky\,,,,,Unchanged,0
LODGen2=magic\,,,,,Unchanged,0
LODGen3=furniture\dragonfurniture\,,,,,Unchanged,0
LODGen4=swirl,,,,,Unchanged,0
LODGen5=windowglow,,,,,Unchanged,0
LODGen6=movlod,,,,,Unchanged,0
LODGen7=1stperson,,,,,Unchanged,0
LODGen8=loadscreen,,,,,Unchanged,0
LODGen9=holycow,,,,,Unchanged,0
LODGen10=heb\ship\panksex.nif,,,,,Unchanged,0
LODGen11=effects\fxwaterfallthinsmall.nif,,,,,Unchanged,0
LODGen12=clutter\beehive01.nif,,,,,Unchanged,0
LODGen13=dlc01\effects\testdlcfxrapidsfallsline01.nif,,,,,Unchanged,0
LODGen14=dlc01\effects\testdlcfxrapids.nif,,,,,Unchanged,0
LODGen15=skyrim.esm !open cities skyrim.esp;000ee66d,,,,,Delete,0
LODGen16=skyrim.esm !open cities skyrim.esp;0005d2be,,,,,Delete,0
LODGen17=dlc01\soulcairn\sc_towerfloatingrocks,,,,Far LOD,Unchanged,0
LODGen18=dlc01\effects\fxsoulcairnbeam.nif,,,,Far LOD,Unchanged,0
LODGen19=seruinswaygate01.nif,,,,Far LOD,Original,0
LODGen20=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallf01.nif,,,,Far LOD,Unchanged,0
LODGen21=_byoh\architecture\byohhouse\byohbyohwrhub1stflwalll01.nif,,,,Far LOD,Unchanged,0
LODGen22=_byoh\architecture\byohhouse\byohbyohwrhub1stflwalll02.nif,,,,Far LOD,Unchanged,0
LODGen23=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallm01.nif,,,,Far LOD,Unchanged,0
LODGen24=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallm02.nif,,,,Far LOD,Unchanged,0
LODGen25=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallr01.nif,,,,Far LOD,Unchanged,0
LODGen26=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallr02.nif,,,,Far LOD,Unchanged,0
LODGen27=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallf01.nif,,,,Far LOD,Unchanged,0
LODGen28=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwalll01.nif,,,,Far LOD,Unchanged,0
LODGen29=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwalll02.nif,,,,Far LOD,Unchanged,0
LODGen30=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallm01.nif,,,,Far LOD,Unchanged,0
LODGen31=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallmext01.nif,,,,Far LOD,Unchanged,0
LODGen32=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallmext02.nif,,,,Far LOD,Unchanged,0
LODGen33=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallr01.nif,,,,Far LOD,Unchanged,0
LODGen34=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallr02.nif,,,,Far LOD,Unchanged,0
LODGen35=_byoh\architecture\byohhouse\byohbyohwrhubchimneyext01.nif,,,,Far LOD,Unchanged,0
LODGen36=_byoh\architecture\byohhouse\byohbyohwrhubext01.nif,,,,Far LOD,Unchanged,0
LODGen37=_byoh\architecture\byohhouse\byohbyohwrlonghskext01.nif,,,,Far LOD,Unchanged,0
LODGen38=_byoh\architecture\byohhouse\byohbyohwrlonghslext01.nif,,,,Far LOD,Unchanged,0
LODGen39=_byoh\architecture\byohhouse\byohbyohwrlonghsrext01.nif,,,,Far LOD,Unchanged,0
LODGen40=_byoh\architecture\byohhouse\byohbyohwrporchkext01.nif,,,,Far LOD,Unchanged,0
LODGen41=_byoh\architecture\byohhouse\byohbyohwrporchlext01.nif,,,,Far LOD,Unchanged,0
LODGen42=_byoh\architecture\byohhouse\byohbyohwrporchrext01.nif,,,,Far LOD,Unchanged,0
LODGen43=_byoh\architecture\byohhouse\byohbyohwrshackext01.nif,,,,Far LOD,Unchanged,0
LODGen44=_byoh\architecture\byohhouse\byohbyohwrshackext02.nif,,,,Far LOD,Unchanged,0
LODGen45=_byoh\architecture\byohhouse\byohbyohwrtowerkext01.nif,,,,Far LOD,Unchanged,0
LODGen46=_byoh\architecture\byohhouse\byohbyohwrtowerlext01.nif,,,,Far LOD,Unchanged,0
LODGen47=_byoh\architecture\byohhouse\byohbyohwrtowerrext01.nif,,,,Far LOD,Unchanged,0
LODGen48=_byoh\architecture\byohhouse\byohbyohwrtowerroofk01.nif,,,,Far LOD,Unchanged,0
LODGen49=_byoh\architecture\byohhouse\byohbyohwrtowerroofl01.nif,,,,Far LOD,Unchanged,0
LODGen50=_byoh\architecture\byohhouse\byohbyohwrtowerroofr01.nif,,,,Far LOD,Unchanged,0
LODGen51=_byoh\architecture\byohhouse\byohbyohwrshackroof01.nif,,,,Far LOD,Unchanged,0
LODGen52=_byoh\architecture\byohhouse\byohbyohwrshackroof02.nif,,,,Far LOD,Unchanged,0
LODGen53=_byoh\architecture\byohhouse\byohfishdock01.nif,,,,Near LOD,Unchanged,0
LODGen54=dlc02\clutter\misc\siltstrider01.nif,,,,Far LOD,Unchanged,0
LODGen55=dlc02\dungeons\apocrypha\clutter\dlc2apocenvtenticle01.nif,,,,,Unchanged,0
LODGen56=dlc02\dungeons\apocrypha\clutter\dlc2apocenvtenticlesky01.nif,,,,,Unchanged,0
LODGen57=dlc02\dungeons\apocrypha\exterior\apotempletowertop01.nif,,,,,Unchanged,0
LODGen58=dlc02\dungeons\apocrypha\animated\hermaeusmorasface01.nif,,,,,Unchanged,0
LODGen59=dlc02\dungeons\apocrypha\animated\hermaeusmorasface02.nif,,,,,Unchanged,0
LODGen60=dlc02\dungeons\apocrypha\animated\hermaeusmorasface03.nif,,,,,Unchanged,0
LODGen61=unofficial skyrim legendary edition patch.esp;00100d63,,,,,Delete,0
LODGen62=architecture\whiterun\wrbuildings\wrfarmhousewindmill.nif,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,3
LODGen63=architecture\solitude\farms\sfarmhousesilo.nif,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,3
LODGen64=fxwaterfallbodyslopesfdistant,,,,Far LOD,Disable,0
LODGen65=fxwaterfallbodytallsfdistant,,,,Far LOD,Disable,0
LODGen66=fxwaterfallbodytall02sfdistant,,,,Far LOD,Disable,0
LODGen67=fxwaterfallbody,,Static LOD8,Static LOD16,Far LOD,Unchanged,1
LODGen68=hearthfireextended.esp;00008834,,,,,Copy,0
LODGen69=farmhouse\farmfreefireexttopcap.nif,,,,Far Full,Unchanged,0
LODGen70=fxsmokechimney,,,,Near LOD,Unchanged,0
LODGen71=skyrim.esm;0005c854,,,,,Delete,0
LODGen72=dbm resources\landscape\slabpillar01.nif,Full model,Full model,,Far LOD,Unchanged,0
LODGen73=\hay\,,,,,Unchanged,1
LODGen74=\roadchunk,,,,,Unchanged,1
LODGen75=\snowdrifts\,,,,,Unchanged,1
LODGen76=\rockl,,,,,Unchanged,1
LODGen77=\rockm,,,,,Unchanged,1
LODGen78=\rocks0,,,,,Unchanged,1
LODGen79=\rockcliff03,Static LOD4,,,,Unchanged,1
LODGen80=\rockcliff04,Static LOD4,,,,Unchanged,1
LODGen81=\rockcliff06,Static LOD4,,,,Unchanged,1
LODGen82=\rockpile,,,,,Unchanged,1
LODGen83=\icepile,,,,,Unchanged,1
LODGen84=casextblocks,,,,,Unchanged,0
LODGen85=impextblocks,,,,,Unchanged,0
LODGen86=impexticeblocks,,,,,Unchanged,0
LODGen87=slightpost,,,,,Unchanged,0
LODGen88=wrbrazier,,,,,Unchanged,0
LODGen89=tundradriftwood,Static LOD8,Static LOD8,Static LOD16,,Unchanged,1
LODGen90=01burning,,,,Near LOD,Unchanged,0
LODGen91=01landburning,,,,Far LOD,Unchanged,0
LODGen92=apocontrolring01water,,,,Near LOD,Unchanged,0
LODGen93=farmhousewindmillfan,,,,Far LOD,Replace,0
LODGen94=sfarmhousemillfan,,,,Far LOD,Replace,0
LODGen95=fxcreek,,,,Near LOD,Unchanged,0
LODGen96=fxrapids,,,,Near LOD,Unchanged,0
LODGen97=dlc2cliffbasalt,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1
LODGen98=dlc2dwe,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1
LODGen99=redorantemple01,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1
LODGen100=fxwaterfallmist,,,,,Unchanged,0
LODGen101=fxwaterfall,,,,Near LOD,Unchanged,0
LODGen102=imperialship01,,,,Far LOD,Unchanged,0
LODGen103=shiplargekatariah02,,,,Far LOD,Unchanged,0
LODGen104=shipcaptainsbroken01,,,,Far LOD,Unchanged,0
LODGen105=slighthousefire,,,,Far LOD,Unchanged,0
LODGen106=solituderotor,,,,Far LOD,Replace,0
LODGen107=water1024.nif,,,,Near LOD,Unchanged,0
LODGen108=water2048,,,,Near LOD,Unchanged,0
LODGen109=waterwheel,,,,Far LOD,Replace,0
LODGen110=wrhouseshack01destroyed.nif,,,,Far LOD,Unchanged,0
LODGen111=wrtempletree01.nif,,,,Far LOD,Unchanged,0
LODGen112=wrtempletree02.nif,,,,Far LOD,Unchanged,0
LODGen113=wrtempletreesapling01.nif,,,,Far LOD,Unchanged,0
LODGen114=tree,Billboard,Billboard,Billboard,Near LOD,Unchanged,1
LODGen115=\,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1


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