DynDOLOD 2.30/2.31/2.32/2.33/2.34/2.35/2.36/2.37/2.38/2.39/2.40/2.41/2.42/2.43 minor version update post | Major version update Post | Skyrim Special Edition / Skyrim VR
This update includes updated papyrus scripts in DynDOLOD Resources 2.30 that require a DynDOLOD.esp generated by DynDOLOD Standalone 2.30 or higher. Do not mix with older versions.
If an existing save is updated, 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 meshes/skse/textures and uninstall old DynDOLOD Resources, which includes the old papyrus scripts
Start game, load last save, wait a bit, save again.
Install new DynDOLOD Resources 2.30 which includes the new papyrus scripts.
Generate LOD. Install the output with 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.
Follow the same procedure for Skyrim SE even though there are no papyrus scripts.
Better performing papyrus scripts thanks to pointers from Borgut1337.
Better support for reading any text/ini file from BSA.
Fixed a bug with supporting mods that add new cells beyond borders, reported by Kelmych.
Hopefully fixed all of the out of memory errors when creating texture atlas (mainly happened for SSE).
Added ESL plugin support (2.32)
DynDOLOD.exe now tries to ignore and report wild edits that add floating objects above Bleakwind Basin at cell 0, 0 of Tamriel. I would be interested in feedback, especially when it got it right with the mods name, so i can verify the parameters of the wild edits to refine the detection.
DynDOLOD.exe will now warn if it encounters deleted references. It helps me to remember to clean mods.
Lots of code maintenance in xEdit carried over, thanks to Zilav being productive and lots of updates in LODGen as well for stuff happening in the background. See changelog below.
There is no need to update LOD generated by earlier versions just because the tools have been updated. Consider updating or generating LOD from scratch in case you notice missing LOD for the mods listed below or if a problem that was affecting you was fixed.
Skyrim SE users might enjoy this video by WazaLang - even if you know how to generate 3D LODs already, just for views or the mixing of different tree mods for great results. The instructions work all the same with DynDOLOD standalone 2.30 or higher and DynDOLOD Resource SE 2.30 or higher.
Bruma, see this post and this thread
If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again.
Skyrim SE or Skyrim VR, see DynDOLOD Skyrim SE/VR BETA
Mods Requiring DynDOLOD - included rules
Solstheim Genesis (2.35)
Verified working out of the box - included rules
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)
Verified working out of the box
Arthmoor's Skyrim Villages - All In One (2.35)
Lush Vanilla Trees (2.35)
Ruska - Riften Player Home (2.35)
DynDOLOD Standalone 2.43 for Skyrim, Skyrim SE and Skyrim VR
DynDOLOD Resources 2.30 for Skyrim - Make sure to use matching or higher version of DynDOLOD Standalone.
DynDOLOD Resources SE 2.43 beta for Skyrim SE and Skyrim VR - Make sure to use matching or higher version of DynDOLOD Standalone.
DynDOLOD Patches 2.23 for Skyrim
See major version update post for full changelog of 2.xx versions, and general update history.
See DynDOLOD 2.22/2.23/2.24/2.25/2.26/2.27 minor version update post.
Skryim typos may be intentional as long as Skyrim SE has severe visual and game breaking bugs
Edited by sheson, 05 August 2018 - 11:25 AM.