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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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Okay - floating windows happens with this simple load order too:

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
FISS.esp
SkyUI.esp
DynDOLOD - Addons.esp
Alternate Start - Live Another Life.esp
DynDOLOD.esp
 
Tested by coc windhelmexterior01 from main menu, enter windhelm, run up around to hjerim.
 
 
Edit:
 
Further testing. Disabled Dyndo in MCM while looking at windows in screen and the faded away.
 
Renabling caused the windows on the shattershield house to float in front of the actual windows.
 
Leaving windhelm, waiting 12 hours, re-entering caused diffferent windows to float.
Edited by LordOfLA
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Okay - floating windows happens with this simple load order too:

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
FISS.esp
SkyUI.esp
DynDOLOD - Addons.esp
Alternate Start - Live Another Life.esp
DynDOLOD.esp
 
Tested by coc windhelmexterior01 from main menu, enter windhelm, run up around to hjerim.
 
 
Edit:
 
Further testing. Disabled Dyndo in MCM while looking at windows in screen and the faded away.
 
Renabling caused the windows on the shattershield house to float in front of the actual windows.
 
Leaving windhelm, waiting 12 hours, re-entering caused diffferent windows to float.

 

Did you create just for Tamriel or additional worldspaces?

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I know this is going to come as a shock but I use NMM, so I ran the x64 versions directly through Windows.

 

O.k., I'll try rolling back to my 2.14 output file and save with the 2.19 resources then upgrading again. Maybe I just didn't wait long enough when performing the clean save procedure.

All world spaces.

Please download DynDOLOD Ressources 2.20 and just replace the cores files (only Papyrus script actually) and see if it fixes the problem with misplaced LOD objects. Edited by sheson
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It was during actual play I noticied it initially. I thought it was just something unique to me until I mentioned it in the r/skryrimmods irc channel and someone else said they had the issue too.

Really odd issue. I am going to make more changes to the scripts based on what we found to avoid similar oddities. There might still be the chance of something showing that shouldn't, though much less now.

Edited by sheson
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Hi Sheson, o.k. I've finally got a grasp on the 2.20 initiallization problem I'm having. Bottom line: DynDOLOD 2.20 only absolutely refuses to initialize when I use the output created using the Temporary=1 setting. DynDOLOD has no problems whatsoever initializing as soon as I move to an exterior space (in this case Solsthiem) as long as I'm using the output file created using the Temporary=0 setting. I hadn't noticed earlier becuase I was just dropping the ESP files into the Data folder to get a persistant reference count using countref. When I actually install either of the output complete files, only the one created using Temporary=0 lets DynDOLOD initialize.

 

Still, given that even that one has 9000 fewer persistent references that the previous versions did, I think I can get around to trying to "overload" the engine tomorrow and confirm whether this has actually made a difference.

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Hi Sheson, o.k. I've finally got a grasp on the 2.20 initiallization problem I'm having. Bottom line: DynDOLOD 2.20 only absolutely refuses to initialize when I use the output created using the Temporary=1 setting. DynDOLOD has no problems whatsoever initializing as soon as I move to an exterior space (in this case Solsthiem) as long as I'm using the output file created using the Temporary=0 setting. I hadn't noticed earlier becuase I was just dropping the ESP files into the Data folder to get a persistant reference count using countref. When I actually install either of the output complete files, only the one created using Temporary=0 lets DynDOLOD initialize.

 

Still, given that even that one has 9000 fewer persistent references that the previous versions did, I think I can get around to trying to "overload" the engine tomorrow and confirm whether this has actually made a difference.

Does it not give you any reason top left? Check last status message on any the MCM page by hovering above any text and watch for hint message at the bottom. Make a screenshot of the information page.

 

Exception in unit prepare line 620: Cannot create file "D:\Skyrim\data\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt". The system cannot find the path specified

It can not create the file that is mentioned. This is a file system access or permission problem that you need to fix on your end.

Do not install DynDOLOD Standalone patcher into the games data folder.

Edited by sheson
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Does it not give you any reason top left? Check last status message on any the MCM page by hovering above any text and watch for hint message at the bottom. Make a screenshot of the information page.

Nope, nothing relating to DynDOLOD appears in the top left when the output file created using the Temporary=1 setting is installed. I always get my setup's standard messages related to Death Alternative and Hypothermia Plus, but I only get the successful DynDOLOD activation message when I install the output file created using the Temporary=0 setting.

 

In the former case the "Last Message" in the Main DynDOLOD MCM window is "DynDOLOD deactivated".

 

Main screenshot: https://i.imgur.com/53ZtqfT.png

Information screenshot: https://i.imgur.com/7jk5xHL.png

Edited by Sundder
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I am working on making a mod compatible with Open Cities. It's called Whiterun Expansion. I have Dyndolod. Amazing mod. The mod adds an entrance to whiterun. The entrance is great except for the fact that there is an occlusion plane that blocks vision into town until you show up on the other side of the plane. I have moved and disabled the plane but it is still there in my game. Is Dyndolod putting it back?

 

Thanks!!

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I am working on making a mod compatible with Open Cities. It's called Whiterun Expansion. I have Dyndolod. Amazing mod. The mod adds an entrance to whiterun. The entrance is great except for the fact that there is an occlusion plane that blocks vision into town until you show up on the other side of the plane. I have moved and disabled the plane but it is still there in my game. Is Dyndolod putting it back?

 

Thanks!!

The patcher should not touch occlusion planes or anything that uses a base record with form id

Edited by sheson
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