; This is the DynDOLOD.INI for Skyrim Special Edition and Skyrim VR / SSE or TES5VR game modes (see https://dyndolod.info/Help/Game-Mode) [DynDOLOD] ; set to 1 to start in wizard mode, 0 to start in advanced mode ; https://dyndolod.info/Help/Wizard-Mode ; https://dyndolod.info/Help/Advanced-Mode Wizard=1 ; set to 1 for expert LODGen options in advanced mode, disables wizard automatically ; https://dyndolod.info/Help/Expert-Mode Expert=1 ; Vertexcolor multipliers for tree LOD models used in object LOD, see https://dyndolod.info/Help/Ultra-Tree-LOD ; use season identifier SPR, SUM, AUT, WIN, for distinct values for a specific season, for example CrownBrightness_WIN=0.666 CrownBrightness=1 TrunkBrightness=1 FlatTrunkBrightness=1 ; Do not change this setting ; 0 -> FullModel; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. ; NOTE: This setting changed meaning in version 2.44 ; RTFM before changing this setting ; set to 0 to use tree full model for static object LOD instead of billboard if a tree 3D LOD model is not found ; this can create HUGE static object LOD files and can potentially cause CTD because of invalid nif settings copied to *.bto ; identify the largest full models and create 3D LOD models, see https://dyndolod.info/Help/3D-Tree-LOD-Model ; Do not set this to 0 TreeFullFallBack=1 ; Billboard templates to use for tree LOD done in static object LOD ; set to desired billboard NIF file or Internal (traditional tree LOD style 2 plane X similar to DynDOLOD_flat_lod_2x2.nif) ; files with same name found in games ..\Data\DynDOLOD\ folder have priority over files found in this ..\DynDOLOD\Edit Scripts\DynDOLOD\ folder ; Internal will be used automatically if NIF file can not be found TreeBillboard1=Internal TreeBillboard2=DynDOLOD_flat_2x2_lod.nif TreeBillboard3=DynDOLOD_flat_3x2_lod.nif TreeBillboard4=DynDOLOD_flat_4x2_lod.nif TreeBillboard5=Internal TreeBillboard6=LODGen_flat_lod.nif ; tree LOD ignores X/Y rotation values. If the rotation exceeds the max tilt, the tree will be done as object LOD TreeLODMaxTilt=30 ; set to 1 to generate LOD Level 32 *.bto files ; if all mesh mask rules for LOD Level 32 are None, LOD Level 32 is indentical to LOD Level 16 but without any billboard trees ; set [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini ; if using the advanced or expert mode, check the Level32 checkbox next to the Object LOD checkbox Level32=1 ; set to 1 to force the HD flag on every shape with snow/ash in LOD Level 32 *.bto files ; set to -1 to unset HD flags on snow/ash AllHDLOD32=1 ; Because Bethesda simply does not comprehend people are modding exterior worldspaces ... ; set to 1 if uLargeRefLODGridSize=5 (value of uGridsToLoad) in SkyrimPrefs.ini, do this if it is certain that the large references system will not be used, so that no DynDOLOD.esm is created ; set to 0 if uLargeRefLODGridSize>5 (value of uGridsToLoad) in SkyrimPrefs.ini ; This setting has no effect when using DynDOLOD DLL NG which includes the large reference bugs workarounds IgnoreLargeReferences=0 ; minimum size for a tree to be considered large in case large reference workarounds are used and ultra tree LOD with the large option is checked TreeLargeRefSize=400 ; set to 1 to create empty *.btt files for the quads covered by object LOD meshes instead of creating an empty *.lst when generating ultra LOD ; allows keeping vanilla tree LOD for worldspaces with cut content CreateEmptyBTT=0 ; value to set BSLightingShaderProperty Lighting Effect 1 used by SLSF2_Soft_Lighting flag for billboards used in static object LOD, higher values are brighter FlatLODLightingEffect=0.0 ; 3rd texture used for SLSF2_Soft_Lighting flag by billboards used in static object LOD FlatLODGlowMap=textures\white.dds ; Set vertex colors for billboards used in static object LOD, 0.0 to 1.0, if value < 0.0 = no vertex color ; all 3 colors will be set to this same value so this acts as a brightness setting FlatLODVertexColor=0.55 ; Set vertex colors for billboards with normal map texture used in static object LOD, 0.0 to 1.0, if value < 0.0 = no vertex color ; all 3 colors will be set to this same value so this acts as a brightness setting FlatLODWithNormalMapVertexColor=0.50 ; Randomly change vertex color for billboards used in static object LOD, if value < 0.0 = no change FlatLODColorVariance=0.1 ; Randomly change height of billboards used in static object LOD to counter butterfly effect, set to 0.0 for no height change FlatLODHeightVariance=0.0 ; Set SLSF2_LOD_Objects flag for LOD levels equal or higher on billboards used in static object LOD ; Setting SLSF2_LOD_Objects flag disables all lighting effects ; 0 = none, 1 = LOD4, 2 = LOD8, 3 = LOD16, 4 = LOD32 FlatLODLevelLODFlag=0 ; The maximum resolution of textures - DirectX 11 supports up to 16384 ; standard tree LOD can only have one atlas texture per worldspace TreeLODMaxAtlasSize=16384 ; set to 1 to generate standard the tree LOD atlas texture as a "complex" texture with diffuse textures in the upper half and normal map texturs in the lower half ; generate standard tree LOD textures with normal map texture with TexGen first, will use flat replacement if normal map texture is not found ; requires community shader, see https://dyndolod.info/Mods/Community-Shaders ; pointless when using ultra tree LOD, which already has much better billboard tree LOD with normal map textures TreeLODComplexAtlas=0 ; set to 1 to set transparent background of billboards to their average color, requires TreeLODDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8 TreeLODCreateAverageColor=1 ; force even if an average color already seems to exist TreeLODForceAverageColor=0 ; set to 1 to set transparent background of grass LOD textures to their average color, requires ObjectLODAlphaDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8 GrassLODCreateAverageColor=1 ; force even if an average color already seems to exist GrassLODForceAverageColor=0 ; The maximum resolution of textures - DirectX 11 supports up to 16384 ; object LOD supports as many atlas textures as needed, but it also increases draw calls ObjectLODMaxAtlasSize=8192 ; set to 1 to set transparent background of object LOD textures to their average color, requires ObjectLODAlphaDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8 ObjectLODCreateAverageColor=1 ; force even if an average color already seems to exist ObjectLODForceAverageColor=0 ; Set LOD texture atlas formats ; Traditional 2D tree LOD does not use normal textures, but 2D tree LOD in static object LOD can make use of normal map if normals and bi/tangents are set ; NOTE: Compressing large textures with BC7 Max can take a while and can temporarily freeze the screen ; BC1 (DXT1) = 200 - for diffuse it converts any source alpha to transparency with threshold 128, for normal it removes specular (alpha) which usually is not used by LOD - there can be a black outline at the edge of opague/transparent pixels, use DXT5 or BC7 with alpha channel instead ; BC2 (DXT3) = 201 - LOD only uses transparency and the threshold is 128 ; BC3 (DXT5) = 202 - LOD only uses transparency and the threshold is 128 ; BC7 Quick = 225 - LOD only uses transparency and the threshold is 128 ; BC7 Max = 226 - LOD only uses transparency and the threshold is 128 ; R8G8B8 = 87 - has no alpha, so do not use for alpha diffuse ; A8R8G8B8 = 88 - LOD only uses transparency and the threshold is 128 ; If ObjectLODDiffuseFormat and ObjectLODAlphaDiffuseFormat are the same format one atlas texture file will be created. Otherwise two files, one for each format ObjectLODDiffuseFormat=200 ObjectLODAlphaDiffuseFormat=225 ObjectLODNormalFormat=200 TreeLODDiffuseFormat=225 ; 0 = no mipmaps, 1 = texconv, 2 = internally ObjectLODGenerateMipMaps=2 TreeLODGenerateMipMaps=2 ; The maximum resolution of textures - DirectX 11 supports up to 16384 MaxTextureSize=8192 ; the maximum resolution for the render buffer to use - set to 4096 if there are VRAM or main memory problems at start up MaxRenderResolution=8192 ; Gamma value for sRGB to linear conversion sRGBGamma=1.3 ; Texconv mipmap alpha coverage AlphaCoverage=0.85 ; Internal mipmap alpha factor AlphaFactor=0.25 ; File mask of textures not to add to the object LOD atlas texture. They will be used directly instead IgnoreTexture=mountainslab01.dds, mountainslab02.dds, dyndolod_atlas, flat_atlas, treelod.dds, treelod1.dds, treelod2.dds, treelod3.dds, treelod01.dds, treelod02.dds, treelod03.dds ; set to 1 to add ShowLocalMap flag, opening/closing map causes water to reflect references with the flag set (requires [Water] bReflectSky=1 in Skyrim.ini) - can cause CTD when opening map GlowLODLocalMap=0 ; set to 1 to export LIGH base record and references datas to JSON data files for community shaders, replaces fake lights LIGH2JSON=0 ; Fake Lights: minimum scale of glowing orb mesh required to add LOD for it, 1 equals 256 units FakeLightsMinScale=1 ; Fake Lights: minimum scale of glowing orb mesh required to add LOD for it in parent world, 1 equals 256 units FakeLightsChildWorldMinScale=1 ; Fake Lights: intensity of the glowing orb mesh, valid values from 1 to 9 FakeLightsIntensity=6 ; Set to 1 to create a new plugin file with LOD added to STAT base elements to use in CK old style static object LOD generation ; There should be no existing DynDOLOD plugin in the load order ; Same as starting in expert mode and clicking 'Create Mod' button CreateMod=0 ; Base record signatures to process for LOD BaseSignatures=STAT,TREE,ACTI,MSTT,CONT,FURN,DOOR ; leave at 5 even if using higher uGridsToLoad in the game uGridsToLoad=5 ; vanilla default is fMinSecondsForLoadFadeIn=1.5, set default seconds for in-game MCM setting to hide dyanmic LOD switching after fast travel fMinSecondsForLoadFadeIn=2.7 ; default mutiplier for in-game MCM window glow setting fNearMultiple=1.25 ; default mutiplier for in-game MCM window glow setting fFarMultiple=1.5 ; default mutiplier for in-game MCM window glow setting fNeverMultiple=1.75 ; Adjust terrain height for remove unseen faces function of LODGen.exe RemoveUnseenZShift=10.0 ; Changes the base records to a copy without the Has Distant LOD flag for references with enable parents to counter briefly showing object LOD when object are enabled ConvertEnabledReferences=1 ; set Partial Form flag on worldspace records ; in case enabling this setting works without issue, make a post on the official DynDOLOD support forum https://dyndolod.info/Official-DynDOLOD-Support-Forum PartialWorldspace=0 ; set Partial Form flag on persistent cell records ; in case this setting causes issues, make a post on the official DynDOLOD support forum https://dyndolod.info/Official-DynDOLOD-Support-Forum PartialPersistentCell=1 ; use decal flag from source mesh for static object LOD generated by LODGen.exe, can help with z-fighting of trimmings (flat shape on another flat shape) ; if decals fading behaves wierd see https://dyndolod.info/Help/Glow-LOD UseDecalFlag=0 ; (partial) mod file names to ignore, comma separated ; this will ignore references added by these mods, but process their overwrites ; do not ignore masters used by mods that are processed or else ... IgnoreModFileName=SDO Full-LOD, SolitudeExterior, WhiterunExterior, holycow, DynDOLOD Addon, DynDOLOD - Addon, JKs Markarth, JKs LITE - Markarth, JKs SuperLITE - Markarth, JKs Riften, JKs LITE - Riften, JKs SuperLITE - Riften, JKs Solitude, JKs LITE - Solitude, JKs SuperLITE - Solitude, JKs Windhelm, JKs LITE - Windhelm, JKs SuperLITE - Windhelm, RedMountainErupts, DawnofWindhelm, TAVERiften, TAVESolitude, TAVEWindhelm, TownsandVillagesEnhancedPro, VolumeticMists ; (partial) mods that are obsolete ReplaceModFileName=SDO Full-LOD, Distant Detail, NSUTR_LOD, SPTKatlaSailReangle, TVDT Removed;Help/Occlusion-Data, Dragonsreach Balcony Landscape Fix, DVLaSS Skyrim Underside;Help/Terrain-Underside, CullingFix;Help/Occlusion-Data, Culling Glitch Fix;Help/Occlusion-Data, PlocktonFollowingMercerPatch;Help/Occlusion-Data, OCWcellsettingsPlocktonsPatch;Help/Occlusion-Data, PlocktonsWinterholdRestoredPatch;Help/Occlusion-Data, Bigger Gildergreen LODs, Bigger Gildergreen OCS LODs, DynDOLOD - Solstheim Ice Piles Fix, SkyFalls Dragonborn, SkyFalls DB, SkyFalls Falskaar, SkyMills, AzuraDistantLod;Replaced-Full-Model-Example-Azura-Statue, MehrunesDistantLod;Replaced-Full-Model-Example-Azura-Statue, BoethiahDistantLod;Replaced-Full-Model-Example-Azura-Statue, MeridiaDistantLod;Replaced-Full-Model-Example-Azura-Statue, Unfrozen - DynDOLOD, CoW_LOD_Shimmer_Fix;Help/Large-References, No DynDOLOD Load Screens, Animated Ice Floes - DynDOLOD, mihailhawkandtern - DynDOLOD Desync Birds,Whiterun Landscape LOD Fix;Help/Child-Parent-Worldspace-Copies,OCW LOD fix,SkyshardFullLOD,Dac0da - Numidium LOD ; (partial) mod file names to warn about, comma separated - read https://dyndolod.info/Mods/Open-Exterior-Cities for latest instructions WarnModFileName= ; order to scan for *_lod*.nif files. Indentical filenames (sans path!) found *last* will overwrite win Folder1=meshes Folder2=meshes\dlc01\lod Folder3=meshes\dlc02\lod Folder4=meshes\lod Folder5=meshes\dyndolod ; ignore LOD models for auto discovery with this (partial) path - comma separated list. Because adhering to simple Bethesda filename conventions is hard IgnoreLODMesh=.mohidden,\aom\,\enderal\,\smskyrim\,\anthelius\,\nsurlod\,\rigmorcyrodiil\trees\,\lod\midwoodisle\,\lod\revenant ; ignore full models for auto discovery with this (partial) path - comma separated list. Because adhering to the simple Bethesda filename conventions is hard IgnoreFullMesh=.mohidden,\aom\,\enderal\,\smskyrim\,\anthelius\ ; (partial) EditorID of base element to ignore IgnoreBaseEDID=loadscreen, _invis_, dbm_arrivalship ; Warn about and avoid using NIF that do not have any of these root blocks ValidRootBlocks=BSFadeNode, BSLeafAnimNode, BSTreeNode ; Set to 1 to add activators as temporary references if possible. Will result in more plugins used as masters and larger plugin size because of additional CELL data that needs to be copied to the DynDOLOD plugin ; See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ ; Consider using DynDOLOD DLL NG and the large reference bugs workarounds, it requires consideraly less references - see https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds Temporary=0 ; Limit the number of threads in case updating height map from terrain/object LOD meshes requires large amounts of memory ; In case of memory problems or freezing set to 1 ; -1 = no limit, otherwise set to a number greater than 0 OcclusionMaxThreadsTerrainLOD=-1 ; -1 = no limit, otherwise set to a number greater than 0, 0 = true single thread and will take forever OcclusionMaxThreadsObjectLOD=4 ; additional height to add to oberserver height OcclusionHeight=0 ; max render distance OcclusionRadius=100 ; All = update all CELLs that have terrain height data ; +Border = "All" with a border region ; -Flat = "All" terrain that is not flat ; -Flat +Border = "All" terrain that is not flat and a border region ; +TVDT = "All" with a TVDT record ; +TVDT +Border = "All" with a TVDT record and a border region ; +TVDT -Flat = "All" with a TVDT record and terrain that is not flat ; +TVDT -Flat +Border = "All" with a TVDT record and terrain that is not flat and a border region ; -TVDT = "All" without a TVDT record ; -TVDT +Border = "All" without a TVDT record and with a border region ; -TVDT -Flat = "All" without a TVDT record and with terrain that is not flat ; -TVDT -Flat +Border = "All" without a TVDT record and with terrain that is not flat and a border region ; In any case, only CELLs that are part of the dynamic LOD Near/Far grids are updated OcclusionMode=-TVDT -Flat +Border ; world specific settings *_[Worldspace name] (EditorID) ; by default worlds that have the small world flag set are skipped automatically ; force enable small world ;Occlusion_ExampleWorld=1 ; force disable large world Occlusion_ArnimaDagonRealm=0 ; different modes OcclusionMode_Tamriel=-Flat +Border OcclusionMode_Sovngarde=-TVDT -Flat OcclusionMode_DLC01SoulCairn=-TVDT -Flat ; set to gid in case cgid grass cache files have been renamed or copied ; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095 ; vanilla gid files will not work GrassGID=cgid ; Billboard templates to use for grass LOD done in static object LOD ; alt1 = without backlighting ; alt2 = with backlighting ; alt3 = softlight/backlight using diffuse - for shader development - do not use GrassBillboard1=Internal GrassBillboard2=DynDOLOD_flat_2x2alt1_lod.nif GrassBillboard3=DynDOLOD_flat_2x2alt2_lod.nif GrassBillboard4=DynDOLOD_flat_4x2alt1_lod.nif GrassBillboard5=DynDOLOD_flat_4x2alt2_lod.nif GrassBillboard6=DynDOLOD_flat_4x2alt3_lod.nif ; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. GrassBillboard=1 ; Billboard template to use for grass LOD billboards created from "complex" grass with normal map textures ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. ComplexGrassBillboard=4 ; grass LOD brightness multipliers - applied to grass LOD billboards created from "normal" grass without normal map textures ; use season identifier SPR, SUM, AUT, WIN, for distinct values for a specific season, for example GrassBrightnessTopR_WIN=0.666 GrassBrightnessTopR=0.500 GrassBrightnessTopG=0.500 GrassBrightnessTopB=0.500 ; make bottom darker to fake shadowing GrassBrightnessBottomR=0.500 GrassBrightnessBottomG=0.500 GrassBrightnessBottomB=0.500 ; complex grass LOD brightness multipliers - applied to grass LOD billboards created from "complex" grass with normal map textures ; use season identifier SPR, SUM, AUT, WIN, for distinct values for a specific season, for example ComplexGrassBrightnessTopR_WIN=0.666 ComplexGrassBrightnessTopR=0.70 ComplexGrassBrightnessTopG=0.75 ComplexGrassBrightnessTopB=0.75 ; make bottom darker to fake shadowing ComplexGrassBrightnessBottomR=0.70 ComplexGrassBrightnessBottomG=0.75 ComplexGrassBrightnessBottomB=0.75 ; glowmap and backlighting mask textures replacements if corresponding texture slot is set by used grass billboard NIF ; 0 = keep texture defined in billboard NIF ; 100 = textures\white.dds ; other values generate and use a 4x4 pixel grayscale texture with RGB = 255 * value / 100 GrassGlowMap=0 GrassBacklightMask=0 ComplexGrassGlowMap=0 ComplexGrassBacklightMask=0 ; set to 1 to run LODGen.exe with --verbose Verbose=0 ; LODGen calculates and exports object LOD heightmaps for occlusion generation, requires occlusion generated to be checked as well LODGenHeightMap=1 ; set to a value >= 0 and <= number of logical CPU cores ; 0 = automatically set number of main threads to number of physical cores ; lower values = more main threads = more memory usage - not nessarily faster/slower ; higher values = less main threads = less memory usage - not nessarily slower/faster LODGenThreadSplit=0 ; limit the number of total concurrent LODGen processes for object LOD generation ; 0 = unlimited MaxLODGen=0 ; limit the number of concurrent LODGen processes per worldspace for object LOD generation when generating seasons ; 0 = unlimited MaxLODGenPerWorldspace=2 ; set the double_sided shader flag in object LOD *.bto meshes on these lists of meshes / textures masks (partial filename) for mods like Dynamic Volumetric Lighting and Sun Shadows or Enhanced Volumetric Lighting and Shadows (EVLaS) ; see https://dyndolod.info/Help/Terrain-Underside ;DoubleSidedTextureMask=mountain,mtn ;DoubleSidedMeshMask= ; EditorID of worldspaces with LOD to ignore for terrain underside generation TerrainUndersideIgnoreWorlds=Blackreach, DLC01SoulCairn, DLC2ApocryphaWorld, ccBGSSSE067DeadlandsWorld, ccKRTSSE001QNWorld ; exclude terrain north and south of the playable area ;TerrainUndersideMinX_DLC2SolstheimWorld= TerrainUndersideMaxX_DLC2SolstheimWorld=63 TerrainUndersideMinY_DLC2SolstheimWorld=-2 TerrainUndersideMaxY_DLC2SolstheimWorld=26 ; ignore hide quad flag for specific cells to prevent holes TerrainUndersideIgnoreHide_MarkarthWorld=-44,-1;-44,0;-44,1;-43,-1;-43,0;-43,1;-42,-1;-42,0 ; Set to 1 to create terrain heightmap textures DoTerrainHeightMap=0 ; EditorID of worldspaces with LOD to ignore for heightmap generation TerrainHeightMapIgnoreWorlds=Blackreach, DeepwoodRedoubtWorld, DLC1HunterHQWorld, DLC01SoulCairn, DLC2ApocryphaWorld, JaphetsFollyWorld, SkuldafnWorld, Sovngarde, ccBGSSSE067DeadlandsWorld, ccKRTSSE001QNWorld ;limit terrain height map to these cell coordinates TerrainHeightMapMinX_DLC2SolstheimWorld=-50 TerrainHeightMapMaxX_DLC2SolstheimWorld=77 TerrainHeightMapMinY_DLC2SolstheimWorld=-50 TerrainHeightMapMaxY_DLC2SolstheimWorld=27 ; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1 DoObjectHeightMap=0 ; 1 = generate default season first, then copy default object LOD *.BTO to *[SPR|SUM|AUT|WIN].BTO in case there are no changes ; 0 = generate all *.BTO files for all seasons SeasonsCopy=1 ; 1 = object LOD for all seasons uses the same object LOD atlas textures ; 0 = object LOD for each season uses distinct object LOD atlas textures SeasonsCombineAtlas=1 ; base object swaps with a random "chance" ; 0 = LOD will be added for the object with the original base record ; 1 = no LOD will be added for the object SwapsChance=0 ; set to 1 to enable notices Notice=0 ; set to 1 to enable debug messages; enables notices and warnings automatically Debug=0