Skyrim
Table of Contents
Default Collection
Get the collection here: Click me.
- the default collection is perfectly acceptable and i recommend it over following my setup, i’m just a dyndalod enjoyer.
My setup
- this assumes you have installed all optional mods.
- if you are running on a potato, do not do this, accept the mediocre it’s ok to be mediocre
DISABLE:
Caliente’s Beautiful Bodies Enhancer -CBBE–CBBE AE-CC Outfits
Skyland LODs
Enhanced lights & FX + it’s patches, reinstall anything adding ELFX patches and deselect the ELFX patches
Download:
DynDOLOD Resources SE 3
Scripts from main, steam 1.6.640 from old files
BD’s armor and clothes replacer - Main file & Update
LUX
LUX - Varients
Optional Lux Resource pack (No ENB light)
LUX - Patch Hub
ICOW Lux compatability patch
Grass Lighting
Tree LOD Lighting
Skyland Landscapes Complex Parallax
Complex Parallax Materials
Water Blending
Light Limix Fix
Sky Reflection Fix
Wetness Effects
Water Parallax
Water Caustics
Dynamic Cubemaps
Dynamic Cubemaps - Metals
Download SSE Terrain Tamriel Extend
- Extract Dyndalod somewhere with space
- Extract Xlodgen somewhere with space
- Install Lux Patch Hub LAST
Nude statues
Add this collection and disable the LOD mods it adds
Bodyslide
Preset: CBBE Curvy Batch build: build, exit
Xlodgen & Dyndalod
- this bit takes over a hour
Open a terminal in the xlodgen folder and type
xLODGenx64.exe -sse -o:"X:\where\you\want\output\to\be"-
don’t output to skyrim dir
-
Select all the world spaces
-
Tick only Terrain LOD for the settings: LOD 4: Tick build meshes, quality 0, max vertices: 32767, Optimize Unseen: off, tick protect boarders, hide quads: unticked Tick build diffuse, size 512, format: bc7 quick, mipmap: unticked, brightness & contrast 0, gamma: 1.00 Tick build normal, size 512, format bc7 quick, mipmap and raise steepness unticked Tick bake normal-maps, color intensity 1.00, default sizes: set both to 256 LOD 8: Tick build meshes, quality 2, max vertices: 32767, optimize unseen: on Tick build diffuse, size 512, format: bc7 quick, mipmap: unticked, brightness & contrast 0, gamma: 1.00 Tick build normal, size 512, format bc7 quick, mipmap and raise steepness unticked Tick bake normal-maps, color intensity 1.00, default sizes: set both to 256 LOD 16: Tick build meshes, quality 4, max vertices: 32767, optimize unseen: on Tick build diffuse, size 512, format: bc7 quick, mipmap: unticked, brightness & contrast 0, gamma: 1.00 Tick build normal, size 512, format bc7 quick, mipmap and raise steepness unticked Tick bake normal-maps, color intensity 1.00, default sizes: set both to 256 LOD 32: Tick build meshes, quality 0, max vertices: 32767, Optimize Unseen: 550 Tick build diffuse, size 512, format: bc7 quick, mipmap: unticked, brightness & contrast 0, gamma: 1.00 Tick build normal, size 512, format bc7 quick, mipmap and raise steepness unticked Tick bake normal-maps, color intensity 1.00, default sizes: set both to 256
Click generate
After it is finished, go into your output dir you specified earlier and all it all to a 7z archive In vortex delete tamriel Extend import and activate the 7z you created earlier purge & redeploy mods for good measure
go into the DynDOLOD folder you extracted earlier and run TexGen64.exe, select -SSE
Stiched Object LOD Textures should be ticked base size: 256 Rendered object LOD texture should be ticked base size: 256 Tree/grass LOD Billboards should be ticked Units per pixel: 11.0, Texture size min 32, max 1024 tick grass, direct 150, ambient 25 tick tree, direct 135, ambient 55 tick hd tree, direct 135, ambient 55, smoothness 0 tick rendered, direct 50, ambient 150, smoothness 0 bottom 4 boxes should all be default (BC7 Quick)
Click start, when it finishes save zip and exit, go into the output dir, and import the new zip into vortex, overwrite anything it collides with, purge and deploy for good measure
in the DynDOLOD folder you extracted earlier and run dyndalod64.exe, select -SSE select advanced click high (if you are running on a quasi potato, pick medium), tick candles and fxglow tick object lod, max tile size lod: 1024, max tile size full: 256 untick tree lod, tick ultra, tick dynamic lod, billboard brightness: 0, max tile size billboard: 1024, neargridtoload: 11, fargridtoload: 21, tick glow windows, tick, high, tick fake lights in selected world, tick fake lights child world, you can tick upgrade neargrid large references to fargrid but i’ve not noticed much diffuse occlusion data quality: 3, tick terrain underside, quality: 10, height 500, untick parent > child, child > parent: low, tick all the worlds in the top right and press ok
save zip exit, import into vortex and overwrite everything, purge, deploy, launch the game