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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15


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Posted

Today marks the two years anniversary of my first post of this thread, so it seemed like a good opportunity to publish the ...

 

DynDOLOD 2.18

 

Refer to the newly created videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well.

 


 

What’s New?

 

DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance.

 

Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed.

 

While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs.

 

There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx.

Check the list of "The usual updates" below, if a mod which you are using was added recently. Consider updating or generating LOD from scratch in case you notice missing LOD.

 


 

Important

 

DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.

 

If an existing save is updated with a DynDOLOD.esp generated from scratch, 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 scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, 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.

 

Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.

 


 

Download

 

DynDOLOD 2.18 - Download from Mega, Nexus

Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’

It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders.

 

DynDOLOD Resources 2.18 - Download from Mega, Nexus

Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.

If updating from older versions to 2.15 or higher it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results. Otherwise simply overwrite older 2.xx versions.

Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.

 

DynDOLOD Patches 2.18 - Download from Mega, Nexus

Contains the patches for some of the mods listed under 'Some Assembly Required' - download if needed.

 


 

Instructions

 

Please check DynDOLOD_QuickStart.html, Docs\DynDOLOD_Manual.html and videos for updated instructions. Here is the quick synopsis:

 

Requirements

SKSE, PapyrusUtil 2.8 or higher, vanilla billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards plus billboards for any tree mod.

 

Installation

Install SKSE and PapyrusUtil.

Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD 2.00 archive into a new folder of your choice.

Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.

Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything.

Install billboards into the game / mod manager overwriting DynDOLOD Resources

 

 

Generation

Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation.

Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources.

 

Execute DynDOLOD.exe to generated tree, static and dynamic LOD.

If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00.

Run the process as normal. Once it finished Save & Exit.

Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything.

Let LOOT sort DynDOLOD.esp.

 

 

Step-by-Step

 

Simple run-through for MO / NMM if you already know what you are doing

https://www.youtube.com/watch?v=90TRMvFdduo https://www.youtube.com/watch?v=1BUAVP9ZPf8

 


 

Trouble

 

Search this thread or check the FAQ for similar problems.

 

If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt

 

If LODGen.exe (white text on black background command line window) post a screenshot of the error message.

 


 

People that made this milestone possible and deserve credits

 

All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation :;):

 

ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up.

 


 

The usual updates

Applies to latest version of DynDOLOD Standalone and Resources.

 

Mods Requiring DynDOLOD

Indistinguishable Vanilla Tree Billboards - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen

Spice of Life - Forts (2.11)

HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created.

 

Some Assembly Required - see included Manual for more details

Revamped Assets Skyrim (2.07)

Enderal (2.15) -  see Enderal section in the manual

Caranthir Tower Reborn (2.18)

 

Verified working out of the box - included rules

Necromancer Hut (2.07)

The People Of Skryim Ultimate Edition (2.07)

Cliffside Cottage (2.08)

Knights of the Garter (2.10) - improved rules for better LOD compared to older versions

Riften Fishing Shack (2.10)

Unofficial Skyrim Legendary Edition Patch (2.10)

Belleteyn - Snowy Cabin (2.12)

Hermit Mountain Cottage (2.12)

Rift Treehouse (2.12)

Snow Elf Palace (2.12)

Swamp Home - A House In Hjaalmarch (2.12)

Whiterun Apartment (2.12)

Windhelm Cabin (2.12)

Snow Elf Hut (2.15)

Round Window Cabin - Player Home (2.16)

Dawn of Skyrim (Director's Cut) (2.17)

The Observatory (2.17)

Trollstigen (2.18)

 

Verified working out of the box

Karthwasten (2.00)

The Elder Scrolls V - Expanded (2.00)

The Elder Scrolls V Expanded - Falkreath - Brdvhyn (2.00)

The Elder Scrolls V Expanded - Falkreath - Viantlek (2.00)

The Elder Scrolls V Expanded - Haafingar - Lainalten (2.00)

The Elder Scrolls V Expanded - Haafingar - Nedenheim (2.00)

The Elder Scrolls V Expanded - The Pale - Port Lysanvir (2.00)

The Elder Scrolls V Expanded - Winterhold - Yorgrim Wall (2.00)

ClefJ's Morthal (2.07)

White River Priory (2.07)

Enhanced Vanilla Trees (2.08) - Billboards - install billboards in correct order and generate tree LOD as usual

Retirement (2.08)

The Pines of Whiterun (2.08)

Riverside Lodge - Buildable Edition (2.10)

Riverside Lodge REDUX - Buildable Edition (2.10)

Thur's Retreat (2.10)

Solitude Docks District (2.11)

Millers Shack (2.12)

Shezrie's Old Hroldan Town Ver 2.0 (2.15)

Solitude Skyway (2.15)

Better Tel Mithryn (2.16)

Simple Raven Rock Expansion (2.16)

Distinct Skyrim Landscapes (2.17)

Killian Castle (2.18)

Lyngwi - A Nordic Village (2.18)

Settlements Expanded (2.19)

Greater Skaal Village (2.19)

Whiteraven Manor (2.19)

 

Ultra Trees support included in DynDOLOD Resources Core Files

Realistic Aspen Trees

Enhanced Landscapes Oaks installation option and Enhanced Landscapes Oaks Standalone courtesy of kojak747

 

Mods with Ultra Trees support

Enhanced Vanilla Trees from Some_Random_Guy_83

 

 

 

Fixes include

Better Enhanced Lights and FX 3.x support - College of Winterhold missing reported by baronaatista, Fenric

Added better LOD for Dragonsreach arch thing and braziers (high only), so certain fires do not float - reported by Paolino

Fixed parent world dynamic LOD sometimes being disabled when leaving interiors - reported by Paolino

Updates to "create mod" function - see Docs\DynDOLOD_Mod_Authors.html

Fixed image paths in all html documents - reported by CreeperLava

Fixed Exception in unit line -1 'Prepare' on line 712: Type mismatch - reported by druninja, Ilkob, hobo1137

Fixed Exception in unit userscript line 340: Access violation at address 0093C4EF in module 'DynDOLOD.exe - reported by Rasor1911

Fixed Exception in unit prepare line 517: Operation not allowed on sorted list - reported by druninja

Fixed wrong bunch of numbers added to json - reported by Ilkob, jennykitten78, LucidAPs, hobo1137 and probably others

Fixed not using SMIM sails meshes - reported by Ilkob

Fixed Exception in unit userscript line 347: 'xxxx' is not a valid integer value - reported by Madpaddy

Fixed erroneous output path - reported by Neovalen, Thallassa

Fixed not ignoring some merged mods correctly  - reported by Darth_mathias, Neovalen

Fixed TexGen output path - reported by Darth_mathias

Optimized applying form id updates from merged mods - reported by Selfishmonkey

Fixed SolitudeExterior.esp conflict with Legacy of Dragonborn - reported by Pickysaurus

Execute patch rules also for mods that are ignored - reported by Thallassa

Disable MCM if PapyrusUtil is not present - reported by disi

Fixed adding Glow LOD nif in certain conditions - reported by kcinlober

Fixed TWO freezes - reported by everyone

Added workaround for a rare case of not finding a base record - reported by GunSlinger21

Fixed finding an empty SolstheimWorld caused by a mod - reported by Tezliov

Hardened objects in exterior esp versus merging and accidentally having LOD - reported by Sundder

Glow LOD windows now using textures from replacer mods after running TexGen - reported by S.T.E.P.

Added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

Fixed meaningless No WRLD message reported by Nebulous112

Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly

 

[spoiler=Changelog DynDOLOD 2.00 BETA]DynDOLOD.esp - removed default esp - it will be created if it doesn't exist

DynDOLOD.esp - new or updated esp will always be saved to output path together with generated meshes, json and texture files

DynDOLOD World.pas - DynDOLOD World.pas script is now started through DynDOLOD.exe - a modified version of xEdit

DynDOLOD.exe - updated logic and seperated functions for standalone version

DynDOLOD.exe - removed plug-in selection - load order is controlled by mod managers

DynDOLOD.exe - use own version of Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat

DynDOLOD.exe - use own settings files

DynDOLOD.exe - somewhat better error handling

DynDOLOD.exe - compile list of missing models for review once process completed

DynDOLOD.exe - some minor performance improvements

DynDOLOD.exe - cleaned up and unified log messages

DynDOLOD.exe - fixed a typo causing error when using IgnoreTrees=1

DynDOLOD.exe - made world bounds error message more descriptive

DynDOLOD.exe - made simple exe files time check to fail nicely if needed

DynDOLOD.exe - reworked create mod mode

DynDOLOD.exe - fixed using an unassigned list too early

DynDOLOD.exe - fixed not setting up manual base elements properly when updating

DynDOLOD.exe - skip parent/child worldspaces missing persistent cell for real this time

DynDOLOD TexGen.pas - DynDOLOD TexGen.pas script is now started through TexGen.exe - a modified version of xEdit

TexGen.exe - added an options window

TexGen.exe - added automatic saving/reading of options

TexGen.exe - added generation for icelakesurface.dds

TexGen.exe - added option window to select output path and texture size

TexGen.exe - do not stop if files are not found

LODGen.exe - now included in DynDOLOD standalone version

LODGen.exe - added logfile parameter so it can run more than one instance

Papyrus Scripts - fixed parent world dynamic LOD sometimes being disabled when leaving interiors

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD_Manual.html - updated for standalone instructions

DynDOLOD_Manual.html - added new tutorial videos

DynDOLOD_TexGen.html - manual updated to reflect new options window

DynDOLOD_Mod_Authors.html - added

DynDOLOD Resources - LOD resources, papyrus scripts and optionals are now a seperate archive

DynDOLOD Resources - updated/added core LOD meshes and textures for better compatibility with mods

DynDOLOD Patches - patches are now a seperate archive

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.01 BETA]

DynDOLOD.exe - fixed sometimes not finding a bunch of numbers

DynDOLOD.exe - fixed a case of uninitialized primitives

 

 

[spoiler=Changelog DynDOLOD 2.02 BETA]

DynDOLOD.exe - fixed not finding all merged mod map files for the load order

DynDOLOD.exe - fixed trying to violate sorted stringlists

DynDOLOD.exe - removed a confirmation message

 

 

[spoiler=Changelog DynDOLOD 2.03 BETA]

DynDOLOD.exe - fixed a variant to cardinal conversion

 

 

[spoiler=Changelog DynDOLOD 2.04 BETA]

DynDOLOD.exe - fixed a string to cardinal conversion

DynDOLOD.exe - fixed not loading mesh_replace list

DynDOLOD.exe - fixed typo caused by having fat fingers syndrome from too much pie

DynDOLOD.exe - use alternative version of setting up grids

DynDOLOD.exe - added switch to control which version of setting up grids is used

 

 

[spoiler=Changelog DynDOLOD 2.05 BETA]

DynDOLOD.exe - use merged map data also for lists using partial mod filename matches

DynDOLOD.exe - only ignore worldspaces if master mod is ignored

DynDOLOD.exe - always copy XEMI from highest override

TexGen.exe - sync updates with DynDOLOD.exe

 

 

[spoiler=Changelog DynDOLOD 2.06 BETA]

2.06 BETA

TexGen.exe - ensure trailing slash is added to selected output path

DynDOLOD.exe - fixed using some preset settings in wizard mode

 

 

[spoiler=Changelog DynDOLOD 2.07 BETA]

DynDOLOD.exe - export stage id -2 for dynamic creepy SovngardeStatue - high only

DynDOLOD.exe - optimized processing of merged form ids

TexGen.exe - added generation for stockadeplanks01.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - Papyrus Scripts - set current pos/angle from parent when enabling LOD object for stage id -2

DynDOLOD Resources - added SolitudeExterior

DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.08 BETA]

DynDOLOD.exe - skip loading - animation, - interface, - shaders, - sound, - voices .BSA

DynDOLOD.exe - get glow LOD from higher LOD level if lower level is not defined

DynDOLOD.exe - only set Has Distant LOD if LOD level 4 has static LOD

DynDOLOD.exe - apply patch rules regardless of mod ignore list

DynDOLOD.exe - disable and set other options accordingly if dynamic LOD is not generated

DynDOLOD.exe - added _dynamic/_static rule file functionality

Edit Scripts - fail properly when being started from xEdit.exe

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated with new step-by-step video

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - disable MCM if PapyrusUtil is not present

DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods

DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.09 BETA]

DynDOLOD.exe - fixed trying to clean dynamic LOD data

 

 

[spoiler=Changelog DynDOLOD 2.10]

DynDOLOD.exe - Release

DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.11]

DynDOLOD.exe - try to catch an unknown case of non existing base record

TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod

DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe

DynDOLOD-FAQ.txt - cleaned up for standalone version

DynDOLOD_Manual.html - updated compatibility information for a mod

 

 

[spoiler=Changelog DynDOLOD 2.12]

DynDOLOD.exe - use linksto instead of baserecord

DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace

DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe

DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file

DynDOLOD.exe - added simple check resource core files are installed

TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds

LODGen.exe - fixed not properly assigning null texture replacement

LODGen.exe - print nice error message if some hashing goes wrong

LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5

LODGen.exe - keep decal shader flag from for game mode TES5

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - open/close dynamic LOD DOORs according to parent

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.13]

DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry

 

 

[spoiler=Changelog DynDOLOD 2.14]

DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors

DynDOLOD.exe - use fastercreate for large worldspaces only

DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla)

DynDOLOD.exe - print strings filename if there is an error

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior

 

 

[spoiler=Changelog DynDOLOD 2.15]

DynDOLOD.exe - added logic for Enderal and seperate set of rule files

DynDOLOD.exe - create diffuse LOD texture atlas with explicit (1 bit) alpha

DynDOLOD.exe - added FakeLightsIntensity= to DynDOLOD_TES5.ini to choose intensity of Fake Lights nif

DynDOLOD.exe - fixed a case of siLODirt

DynDOLOD.exe - added flag to mesh rules to disable window glow LOD, not exposed to interface yet

DynDOLOD.exe - added debug= to DynDOLOD.ini

DynDOLOD.exe - added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

LODGen.exe - fixed a case of using wrong offset for higher LOD levels if origin is not multiple of 4

LODGen.exe - fixed not being able to generate for specific cell if x/y equals -1

LODGen.exe - fixed sometimes not keeping vertex colors in higher LOD levels for passthru

LODGen.exe - trim spaces from texture strings

TexGen.exe - added logic for Enderal and seperate set of rule files

TexGen.exe - added alpha threshold to texture creation if explicit alpha type is used, threshold of 0 disables alpha

TexGen.exe - added a texture convertion with mipmap filter control

TexGen.exe - added check for earlier TexGen Output files in game data folder to avoid circular creation of newly added textures

DynDOLOD_Manual.html - updated compatibility information for several mods and Enderal

trees.ultra\DynDOLOD-Trees.html - txt converted to html

trees.ultra\DynDOLOD-Trees.html - added 3rd party hybrid tree information

DynDOLOD Resources - removed some glow maps that might interfere with other mods - these are created by TexGen now

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods and Enderal

Papyrus Scripts - made scripts backwards compatible with PapyrusUtil 2.8 - was just a convinience function

Papyrus Scripts - made deactivating from MCM work more consistent

DynDOLOD Patches - added improved terrain LOD meshes and textures for Enderal

 

 

[spoiler=Changelog DynDOLOD 2.16]

DynDOLOD.exe - removed extraneous files

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.17]DynDOLOD.exe - added an installation check

DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data

DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model

DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list

DynDOLOD.exe - show message when building reference info to verify usage of missing models

DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - added more helpful messages for file not found errors

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

[spoiler=Changelog DynDOLOD 2.18]DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees

DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects

DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - fixed generation of dlc01castlefortlod.dds

TexGen.exe - generation for impwood01lod.dds

Papyrus Scripts - activate worldspace Master in case the activate all function is called

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

DynDOLOD Patches - added script patches for Caranthir Tower Reborn

 

 

 

Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.

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Recommended Posts

  • 0
Posted

Looks like a damaged BSA archive.

Is "Skyrim - VoicesUpdate_PL.bsa" is even a vanilla archive in PL (poland?) game version, or it comes from a mod?

  • 0
Posted

Looks like a damaged BSA archive.

Is "Skyrim - VoicesUpdate_PL.bsa" is even a vanilla archive in PL (poland?) game version, or it comes from a mod?

Its Polish voices Update, came with installation of the game oficially from Steam.

  • 0
Posted (edited)

Its Polish voices Update, came with installation of the game oficially from Steam.

I am downloading polish version right to see if I can replicate. May take a bit though.

In the meantime, test if it loads with latest xEdit

As a work around, you could rename the last mentioned BSA so DynDOLOD/TexGen will ignore it and probably start. Missing Voice should be no problem.

Edited by sheson
  • 0
Posted

I am downloading polish version right to see if I can replicate. May take a bit though.

In the meantime, test if it loads with latest xEdit

As a work around, you could rename the last mentioned BSA so DynDOLOD/TexGen will ignore it and probably start. Missing Voice should be no problem.

omg, guys u and zilav are the beasts, i have managed to get it working! :)

just turn off VoicesUpdatePL.bsa and now it works

  • 0
Posted (edited)

Hey everyone,

 

first of all I wanna say this is such a great mod/tool and its impact on the game's visuals is incredible and truly fixes the ugly vanilla distant view, you have truly outdone yourself in improving Skyrim once more and it is simply a musthave for me on any new playthrough :).

 

I have one question however, I just stumbled upon the updated tutorial for DynDOLOD by Gamerpoets on youtube and as I was watching it and hearing about the new 2.0 version of it I had to immediately give it a try as I needed to update anyway. One thing I noticed in the updated tutorial and that got me a little confused is the placement of the DynDOLOD resources in my Mod Organizer priority list as the old Gamerpoets tutorial (at minute 14) suggested placing the mod itself immediatly after the vanilla billboards but the instructions for version 2.0 say that DynDOLOD resources should overwrite everything when being installed or in my case put it lower in priority than any conflicting mods. However, at the same time the instructions for installing the billboards in the next step say to also overwrite everything while the Overwrite Orders section of the manual for 2.07 says that the resources only need to overwrite vanilla Lod and not files from other mods (unless they contain duplicates of the vanilla Lod files) so should I still place DynDOLOD resources quite high in my priority list right after or even right before the vanilla billboards (Indistinguishable Vanilla Tree Billboards in my case) ? or should I put it very low so it wins any conflicts with other mods I use (Project Parallax Remastered, Skyrim Particle Patch, Skyrim HD 2K and a few other mods) ?

I know that the TexGen output needs to be placed at the bottom as well as the DynDOLOD output and the patches, I'm just unsure about the placement of the resources.

Edited by El_Rizzo
  • 0
Posted (edited)

Hey everyone,

 

first of all I wanna say this is such a great mod/tool and its impact on the game's visuals is incredible and truly fixes the ugly vanilla distant view, you have truly outdone yourself in improving Skyrim once more and it is simply a musthave for me on any new playthrough :).

 

I have one question however, I just stumbled upon the updated tutorial for DynDOLOD by Gamerpoets on youtube and as I was watching it and hearing about the new 2.0 version of it I had to immediately give it a try as I needed to update anyway. One thing I noticed in the updated tutorial and that got me a little confused is the placement of the DynDOLOD resources in my Mod Organizer priority list as the old Gamerpoets tutorial (at minute 14) suggested placing the mod itself immediatly after the vanilla billboards but the instructions for version 2.0 say that DynDOLOD resources should overwrite everything when being installed or in my case put it lower in priority than any conflicting mods. However, at the same time the instructions for installing the billboards in the next step say to also overwrite everything while the Overwrite Orders section of the manual for 2.07 says that the resources only need to overwrite vanilla Lod and not files from other mods (unless they contain duplicates of the vanilla Lod files) so should I still place DynDOLOD resources quite high in my priority list right after or even right before the vanilla billboards (Indistinguishable Vanilla Tree Billboards in my case) ? or should I put it very low so it wins any conflicts with other mods I use (Project Parallax Remastered, Skyrim Particle Patch, Skyrim HD 2K and a few other mods) ?

I know that the TexGen output needs to be placed at the bottom as well as the DynDOLOD output and the patches, I'm just unsure about the placement of the resources.

See 'Overwrite Orders' in the included Manual.

 

Indistinguishable Vanilla Tree Billboards should overwrite the billboards included in DynDOLOD

Edited by sheson
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Posted (edited)

 

See 'Overwrite Orders' in the included Manual.

 

I did as I've said in my post ;) I was just confused by the new gamerpoets tutorial where you can see the resources folder being placed right at the bottom of the priority list and the instructions in this post as they were kinda confusing in regards to what is supposed to be overwritten, at least for me :P

 

Indistinguishable Vanilla Tree Billboards should overwrite the billboards included in DynDOLOD

Roger, thanks for the quick reply and clearing up my confusion :) and thank you once more for your amazing work in Skyrim, it makes the game soooo much better !

Edited by El_Rizzo
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Posted (edited)

I did as I've said in my post ;) I was just confused by the new gamerpoets tutorial where you can see the resources folder being placed right at the bottom of the priority list and the instructions in this post as they were kinda confusing in regards to what is supposed to be overwritten, at least for me :P

Roger, thanks for the quick reply and clearing up my confusion :) and thank you once more for your amazing work in Skyrim, it makes the game soooo much better !

These things change every once in a while. This is just now, because of 4 tree billboards included in DynDOLOD atm, that Indistinguishable Vanilla Tree Billboards (and only that mod has them) should overwrite. Nobody will spot the difference if you do not know what to look for.

Eventually I will move them to the vanilla billboard download from TES5LODGen, so DynDOLOD Resources once again does not contain billboards to worry about.

Edited by sheson
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Posted

Billboards seem to me like one of those things that should be installed in the same order relative to each other, as the order of the corresponding plugins and mods. But maybe that's just me. I like that rule of thumb :P

(Exception being, as per AceeQ and now your advice, dyndolod resources above billboards and dyndolod.esp at the bottom of load order. But that still makes sense because dyndolod output should be at bottom of install order).

Sheson, I wanted to ask... you spend more time than anyone looking at LODs, do you have any advice for ini tweaks to make, (looking particularly at the [LOD] Section, but also grass and tree render distance), to further improve the view?

Having searched the thread, it seems you recommend more-or-less default settings and don't spend time tweaking them, so I don't expect to get an answer, but I figured it doesn't hurt to ask :3

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Posted (edited)

Billboards seem to me like one of those things that should be installed in the same order relative to each other, as the order of the corresponding plugins and mods. But maybe that's just me. I like that rule of thumb :P

(Exception being, as per AceeQ and now your advice, dyndolod resources above billboards and dyndolod.esp at the bottom of load order. But that still makes sense because dyndolod output should be at bottom of install order).

 

Sheson, I wanted to ask... you spend more time than anyone looking at LODs, do you have any advice for ini tweaks to make, (looking particularly at the [LOD] Section, but also grass and tree render distance), to further improve the view?

 

Having searched the thread, it seems you recommend more-or-less default settings and don't spend time tweaking them, so I don't expect to get an answer, but I figured it doesn't hurt to ask :3

 

[LOD] settings are all about details in loaded cells, exception is the fLODFadeOutMultSkyCell, which multiplies the neverfade distance set with [MAIN] fSkyCellRefFadeDistance - I did not find any difference changing one or the other provided the total distance is the same.

 

Anything with "MeshLOD" in its name applies to full models - in the loaded cells or neverfades.

 

The LOD I care about is the one beyond the loaded cells, and there is nothing really much to be done about it: Beyond loaded cells is ...

 

... when tree LOD starts. All you can do is change how far it goes with [TerrainManager] fTreeLoadDistance

... when object and terrain LOD start, all you can change is how far the static object LOD levels go with the 3 settings in [TerrainManager]. The fSplitDistanceMult multiplies the object LOD distances for terrain LOD levels.

 

So all in all, there is 1 value for tree LOD distance. 3 for static object LOD distances, and the multiplier for terrain LOD. All of them exposed in the MCM settings so you can test them in real time.

The shorter the distances the better for performance and memory use.

 

All in all, it is really coarse and simple. BTW nothing of this changed in FO4 - the only differences are that is use no tree LOD (trees are poorly done static object LOD) and that you can have static object LOD in LOD level 32 as well.

Edited by sheson
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Hello! A poster over at /r/skyrimmods suggested I post here about an issue I'm having with stuck tree LODs. Forgive me if this has been addressed in places where I didn't see it--I did search through posts in this thread and tried to follow through on advice given in a number of relevant posts, but I'm still having this issue.

 

Basically, the stuck LODs only seem to affect trees in Whiterun Hold, which is heavily edited by the Great Forest mod. On a causal walk through the area, I counted at least thirty such LODs clipping through tree meshes that otherwise have loaded correctly. I tried wiping all LOD generation data and redoing them using both TES5LODGen and DynDOLOD, but the problem seems to persist. I have also tried different combinations in terms of load order (I'm running Enhanced Landscapes with Great Forest). I'm probably on my tenth time re-generating LOD and I figured it was time to ask. That said, which LODs stick seems to change each time I generate LOD, even if I change no settings in DynDOLOD and make no changes to load order.

 

I know I'm doing something wrong, but I'm not sure where to begin. Despite a long time modding, DynDOLOD is new territory for me! Any advice happily welcome.

 

 

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Posted (edited)

Hello! A poster over at /r/skyrimmods suggested I post here about an issue I'm having with stuck tree LODs. Forgive me if this has been addressed in places where I didn't see it--I did search through posts in this thread and tried to follow through on advice given in a number of relevant posts, but I'm still having this issue.

 

Basically, the stuck LODs only seem to affect trees in Whiterun Hold, which is heavily edited by the Great Forest mod. On a causal walk through the area, I counted at least thirty such LODs clipping through tree meshes that otherwise have loaded correctly. I tried wiping all LOD generation data and redoing them using both TES5LODGen and DynDOLOD, but the problem seems to persist. I have also tried different combinations in terms of load order (I'm running Enhanced Landscapes with Great Forest). I'm probably on my tenth time re-generating LOD and I figured it was time to ask. That said, which LODs stick seems to change each time I generate LOD, even if I change no settings in DynDOLOD and make no changes to load order.

 

I know I'm doing something wrong, but I'm not sure where to begin. Despite a long time modding, DynDOLOD is new territory for me! Any advice happily welcome.

There are two engine limitations regarding tree LOD:

 

The first is tree LOD in a parent world can not be disabled in a child world. So if the trees in questions are placed in Tamriel inside the town walls of Whiterun, their LOD will stick when you enter the childworld Whiterun. The workaround is to give those trees enable parents, with mesh rules for example, or give them to static LOD with setting their references to "Billboard" in LOD4/8/16.

 

The second is that two trees in different plugins can not have the same form id (minus the first byte for load order). When generating tree LOD, there will be messages about duplicate form ids. The first tree with the form id will get tree LOD and any subsequent tree with the same form id will be ignored for tree LOD and in case of DynDOLOD will get static LOD instead. For this to keep working correctly, the load order between those mods with conflicting form ids should not change or the stuck tree LOD problem can occur in conjunction with tree LOD turning off for some trees at the wrong time.

 

Check the ..\DynDOLOD\Logs\TES5Edit_log.txt for "duplicate FormID numbers of trees references were detected, excluded from LOD" to see if it is the second case.

 

Let me know if this made sense and helps.

Edited by sheson
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Posted

Hi Sheson,

 

Thanks for your reply. The first point makes sense, although the trees I'm finding are as far away from Whiterun as Rorikstead. 

 

To the second point, the log file gives me this message about the Tamriel worldspace:

 

 

<Warning: 131 duplicate FormID numbers of trees references were detected, excluded from LOD>

 

So that fits with what you've described. I have also had issues with LOD trees disappearing as I get near to them, although that doesn't seem to be happening anymore. The thing is, even when wiping out LOD and generating it new, and not moving load order at all, I'm still getting these occurrences. If I'm understanding you rightly, the stuck LOD may happen when there are duplicates and load order changes?

 

Also, browsing the Great Forest page, I see that the author states this:

 

 

 

The tree LOD bug is a well known CK bug that often affects trees placed and edited in some ways. There is no solution for this: the only way is to "hide" the bugged tree by moving it well under the ground. Just deleting it doesn't work. Fortunately, it's very easy to move a tree under the ground.

That said, the author suggests that LOD issues have been addressed, and I'd think that more people would report the issue if it still were one. So I guess I'm back to something amiss on my end.

 

Thanks for your time. I appreciate you dealing with my novice confusion. :)

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Posted

Who can guess what this Dyndolod issue is?

 

[00:20:23.392] Missing models were ignored by DynDOLOD. The original mod may still try to use them, which can cause CTD.
[00:20:23.401] 
[00:20:23.410] 110768E2 Missing model "meshes\mbi_skinnymeshes\mbi_molagbalstatue.nif" - ignoring MBI_MalogWayHome [sTAT:110768E2] in MolagBalsInferno.esm for dynamic LOD
[00:20:23.420] 

​

 

Edit.

I have re-downloaded Molag Bal's Inferno, reinstalled it, and still can't find "meshes\mbi_skinnymeshes\mbi_molagbalstatue.nif", but I have found a copy of mbi_molagbalstatue.nif under "mbi - vicn - ​​mbi_molagbalstatue.nif". Can I do a copy paste.​

​

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