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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15


Question

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.

  • +1 7

Recommended Posts

  • 0
Posted (edited)

Hi Sheson

 

Using DynDOLOD 2.11, and resources 2.10 on Nexus

 

Has Anyone else noticed anything funky going on near Honingbrew meadery ?

 

Walking from the meadery towards the two bridges, first take the bridge across the river to the East and keep your eye on the walls of the bridge

 

Then turn around and walk back towards the meadery, and look at the roof of the meadery and the arches on the wall on the left hand side of the meadery as you look at it while walking

 

Then turn right to cross the other bridge, same problem again with the walls of the bridge, but also the land just beyond the bridge on the left hand side

 

In all the above cases I notice Z fighting going on with DynDOLOD installed and generating on High.

 

Its as if there is a low res version of the bridges / bits of land / meadery Z fighting with the normal res models / textures in that area

 

 

 

 

7ctXDTW.jpg

 

UFbXNLn.jpg

 

7OrX7HU.jpg

 

NXeUkNu.jpg

 

q5E7IZr.jpg

 

KXOMPA6.jpg

 

 

 

( Best to right click each of those images and open them up in their own tab for a big picture to examine and flick between tabs to see the differences )

 

Its very similar to the problem we found during development near Solitude that time, remember when I was using a resources set that was not intended for the DynDOLOD version in use ( they were different version numbers, but the latest available privately for download of each ) ..

 

.. except this time the differing version numbers of the two sets of files are the only ones available on Nexus - Unless there is a matching resources set pending upload ?

 

 

Edit : I am using the Whiterun plugin, which is also similar to that time I was using the new solitude plugin and the docks were a bit funky up close

Looks like you have a messed up ini/game/save where static object LOD does not unload in loaded cells. Does it go away when you tll in console?

Does it happen when you coc whiterun from main menu?

Edited by sheson
  • 0
Posted (edited)

:D Damn I wasnt quick enough, I was hoping to get back before you saw the post

 

I think I messed up in my update routine somewhere and it was old data in a save, I just went back there after making the last post, loaded up the game again and all problems are gone ..

 

xymL2Kp.jpg

 

 

Prior to my previous post I had chosen Honingbrew Meadery as the point to Fast Travel to from Riften, then walked straght towards the Bridges and noticed the problem ..

 

.. But all of this was after my bad routine of regenerating .. Just noticed my save file had also increased in size quite remarkably too, so yep, put it down to bad practice going on here :), I probably have a few thousand unrecognised form IDs in that save, apologies for interrupting the flow with duff reports.

Edited by alt3rn1ty
  • 0
Posted

:D Damn I wasnt quick enough, I was hoping to get back before you saw the post

 

I think I messed up in my update routine somewhere and it was old data in a save, I just went back there after making the last post, loaded up the game again and all problems are gone ..

 

xymL2Kp.jpg

Ha!

  • 0
Posted

Will be fixed next version. In the meantime I think it should run through the first pass if you not select the two worlds aaasalem and aaasalemhill.

You could later do a third pass with loading existing DynDOLO.esp after you installed everything from the output folder to a mod. Then just generate all types of LODs just for these two worlds.

How do you do a third pass?  Is this done after the Dynamic distant detail run with just the worlds that failed?

  • 0
Posted

I'm really hesitant to ask what I think is a silly question but here we go anyways

 

I've tried reading everything I could about DynDOLOD but the one thing I can't figure out is if I have to generate new textures using TexGen every time I change my load order. See, I use two profiles in MO for two different collections of mods, but I don't change anything about what world texture mods I'm using between them so I assume I don't need to generate new textures using TexGen however I haven't seen anything tell me otherwise. I know I still need to use DynDOLOD to generate a new .esp for the two mod profiles, which I do.

 

Basically, do I only need to use TexGen once and for all or do it twice, one for both mod profiles I use?

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Posted

Hey there Sheson. I'm in the process of signing over my firstborn, but maybe you can help me out in the meantime.

For some reason, Blackreach LOD's aren't generating properly and I'm missing large chunks of the cave ceiling. I'm running DynDOLOD through MO, and MO isn't managing my archives.

I'm also running the most recent Core Files and Scripts (2.10 and 2.11 respectively).

Here's some pictures of the issue.

5r77SFW.jpg

 

x7Xyoe2.jpg

 

Thanks in advance!

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Posted (edited)

How do you do a third pass?  Is this done after the Dynamic distant detail run with just the worlds that failed?

Do the third pass with loading the existing DynDOLO.esp after you installed everything from the output folder to a mod. Then load existing esp and generate all types of LODs just for these two worlds. Then merge output folder with mod again.

 

I'm really hesitant to ask what I think is a silly question but here we go anyways

 

I've tried reading everything I could about DynDOLOD but the one thing I can't figure out is if I have to generate new textures using TexGen every time I change my load order. See, I use two profiles in MO for two different collections of mods, but I don't change anything about what world texture mods I'm using between them so I assume I don't need to generate new textures using TexGen however I haven't seen anything tell me otherwise. I know I still need to use DynDOLOD to generate a new .esp for the two mod profiles, which I do.

 

Basically, do I only need to use TexGen once and for all or do it twice, one for both mod profiles I use?

The worst that can happen is that textures of LOD do not match. If the textures TexGen uses between profiles are the same then it should be no problem. Most LOD uses the texture atlas created by DynDOLOD.exe from the from the single texture TexGen generates. However, there may be few LOD objects here or there that use the single LOD textures as well. If you do not see any obvious texture mismatch then all is fine.

 

Hey there Sheson. I'm in the process of signing over my firstborn, but maybe you can help me out in the meantime.

 

For some reason, Blackreach LOD's aren't generating properly and I'm missing large chunks of the cave ceiling. I'm running DynDOLOD through MO, and MO isn't managing my archives.

 

I'm also running the most recent Core Files and Scripts (2.10 and 2.11 respectively).

 

Here's some pictures of the issue.

 

5r77SFW.jpg

 

x7Xyoe2.jpg

 

Thanks in advance!

Verify DynDOLOD Resources core files are completely installed

Verify ..\DynDOLOD\Logs\TES5Edit_log.txt contains a line Background Loader: [skyrim - Meshes.bsa] Loading Resources

Check ..\DynDOLOD\Logs\TES5Edit_log.txt for missing nif messages or other error messages

Check ..\DynDOLOD\Logs\LODGen_Blackreach_log.txt for error messages

Edited by sheson
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Posted (edited)
 
The worst that can happen is that textures of LOD do not match. If the textures TexGen uses between profiles are the same then it should be no problem. Most LOD uses the texture atlas created by DynDOLOD.exe from the from the single texture TexGen generates. However, there may be few LOD objects here or there that use the single LOD textures as well. If you do not see any obvious texture mismatch then all is fine.

Coo, good to know. Thanks sheson, been loving what DynDOLOD can do. :)

Edited by thebrassthief
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Posted

Everything run and finished fine but at the end i got a runtime error 216 at 00408810. Just letting you know and yes i read the previous post that everything should be fine despite that message.

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Posted

Verify DynDOLOD Resources core files are completely installed

Verify ..\DynDOLOD\Logs\TES5Edit_log.txt contains a line Background Loader: [skyrim - Meshes.bsa] Loading Resources

Check ..\DynDOLOD\Logs\TES5Edit_log.txt for missing nif messages or other error messages

Check ..\DynDOLOD\Logs\LODGen_Blackreach_log.txt for error messages

DynDOLOD Resources are fully installed (i.e. everything from 00 DynDOLOD Core Files).

 

TES5Edit_log.txt contains the line "Background Loader: [skyrim - Meshes.bsa] Loading Resources".

 

TES5Edit_log.txt contains no error messages or missing nif messages.

 

LODGen_Blackreach_log.txt contains no error messages.

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Posted (edited)

DynDOLOD Resources are fully installed (i.e. everything from 00 DynDOLOD Core Files).

 

TES5Edit_log.txt contains the line "Background Loader: [skyrim - Meshes.bsa] Loading Resources".

 

TES5Edit_log.txt contains no error messages or missing nif messages.

 

LODGen_Blackreach_log.txt contains no error messages.

LODGen_Blackreach_log.txt ends with a line "Log ended at xx:xx:xx"?

 

Check the file ..\DynDOLOD\Edit Scripts\Export\LODGen_Blackreach.txt

with 'low' options it should have over 1000 lines

with 'medium' options it should have over 1200 lines

with 'high' options it should have over 1600 lines

 

Though it could be one single missing LOD mesh so that will be harder to spot. Upload your LODGen_Blackreach.txt if you like, I can try to compare.

 

There should be 13 files in ..\Data\Meshes\Terrain\blackreach\Objects\*.bto

 

What generation options did you use?

 

Can you also double check that this is missing LOD. Go to a location and looks at missing ceiling. Open console. Type sw 15e. Wait for fog to clear. Take 1st screenshot, Save the game. Exit game. Hide \Data\Meshes\Terrain\blackreach\Objects\ folder so it falls back to vanilla. Start game. Load save. Take 2nd screenshot.

Edited by sheson
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Posted

Hi Sheson,

 

I'm having some issues with the closer tree LODs looking strange, with SFO installed. Here's some pictures: https://imgur.com/a/D5W8u

 

It may be hard to see the issue on those images, so you might have to open the direct image link in a new tab and zoom in. Hopefully Imgur's compression doesn't mess it up too much.

 

In the first image, look at the trees that are on the cliff on the far left. Compare them to the closer trees to the right, and they look out of place. In the second image, you can see the same thing, straight ahead and a bit back. I have this issue with all trees as far as I'm aware. Definitely exists with snowy pines as well, I haven't been to the Rift yet so I can't be sure on the trees there. My dynDOLOD was built on June 14th (not the latest version, I know), with version 2.09. I googled the issue and found some other people having similar problems, but none of them seemed to have any solutions. Here's a Reddit thread about what I think is the same problem: https://www.reddit.com/r/skyrimmods/comments/3yhl8t/dyndolod_some_tree_lods_arent_showing_up/

 

I'm also running SFO, but it's version 2.3b in my case. I'm using Enhanced Landscapes also, version 1.20. My left panel in Mod Organizer looks like this:

 

DynDOLOD Resources

LOD Billboards

Skyrim Flora Overhaul

DynDOLOD Textures

Enhanced Landscapes

DynDOLOD Output

 

My DynDOLOD Output isn't being overwritten by anything. There are two mods overwriting DynDOLOD Resources in the left pane, and those mods are DynDOLOD Textures and USLEEP.

 

I'm using the Haafingar Oak trees that come with Enhanced Landscapes, and their LODs look better. Not sure if the issue is just less obvious on them, or if they aren't affected.

 

Have I messed up my Mod Organizer mod order somehow (this seems to be the recommended order that I've found on the internet), or is there an incompatibility somewhere? The enhanced mountains that come with Enhanced Landscapes seem to look fine.

 

Thanks

  • 0
Posted (edited)

Hi Sheson,

 

I'm having some issues with the closer tree LODs looking strange, with SFO installed. Here's some pictures: https://imgur.com/a/D5W8u

 

It may be hard to see the issue on those images, so you might have to open the direct image link in a new tab and zoom in. Hopefully Imgur's compression doesn't mess it up too much.

 

In the first image, look at the trees that are on the cliff on the far left. Compare them to the closer trees to the right, and they look out of place. In the second image, you can see the same thing, straight ahead and a bit back. I have this issue with all trees as far as I'm aware. Definitely exists with snowy pines as well, I haven't been to the Rift yet so I can't be sure on the trees there. My dynDOLOD was built on June 14th (not the latest version, I know), with version 2.09. I googled the issue and found some other people having similar problems, but none of them seemed to have any solutions. Here's a Reddit thread about what I think is the same problem: https://www.reddit.com/r/skyrimmods/comments/3yhl8t/dyndolod_some_tree_lods_arent_showing_up/

 

I'm also running SFO, but it's version 2.3b in my case. I'm using Enhanced Landscapes also, version 1.20. My left panel in Mod Organizer looks like this:

 

DynDOLOD Resources

LOD Billboards

Skyrim Flora Overhaul

DynDOLOD Textures

Enhanced Landscapes

DynDOLOD Output

 

My DynDOLOD Output isn't being overwritten by anything. There are two mods overwriting DynDOLOD Resources in the left pane, and those mods are DynDOLOD Textures and USLEEP.

 

I'm using the Haafingar Oak trees that come with Enhanced Landscapes, and their LODs look better. Not sure if the issue is just less obvious on them, or if they aren't affected.

 

Have I messed up my Mod Organizer mod order somehow (this seems to be the recommended order that I've found on the internet), or is there an incompatibility somewhere? The enhanced mountains that come with Enhanced Landscapes seem to look fine.

 

Thanks

As always I will answer this generally because DynDOLOD uses the TES5LODGen for trees LOD generation and relies on the user to choose and install 3rd party billboards for the load order.

 

DynDOLOD uses the billboards which are currently installed in the load order. If the billboards do not match the full tree very well then...

 

... if the difference is just too dark/too bright use the tree LOD brightness drop down in the advanced menu

... the billboards might be just that bad/good. Find better matching ones for the mod or create your own

... the billboards might be out of order if you use several different tree mods

 

Open the full tree model.nif in nifskope and compare to the billboard.dds - the ..\DynDOLOD\Logs\TES5Edit_log.txt prints lines like

 

TreeAspen01 [TREE:0006A9E6] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.dds

 

which tells you exactly which files to check.

 

Especially for older mods the available 3rd party billboards are usually just made by splitting the existing tree LOD texture atlas from that mod. The quality varies a lot.

Only recently have mod authors created much better looking/matching billboards now that better tools and knowledge is available.

 

Keep in mind that billboards are always a one-sided/flat representation of a 3D tree. Only one specific viewing angle will truly match the full model. However due to the flat nature of tree LOD, lighting is always different.

Edited by sheson
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Posted (edited)

Do the third pass with loading the existing DynDOLO.esp after you installed everything from the output folder to a mod. Then load existing esp and generate all types of LODs just for these two worlds. Then merge output folder with mod again.

Thanks for the quick response!  Just like to clarify since I'm somewhat new to this.  I'm installing the Everything + The Kitchen Sink STEP Pack.  I'm trying to run through the 2 step process when using the Open Cities mod.  In order to get the DynDOLOD step to work, I excluded worlds Wyrmstooth, Falskaar, and FalmerValley.  Once complete, I add the DynDOLOD Output Mod per instructions.

 

Should I now run through the DynDOLOD step again for the remaining 3 worlds with the previously generated DynDOLOD Output mod included?

Do I need to run the generate the TexGen.exe LODs again? I assume no.

Do I run through the same 2 step process (i.e. excluding the Open Cities MOD in the static run, then running the dynamic run)?  When I tried this, it won't let me load the DynDOLOD.esp in the static run since it's dependent on Open Cities.

Edited by A_Simple_Farmer
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