Jump to content
  • 0

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

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 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.

Do it like this for now

1. Generate static/tree LOD for Tamriel without Open Cities, move output to mod

2. Generate dynamic LOD for Tamriel with Open Cities, merge output to mod

3. Generate static/tree/dynamic for all other worldspaces but not for Tamriel, merge output to  mod

  • 0
Posted

Do it like this for now

1. Generate static/tree LOD for Tamriel without Open Cities, move output to mod

2. Generate dynamic LOD for Tamriel with Open Cities, merge output to mod

3. Generate static/tree/dynamic for all other worldspaces but not for Tamriel, merge output to  mod

Not sure if I'm following your directions properly.  When I tried this, the third step generated another DynDOLOD.esp file.  If I just merge the output of step 3 into the Tamriel only mod, it overwrites the previous DynDOLOD.esp.  Is that ok?

  • 0
Posted

Not sure if I'm following your directions properly.  When I tried this, the third step generated another DynDOLOD.esp file.  If I just merge the output of step 3 into the Tamriel only mod, it overwrites the previous DynDOLOD.esp.  Is that ok?

This is how updating and merging works. Merging means overwriting all existing files.

  • 0
Posted

This is how updating and merging works. Merging means overwriting all existing files.

I guess that's true :-).   Just wanted to let you know that this ran successfully.  I haven't had a chance to jump into the game to test out the results but will report back.  Thanks for you help!

  • 0
Posted

I'm updating my mods for a new game and I have what appears to be an LOD issue with Legacy of the Dragonborn.  Without DynDOLOD most of what LOTD adds is missing. With DynDOLOD, depending upon how far away, there is just a "small" gap where the door and stairs are located (entrance to hotsprings area from safehouse). I tried adding rules for the door and steps.  They appeared but the door was perpendicular to the door frame.  I'm wondering if this might be because I used the NIF file rather than a specific reference ID.

 

These are the rules I added:

LODGen68=Architecture\Solitude\Interiors\SMdASteps.nif,Full model,Full model,Full model,Far Full,Unchanged,0
LODGen69=Architecture\Solitude\Doors\SHouseDoor01.nif,Full model,Full model,Full model,Far Full,Unchanged,0

This is the information I extracted from the LOTD esp in order to set those up.  Perhaps there might be a better rule that I could use instead...

LOTDB items missing from LOD:
XX4A3B0B - bedroombackdoorEXT -- BASE OBJECT: 000368CE -- MODEL: Architecture\Solitude\Doors\SHouseDoor01.nif
XX757081 - SMdAStepsDBM -- BASE OBJECT: XX166629 -- MODEL: Architecture\Solitude\Interiors\SMdASteps.nif

Here are screenshots of what I'm trying to resolve:

From character position

https://i1235.photobucket.com/albums/ff438/Therin303/20160705103049_1_zpszahsrh07.jpg

Free camera mode initiated at above character position

https://i1235.photobucket.com/albums/ff438/Therin303/20160705103144_1_zpsmwnbfscr.jpg

In character position right outside the door (for reference to see what is missing)

https://i1235.photobucket.com/albums/ff438/Therin303/20160705105751_1_zps2copubsp.jpg

 

There is also a larger support rock (hotsprings side) which disappears as I move back, but that is while in free camera mode and may not be an issue in actual play due to the mountains/hills in the way.

  • 0
Posted (edited)

I'm updating my mods for a new game and I have what appears to be an LOD issue with Legacy of the Dragonborn.  Without DynDOLOD most of what LOTD adds is missing. With DynDOLOD, depending upon how far away, there is just a "small" gap where the door and stairs are located (entrance to hotsprings area from safehouse). I tried adding rules for the door and steps.  They appeared but the door was perpendicular to the door frame.  I'm wondering if this might be because I used the NIF file rather than a specific reference ID.

 

These are the rules I added:

LODGen68=Architecture\Solitude\Interiors\SMdASteps.nif,Full model,Full model,Full model,Far Full,Unchanged,0
LODGen69=Architecture\Solitude\Doors\SHouseDoor01.nif,Full model,Full model,Full model,Far Full,Unchanged,0

This is the information I extracted from the LOTD esp in order to set those up.  Perhaps there might be a better rule that I could use instead...

LOTDB items missing from LOD:
XX4A3B0B - bedroombackdoorEXT -- BASE OBJECT: 000368CE -- MODEL: Architecture\Solitude\Doors\SHouseDoor01.nif
XX757081 - SMdAStepsDBM -- BASE OBJECT: XX166629 -- MODEL: Architecture\Solitude\Interiors\SMdASteps.nif

Here are screenshots of what I'm trying to resolve:

From character position

https://i1235.photobucket.com/albums/ff438/Therin303/20160705103049_1_zpszahsrh07.jpg

Free camera mode initiated at above character position

https://i1235.photobucket.com/albums/ff438/Therin303/20160705103144_1_zpsmwnbfscr.jpg

In character position right outside the door (for reference to see what is missing)

https://i1235.photobucket.com/albums/ff438/Therin303/20160705105751_1_zps2copubsp.jpg

 

There is also a larger support rock (hotsprings side) which disappears as I move back, but that is while in free camera mode and may not be an issue in actual play due to the mountains/hills in the way.

Setting doors for Full Model static LOD can be problematic because they can be open or closed... and typically they are opened by default. Or LODGen.exe just fails to read the correct data from the animated nif.

 

I just added something to upcoming 2.12 that will ensure doors are closed/open properly when they are done as dynamic LOD. I am afraid though that won't help for the first screenshot as you may be too far away for the default 21 Far Grid distance. You could try setting all the static LOD entries to empty and use Never Fade Full. But with 2.11 the door might always be in open state.

 

The best solution would be to create a simple true static LOD model of that door. I am currently finishing testing a couple new functions to LODGen.exe and will include Legacy in the testing to see what can be done about this particular case.

Edited by sheson
  • 0
Posted

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

Yes sir. The file ends with "Log ended at 10:46:43 PM"

 

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?

LODGen_Blackreach.txt has 1321 lines. There are 13 files in \Data\Meshes\Terrain\blackreach\Objects\. My generation options are below (Medium):

 

oJVqsIf.png

 

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.

Here is the first screenshot, with sw 15e. The LOD is missing:
 
Oss8zsU.jpg
 
Here is the second screenshot, with \Data\Meshes\Terrain\blackreach\Objects\ hidden in Mod Organizer. The LOD's are no longer hidden:

 

kv8XfpQ.jpg

  • 0
Posted

 

Yes sir. The file ends with "Log ended at 10:46:43 PM"

 

LODGen_Blackreach.txt has 1321 lines. There are 13 files in \Data\Meshes\Terrain\blackreach\Objects\. My generation options are below (Medium):

 

oJVqsIf.png

 

Here is the first screenshot, with sw 15e. The LOD is missing:
 
Oss8zsU.jpg
 
Here is the second screenshot, with \Data\Meshes\Terrain\blackreach\Objects\ hidden in Mod Organizer. The LOD's are no longer hidden:

 

kv8XfpQ.jpg

 

Check in xEdit if a mod changes the base records 000487e7 and 000487e8 or the references 0004e7be and 000ce81d

 

If that is not the case, check ..\DynDOLOD\Edit Scripts\Export\LODGen_Blackreach.txt for lines like MountainPeak01 or MountainPeak02 that should look like

 

0004E7BE    04008000    8118.145508    16921.089844    9796.507812    180.0000    0.0000    70.0381    1.0    MountainPeak02_Blackreach    00038800        meshes\landscape\mountains\mountainpeak02.nif    meshes\lod\mountains\mountainpeak02_lod_0l.nif    meshes\lod\mountains\mountainpeak02_lod_1.nif    meshes\lod\mountains\mountainpeak02_lod_2.nif

 

000CE81D    00008000    6246.502441    20009.597656    5755.744629    182.0536    358.5899    177.0209    1.0    MountainPeak01_Blackreach    00038800        meshes\landscape\mountains\mountainpeak01.nif    meshes\lod\mountains\mountainpeak01_lod_0l.nif    meshes\lod\mountains\mountainpeak01_lod_1.nif    meshes\lod\mountains\mountainpeak01_lod_2.nif

  • 0
Posted

Hi, I've downloaded and installed the mod following the gamerpoet's video. I activated the esp from nexus mod manager but the MCM doesn't register that the mod is installed, no matter how long I wait. I traveled between Riften and Whiterun but the mod menu is still not registered. The esp is at the end of my load order. What could be causing this?

  • 0
Posted

Hi, I've used DynDOLOD 1.48, 1.49 and now 2.10 largely without issue (except for the stringcount problem which has been fixed since 1.49), but I've run into what seems to be a bit of an oddity with 2.10 which didn't occur with 1.48 and 1.49 and it's left me scratching my head.

 

For some reason, both the full bridge models and the DynDOLOD LOD objects of the two brides near Honningbrew Meadery on the way to Whiterun from Riverwood are present and Z-Fighting at all distances. The same bridge model in Riverwood and Ivarstead doesn't exhibit this so I'm wondering how best to avoid the problem.

 

As a test I disable the DynDOLOD LOD object from one bridge and the full bridge model from the other in game and retreated as far as they could both be seen; both the LOD of one and the full model of the other were always visible. I've included some screen shots for reference.

 

In 1) you can see the full model and DynDOLOD LOD object Z-fighting as I walk up to one of the bridges.

 

In 2) I select the DynDOLOD generated LOD object.

 

In 3) the LOD is disabled leaving only the SMIM Old Stonework bridge (the same issue crops if I revert to the vanilla bridge model, though I didn't rerun DynDOLOD and reinstall its output with just the vanilla bridge mesh).

 

4) is an example of the full bridge disabled in game and just the LOD showing.

 

It's a little hard to see in the compressed and resized screenshot of my test for both a full bridge model and a plain LOD (full model disabled in game) but 5) shows both a full bridge (LOD disabled in game) on the left and just a LOD on the right at distance and both are still there.

 

It seems I can disable the LOD objects for both these bridges in game an still have them treated as full LOD, but I'd rather have a tweak that would generate their LODs (or not generate LODs) so as to get the same result as the Riverwood and Ivarstead bridges.

 

Should I just set the bridge model as Full LOD in the Mesh LODGen Export Rule window?

 

Was there a DynDOLOD resource installation to replace SMIM bridge meshes that I may have not allowed to perform an overwrite?

 

Anyway, thanks for any help, and of course, thank Sheson for this mindblowingly amazing tool. The next firstborn is in the mail!

  • 0
Posted (edited)

Hi, I've downloaded and installed the mod following the gamerpoet's video. I activated the esp from nexus mod manager but the MCM doesn't register that the mod is installed, no matter how long I wait. I traveled between Riften and Whiterun but the mod menu is still not registered. The esp is at the end of my load order. What could be causing this?

Make sure to install all DynDOLOD Resource core files, including the papyrus scripts.

Make sure to install SKSE, SkyUI and PapyrusUtil.

Make sure to copy all files from the output folder into a mod/data folder after the generation, including the esp and the meshes/skse/texture folder.

 

Hi, I've used DynDOLOD 1.48, 1.49 and now 2.10 largely without issue (except for the stringcount problem which has been fixed since 1.49), but I've run into what seems to be a bit of an oddity with 2.10 which didn't occur with 1.48 and 1.49 and it's left me scratching my head.

 

For some reason, both the full bridge models and the DynDOLOD LOD objects of the two brides near Honningbrew Meadery on the way to Whiterun from Riverwood are present and Z-Fighting at all distances. The same bridge model in Riverwood and Ivarstead doesn't exhibit this so I'm wondering how best to avoid the problem.

 

As a test I disable the DynDOLOD LOD object from one bridge and the full bridge model from the other in game and retreated as far as they could both be seen; both the LOD of one and the full model of the other were always visible. I've included some screen shots for reference.

 

In 1) you can see the full model and DynDOLOD LOD object Z-fighting as I walk up to one of the bridges.

 

In 2) I select the DynDOLOD generated LOD object.

 

In 3) the LOD is disabled leaving only the SMIM Old Stonework bridge (the same issue crops if I revert to the vanilla bridge model, though I didn't rerun DynDOLOD and reinstall its output with just the vanilla bridge mesh).

 

4) is an example of the full bridge disabled in game and just the LOD showing.

 

It's a little hard to see in the compressed and resized screenshot of my test for both a full bridge model and a plain LOD (full model disabled in game) but 5) shows both a full bridge (LOD disabled in game) on the left and just a LOD on the right at distance and both are still there.

 

It seems I can disable the LOD objects for both these bridges in game an still have them treated as full LOD, but I'd rather have a tweak that would generate their LODs (or not generate LODs) so as to get the same result as the Riverwood and Ivarstead bridges.

 

Should I just set the bridge model as Full LOD in the Mesh LODGen Export Rule window?

 

Was there a DynDOLOD resource installation to replace SMIM bridge meshes that I may have not allowed to perform an overwrite?

 

Anyway, thanks for any help, and of course, thank Sheson for this mindblowingly amazing tool. The next firstborn is in the mail!

Most likely the clean save update went wrong. Test if it happens when starting a new game with coc whiterun from console in main menu.

If the problem is gone then, make sure to do a clean save as explained in the update post/manual before introducing the new esp.

Edited by sheson
  • 0
Posted

 

Most likely the clean save update went wrong. Test if it happens when starting a new game with coc whiterun from console in main menu.

If the problem is gone then, make sure to do a clean save as explained in the update post/manual before introducing the new esp.

Thanks for the prompt reply, Sheson! Sorry, forgot to mention that I'm using 2.10 on a new playthrough. But I started a new game anyway to test this using COC Whiterun, as you requested (convenient how that drops you in just the right spot!) but no dice the same issue is still present. I generated this DynDOLOD output on "Medium" if that helps. 

  • 0
Posted (edited)

Thanks for the prompt reply, Sheson! Sorry, forgot to mention that I'm using 2.10 on a new playthrough. But I started a new game anyway to test this using COC Whiterun, as you requested (convenient how that drops you in just the right spot!) but no dice the same issue is still present. I generated this DynDOLOD output on "Medium" if that helps. 

By default that bridge should not have any dynamic LOD, only static LOD. Check if a mod changes the reference (of the full bridge) or the base record.

also bring up the DynDOLOD form id for the LOD version of the brdige and check its Editor ID which will tell us the original modname_formid. Maybe it is not Skyrim.esm anymore for some reason.

 

Let me know if you need more detail explaining the steps.

Edited by sheson
  • 0
Posted

I'm updating my mods for a new game and I have what appears to be an LOD issue with Legacy of the Dragonborn.  Without DynDOLOD most of what LOTD adds is missing. With DynDOLOD, depending upon how far away, there is just a "small" gap where the door and stairs are located (entrance to hotsprings area from safehouse). I tried adding rules for the door and steps.  They appeared but the door was perpendicular to the door frame.  I'm wondering if this might be because I used the NIF file rather than a specific reference ID.

 

These are the rules I added:

LODGen68=Architecture\Solitude\Interiors\SMdASteps.nif,Full model,Full model,Full model,Far Full,Unchanged,0
LODGen69=Architecture\Solitude\Doors\SHouseDoor01.nif,Full model,Full model,Full model,Far Full,Unchanged,0
This is the information I extracted from the LOTD esp in order to set those up.  Perhaps there might be a better rule that I could use instead...

LOTDB items missing from LOD:
XX4A3B0B - bedroombackdoorEXT -- BASE OBJECT: 000368CE -- MODEL: Architecture\Solitude\Doors\SHouseDoor01.nif
XX757081 - SMdAStepsDBM -- BASE OBJECT: XX166629 -- MODEL: Architecture\Solitude\Interiors\SMdASteps.nif
Here are screenshots of what I'm trying to resolve:

From character position

https://i1235.photobucket.com/albums/ff438/Therin303/20160705103049_1_zpszahsrh07.jpg

Free camera mode initiated at above character position

https://i1235.photobucket.com/albums/ff438/Therin303/20160705103144_1_zpsmwnbfscr.jpg

In character position right outside the door (for reference to see what is missing)

https://i1235.photobucket.com/albums/ff438/Therin303/20160705105751_1_zps2copubsp.jpg

 

There is also a larger support rock (hotsprings side) which disappears as I move back, but that is while in free camera mode and may not be an issue in actual play due to the mountains/hills in the way.

 

I've updated low/medium/high rules for Legacy of the Dragonborn. You need to overwrite the rules shipping with the mod in the Skyrim/data/DynDOLOD/*.ini folder (or Legacy mod folder of MO)

Those files take precedence over any rule files in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\*.ini, which might be the reason why adding the door didn't work in your case. Both the door and the stairs are included now.

 

I've also send the updated rules to icecreamassassin to include in the next update of Legcay, but I figured it may be a bit until that happens.

  • 0
Posted

Do it like this for now

1. Generate static/tree LOD for Tamriel without Open Cities, move output to mod

2. Generate dynamic LOD for Tamriel with Open Cities, merge output to mod

3. Generate static/tree/dynamic for all other worldspaces but not for Tamriel, merge output to  mod

I'm trying to do this now, and there's one thing I'm not clear on -- should I have OCS and its dependencies enabled or disabled for the third step?

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.