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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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Posted (edited)

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?

It doesn't matter, since you are not going to generate the Tamriel worldspace or the city worldspaces in step 3.

Realistically it will be very though to load the current load order with the existing DynDOLOD.esp from step 2 without OCS, though.

Edited by sheson
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Posted

The area you marked in the screenshots is not LOD. The LOD area DynDOLOD works on is past the loaded cells. Use console tll to toggle LOD to see which area that is. Stuff beyond the wall is missing form the vanilla game for performance reasons.

 

Whiterun Exterior just adds the most obvious missing buildings. Not sure what else you are missing, but adding more and more stuff outside the walls will affect performance inside the city.

Yes I understand that, but my question is, is that supposed to be like that? Or am I doing something wrong? There are clearly missing buildings (and not added by mod). Surely another 2-3 buildings would not hurt performance by much?

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Posted

Yes I understand that, but my question is, is that supposed to be like that? Or am I doing something wrong? There are clearly missing buildings (and not added by mod). Surely another 2-3 buildings would not hurt performance by much?

I doubt Bethesda left the area empty by accident but fully intentional for performance reasons. Every additional object affects performance.

 

It is not clear what buildings you seem to be missing. All the missing vanilla buildings are added by Whiterun Exterior. If you use a mod that adds buildings to the exterior you should ask the mod author to make them visible from the inside.

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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!

I dont know if this is correct but from the image that you supply it looks like you are running out of memory with the tweaks in crash fixes because that is what all the spam in the log is

CustomMemoryBlock=1
CustomMemoryBlockTotalSizeMb=64

I think you have to increase CustomMemoryBlockTotalSizeMb= a little bit.

How much? 

I have no idea maybe 96 or 128.

I switched back to skse mem tweaks since meh is still trying to figure out some stuff.

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DynDOLOD 2.12 and DynDOLOD Resources 2.12

are the same uploads on the nexus, the mega link is fine though.

 

Nexus being Nexus I guess. Fixed - it now is called DynDOLOD Standalone 2.12

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Posted

I dont know if this is correct but from the image that you supply it looks like you are running out of memory with the tweaks in crash fixes because that is what all the spam in the log is

CustomMemoryBlock=1
CustomMemoryBlockTotalSizeMb=64

I think you have to increase CustomMemoryBlockTotalSizeMb= a little bit.

How much? 

I have no idea maybe 96 or 128.

I switched back to skse mem tweaks since meh is still trying to figure out some stuff.

Good catch hishutup, I'll give that a try as well.

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I doubt Bethesda left the area empty by accident but fully intentional for performance reasons. Every additional object affects performance.

 

It is not clear what buildings you seem to be missing. All the missing vanilla buildings are added by Whiterun Exterior. If you use a mod that adds buildings to the exterior you should ask the mod author to make them visible from the inside.

Oops, sorry my bad. Turns out it's the Cutting Room Floor by arthmoor that adds some of those buildings. Sorry to bother you.

 

One more question though (still regarding Whiterun Exteriors), I notice when I'm looking from inside Whiterun to the outside part, some rocks/landscape will shows when I'm far away and then disappears as I move closer (still behind the walls). Again, is it supposed to be like that? Thanks again.

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I updated to version 2.12 today, and am getting this error at around 25-30 minutes into running DynDOLOD. I've tried twice and got the error both times. Here's the error:

 

Exception in unit userscript line 324: Cannot open file "E:\Games\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_atlas_map_dlc2solstheimworld.txt". The system cannot find the file specified

 

I uploaded my TES5Edit_log.txt, as suggested by DynDOLOD: https://pastebin.com/MKzWXq1Q

 

I updated both DynDOLOD Resources and DynDOLOD itself to 2.12. Any idea what could be causing this file to be missing?

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Posted (edited)

Oops, sorry my bad. Turns out it's the Cutting Room Floor by arthmoor that adds some of those buildings. Sorry to bother you.

 

One more question though (still regarding Whiterun Exteriors), I notice when I'm looking from inside Whiterun to the outside part, some rocks/landscape will shows when I'm far away and then disappears as I move closer (still behind the walls). Again, is it supposed to be like that? Thanks again.

 

Whatever you see in the distance is Tamriel LOD. The cities (excluding Markarth) are child worlds that use the parent world LOD, regardless if objects were added to child world cells.

 

I updated to version 2.12 today, and am getting this error at around 25-30 minutes into running DynDOLOD. I've tried twice and got the error both times. Here's the error:

 

Exception in unit userscript line 324: Cannot open file "E:\Games\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_atlas_map_dlc2solstheimworld.txt". The system cannot find the file specified

 

I uploaded my TES5Edit_log.txt, as suggested by DynDOLOD: https://pastebin.com/MKzWXq1Q

 

I updated both DynDOLOD Resources and DynDOLOD itself to 2.12. Any idea what could be causing this file to be missing?

Looks like something is causing a problem with Solstheim World so it can not read any data /references from it. Open the load order in xEdit.exe and find the worldspace, usually form id 04000800

check if you can unfold it, including the block 0,0 and deeper. Check entire load order for error in xEdit.exe maybe something shows.

 

See if it works if you only generate for Solstheim.

Edited by sheson
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Posted (edited)

Looks like something is causing a problem with Solstheim World so it can not read any data /references from it. Open the load order in xEdit.exe and find the worldspace, usually form id 04000800

check if you can unfold it, including the block 0,0 and deeper. Check entire load order for error in xEdit.exe maybe something shows.

 

See if it works if you only generate for Solstheim.

Thanks for the reply. Sorry if this sounds like a stupid/obvious question, but what is unfolding in xedit? I looked into the documentation they have but it didn't mention anything about it.

 

I'm checking my load order for errors right now, but it's taking a long time. 9 minutes in so far and it's still on the Bethesda files.

 

Edit: Error checking done. Here's the log: https://pastebin.com/r3F5i7VT

 

Edit2: Tried building just Solstheim. Got the same error as above. This was on 2.12 though, should I try again on 2.13 or is that irrelevant to this issue?

Edited by Tezliov
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Posted (edited)

Thanks for the reply. Sorry if this sounds like a stupid/obvious question, but what is unfolding in xedit? I looked into the documentation they have but it didn't mention anything about it.

 

I'm checking my load order for errors right now, but it's taking a long time. 9 minutes in so far and it's still on the Bethesda files.

 

Edit: Error checking done. Here's the log: https://pastebin.com/r3F5i7VT

 

Edit2: Tried building just Solstheim. Got the same error as above. This was on 2.12 though, should I try again on 2.13 or is that irrelevant to this issue?

Unfortunately nothing sticks out in the error check that would explain the problem.

 

2.13 just fixes the read error for the missing file so it should run through. But Solstheim will then have no tree/object LOD generated and fall back to vanilla LOD. This is most likely what happened with versions

 

The first log you posted has a line that says

Filtering 0 references in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] for LOD

which obviously is wrong.

 

It should rather log something like

Filtering 17548 references in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] for LOD

 

 

After you opened your load order in xEdit.exe, type the form ID 04000800 into the field top left and hit enter. This will open the Solstheim World record.

Maybe you could screenshot the right window that will show a bunch of mods changing the worldspace records. I am especially interested of the mods to the most right

 

In the left window, click the little [+] to the left of 04000800 | DLC2SolstheimWorld to unfold its children, you should see a Cell and a list of Blocks,

Click [+] 040142EC Cell, [+] Persistent and it should show a long list of references in left window

Do the same for a bunch of Blocks. Subblocks.

I am wondering if it will throw some kind of an error message, though I think it should have done that when error checking already

 

If you cleaned Dragonborn.esm, you could try to restore the original backup and see if DynDOLOD works with it. If that works, redo the cleaning.

Edited by sheson
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Posted

Unfortunately nothing sticks out in the error check that would explain the problem.

 

2.13 just fixes the read error for the missing file so it should run through. But Solstheim will then have no tree/object LOD generated and fall back to vanilla LOD. This is most likely what happened with versions < 2.12 as well, but since it ran through, you may not have noticed anything wrong.

 

The first log you posted has a line that says

Filtering 0 references in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] for LOD

which obviously is wrong.

 

It should rather log something like

Filtering 17548 references in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] for LOD

 

 

After you opened your load order in xEdit.exe, type the form ID 04000800 into the field top left and hit enter. This will open the Solstheim World record.

Maybe you could screenshot the right window that will show a bunch of mods changing the worldspace records. I am especially interested of the mods to the most right

 

In the left window, click the little [+] to the left of 04000800 | DLC2SolstheimWorld to unfold its children, you should see a Cell and a list of Blocks,

Click [+] 040142EC Cell, [+] Persistent and it should show a long list of references in left window

Do the same for a bunch of Blocks. Subblocks.

I am wondering if it will throw some kind of an error message, though I think it should have done that when error checking already

 

If you cleaned Dragonborn.esm, you could try to restore the original backup and see if DynDOLOD works with it. If that works, redo the cleaning.

I just deleted my Dragonborn.esm and then verified the integrity of my game cache so that I got a new one. Still no luck. I did notice something strange, though. In the DynDOLOD menu, it said that DLC2SolstheimWorld is part of GenisisWatchtowersReborn.esp instead of Dragonborn.esm. So it seems like that mod is messing with either Solstheim (and messing it up, haven't been there since I got the mod), or DynDOLOD. I'm in the middle of a playthrough right now so I can't really remove the mod. Should I just skip building Solstheim or is there a workaround for something like this?

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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.

Hi Sheson, I think I have the info you requested. I'll post it as screenshots of TES5Edit. Sorry about the unconventional way of trimming KBs from the images (blanking out parts) but at least they all fit into the 500KB upload limit while keeping them readable. Only blank rows are cut out.
 
Well scratch that, it seems the forum doesn't support png and is converting them to jpg. I'm uploading them to igmur...
 
Bridge_Full_BaseID   https://i.imgur.com/d0zb0Ek.png
E-W_Bridge_Full_1    https://i.imgur.com/fx3TEMy.png
E-W_Bridge_Full_2    https://i.imgur.com/26M4W2T.png
N-S_Bridge_Full_1    https://i.imgur.com/WktFfzO.png
N-S_Bridge_Full_2    https://i.imgur.com/EQUYx2P.png
 
Off hand, I can see anything off. The full bridge model is flagged by DynDOLOD as "Has distant LOD", the full model and LOD positions and rotation match... The LODs are flagged as "visible when distant"... I have no idea why the LOD would show up in the near grids. Then again I may not know what to look for  
 
 
One other thing, I went back to Riverwood, walked to its bridge and disabled the full bridge in game. Humm, no LOD, sounds about right. So I tcl and moved upriver. Right about the place where you get to the first big falls upriver from Riverwood it looks like the LOD appears! Oh, no, wait, that looks too detailed to be a LOD (I can see bridge cutwaters jutting out). I go back and lo and behold, the full bride model (BaseID  00022468) is back. Disable it again, go back to the falls and the full bridge pops back up again. Looks like I get the full model at distance no matter what. Go figure Sundder scratches head.  The full models and LODs of the bridges near Whiterun didn't behave this way, though (what I disabled stayed disabled) so disabling their LODs in game could still be a quick-fix.
 
@Hishutup: Thanks, 128 keeps my blocks from filling up. Most were satill at 100% with 96.
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Posted (edited)

DOh, wait....The EditorID of the Bridge LOD is DynDOLODPatchesMerged...which distinctly sounds like the ESP I created by merging the various ESPs that were installed by the DynDOLOD Patches 2.00 file. Something I hadn't done when using DynDOLOD 1.48 and 1.49. Looks like my merged DynDOLOD ESP is having side effects. Uh, my bad...I think. Does this have anything to do with the fact that one of the patches is for the Whiterun exterior?

Edited by Sundder
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