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sheson

Dynamic Distant Objects LOD - pre 2.xx

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Skyrim has needed a dynamic LOD generator for some time now (although some good mods have helped to compensate). I will be looking at TES5LODGen as well as this with anticipation :licking chops:

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How is this different from TES5LODGen, which comes with the next version of TES5Edit?

:O_o: Holy crap I missed that completely. I lost hope there ever would be one for tes5 months ago. I guess I need to get out more and frequent more forums...

 

Anyhow, as far as I understand TES5LODGen generates BTOs... static object LOD.

 

DynDOLOD adds the objects - LOD models/full models - into the game as REFS so they can be switched on and off.

So you can see your current HearthFires house, fires, trees. In addition DynDOLOD can do something like a fake higher ugrids for models that have no LOD.Both should compliment each other well when done right.

 

I hope I can add an option to DynDOLOD so it gets an option to not do the same objects again TES5LODGEN baked into the BTOs. Same as I did for SDOs BTOs. Though this might be harder.

Edited by sheson

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I hope I can add an option to DynDOLOD so it gets an option to not do the same objects again TES5LODGEN baked into the BTOs. Same as I did for SDOs BTOs. Though this might be harder.

 Added an option to DynDOLOD Generator so it doesn't do the same static objects that have been done by TES5LODGen. It is imperative to have the exact same load order between the two, since the file created by TES5LODGen only stores FormIDs (which contain the load order) without mod name. Edited by sheson

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What's a good way to test that this is working?

 

Also, where does TES5LODGen fit into the workflow? Before or after DynDOLOD?

Edited by fireundubh

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What's a good way to test that this is working?

Even without running anything in TES5Edit there is already a couple objects in the default DynDOLOD.espThe Solitude Sawmill superimposed on top of the atrocious thing that is in the BTO, its water wheel and the burning fire on top of Solitude Lighthouse (if you did a certain quest it won't be there).The Gildergreen Tree in Whiterun in all 3 vanilla states - it may not show depending on installed mods.

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On DynDOLOD Generator options panel check the box "TES5LODGen was run". DynDOLOD will then ignore all objects already done by TED5LODGen.

 

There is no such checkbox.

 

Also, cache files should go into a cache folder. Currently, they're mixing with the .txt files that came with the program.

Edited by fireundubh

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There is no such checkbox. Also, cache files should go into a cache folder. Currently, they're mixing with the .txt files that came with the program.

Thanks for testing and feedbackDoh :) updated first post with new version. Cache files now have their own folder.

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I let v0.11 run on all of my mods, but after the script finished ("[Apply Script Done]"), there was an error and nothing was written to DynDOLOD.esp.

exception message : '''' is not a valid integer value.

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I let v0.11 run on all of my mods, but after the script finished ("[Apply Script Done]"), there was an error and nothing was written to DynDOLOD.esp.

exception message : '''' is not a valid integer value.

 

Can you let me know your mod load order? I assume it did create cache files for each mod and then threw this error in the routines after that, most likely when adding LOD objects after the "xxx cells done".

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"Some mods already use a setting called "NeverFade", but this means a full detail model that is always active no matter the distance to the player. These neverfades are updated to a less demanding LOD model if one is available. LOD models or full models, these are turned off at a large distance as well."

 

I'm curious if this fixes the issue with SDO and if it doesn't can it be made to? The issues I'm talking about is over on the SDO thread where certain nordic ruins cause massive frame rate drops when they are in the frame. Bleak Fall Borrow viewed from Helgen is an easy way to see this drop. I drop into the 30-40 FPS range on my very modern setup (i5 haswell, GTX 760).

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"Some mods already use a setting called "NeverFade", but this means a full detail model that is always active no matter the distance to the player. These neverfades are updated to a less demanding LOD model if one is available. LOD models or full models, these are turned off at a large distance as well."

 

I'm curious if this fixes the issue with SDO and if it doesn't can it be made to? The issues I'm talking about is over on the SDO thread where certain nordic ruins cause massive frame rate drops when they are in the frame. Bleak Fall Borrow viewed from Helgen is an easy way to see this drop. I drop into the 30-40 FPS range on my very modern setup (i5 haswell, GTX 760).

 

Only the esp mod files that come with SDO use neverfades and those becomes obsolete when using DynDOLOD. Details in the readme in the zip file.

Bleak Fall Burrow is not in those esp as neverfade, BUT the campfires and creeks in the tundra behind that mountain are. I guess the quickest way to find out is to test your frame rate without the SDO esps.

 

DynDOLOD will add the creeks and campfires and many more things again - if you choose to let to let it do skyrim.esm in addition to other mods. However, only the objects much much closer to you are active and everything in the tundra will be off at that point, so the end result should be a better frame rate.

 

@Citizen working on your loadorder, I got it almost replicated - couldn't find a couple mods anymore but I doubt they matter. Will post again when I know more

Edited by sheson

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