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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

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Posted

Hello,

 

I'm getting stuck pretty early on already as i can't split the tree LODs. I get an error that says: Acces violation at address 00406A80 in module 'TES5Edit.exe' Read of address 00000000.

 

Bug report:

 

date/time : 2015-01-05, 18:26:57, 953ms
computer name : RICK
user name : RHMgerards
registered owner : RHMgerards / Hewlett-Packard Company
operating system : Windows 8 x64 build 9200
system language : Dutch
system up time : 1 day 2 hours
program up time : 34 seconds
processors : 2x AMD A4-5300 APU with Radeon HD Graphics
physical memory : 1392/3992 MB (free/total)
free disk space : (C:) 713,94 GB
display mode : 1920x1080, 32 bit
process id : $1528
allocated memory : 579,44 MB
command line : "C:\Skyrim\TES5Edit\TES5Edit.exe" -o:''C:\Skyrim\Tree LOD''
executable : TES5Edit.exe
exec. date/time : 2014-12-11 15:36
version : 3.0.33.0
compiled with : Delphi XE
madExcept version : 4.0.5
callstack crc : $dcd2c88f, $82bd5c5b, $4d9765bb
exception number : 1
exception class : Unknown
exception message : Unknown.

main thread ($1010):
007b967c +294 TES5Edit.exe Imaging 3608 +42 TImageFileFormat.SaveToFile
007b4faa +07e TES5Edit.exe Imaging 1222 +8 SaveImageToFile
00a13054 +07c TES5Edit.exe wbLOD 501 +8 TwbLodTES5TreeList.SaveFromAtlas
00a436fb +8cf TES5Edit.exe frmViewMain 4611 +91 TfrmMain.SplitLOD
00a5190c +3f8 TES5Edit.exe frmViewMain 7579 +59 TfrmMain.mniNavGenerateLODClick
00525deb +0a7 TES5Edit.exe Menus TMenuItem.Click
005272e7 +013 TES5Edit.exe Menus TMenu.DispatchCommand
005284c6 +082 TES5Edit.exe Menus TPopupList.WndProc
00528415 +01d TES5Edit.exe Menus TPopupList.MainWndProc
004c4e74 +014 TES5Edit.exe Classes StdWndProc
77278a61 +00b user32.dll DispatchMessageW
005b2087 +0f3 TES5Edit.exe Forms TApplication.ProcessMessage
005b20ca +00a TES5Edit.exe Forms TApplication.HandleMessage
005b23f5 +0c9 TES5Edit.exe Forms TApplication.Run
00a7bfaf +05f TES5Edit.exe TES5Edit 76 +7 initialization
751d86e1 +00c KERNEL32.DLL BaseThreadInitThunk

thread $1654 (TWorkerThread):
74f41123 +66 KERNELBASE.dll WaitForSingleObjectEx
74f410af +0d KERNELBASE.dll WaitForSingleObject
005d213d +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute
00472cdf +2b TES5Edit.exe madExcept HookedTThreadExecute
004c21ae +42 TES5Edit.exe Classes ThreadProc
00407588 +28 TES5Edit.exe System 148 +0 ThreadWrapper
00472bc1 +0d TES5Edit.exe madExcept CallThreadProcSafe
00472c2b +37 TES5Edit.exe madExcept ThreadExceptFrame
751d86e1 +0c KERNEL32.DLL BaseThreadInitThunk
>> created by main thread ($1010) at:
005d2025 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Create

thread $e2c:
751d86e1 +c KERNEL32.DLL BaseThreadInitThunk

thread $1794:
751d86e1 +c KERNEL32.DLL BaseThreadInitThunk

 

Don't know if this is the right thread, but ddid anyone have the same problem and/or know the solution?

 

Thanks in Advance

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Posted (edited)

In all the path names below substitute tamriel with the name of the worldspace in question...

 

Make sure that the files in meshes\terrain\tamriel\trees and in textures\terrain\trees\ do match (tree LOD looks OK in game).

They need to be from the game and/or mods but not yet overwritten by previous runs of LODGen for trees itself.

 

When splitting trees in TES5EDit only load the esm/esp of mods that also add trees. That is the case if the DLC/mod comes with files in meshes\terrain\tamriel\trees.

When starting TES5Edit only check the box next to the DLC/mod in question, it will load all required files.

 

If you continue to have trouble with TES5Edit LODGen for trees check its thread at  https://www.afkmods.com/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/ 

Edited by sheson
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Posted

Can somebody please write step by step guide how to install it (I dont use MO)? I watched the video but its hard to follow and I stuck at changing -o path in TES5Edit label (error after i press yes)

 

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Posted
  On 1/6/2015 at 2:35 PM, mindw0rk said:

Can somebody please write step by step guide how to install it (I dont use MO)? I watched the video but its hard to follow and I stuck at changing -o path in TES5Edit label (error after i press yes)

There is a manual in the download archive with has extensive instructions how to use it. "Installation" is copying files from the archive into specific folders.

 

TES5EDit is a third party tool. See more at https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/

 

Also see S.T.E.P. wiki at https://wiki.step-project.com/TES5Edit

 

 

For how to use windows shortcuts see "How to Add a Command Line Parameter to a Windows Shortcut" at https://www.ehow.com/how_7208987_add-line-parameter-windows-shortcut.html

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Posted

Gave it a go, when I try to : split tree atlas / generate tree LOD / run your dyndolod worlds script through MO, the only worldspace it detects is LabyrinthianMazeWorld.

 

When running TES5E directly, it detects all the worldspaces correctly. I guess I'll have to do it all without MO and then copy all stuff in MO directories later if possible lol

 

That's with MO 1.2.17 (did it with older versions too, full disclosure : I already tried a few weeks back and had the same issue) and TES5Edit 3.0.33 r1859 btw.

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Posted (edited)

I am not clear if you mean the Split tree atlas or the generate tree LOD or the DynDOLOD option screen? Which of the 3 is only detecting one world?

 

When splitting trees or generating trees you need to right click the right mod, for example for Tamriel Skyrim.esm

Edited by sheson
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Posted (edited)

Sorry for being unclear, I wrote the post too quickly.

What happens is : when right clicking Skyrim.esm, both for splitting tree atlases and generate tree LOD (and also when running your script), none of the worlds that should appear appear (so no Tamriel, no Blackreach etc), just that Labyrinthian Maze one.

when right clicking the DG/DB .esms, only the worlds beginning by DLC1 or DLC2 appear. None of the stuff that's from the base game appears either.

As I said that's only when running TES5E through MO. When running TES5E directly it detects the worlds correctly.

Edited by crime_syndicate
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Posted
  On 1/14/2015 at 4:13 PM, crime_syndicate said:

Sorry for being unclear, I wrote the post too quickly.

What happens is : when right clicking Skyrim.esm, both for splitting tree atlases and generate tree LOD (and also when running your script), none of the worlds that should appear appear (so no Tamriel, no Blackreach etc), just that Labyrinthian Maze one.

when right clicking the DG/DB .esms, only the worlds beginning by DLC1 or DLC2 appear. None of the stuff that's from the base game appears either.

As I said that's only when running TES5E through MO. When running TES5E directly it detects the worlds correctly.

 

That points to something really odd happening to the MO/TES5Edit setup. I just double checked here with latest MO and TES5Edit and it shows all worlds as expected. I suggest searching  the MO and/or TES5Edit threads.

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Posted (edited)

Discovered that it detects the worlds correctly on my Vanilla MO profile. On my other profiles it does not, even if I disable all mods. I really don't know what's going on lol, the only difference between these profiles should be the Skyrim/Skyrimprefs inis if I'm not mistaken, so that's rather weird...

 

EDIT : inis indeed seem to be the culprit. put the inis from the vanilla profile (clean generated inis from the launcher set as read only right after, was autodetected to medium preset iirc) in my modded gameplay MO profile and worlds are correctly detected. put the custom inis in the vanilla MO profile and it breaks it. I confess I don't get it :D

Edited by crime_syndicate
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Posted

List of available worldspaces is built from you current loaded mods in TES5Edit and the presence of lodsettings file for each worldspace either in data folder or any of BSA archives. TES5Edit loads archives exactly like the game: BSAs set in Skyrim.ini and any BSA archives in data folder that match loaded plugin names.

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Posted (edited)

Even though I haven't started a playthrough with your mod yet like I intended to, I still tested it quite a bit so here's a little feedback since there's unfortunately little activity in this thread :(

 

bug reports :

I tried generating LOD a few times today (I didn't touch the tree meshes and textures because I'm still using SFO 2.0f and nothing else, like when I first generated it)

The first times I tried with xEdit r1893 and I got "Error in unit 'functions' on line 420 : Undeclared Identifier 'NormalizePath'." each time, even when only esps activated were Bethesda files, Unofficial patches and Dyndolod.esp.

Then I tried with xEdit r1881 and the esp creation went fine, but LodGen crashed (god knows why, Log.txt was overwritten by my next generation anyway)

At last I redid the generation and both esp creation and .bto generation went fine.

 

I also had a pretty annoying issue the first time I used the mod a while back : 2 times out of 3, I would get an ILS, which I never ever have without your mod (I have both SKSE 1.7.2 with your memory patch (defaultHeapInitialAllocMB=768 and scrapHeapSizeMB=256) and ENBoost). So I tried reinstalling the SafetyLoad SKSE plugin (I normally don't have it like commonly recommended), set EnableOnlyLoading to true, and no ILS since.

 

Here is also a bunch of stuff that I'm a bit hesitant to report because it's probably just mistakes on my part or because it's too vague :

Vram usage difference with dyndolod / LOD generated on high vs just vanilla + High Definition LODs at ugrids 5 seemed to be between 600 and 700 mb depending on the place, but I was running fSplitDistanceMult=2.2500, so I guess that has to do with it. (I set it back to 1.5 since, also the ILS stuff was fixed by Safety Load even though I was still using the 2.25 value then)

I had an issue when generating LOD with an earlier version of xEdit (maybe 1872 but not sure) where it told me I didn't have any "cache" directory and wouldn't proceed. (maybe it even crashed I don't remember). anyway I fixed it by manually creating the folder in Edit Scripts/ DynDoLod.

I had the apparently known LOD transition issues at the Windhelm Docks.

I had an issue with the solitude windmill getting drawn twice, but I had Skyfalls and Skymills installed and I didn't follow your recommendations for it (I screenshotted it and can probably find it if you really want to see how it looked)

 

 

Small question by the way, do you know if there's a way to push back the distance at which the 2D trees billboards trees kick in ? I'm running on ugrids5 with LOD generated on the High preset and that's pretty much the only thing bugging me with the look of the lod now. At ugrids 7 it's almost perfect.

 

Overall, ingame the mod works really well, the fps hit with the High preset feels pretty small (I think I really could handle more hardcore settings lol) and the visual improvement pretty massive of course. Thanks for your hard work guys ;)

Edited by crime_syndicate
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Posted (edited)

DynDOLOD 0.50.00

 

I got hold of the source for LODGen.exe and fixed all issues and added tons of features that Zilav and I needed to generated LOD with TES5Edit LODGen and DynDOLOD as it supposed to be :)

 

Delete all the old meshes and texture directories from older DynDOLOD versions. 

TES5Edit and papyrus scripts folders work with simple overwriting existing files.

 

 

The whole overall process is still the same. Most importantly there is no need to unpack LOD or terrain meshes as LODGen.exe now can read from BSA files as well.

 

There is no need to patch the patch the BTO files anymore.

 

There are no more flickering or too early, too late switching of objects.

 

To split tree LOD hold shift key while clicking on Generate LOD

 

The guide videos are updated to reflect the changes and new looks.

Edited by sheson
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Posted (edited)
  On 2/7/2015 at 12:11 AM, crime_syndicate said:

Even though I haven't started a playthrough with your mod yet like I intended to, I still tested it quite a bit so here's a little feedback since there's unfortunately little activity in this thread :(

 

bug reports :

I tried generating LOD a few times today (I didn't touch the tree meshes and textures because I'm still using SFO 2.0f and nothing else, like when I first generated it)

The first times I tried with xEdit r1893 and I got "Error in unit 'functions' on line 420 : Undeclared Identifier 'NormalizePath'." each time, even when only esps activated were Bethesda files, Unofficial patches and Dyndolod.esp.

Then I tried with xEdit r1881 and the esp creation went fine, but LodGen crashed (god knows why, Log.txt was overwritten by my next generation anyway)

At last I redid the generation and both esp creation and .bto generation went fine.

Because the stuff actually works if you folloow instructions :)

But yeah the past 2 weeks we were pushing the updates for LODGen and the whole thing was in a state of flux. So if you get all the latest versions of everything now the process should work without error messages.

 

 

  On 2/7/2015 at 12:11 AM, crime_syndicate said:

I also had a pretty annoying issue the first time I used the mod a while back : 2 times out of 3, I would get an ILS, which I never ever have without your mod (I have both SKSE 1.7.2 with your memory patch (defaultHeapInitialAllocMB=768 and scrapHeapSizeMB=256) and ENBoost). So I tried reinstalling the SafetyLoad SKSE plugin (I normally don't have it like commonly recommended), set EnableOnlyLoading to true, and no ILS since.

Here is also a bunch of stuff that I'm a bit hesitant to report because it's probably just mistakes on my part or because it's too vague :

Vram usage difference with dyndolod / LOD generated on high vs just vanilla + High Definition LODs at ugrids 5 seemed to be between 600 and 700 mb depending on the place, but I was running fSplitDistanceMult=2.2500, so I guess that has to do with it. (I set it back to 1.5 since, also the ILS stuff was fixed by Safety Load even though I was still using the 2.25 value then)

The DynDOLOD high setting creates over 70,000 LOD objects compared to about 14,000 vanilla LOD objects for Tamriel.

Both the DynDOLOD manual and readme mention that more LOD objects means the need for more memory.

 

If you need SafetyToLoad to fix ILS it is an indicator that the memory patch is most likely not setup correctly to your needs.

 

Raising ini values that make higher detail LOD levels being drawn further increase memory use of course.

 

  On 2/7/2015 at 12:11 AM, crime_syndicate said:

I had an issue when generating LOD with an earlier version of xEdit (maybe 1872 but not sure) where it told me I didn't have any "cache" directory and wouldn't proceed. (maybe it even crashed I don't remember). anyway I fixed it by manually creating the folder in Edit Scripts/ DynDoLod.

When copying from the DynDOLOD archive there is an empty cache folder at the right location. If you manually delete it you must manually add it again :)

 

  On 2/7/2015 at 12:11 AM, crime_syndicate said:

I had the apparently known LOD transition issues at the Windhelm Docks.

With DynDOLOD 0.50.00 this is now fixed. Yay!

 

  On 2/7/2015 at 12:11 AM, crime_syndicate said:

I had an issue with the solitude windmill getting drawn twice, but I had Skyfalls and Skymills installed and I didn't follow your recommendations for it (I screenshotted it and can probably find it if you really want to see how it looked)

Doh! Follow the instructions or else ...

 

  On 2/7/2015 at 12:11 AM, crime_syndicate said:

Small question by the way, do you know if there's a way to push back the distance at which the 2D trees billboards trees kick in ? I'm running on ugrids5 with LOD generated on the High preset and that's pretty much the only thing bugging me with the look of the lod now. At ugrids 7 it's almost perfect.

Currently this can be only done by raising uGrids.

 

  On 2/7/2015 at 12:11 AM, crime_syndicate said:

Overall, ingame the mod works really well, the fps hit with the High preset feels pretty small (I think I really could handle more hardcore settings lol) and the visual improvement pretty massive of course. Thanks for your hard work guys ;)

I know right :) Give the new versions a spin it is even better now.

Edited by sheson
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