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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

  • 0
Posted
  On 3/31/2015 at 12:41 AM, Hazado said:

Here are the three log files from after the error happened.

 

It was too big to attach without zipping it first.

  On 3/31/2015 at 12:45 AM, darkside said:

I got this message a few times

LODGen.exe is still running. Please wait. Try again? Yes or Cancel

then the script terminated

Please see the attach log

@darkside and @Hazado 

could you generate for the MarkathWorld only and upload the DynDOLOD.esp somewhere?

 

  • 0
Posted (edited)

Hello everyone !

I've gave a try to Dynolod and I've ran into an issue and I don't really know what to do.

 

When trying to generate lod for the Tamriel worldspace, the script crash with this error at the end :

 

  Quote

 

no Minion for -14_25 DynDOLODesp_0011DF_DynDOLOD_LOD [REFR:770012A2] (places FXfireWithEmbersHeavy_DynDOLOD_LOD [MSTT:77001018] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -14,25)

List index out of bounds (-1)

Now I've tried launching the game anyway. In the Tamriel worldspace, from a quick look, everything works ... and oh boy is it awesome ! But upon entering a city, at the end of the loading, it crash. If I run the game again and load the autosave, I'm in the city, but then pop up in the corner of the screen appears :

 

  Quote

 

Dyndolod cannot read data from Dyndolod_Tamriel.json

I can join the script log if needed and the TES5Edit_bugreport.
I apologize if the issue has already a solution, I've tried to find out within the thread but the only thing I've found was a mod compatibility issue which don't seems to be the problem here .... I think at least XD

Edited by Arkonthorn
  • 0
Posted

Ok I've understand my issue, I didn't get that upon updating Dyndolod I was supposed to erase the created esp and start fresh, my bad !

Thanks for the mod, it is awesome !

  • 0
Posted

Hi sheson, amazing, amazing mod! Really makes a difference without the stutters of uGrids 7!!
I have an issue though. I am inside Whiterun and I see this:
https://postimg.org/image/uppc2873j/

In that game I didn't start fresh. I started using Skyfalls & Skymills => Discovered your mod => Uninstall Skyfalls & Skymills => Installed your mod => Resume saved game.

 

Is it a bug from DyndoLOD or do you reckon if I started fresh, the bug will not occur? Thanks in advance!

  • 0
Posted

A question, because I can't figure out how, or if, this can be done. I'm using the billboards for SBT and realistic aspens. And what I'm doing is generating lod via lodgen and manually setting the brightness because the default of 0 is way too bright for the aspens. So what I want to do is set the default brightness used for generating the tree lods. I see how to do it manually in lodgen, but not in dyndolod. Is setting the tree lod brightness possible? And I also noticed that even after manually generating the tree lods, dyndolod is generating them again instead of using the existing data, hence my question.

  • 0
Posted (edited)
  On 4/3/2015 at 12:32 PM, gmahadhika said:

Hi sheson, amazing, amazing mod! Really makes a difference without the stutters of uGrids 7!!

I have an issue though. I am inside Whiterun and I see this:

https://postimg.org/image/uppc2873j/

 

In that game I didn't start fresh. I started using Skyfalls & Skymills => Discovered your mod => Uninstall Skyfalls & Skymills => Installed your mod => Resume saved game.

 

Is it a bug from DyndoLOD or do you reckon if I started fresh, the bug will not occur? Thanks in advance!

This is a vanilla game "bug".  They just didn't put the buildings (and many many other objects) there when you are that close to the wall.

 

  On 4/3/2015 at 2:29 PM, narphous said:

A question, because I can't figure out how, or if, this can be done. I'm using the billboards for SBT and realistic aspens. And what I'm doing is generating lod via lodgen and manually setting the brightness because the default of 0 is way too bright for the aspens. So what I want to do is set the default brightness used for generating the tree lods. I see how to do it manually in lodgen, but not in dyndolod. Is setting the tree lod brightness possible? And I also noticed that even after manually generating the tree lods, dyndolod is generating them again instead of using the existing data, hence my question.

Click advanced and uncheck "Generate tree LOD" or set "LOD Brightness"

Edited by sheson
  • 0
Posted
  On 4/3/2015 at 3:18 PM, sheson said:

Click advanced and uncheck "Generate tree LOD" or set "LOD Brightness"

Ninja'ed.... I had been playing with the wizardy thingy, and just noticed this in advanced. That'll learn me to try to do things the simple way :p

  • 0
Posted
  On 4/3/2015 at 3:18 PM, sheson said:

This is a vanilla game "bug".  They just didn't put the buildings (and many many other objects) there when you are that close to the wall.

Shame...that means there is no other way around this...?

  • 0
Posted
  On 4/3/2015 at 8:06 PM, gmahadhika said:

Shame...that means there is no other way around this...?

It can be fixed by making a mod adding the most important things like the buildings. I remember there is a mod that adds the missing water, maybe someone already added the buildings too.

  • 0
Posted

@darkside and @Hazado and anybody else who might have had the  

Access violation at address 00A15C1E in module 'TES5Edit.exe'. Read of address 00000000

Please get xEdit svn 1930 or higher and let us know if the error is fixed.

  • 0
Posted
  On 4/3/2015 at 8:21 PM, sheson said:

It can be fixed by making a mod adding the most important things like the buildings. I remember there is a mod that adds the missing water, maybe someone already added the buildings too.

For the water is this what you meant: https://www.nexusmods.com/skyrim/mods/51096/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D51096%26preview%3D&pUp=1

 

As for the building, I can't seem to find it...do you know any? Thanks in advance.

  • 0
Posted
  On 4/3/2015 at 11:14 PM, sheson said:

@darkside and @Hazado and anybody else who might have had the  

Access violation at address 00A15C1E in module 'TES5Edit.exe'. Read of address 00000000

Please get xEdit svn 1930 or higher and let us know if the error is fixed.

 

Well, things are not going well with 59.3. I've been getting "[Apply Script done]  Processed Records: 0, Elapsed Time: 08:14" and in game errors stating that dyndolod_worlds.json can't be read, but after going to xedit 1930, I get a list index out of bounds (-1) and this bit of loveliness:

 

[00:07:38.356]  World Tamriel
[00:07:45.932]    Filtering 255287 references in Tamriel "Skyrim" [WRLD:0000003C] for LOD
[00:07:45.942]      0 of 255287 done
[00:07:45.979]  no Firstborn for 29_-27 Skyrimesm_000EE1_DynDOLOD_LOD [REFR:8F0034C6] (places RockL04_DynDOLOD_LOD [MSTT:8F001009] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 29,-27)
List index out of bounds (-1)
[Apply Script done]  Processed Records: 0, Elapsed Time: 08:14
 
 
so... not working well for me. But the text right after "(places" changes sometimes.
  • 0
Posted

I finally figured out the trees on map thing.

Q8cAs88.jpgs6XzMZs.jpg

 

I was just messing around trying to get the plants from WATER to show up and I ran DynDOLOD on high without adding the billboards for trees. I also forgot to add the papyrus util. Maybe that is the key.

 

As for actually adding lod objects to a mod that will show up no matter what. Is it possible to use DynDOLOD for those objects and then take some of the meshes and then package them in the mod so they show up for all users regardless if they use LODGen/DynDOLOD?

  • 0
Posted (edited)
  On 4/4/2015 at 12:18 AM, gmahadhika said:

For the water is this what you meant: https://www.nexusmods.com/skyrim/mods/51096/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D51096%26preview%3D&pUp=1

 

As for the building, I can't seem to find it...do you know any? Thanks in advance.

That is the one with the water. I never saw any that adds the buildings. Maybe I will do one some time.

 

  On 4/4/2015 at 12:34 AM, narphous said:

 

Well, things are not going well with 59.3. I've been getting "[Apply Script done]  Processed Records: 0, Elapsed Time: 08:14" and in game errors stating that dyndolod_worlds.json can't be read, but after going to xedit 1930, I get a list index out of bounds (-1) and this bit of loveliness:

 

[00:07:38.356]  World Tamriel
[00:07:45.932]    Filtering 255287 references in Tamriel "Skyrim" [WRLD:0000003C] for LOD
[00:07:45.942]      0 of 255287 done
[00:07:45.979]  no Firstborn for 29_-27 Skyrimesm_000EE1_DynDOLOD_LOD [REFR:8F0034C6] (places RockL04_DynDOLOD_LOD [MSTT:8F001009] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 29,-27)
List index out of bounds (-1)
[Apply Script done]  Processed Records: 0, Elapsed Time: 08:14
 
 
so... not working well for me. But the text right after "(places" changes sometimes.

 

Start again with the default DynDOLOD.esp. Do all worlds you want to update LOD for in one session. Please post complete log if it still fails.

 

  On 4/4/2015 at 12:38 AM, EssArrBee said:

I finally figured out the trees on map thing.

Q8cAs88.jpgs6XzMZs.jpg

 

I was just messing around trying to get the plants from WATER to show up and I ran DynDOLOD on high without adding the billboards for trees. I also forgot to add the papyrus util. Maybe that is the key.

 

As for actually adding lod objects to a mod that will show up no matter what. Is it possible to use DynDOLOD for those objects and then take some of the meshes and then package them in the mod so they show up for all users regardless if they use LODGen/DynDOLOD?

Cool, do you have any specific map menu settings in skyrim.ini?

Performance?

 

 

Do not use data from a processed DynDOLOD.esp in a mod. That will be messy, especially if that data becomes part of the load order when running DYnDOLOD Worlds.

In adds a lot of extra data for the dyanmic LOD switching that should not be part of any other mod.

 

 

Set the neverfade flag with CK or xEdit on references that you want to see further away. That is what modders do already and DynDOLOD knows how to work with that.

Edited by sheson
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