Jump to content

Question

Posted

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

  • +1 15

Recommended Posts

  • 0
Posted
  On 4/5/2015 at 2:18 AM, jbvertexx said:

 

Another error.  Maybe I need to go back and re-install again - I was upgrading.  Probably missed something.

 

DynDOLOD.esp] Adding master "Real Roads.esp"
[DynDOLOD.esp] Adding master "Moss Rocks.esp"
[00:04:01.038]      972 of 9720 done
[00:04:13.848]      1944 of 9720 done
Found a NULL reference, expected: TXST
[Apply Script done]  Processed Records: 0, Elapsed Time: 06:54

 

If this persists post load order please

 

Maybe you can you think of any mod that you added between earlier successful DynDOLOD World runs and now?

It looks like a mod updates a textures to formid 0x0 instead to the null texture 0x28

  • 0
Posted (edited)
  On 4/4/2015 at 10:02 PM, sheson said:

Nothing in the log suggests a problem right away. If you are sure you correctly copied the json files to Skyrim data\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json etc. please upload it or post its contents, you can open it with notepad.

 

 

0.59.31

fixes the error generating Wyrmsthooth after Tamriel among other small improvements

 

 

Tried with 0.59.31. Yes, I'm quite sure there files are where they belong.

 

E:\SteamGamesSSD\steamapps\common\Skyrim\Data\SKSE\Plugins\StorageUtilData

 

This is the contents from a run with my full load order... just noticed that it appears that maybe dyndolod isn't ignoring empty world spaces still. Looks like the stuff from anna npcs is still there.

 

"an_lothlorien":"Tamriel",
"an_druidgroveworld":"Tamriel"
"katariahworld":"Tamriel",
Those 3 have no corresponding objects or world json files. I just removed them and we'll see if that makes it better or not.

 

{
"string":{
"tamriel":"Tamriel",
"windhelmworld":"Tamriel",
"riftenworld":"Tamriel",
"markarthworld":"MarkarthWorld",
"whiterunworld":"Tamriel",
"blackreach":"Blackreach",
"skuldafnworld":"SkuldafnWorld",
"deepwoodredoubtworld":"DeepwoodRedoubtWorld",
"sovngarde":"Sovngarde",
"solitudeworld":"Tamriel",
"whiterundragonsreachworld":"Tamriel",
"japhetsfollyworld":"JaphetsFollyWorld",
"katariahworld":"Tamriel",
"windhelmpitworldspace":"Tamriel",
"labyrinthianmazeworld":"LabyrinthianMazeWorld",
"dlc01falmervalley":"DLC01FalmerValley",
"dlc01soulcairn":"DLC01SoulCairn",
"dlc1hunterhqworld":"DLC1HunterHQWorld",
"dlc2solstheimworld":"DLC2SolstheimWorld",
"dlc2apocryphaworld":"DLC2ApocryphaWorld",
"an_lothlorien":"Tamriel",
"an_druidgroveworld":"Tamriel"
}
}
 
No joy on taking them out. Seems to be something in Tamriel that's causing the problem though. I got an initialized message  while in one area, but then I went to Whiterun and started getting the "cannot read" messages again.
Edited by narphous
  • 0
Posted (edited)
  On 4/5/2015 at 6:17 PM, narphous said:

 

Tried with 0.59.31. Yes, I'm quite sure there files are where they belong.

 

E:\SteamGamesSSD\steamapps\common\Skyrim\Data\SKSE\Plugins\StorageUtilData

 

This is the contents from a run with my full load order... just noticed that it appears that maybe dyndolod isn't ignoring empty world spaces still. Looks like the stuff from anna npcs is still there.

 

"an_lothlorien":"Tamriel",
"an_druidgroveworld":"Tamriel"
"katariahworld":"Tamriel",
Those 3 have no corresponding objects or world json files. I just removed them and we'll see if that makes it better or not.

 

{
"string":{
"tamriel":"Tamriel",
"windhelmworld":"Tamriel",
"riftenworld":"Tamriel",
"markarthworld":"MarkarthWorld",
"whiterunworld":"Tamriel",
"blackreach":"Blackreach",
"skuldafnworld":"SkuldafnWorld",
"deepwoodredoubtworld":"DeepwoodRedoubtWorld",
"sovngarde":"Sovngarde",
"solitudeworld":"Tamriel",
"whiterundragonsreachworld":"Tamriel",
"japhetsfollyworld":"JaphetsFollyWorld",
"katariahworld":"Tamriel",
"windhelmpitworldspace":"Tamriel",
"labyrinthianmazeworld":"LabyrinthianMazeWorld",
"dlc01falmervalley":"DLC01FalmerValley",
"dlc01soulcairn":"DLC01SoulCairn",
"dlc1hunterhqworld":"DLC1HunterHQWorld",
"dlc2solstheimworld":"DLC2SolstheimWorld",
"dlc2apocryphaworld":"DLC2ApocryphaWorld",
"an_lothlorien":"Tamriel",
"an_druidgroveworld":"Tamriel"
}
}

 

That file looks correct. 

 

An_SancreselWorld is empty, it just is a WRLD record with no CELL records. an_lothlorien, an_druidgroveworld and katariahworld are not empty worlds. They have CELL records and references. Since they are child worlds of Tamriel, all their (potential) data is in DynDOLOD_Tamriel.json and DynDOLOD_Tamriel_Objects.json

 

 

The next thing you can check is that DynDOLOD.esp and DynDOLOD_Tamriel.json are indeed from the same generation process, MO for example can play nasty tricks sometimes. If that is the case, please upload DynDOLOD.esp and DynDOLOD_Tamriel.json and DynDOLOD_Tamriel_Objects.json so I can check if the json files contain valid data.

Edited by sheson
  • 0
Posted

Just wanted to say this is brilliant.

Ess should be the ambassador for this though.

 

I just wanted to ask if it supported statics with animation? Bethesda sort of never included distant anims for any object like Obsidian did for neon in NV. Could a simplified waterfall mesh be added for example, with a working animation?

 

Can this generate terrain too or is it mainly for objects? Could you delete objects in LOD by using a empty .nif/.btr/.bto?

 

Sorry if any of the questions are a bit stupid or I am not getting the full purpose of your lovely work.

 

Thanks!

  • 0
Posted
  On 4/5/2015 at 10:49 PM, narphous said:

I can promise you that the issue will never have anything whatsoever to do with MO. ;)

 

Here are the files: https://drive.google.com/folderview?id=0B5z4Elg1rTmcVEctZ0FxV05MRk0&usp=sharing

 

Let me know if the link doesn't work. I haven't tried to give open access before.

Just covering all angles I can think of, I could download the files and will have a look.

 

  On 4/6/2015 at 12:26 AM, SparrowPrince said:

Just wanted to say this is brilliant.

Ess should be the ambassador for this though.

 

I just wanted to ask if it supported statics with animation? Bethesda sort of never included distant anims for any object like Obsidian did for neon in NV. Could a simplified waterfall mesh be added for example, with a working animation?

 

Can this generate terrain too or is it mainly for objects? Could you delete objects in LOD by using a empty .nif/.btr/.bto?

 

Sorry if any of the questions are a bit stupid or I am not getting the full purpose of your lovely work.

 

Thanks!

DynDOLOD adds animated objects like waterfalls, windmill sails, waterwheels, fires and whatever else you define via 'mesh rules' in the distance as well.

If you don't want LOD for certain objects you can use 'mesh rules' as well.

 

DynDOLOD/TES5LODGen only covers trees and objects, no landscape.

  • 0
Posted

That is really cool. Shesan, can it do flutter vertex animations for trees? I'm guessing no, but seeing the leaves wobble in LOD would be amazing of course.

 

Finally, could you technically add object lod directly to the terrain by renaming them to .nif, generating, then renaming back to .btr? It's pointless, but I have these weird thoughts now and again. ;-)

 

Thank you for your time in answering my sleep-deprived questions. :-D

  • 0
Posted (edited)
  On 4/5/2015 at 10:49 PM, narphous said:

I can promise you that the issue will never have anything whatsoever to do with MO. ;)

 

Here are the files: https://drive.google.com/folderview?id=0B5z4Elg1rTmcVEctZ0FxV05MRk0&usp=sharing

 

Let me know if the link doesn't work. I haven't tried to give open access before.

These files work flawless for me I just had to get one more mod and create a fake sobcheats.esp since I couldn't figure out what mod that is.

I am starting the game, coc whiterun, wait a second and dynamic, animated LOD starts normally, windmill sails etc  all in place.

I can only suggest to double check that the papyrus scripts are up to date and check that no other old files linger around overwriting the esp and/or json somehow. Maybe the game simply can not read the json files for some reason.

 

  On 4/6/2015 at 1:31 AM, SparrowPrince said:

That is really cool. Shesan, can it do flutter vertex animations for trees? I'm guessing no, but seeing the leaves wobble in LOD would be amazing of course.

 

Finally, could you technically add object lod directly to the terrain by renaming them to .nif, generating, then renaming back to .btr? It's pointless, but I have these weird thoughts now and again. ;-)

 

Thank you for your time in answering my sleep-deprived questions. :-D

Technically you can also add any trees as full model LOD just like the waterfalls for example, but I have a hunch that Tarmiels 40,000 trees could be too much for this being practical.

You should read the included manual first how this is done.

 

No idea why you would want to add object LOD to terrain files? Static object LOD has its own dedicated files. I am pretty sure that it will simply upset the game if it doesn't find its LAND/WATER nitrishapes. 

You can always use nifskope and try inserting things manually first.

Edited by sheson
  • 0
Posted
  On 4/6/2015 at 1:59 AM, sheson said:

These files work flawless for me I just had to get one more mod and create a fake sobcheats.esp since I couldn't figure out what mod that is.

I am starting the game, coc whiterun, wait a second and dynamic, animated LOD starts normally, windmill sails etc  all in place.

I can only suggest to double check that the papyrus scripts are up to date and check that no other old files linger around overwriting the esp and/or json somehow. Maybe the game simply can not read the json files for some reason.

Well, first, thanks for the awesome support. Second, I learned another new thing, or else something significant changed the form IDs or something. N e hoo... I had to not just go inside, disable, etc., but actually run a script cleaner on the save. Then everything completely reinitialized and it's working now.

  • 0
Posted

To update this always works for me: Go inside a house that has no DynDOLOD, wait, then save, start that save without the esp and then save again. It cleans all the data from that esp. 

  • 0
Posted
  On 4/6/2015 at 11:22 AM, sheson said:

To update this always works for me: Go inside a house that has no DynDOLOD, wait, then save, start that save without the esp and then save again. It cleans all the data from that esp. 

That's what I did, and that's what didn't work. Data stored by scripts isn't removed, any way. This has been known for awhile, thus script cleaners that can also remove the associated data, etc. I will point out though that this is the first time your process didn't work when updating.

  • 0
Posted
  On 4/6/2015 at 12:44 PM, narphous said:

That's what I did, and that's what didn't work. Data stored by scripts isn't removed, any way. This has been known for awhile, thus script cleaners that can also remove the associated data, etc. I will point out though that this is the first time your process didn't work when updating.

Yes.

 

Can you try (next time probably if you do not have old esp anymore) if doing one extra step works better?

 

Right before going into a house disable DynDOLOD from the MCM menu and wait for the DynDOLOD deactivated message. Go inside a house that has no DynDOLOD, wait, then save, start that save without the esp and then save again. 

  • 0
Posted (edited)

Thanks for this amazing tool (and also for the memory patch)! I've been experimenting with it for on and off now for several weeks and it works great. However, I have had one ongoing issue and yesterday I finally spent some time doing some testing and I believe I've isolated the problem. I apologize in advance if this has in fact been addressed before, but I've read all the supporting documentation and this entire thread a number of times and found no reference to it.

 

Whenever I've had Dyndolod.esp active (and only with Dyndolod.esp active), certain towns (Dawnstar, Morthal, Falkreath) render fine at distance, but as soon as I get close, most (but not all) of the buildings disappear, leaving behind only doors and chimneys. The collision is still there, but the building is invisible and I cannot select it in console. Also when I get into the middle of these towns, surrounding terrain and other objects begin disappearing as I look around, but I believe this is because of occlusion in the invisible buildings; if I walk around an invisible building, the terrain and objects behind it will reappear. The invisible buildings persist if I enter a building and exit, but if I save and reload in town they reappear and everything looks normal. I'm currently using 0.59.31, but this has been occurring since I first tried Dyndolod back in February.

 

Because of the towns affected, I suspected the problem was with Expanded Towns and Cities. Although the Dyndolod manual suggests it works out of the box with ETAC with vanilla textures, I have tried generating Dyndolod using ETAC with vanilla textures and using ETAC with custom textures, and in both cases I still had disappearing buildings. So yesterday I finally put the theory to the test, as described below. In all these tests I would generate Dyndolod.esp, make a new character, use LAL to start in the Sleeping Giant in Riverwood, and then run over to Falkreath. Medium setting, no special rules in Dyndolod.

 

First I generated Dyndolod using my whole load order to confirm the issue still existed with 0.59.31. It did; I was still getting invisible buildings in Falkreath.

 

Next I removed ETAC and all its patches and reran Dyndolod. This time everything was fine; no invisible buildings.

 

But it occurred to me that maybe ETAC was conflicting with something else. So I removed everything except the DLCs, unofficial patches, LAL and ETAC, and reran Dyndolod. The problem came back; invisible buildings.

 

By now I was fairly certain ETAC was the problem, but I still didn't know what was causing it. So I tried tweaking the properties of the Falkreath Lumber Mill in TES5Edt in various ways and reran Dyndolod a few times but the problem persisted regardless of what I did. (I should note I'm just talking about the lumbermill structure here; the rules for the waterwheel work great and it renders fine).

 

At this point, it occurred to me that maybe the problem is that ETAC is changing the base of these buildings (it turns out all of the disappearing buildings have their base changed by ETAC); in the case of the Falkreath Lumber Mill (REFR:0004F4E3) the base is changed from FarmLumbermill01 (STAT:0001F200) to MJB_FalkreathFarmLumberMill. To test this, I loaded ETaC - Complete.esp as the active file in CK and duplicated the Falkreath Lumber Mill. I then set the original to initially disabled and buried it at Z -30000. This time, when I reran Dyndolod and walked over to Falkreath, the Lumber Mill was visible but all the other disappearing buildings remained. As this duplicate is in all ways identical to the original except that it doesn't have a vanilla REFR, to my untrained eye it suggests that Dyndolod may have a problem with mods changing the base of vanilla REFRs.

 

I'm hoping this makes sense and someone can confirm or replicate my issue. I swear I'm not crazy!

Edited by DrMonops
  • 0
Posted (edited)

As the manual says "Expanded Towns and Cities - LOD for vanilla textures only"...

 

Do not install any of the new textures for any of the towns. It is done in a very non-typical way and not adhering to any file naming conventions and/or not utilizing any of the built-in functions to easily replace textures. So DynDOLOD can not easily detect what has been installed.

 

You can create LOD with the vanilla texture version and then replace ETAC again afterwards if you really want to use the other textures.

Edited by sheson
  • 0
Posted

I've a problem:

 

If I run TES5Edit and want to use the script, it gives me an error: List index out of bound (-1). What does that mean?

And maybe this helps: I've already used the script with success, but since then I changed the load order.

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.