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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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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

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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

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Updating DynDOLOD

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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]

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DynDOLOD - Dynamic Distant Objects LOD - Sheson

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  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 4/17/2015 at 3:09 PM, Azum said:

Do we need to regenerate all LOD when a new version comes out?

Your choice :)

From 1.02 to 1.04 you would only need to generate Tamriel again if you suffer from double windmills in Solitude.

  • 0
Posted
  On 4/17/2015 at 2:51 PM, sheson said:

 

If you are using Mod Organizer make sure to set output path to a directory outside of MO. Do not even use the overwrite folder.

If that doesn't fix LODGen.exe you have to double check why it can't read mountaincliffcrevasse_lod_0h.nif and any others nifs.

Usually mountaincliffcrevasse_lod_0h.nif is in "Skyrim - Meshes.bsa"

MO is the manager that controls access to these files.

 

 

If there are trees missing from the generate texture atlas it means you are missing billboards for those trees.

If they are not the correct size you need to check that you have the right billboards for whatever the mod is that changes the tree size by replacing the full tree meshes. Tree sizes changed by scale setting without replacing full meshes doesn't need its own billboards.

Check tree LOD discussions at https://www.nexusmods.com/skyrim/mods/62698/ for more info that might help with your load order.

Yes, I forgot to mention, everything was being output to a folder I created on the desktop. I'm not sure what would cause problems for LODGEN.exe accessing my meshes.bsa. I have mods (SMIM, Unoffical Skyrim Patch and ONE mountain that overwrite those .nifs) I tried to run DynDOLOD without MO managing the archives, but the same error comes up in LODGen_log. Not sure what else to try  :confused: Could the problem be LODGen itself? I am using the version that comes with TES5Edit_r1930. 

 

Found the problem with tree LOD, Installed Tamriel Reloaded HD billboard instead of Tamriel Reloaded Trees. Derp. Generates a correct .dds now. 

  • 0
Posted
  On 4/17/2015 at 4:25 PM, steveowashere said:

Yes, I forgot to mention, everything was being output to a folder I created on the desktop. I'm not sure what would cause problems for LODGEN.exe accessing my meshes.bsa. I have mods (SMIM, Unoffical Skyrim Patch and ONE mountain that overwrite those .nifs) I tried to run DynDOLOD without MO managing the archives, but the same error comes up in LODGen_log. Not sure what else to try  :confused: Could the problem be LODGen itself? I am using the version that comes with TES5Edit_r1930. 

 

Found the problem with tree LOD, Installed Tamriel Reloaded HD billboard instead of Tamriel Reloaded Trees. Derp. Generates a correct .dds now.

Use newer Version of LODGen.exe from xEdit svn 1930 or higher

  • 0
Posted
  On 4/17/2015 at 5:21 PM, sheson said:

Use newer Version of LODGen.exe from xEdit svn 1930 or higher

I have been using TES5Edit r1930 the whole time. I just tried to use Tes5LODgen, and it ran successfully and output all the files that go to: Meshes\Terrain\Tamriel\Objects. It did not give a .nif error like when running through DynDOLOD. Strange. 

  • 0
Posted (edited)
  On 4/17/2015 at 6:10 PM, steveowashere said:

I have been using TES5Edit r1930 the whole time. I just tried to use Tes5LODgen, and it ran successfully and output all the files that go to: Meshes\Terrain\Tamriel\Objects. It did not give a .nif error like when running through DynDOLOD. Strange.

Assuming you are are trying to generate LOD for Tamriel. If other world look up export file from TES5Edit_log.txt

log file line starting with "Saving objects LOD data ..."

 

Find LODGen export file from DynDOLOD World.pas

TES5Edit\Edit Scripts\LODGen_Tamriel.txt

 

and compare with LODGen export file from TES5LODGen - which is always the same regardless of world

TES5Edit\Edit Scripts\LODGen.txt

 

Compare values for

PathData= path to game folder, something like ..\steamapps\common\Skyrim\Data\

Resource= several of theses listing all bsa files, needs to have one ..\steamapps\common\Skyrim\Data\Skyrim - Meshes.bsa

 

Let me know if they are different

Edited by sheson
  • 0
Posted
  On 4/17/2015 at 7:09 PM, sheson said:

Assuming you are are trying to generate LOD for Tamriel. If other world look up export file from TES5Edit_log.txt

log file line starting with "Saving objects LOD data ..."

 

Find LODGen export file from DynDOLOD World.pas

TES5Edit\Edit Scripts\LODGen_Tamriel.txt

 

and compare with LODGen export file from TES5LODGen - which is always the same regardless of world

TES5Edit\Edit Scripts\LODGen.txt

 

Compare values for

PathData= path to game folder, something like ..\steamapps\common\Skyrim\Data\

Resource= several of theses listing all bsa files, needs to have one ..\steamapps\common\Skyrim\Data\Skyrim - Meshes.bsa

 

Let me know if they are different

The values for both are the same. The resource path to meshes (and everything else) for both is 'Resource=C:\Games\steamapps\common\Skyrim\Data\Skyrim - Meshes.bsa'

This is from DynDOLOD: Link. This from TES5LODGen: Link (I had to cut off the files because they were too big to upload all to pastebin)

 

The only difference is the PathOutput because with DynDOLOD i am outputting to a folder on my desktop and with TES5LODGen you don't get to pick, so it goes to MO overwrite folder. 

  • 0
Posted
  On 4/17/2015 at 8:21 PM, steveowashere said:

The values for both are the same. The resource path to meshes (and everything else) for both is 'Resource=C:\Games\steamapps\common\Skyrim\Data\Skyrim - Meshes.bsa'

This is from DynDOLOD: Link. This from TES5LODGen: Link (I had to cut off the files because they were too big to upload all to pastebin)

 

The only difference is the PathOutput because with DynDOLOD i am outputting to a folder on my desktop and with TES5LODGen you don't get to pick, so it goes to MO overwrite folder. 

With LODGen you pick the output with the with an argument -o:"<location>" in MO executable menu.

  • 0
Posted (edited)
  On 4/17/2015 at 8:21 PM, steveowashere said:

The values for both are the same. The resource path to meshes (and everything else) for both is 'Resource=C:\Games\steamapps\common\Skyrim\Data\Skyrim - Meshes.bsa'

This is from DynDOLOD: Link. This from TES5LODGen: Link (I had to cut off the files because they were too big to upload all to pastebin)

 

The only difference is the PathOutput because with DynDOLOD i am outputting to a folder on my desktop and with TES5LODGen you don't get to pick, so it goes to MO overwrite folder.

This is really odd :)

 

Try using the slightly older LODGen.exe from TES5LODGen.

Just copy D:\Skyrim\TES5LODGen 3.1.1 r1915-62698-3-1-1\Edit Scripts\LODGen.exe to D:\Skyrim\TES5Edit_r1937\Edit Scripts\LODGen.exe

 

Backup D:\Skyrim\TES5Edit_r1937\Edit Scripts\LODGen.exe first (or just get it out of the 1937 download again later)

 

Next try the opposite, copy the 1937 LODGen.exe to the TES5LOdGen Edit scripts, see if it still works.

 

 

If this also makes no difference make sure to check MOs logs for the reported missing file. Maybe it provides clues.

Edited by sheson
  • 0
Posted (edited)
  On 4/17/2015 at 9:01 PM, sheson said:

This is really odd :)

 

Try using the slightly older LODGen.exe from TES5LODGen.

Just copy D:\Skyrim\TES5LODGen 3.1.1 r1915-62698-3-1-1\Edit Scripts\LODGen.exe to D:\Skyrim\TES5Edit_r1937\Edit Scripts\LODGen.exe

 

Backup D:\Skyrim\TES5Edit_r1937\Edit Scripts\LODGen.exe first (or just get it out of the 1937 download again later)

 

You could also do the opposite, copy the 1937 LODGen.exe to the TES5LOdGen Edit scripts.

 

 

If this also makes no difference make sure to check MOs logs for the reported missing file. Maybe it provides clues.

Really odd is right!

 

Tried putting LODGen from TES5LODGen r1915 in TES5Edit_r1937\Edit Scripts, still no change unfortunately. Still giving 'file not found c:\games\steamapps\common\skyrim\data\meshes\lod\mountains\mountaincliffcrevasse_lod_0h.nif' error in LODGen_log. I confirmed the .nif file is present in my Skyrim - Meshes.bsa using BSAopt (just to be extra sure)

 

I'm not 100% about the MO logs but it shows:

'DEBUG (23:13:09.0118): findfirstfileex C:\Games\steamapps\common\Skyrim\Data\Meshes\lod\mountains\*: . (10)' and I assume mountaincliffcrevasse_lod_0h.nif is included in that. I can't find any of mention of the file in question. 

Edited by steveowashere
  • 0
Posted (edited)

We

  On 4/17/2015 at 9:46 PM, steveowashere said:

Really odd is right!

 

Tried putting LODGen from TES5LODGen r1915 in TES5Edit_r1937\Edit Scripts, still no change unfortunately. Still giving 'file not found c:\games\steamapps\common\skyrim\data\meshes\lod\mountains\mountaincliffcrevasse_lod_0h.nif' error in LODGen_log. I confirmed the .nif file is present in my Skyrim - Meshes.bsa using BSAopt (just to be extra sure)

If the same LODGen.exe version once works and once doesn't, while the both DataPath= and Resource= are the same same the problem must be something else.

 

Since TES5LODGen.exe is just a renamed TES5Edit.exe try that next.

Copy 1937 TES5Edit.exe to TES5LODGen.exe and see if it then still works.

 

If it does, double check the start options inside MO of TES5LODGen.exe and TES5Edit.exe are the same.

 

Also search ..\ModOrganizer\logs\ logs for the name of the reported nif and Skyrim - Meshes.bsa

Edited by sheson
  • 0
Posted (edited)
  On 4/17/2015 at 10:02 PM, sheson said:

We

 

If the same LODGen.exe version once works and once doesn't, while the both DataPath= and Resource= are the same same the problem must be something else.

 

Since TES5LODGen.exe is just a renamed TES5Edit.exe try that next.

Copy 1937 TES5Edit.exe to TES5LODGen.exe and see if it then still works.

 

If it does, double check the start options inside MO of TES5LODGen.exe and TES5Edit.exe are the same.

 

Also search ..\ModOrganizer\logs\ logs for the name of the reported nif and Skyrim - Meshes.bsa

Alright I tired putting TES5EDIT.exe from r1937 (and renaming it  TES5LODGen.exe) into TES5LODGen folder and running it. It worked, and generated object LOD like it should. LODGen_log looks the same as when using the original TES5LODGen.exe

 

The start options are the same for both TES5LODGEN and TES5Edit. 

 

According to the MO log, it loaded Skyrim - Meshes.bsa correctly, but there is no mention of mountaincliffcrevasse_lod_0h.nif

 

UPDATE: I made a new profile in MO and installed Only the DLC, HD texture packs and installed a fresh copy of TES5Edit r1937 and DynDOLOD 1.04. It generated object LOD correctly! So it must be a problem with my normal profile in MO, not sure what it could be... Will try to uninstall few mods that add meshes and see if that does anything. 

Edited by steveowashere
  • 0
Posted
  On 4/18/2015 at 6:21 AM, steveowashere said:

Alright I tired putting TES5EDIT.exe from r1937 (and renaming it  TES5LODGen.exe) into TES5LODGen folder and running it. It worked, and generated object LOD like it should. LODGen_log looks the same as when using the original TES5LODGen.exe

 

The start options are the same for both TES5LODGEN and TES5Edit. 

 

According to the MO log, it loaded Skyrim - Meshes.bsa correctly, but there is no mention of mountaincliffcrevasse_lod_0h.nif

 

UPDATE: I made a new profile in MO and installed Only the DLC, HD texture packs and installed a fresh copy of TES5Edit r1937 and DynDOLOD 1.04. It generated object LOD correctly! So it must be a problem with my normal profile in MO, not sure what it could be... Will try to uninstall few mods that add meshes and see if that does anything. 

But back before you used the same profile when running TES5LODGen and TES5Edit?

 

Maybe you can compare the old profile files to the new ones and spot the difference. They are in ..\ModOrganizer\profiles\[profile name]

  • 0
Posted
  On 4/18/2015 at 11:20 AM, sheson said:

But back before you used the same profile when running TES5LODGen and TES5Edit?

 

Maybe you can compare the old profile files to the new ones and spot the difference. They are in ..\ModOrganizer\profiles\[profile name]

Yes, I was using the same profile for both TES5LODGen and TES5Edit. 

 

I see no difference between the profiles... 

On the new 'test' profile I created I tried to add all the mods I am using on the main profile (the profile where LODGen was failing). Now on the new 'test' profile DynDOLOD has the same problem as before. So there must be a mod that I am using that causes this? This is my list of active mods. I checked with Funtastic Manual and it doesn't list any of them as problematic. 

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