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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 (edited)

I recieved an error message using 1.17.

 

I searched the form ID in TES5Edit and it is in one of the ELFX patch plugins (I'm not sure whitch patch because I just merged them before hand).

 

Any ideas on what the problem is or how I could fix it?

 

EDIT:Here is the exact message: Load order FormID [1b0cc260] can not be mapped to the file FormID for file "DynDOLOD.esp".

It's this file that is having an issue dlc01\architecture\ELFX\dintcapstairs01.nif

 

And now when I  run the DynDOLOD script it won't create the skse folder in my designated output folder and there are hardly any textures or meshes.

Edited by Vulgar1
  • 0
Posted
  On 5/4/2015 at 6:48 PM, Vulgar1 said:

I recieved an error message using 1.17.

 

I searched the form ID in TES5Edit and it is in one of the ELFX patch plugins (I'm not sure whitch patch because I just merged them before hand).

 

Any ideas on what the problem is or how I could fix it?

 

EDIT:Here is the exact message: Load order FormID [1b0cc260] can not be mapped to the file FormID for file "DynDOLOD.esp".

It's this file that is having an issue dlc01\architecture\ELFX\dintcapstairs01.nif

 

And now when I  run the DynDOLOD script it won't create the skse folder in my designated output folder and there are hardly any textures or meshes.

If you can give me the list off all ELFX patches you are using I might be able to find out.

  • 0
Posted (edited)

ELFX -Dawnguard

ELFX - Dragonborn

ELFX - Moonpath

ELFX - Nobreezehome

I merged those four in that order. I did not merge the main .esp.

What I noticed is that formid references a .nif that is not in my ELFX meshes folder.

So, I tried deleting it from the merged patch and ran Dyndolod again and was just

given the same error with a different formID.

Edited by Vulgar1
  • 0
Posted (edited)

It is in ELFX - Dawnguard, the missing nif is not the problem. It works here with the discrete files, but I don't think the merging has anything to do with it either.

 

 

Can you upload TES5Edit\LODGen_log.txt please, so I can check what happened before the error.

 

 

Also when you bring up the form id in TES5Edit it has this data:

Signature: STAT

Data Size: 126

FormID: DIntCapStairs01ELFX [sTAT:xx0CC260]

Version Control Info 1: 00 00 00 00

Form Version: 43

Version COntro Info 2: 00 00

EDID: DIntCapStairs01ELFX

OBND: -256 -256 -256 256 256 640

Model\MODL: dlc01\architecture\ELFX\dintcapstairs01.nif

DNAM\Max Angle: 90.000000

Material: NULL - Null Reference [00000000]

 

At the bottom of TES5Edit you have a tab "Referenced By"

When you open that it has one entry to xx0101FD in Dawnguard.esm 

 

If anything is different, please let me know what exactly, maybe post a screenshot

Edited by sheson
  • +1 1
  • 0
Posted

I just went ahead and reinstalled ELFX. I ran DynDOLOD and it worked.

Took 55 minutes. It looks great but I had major stuttering and then

a total freeze which I haven't had since before the memory patch.

The good news is Dyndolod worked. The LODs looked good from what I saw.

The skse folder showed up in the overwrite folder instead of the output folder.

I've got some more tweaking to do. Trying a custom blend of STEP Et., 

Weather and Lighting, and REGS plus some extras.

It's a pretty heavy load. Almost there though.

 

Thanks for the input.

  • 0
Posted

Just a question if you right click the dyndolod.esp and click check errors after you created the esp with the scripts, is it normal that you get errors?

  • 0
Posted (edited)
  On 5/5/2015 at 12:49 AM, Vulgar1 said:

I just went ahead and reinstalled ELFX. I ran DynDOLOD and it worked.

Took 55 minutes. It looks great but I had major stuttering and then

a total freeze which I haven't had since before the memory patch.

The good news is Dyndolod worked. The LODs looked good from what I saw.

The skse folder showed up in the overwrite folder instead of the output folder.

I've got some more tweaking to do. Trying a custom blend of STEP Et., 

Weather and Lighting, and REGS plus some extras.

It's a pretty heavy load. Almost there though.

 

Thanks for the input.

Double check memory usage. You may have to increase block1. If you use medium there should not be much difference to SDO+SkyFalls performance wise, though this depends on what else is in the load order. It may be an indication something didn't go as planed when generating LOD, but hard to tell from here.

 

There is a DynDOLOD ini setting for the the skse folder output location.

  On 5/5/2015 at 4:54 AM, minos55 said:

Just a question if you right click the dyndolod.esp and click check errors after you created the esp with the scripts, is it normal that you get errors?

It is normal to have  Record Flags -> and  Record Flags -> errors.

Edited by sheson
  • 0
Posted (edited)

(new here XD, I use MO)

 

Alright straight to the point:

 

I can't see Bleak Falls Barrow (no lod). Here are some screenshots:

 

Ralof's Disappointment

 

Shot near the Helgen Exit Cave

 

View from Riverwood Trader

 

Shot including Riverwood

 

Here is my LODGen_log.txt

 

I was able to pinpoint the problem to my DynDOLOD Output files (the meshes, textures, and skse files generated by the script). When the output files are disabled in MO, I can see Bleak Falls Barrow. When it's enabled, it's gone. I have SRLE + REGS + additional retexture mods except the ENB. Let me know if you guys need the mod list.

 

Any ideas?

Edited by WantedPC
  • 0
Posted

Tried this for the first time. When I hit OK on apply script (I'm using DynDoLODsWorld, following the SRLE guide) I get this message:

 

  Quote
DynDOLOD Worlds using TES5LODGen by Ehamloptiran, Sheson and Zilav, starting...
 
[00:00:00.031] A newer version of xEdit is needed!
Error in unit 'optionsform' on line 1156 : Record, object or class type required

 

 

I reinstalled the latest version of TES5Edit on the Nexus, version 3_1, and tried rerunning but no dice. A search showed somebody had an error in unit optionsform error, but the only response was "I'll fix it" so I dunno really where to go from there. :)

  • 0
Posted

Hi, 

I am trying to generate the Lods for Skyrim using your program, but I seem to always get an error: "Exception in unit  line -1: Error in unit 'functions' on line 1410 : ')' expected but ';' found"

 

How can I solve this? 

Thanks in advance :)

  • 0
Posted (edited)
  On 5/6/2015 at 12:41 AM, WantedPC said:

(new here XD, I use MO)

 

Alright straight to the point:

 

I can't see Bleak Falls Barrow (no lod). Here are some screenshots:

 

Ralof's Disappointment

 

Shot near the Helgen Exit Cave

 

View from Riverwood Trader

 

Shot including Riverwood

 

Here is my LODGen_log.txt

 

I was able to pinpoint the problem to my DynDOLOD Output files (the meshes, textures, and skse files generated by the script). When the output files are disabled in MO, I can see Bleak Falls Barrow. When it's enabled, it's gone. I have SRLE + REGS + additional retexture mods except the ENB. Let me know if you guys need the mod list.

 

Any ideas?

 

The problem is a mod changes the base elements of those ruins and there are no LOD meshes matching it. Better Snow is one of those mods, but we have that one covered  - unless you forgot to copy the DATA folder form the DynDOLOD archive which contains all the new LOD resources or there is a new version of Better Snow that does things differently?

 

Open your load order in TES5Edit, enter 00026F96 into the FormID top left and hit enter.

In the right window CTRL+Click onto the field to the right of NAME - Base, which looks like NorTempleExteriorRib01Snow [sTAT:00026FCC]

It will switch to the baselement

Top row tells you the name of the mod, please let me know which one it is.

 

Please post TES5Edit\TES5Edit_log.txt if above does not help

 

  On 5/6/2015 at 10:02 AM, Werterdert1 said:

I am unable to attach or copy my TES5Edit_log.txt, so I am uploading a pdf. I hope it is ok.

That error was fixed in 1.16. Are you using the latest version? Make sure to overwrite all files in TES5Edit\Edit Scripts\DynDOLOD\ when installing a newer version.

Edited by sheson
  • 0
Posted
  On 5/6/2015 at 6:21 AM, cybexgames said:

@Noobsayer,

 

You will need the latest TES5Edit from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit.

I saw that link but I didn't know if it were an alpha or what, because it didn't say at all. The recommendation was "higher than version 1930" but it's all the way up to 1945 now, and no indication of how that compared to the Nexus version (that's pretty recent). Is there any way that arcane version number can be converted to something more meaningful (compared to the Nexus version) for the future?

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