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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
  On 5/10/2015 at 1:06 PM, sheson said:

Check the TES5Edit log TES5Edit\TES5Edit_log.txt if it complained about missing textures when creating the atlas.

 "Can not find filename.dds for texture atlas"

 

If there is no such messages use nifskope to open a BTO from Meshes\Terrain\Tamriel\Objects\ and check the texture path for the BSMultiBoundNodes.

Drill down to BSShaderTextureSet, then check Block Details below for textures\... 

 

attachicon.gifnifskopetextures.png

 

Purple textures means those referenced textures are missing from the load order.

No issues in the log file.

Also I checked some random BTO files with nifskope, I got 9 textures in BSShaderTextureSet and 2 of those have Atlas and Atlas_N files just like in your screenshot. And I also checked, I have those files in my data directory. Opened them with PS, they seems to be correct.

 

I think I'm just gonna give up. I just wanted to see how's the performance compared to uGrids 7 or 9 and how does it look, etc...

  • 0
Posted (edited)
  On 5/11/2015 at 1:34 AM, Doryani said:

No issues in the log file.

Also I checked some random BTO files with nifskope, I got 9 textures in BSShaderTextureSet and 2 of those have Atlas and Atlas_N files just like in your screenshot. And I also checked, I have those files in my data directory. Opened them with PS, they seems to be correct.

 

I think I'm just gonna give up. I just wanted to see how's the performance compared to uGrids 7 or 9 and how does it look, etc...

 

If you verified that the atlas files are in Skyrim\Data\Textures\DynDOLOD\LOD\ then you might run out of VRAM, though that seems unlikely with the short list of mods...

If the files are at the correct location, then the only other thing I could imagine that they may be corrupt somehow so that the game would not load them. That would be a first, but you could check by simply copying a known working texture to the atlas file name.

Are the mountains purple too? 

 

9 Textures? Would you care to list them all? This is 1 more than I would expect.

Edited by sheson
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Posted

Just wanted to say that I finally decided to give DynDOLOD a go. Everything worked smoothly, a quick test around Whiterun showed no glaring problem. Windmills are here, waterfalls are here, and I finally can look at the bridges of Skyrim Bridges from afar. And I removed 2 mods from my load order, which is always appreciable when you're running near the limit. Thank you (again) Sheson.

  • 0
Posted (edited)
  On 5/11/2015 at 2:49 PM, Aleanne said:

Just wanted to say that I finally decided to give DynDOLOD a go. Everything worked smoothly, a quick test around Whiterun showed no glaring problem. Windmills are here, waterfalls are here, and I finally can look at the bridges of Skyrim Bridges from afar. And I removed 2 mods from my load order, which is always appreciable when you're running near the limit. Thank you (again) Sheson.

You are welcome and thank you.

 

 

The video everyone undecided has been waiting for: Comeplete step-by-step tutorial from GamerPoets

 

https://www.youtube.com/watch?v=c3zVK8PD3Vg

 

As you can see by the length and content this took a good deal of work to put together, so kudos to Michael and everyone else at GamerPoets for making this happen.

Edited by sheson
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Posted
  On 5/11/2015 at 2:09 AM, sheson said:

If you verified that the atlas files are in Skyrim\Data\Textures\DynDOLOD\LOD\ then you might run out of VRAM, though that seems unlikely with the short list of mods...

If the files are at the correct location, then the only other thing I could imagine that they may be corrupt somehow so that the game would not load them. That would be a first, but you could check by simply copying a known working texture to the atlas file name.

Are the mountains purple too? 

 

9 Textures? Would you care to list them all? This is 1 more than I would expect.

I don't really think it's about VRAM.

Only castles and forts are purple, like the Watchtower(only bottom half is purple) outside of Whiterun and the Bandit Castle far behind it.

 

LOD seems to work fine. Rocks, Windmills, Waterfalls, etc. It's all good, I just got this weird purple texture problem.

 

There is not much to list. Number of textures is 9 and only 2 of them has corresponding value. Which is dyndolod_atlas_tamriel.dds and dyndolod_atlas_tamriel_n.dds, others don't have any value. Just empty.

 

I also watched GP's video, still the same issue. Pretty sure followed it exactly.

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Posted

Thanks (to you and the xedit guys) for the quick fix, would have posted sooner but I started having other problems with it haha (not down to the update, installed a few mods from the STEP list and updated Skyrim Flora Overhaul, and it started crashing)

I've just figured it out anyway, SFO 2.2a, at least for me, causes a CTD when loaded with the dyndolod esp (on a vanilla save). It has it's own tree LOD, and I've tried allowing and not allowing it to overwrite the files with it's own, and no matter if I rerun the LOD generation, or run it without the mod and just load it after, it'll crash within a few seconds with nothing in the papyrus log :P

If I uncheck one of the mods, there's no crash

 

If I'm the only one getting this, I'll just go back to the old SFO to avoid the trouble, it just seems weird it crashes so fast with no papyrus message

 

 

Also another quick question to tag onto the end of this, what does the esp actually do since you've already copied the LOD files?

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Posted (edited)
  On 5/12/2015 at 2:45 AM, Doryani said:

I don't really think it's about VRAM.

Only castles and forts are purple, like the Watchtower(only bottom half is purple) outside of Whiterun and the Bandit Castle far behind it.

 

LOD seems to work fine. Rocks, Windmills, Waterfalls, etc. It's all good, I just got this weird purple texture problem.

 

There is not much to list. Number of textures is 9 and only 2 of them has corresponding value. Which is dyndolod_atlas_tamriel.dds and dyndolod_atlas_tamriel_n.dds, others don't have any value. Just empty.

 

I also watched GP's video, still the same issue. Pretty sure followed it exactly.

Oh my mistake, correct only 2 slots of the 9 slots per BSShaderTextureSet are used. Unfold every BSMultiBoundNode, they all have BSShaderTextSet with different textures - and if you see the same texture twice it is because of snow for example.

 

If only the bottom half of the western is missing this is odd. It uses two source textures. It weird one is found and not the other. All the vanilla LOD textures are in the Skyrim Texture.bsa. Maybe something is wrong with it?

 

Alternatively you could download https://www.afkmods.com/index.php?/files/file/1543-skyrim-vanilla-lod-source-files-v16/ and just use its data\texture\lod\ folder. It has all the vanilla LOD textures as loose files.

Do not overwrite any textures shipping with DynDOLOD.

 

 

 

  On 5/12/2015 at 7:28 AM, Obliterator2 said:

Thanks (to you and the xedit guys) for the quick fix, would have posted sooner but I started having other problems with it haha (not down to the update, installed a few mods from the STEP list and updated Skyrim Flora Overhaul, and it started crashing)

I've just figured it out anyway, SFO 2.2a, at least for me, causes a CTD when loaded with the dyndolod esp (on a vanilla save). It has it's own tree LOD, and I've tried allowing and not allowing it to overwrite the files with it's own, and no matter if I rerun the LOD generation, or run it without the mod and just load it after, it'll crash within a few seconds with nothing in the papyrus log :P

If I uncheck one of the mods, there's no crash

 

If I'm the only one getting this, I'll just go back to the old SFO to avoid the trouble, it just seems weird it crashes so fast with no papyrus message

 

 

Also another quick question to tag onto the end of this, what does the esp actually do since you've already copied the LOD files?

Can you detail the time of the CTD? If it is a few seconds into the game when DynDOLOD activates it indicates an invalid nif is used for dynamic LOD.

I assume you are using the 2.2a tree billboards I upload to TES5LODGen?

Edited by sheson
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Posted

Hi  ::):

I think i've found a "bug" (or probably i did something wrong :lol:  ).

 

I'm using the mod "Heljarchen Farm": https://www.nexusmods.com/skyrim/mods/50992/?

 

You buy a farm and you have to rebuild it and you will also build a windmill.

And here's the problem: after installing DynDOLOD you wil see the windmill sail floating (before building the windmill). 

Not a big problem i guess, since you will rebuild the mill eventually and everything will be ok.

 

 

Before:

 

35jle36.jpg

 

After:

 

2m3nr53.jpg

 

 

Thanks for this wonderful mod!  ::):

  • 0
Posted
  On 5/12/2015 at 5:17 AM, EssArrBee said:

In GP's video he doesn't turn off archive management. Pretty sure that is important with MO.

How important is it? Because I didn't, and everything seemed to go fine. Doesn't it read the BSAs from skyrim.ini properly?

 

Edit: Ah, I see. Nvm. I guess there wouldn't be an easy fix to that either.

  • 0
Posted
  On 5/12/2015 at 9:22 AM, sheson said:

Oh my mistake, correct only 2 slots of the 9 slots per BSShaderTextureSet are used. Unfold every BSMultiBoundNode, they all have BSShaderTextSet with different textures - and if you see the same texture twice it is because of snow for example.

 

If only the bottom half of the western is missing this is odd. It uses two source textures. It weird one is found and not the other. All the vanilla LOD textures are in the Skyrim Texture.bsa. Maybe something is wrong with it?

 

Alternatively you could download https://www.afkmods.com/index.php?/files/file/1543-skyrim-vanilla-lod-source-files-v16/ and just use its data\texture\lod\ folder. It has all the vanilla LOD textures as loose files.

Do not overwrite any textures shipping with DynDOLOD.

Tried that too, still the same.

 

I don't know, as far as I can tell DYNDOLOD seems to work just fine except castles/forts have this texture issue.

 

Yebsgjd.jpg

  • 0
Posted (edited)

Actually missed this mod completely until I rechecked SRLE to see what was newly added. I really don't get how you do it Sheson, it's sort of like the normal rules of modding don't apply to you and your just like "psh, broken Skyrim? fixed" now "psh dynamic Lod's? fixed", I suppose it's all those first borns huh... ::P:

 

I actually have improved performance vs Skyrim Distance Overhaul. I used to get a pretty bad stutter in certain locations (about a 1.5 second pause) but now it's either non-existent or something like 0.1 seconds. framerate is higher as well. I run on medium setting

 

Only thing I have a slight concern about is the "clean save" method listed in updating within the tutorial video. I always feel like I'm playing Russian roulette with my save every-time I do something like that, even with stuff like the Save Game Script Cleaner and what not. Is is absolutely needed? or perhaps an easier method in the future?

 

Thanks!

Edited by TehKaoZ
  • 0
Posted (edited)
  On 5/12/2015 at 11:53 AM, cailla said:

Hi  ::):

I think i've found a "bug" (or probably i did something wrong :lol:  ).

 

I'm using the mod "Heljarchen Farm": https://www.nexusmods.com/skyrim/mods/50992/?

 

You buy a farm and you have to rebuild it and you will also build a windmill.

And here's the problem: after installing DynDOLOD you wil see the windmill sail floating (before building the windmill). 

Not a big problem i guess, since you will rebuild the mill eventually and everything will be ok.

 

 

Thanks for this wonderful mod!  ::):

Will be fixed in next version.

 

  On 5/12/2015 at 4:06 PM, Doryani said:

Tried that too, still the same.

 

I don't know, as far as I can tell DYNDOLOD seems to work just fine except castles/forts have this texture issue.

 

 

Can you upload Tamriel.4.-4.-4.bto somewhere for me to check please?

 

  On 5/12/2015 at 4:13 PM, TehKaoZ said:

Actually missed this mod completely until I rechecked SRLE to see what was newly added. I really don't get how you do it Sheson, it's sort of like the normal rules of modding don't apply to you and your just like "psh, broken Skyrim? fixed" now "psh dynamic Lod's? fixed", I suppose it's all those first borns huh... ::P:

 

I actually have improved performance vs Skyrim Distance Overhaul. I used to get a pretty bad stutter in certain locations (about a 1.5 second pause) but now it's either non-existent or something like 0.1 seconds. framerate is higher as well. I run on medium setting

 

Only thing I have a slight concern about is the "clean save" method listed in updating within the tutorial video. I always feel like I'm playing Russian roulette with my save every-time I do something like that, even with stuff like the Save Game Script Cleaner and what not. Is is absolutely needed? or perhaps an easier method in the future?

 

Thanks!

It is the safest method to avoid any confusion.

 

DynDOLOD Worlds.pas supports rescanning of the load order and worlds for newly added mods and adding their new objects next to the existing ones into DynDOLOD.esp. The result may not be consistent, but you can give it a try. If you encounter any problems then do the create things from scratch option.

Check the docs\DynDOLOD_manual.html Uninstallation / Updating section.

Edited by sheson
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