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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

Would be nice if you can show the current LOD tile names in DynDOLOD MCM menu somewhere, much easier to debug for people :)

There is already MCM mod showing current cell X and Y, calculating tile from it is not a problem for papyrus I think. The problem is getting SW cell for LOD, but that can be hardcoded for Tamriel worldspace and DLCs.

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Posted (edited)
  On 5/12/2015 at 9:22 AM, sheson said:

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?

Didn't realise you'd updated the billboards, but I got the updated ones now and still no luck. The time before crashing seems a bit random based on where you are, when moving from inside to outside (to give scripts a chance to start on the vanilla saves since it doesn't crash while inside), I counted 7 seconds from a save in riverwood and 3 seconds from high hrothgar. One thing that seems to happen when I load an outside save though, is it'll say 'dyndolod successfully initialized', then CTD within a second of that.

 

A few papyrus logs are here, I don't think they'll be much help though as they all finish at different points - https://www.dropbox.com/s/z6qu3507p9gmaao/Papyrus.0.zip?dl=0

Edited by Obliterator2
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Posted

Hi, I'm having trouble getting this mod to work: I've gone through all the steps and tried everything I could think of, but nothing is showing up in game. Dyndolod is shown as active in MCM, and I've copied and pasted the output files to my skyrim directory (since I do not use MO), but everything is just same old same old in game. Am I missing something?

  • 0
Posted (edited)
  On 5/12/2015 at 6:01 PM, Obliterator2 said:

Didn't realise you'd updated the billboards, but I got the updated ones now and still no luck. The time before crashing seems a bit random based on where you are, when moving from inside to outside (to give scripts a chance to start on the vanilla saves since it doesn't crash while inside), I counted 7 seconds from a save in riverwood and 3 seconds from high hrothgar. One thing that seems to happen when I load an outside save though, is it'll say 'dyndolod successfully initialized', then CTD within a second of that.

 

A few papyrus logs are here, I don't think they'll be much help though as they all finish at different points - https://www.dropbox.com/s/z6qu3507p9gmaao/Papyrus.0.zip?dl=0

I added a debug function to next version that will print out the form id of each dynamic object. If it is indeed a nif problem one of the last ones in the log will be the culprit. More info about this when I post about the new version.

 

  On 5/12/2015 at 7:50 PM, moonandstar99 said:

Hi, I'm having trouble getting this mod to work: I've gone through all the steps and tried everything I could think of, but nothing is showing up in game. Dyndolod is shown as active in MCM, and I've copied and pasted the output files to my skyrim directory (since I do not use MO), but everything is just same old same old in game. Am I missing something?

If you don't even see improved static LOD then you most likely have the folder structure wrong somehow.

..Skyrim\Data\Meshes\Terrain\Tamriel\Objects\*.bto

..Skyrim\Data\Textures\DynDOLOD\LOD\*.dds

..Skyrim\Data\skse\plugins\StorageUtilData\*.json

etc.

  On 5/12/2015 at 4:53 PM, zilav said:

Would be nice if you can show the current LOD tile names in DynDOLOD MCM menu somewhere, much easier to debug for people :)

There is already MCM mod showing current cell X and Y, calculating tile from it is not a problem for papyrus I think. The problem is getting SW cell for LOD, but that can be hardcoded for Tamriel worldspace and DLCs.

I can just add NW values for a world to the json, in case there isn't a papyrus way / SKSE function to get it.

Edited by sheson
  • 0
Posted
  On 5/12/2015 at 11:17 PM, sheson said:

I added a debug function to next version that will print out the form id of each dynamic object. If it is indeed a nif problem one of the last ones in the log will be the culprit. More info about this when I post about the new version.

Thanks :)  I just ran around a bit with the esp disabled and it worked fine aside from nothing fading in, did notice a type of tree which didn't seem to match up however, but obviously don't know if it's a bug or just a side effect of disabling the esp. Trees which show up as a (floating) yellow leafy riften tree in the distance then turn into twisted dead trees

  • 0
Posted
  On 5/13/2015 at 12:17 AM, Obliterator2 said:

Thanks :)  I just ran around a bit with the esp disabled and it worked fine aside from nothing fading in, did notice a type of tree which didn't seem to match up however, but obviously don't know if it's a bug or just a side effect of disabling the esp. Trees which show up as a (floating) yellow leafy riften tree in the distance then turn into twisted dead trees

Get the 1.1 billboards. There were too many trees in the 1.0

  • 0
Posted (edited)

1.24 or rather 1.25 because I uploaded too quick :)

 

"Removed" requirement for High Resolution Texture Pack by adding its LOD textures to the DynDOLOD archive as loose files

 

Fixed error reported by cailla. Made another small adjustment so Heljarchen Farm is now working out of the box

 

Added a debug feature so it is easier to discover problematic nifs that can be the cause of CTD. How to do it:

Enable all papyrus logging in Skyrim.ini

Edit skse\plugins\StorageUtilData\DynDOLOD_Worlds.json in notepad and change the "last" line from "debug":"false" to "debug":"true"

 

This will print out the form id plus enable message for each dynamic object just before it gets enabled.

Starting from last one at the bottom of the log use the form id to lookup the reference in TES5Edit, and from there CTRL+click to the base element to get the nif file name.

(If this was too brief let me know I will post instructions with screens)

 

To test if this nif is the cause of CTD either rename the nif file so it can't be found or edit the base element to point to a non existing nif or a known working one.

 

Once a problematic nif has been identified use nifskope to check the value for BS Num UV Sets for each NiTriShapeData. It needs to be 4097.

If that wasn't the cause try running the nif through nif convert.

In any case, once you have identified a problematic nif post about it here

Edited by sheson
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Posted (edited)

First memory patch, now DynDOLOD, what next skyrim 64 bits? (just kidding with these 64 bits)

 

Thank you for this wonderful modification and its continuous development.
It is incomprehensible to me that one person can do something that game developers apparently can not. (Of course with the help of the community)

Ok so I not really have time for testing or making my own modifications (at least for now), but I look here and there, and I try to help as much as I can.

 

  Quote

 

Once a problematic nif has been identified use nifskope to check the value for BS Num UV Sets for each NiTriShapeData. It needs to be 4097.
If that wasn't the cause try running the nif through nif convert.
In any case, once you have identified a problematic nif post about it here.

 

Link to NifSkope 2.0 Pre-Alpha 2 (I can not imagine myself back now to version 1.1.3 thank you jonwd7)

Here's a guide on how to fix UV Sets in NifSkope.

 

(Click to enlarge)

ZlR0ju4.gif

 

Before and after

VE5XqOV.gif

 

I hope it will help.

 

Regards

Edited by InsanePlumber
  • 0
Posted (edited)
  On 5/12/2015 at 11:17 PM, sheson said:

If you don't even see improved static LOD then you most likely have the folder structure wrong somehow.

..Skyrim\Data\Meshes\Terrain\Tamriel\Objects\*.bto

..Skyrim\Data\Textures\DynDOLOD\LOD\*.dds

..Skyrim\Data\skse\plugins\StorageUtilData\*.json

etc.

Unfortunately, no, it's all in the right place. Are you saying that I should at least be able to see better looking distant objects than before? I hadn't looked at existing distant lods very closely, I just noticed that there was nothing new present. The only thing that I can think of is that I'm running this mod: https://www.nexusmods.com/skyrim/mods/57353/?

Could this mod's textures work around be an issue? I did just notice that new dragonborn hearthfire and dawngaurd .ini's had been created today, which this mod tries to delete.

 

Also interesting to note, but when I load it into an existing save, the MCM menu shows it as deactivated and "DynDOLOD is not activated for this world."

However, the same file on a new game (all in the tamriel worldspace btw) shows as activated in the MCM menu; same end result either way, though.

Edited by moonandstar99
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Posted (edited)
  On 5/12/2015 at 4:39 PM, sheson said:

 

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

https://drive.google.com/file/d/0B0Fj-zafwkdiVTdGNGVfS25ERVk/view?usp=sharing

 

Tried the new version btw, no change.

 

 

Edit: So after you specifically asking for that file I checked it with nifskope and saw that fort textures were called 1mperialfortlod and 1mperialfortlod_n, instead of imperiallodfort. I replaced 1 with i and the fort is looking good now. Interesting, any idea why that happened? Bottom half of the Watchtower is still missing btw. And I think I still have problems with some other forts.

 

So basically my problem, the name of that texture is wrong for some weird reason and it's not showing because of that? How can we detect each of them without having to check every spot in game?

 

Edit 2: So I checked Tamriel.4.0.-4 also, same problem, 1mperialfortlod. Fixed it and the tower looks good now. I think I'm just gonna change them back to 1 and rename texture itself to 1mperialfort, would be easier compared to checking each BTO one by one.

 

Edit 3: I think we fixed the problem. It's weird though. Any idea why that might happen?

 

eb6DSJ8.jpg

 

Spots I marked was purple before, now I renamed the texture and it's been fixed. I also made a speedrun from Whiterun to Markarth and then to Solitude. Couldn't see any purple fort. I think we fixed it. YAY ::D: Such a weird issue though.

Edited by Doryani
  • 0
Posted
  On 5/13/2015 at 12:56 AM, sheson said:

1.24 or rather 1.25 because I uploaded too quick :)

 

"Removed" requirement for High Resolution Texture Pack by adding its LOD textures to the DynDOLOD archive as loose files

 

Fixed error reported by cailla. Made another small adjustment so Heljarchen Farm is now working out of the box

 

Added a debug feature so it is easier to discover problematic nifs that can be the cause of CTD. How to do it:

Enable all papyrus logging in Skyrim.ini

Edit skse\plugins\StorageUtilData\DynDOLOD_Worlds.json in notepad and change the "last" line from "debug":"false" to "debug":"true"

 

This will print out the form id plus enable message for each dynamic object just before it gets enabled.

Starting from last one at the bottom of the log use the form id to lookup the reference in TES5Edit, and from there CTRL+click to the base element to get the nif file name.

(If this was too brief let me know I will post instructions with screens)

 

To test if this nif is the cause of CTD either rename the nif file so it can't be found or edit the base element to point to a non existing nif or a known working one.

 

Once a problematic nif has been identified use nifskope to check the value for BS Num UV Sets for each NiTriShapeData. It needs to be 4097.

If that wasn't the cause try running the nif through nif convert.

In any case, once you have identified a problematic nif post about it here

Alright, with the new update to 1.25 what is the correct install order now for billboards? The manual didn't change but imagine it should.

 

I surmise it should be: Vanilla Billboards (TES5LODGen) then DynDOLOD (includes HRDLC Billboards) then SFO Billboards (TES5LODGen) then RAT Billboards.

 

This, of course, is the way the video does it but the actual text installation instructions in the manual sounds like you install mod billboards from the TES5LODGen page before DynDOLOD.

  • 0
Posted (edited)
  On 5/13/2015 at 5:16 AM, Neovalen said:

Alright, with the new update to 1.25 what is the correct install order now for billboards? The manual didn't change but imagine it should.

I surmise it should be: Vanilla Billboards (TES5LODGen) then DynDOLOD (includes HRDLC Billboards) then SFO Billboards (TES5LODGen) then RAT Billboards.

Imagine that Skyrim shows tree lod in the distance using separate billboard image for each tree like in Oblivion instead of a single atlas. If you have several mods that change the same tree, the last installed will win obviously and you'll see it's billboard image in the distance.

Basically TES5LODGen allows you to use Oblivion's tree lod system of separate lod images in Skyrim - the last installed mod that provides billboard image(s) is what you see in game. That's why billboards must be installed in the same order as their respective mods are. Treat billboards as a part of tree changing mods you use. Ideally they should be the part of tree mods and included in the package, but unfortunately TES5LODGen came too late for that to happen.

 

ps. HRDLC doesn't have billboards, I doubt that Bethesda knew 3 years ago that TES5LODGen will appear and they need to include them for our convinience ::D:

Edited by zilav
  • 0
Posted
  On 5/13/2015 at 3:35 AM, Doryani said:

Spots I marked was purple before, now I renamed the texture and it's been fixed. I also made a speedrun from Whiterun to Markarth and then to Solitude. Couldn't see any purple fort. I think we fixed it. YAY ::D: Such a weird issue though.

Are you sure that this LOD was generated by DynDOLOD ? In my game the texture path of the fort points to textures\dyndolod\lod\dyndolod_atlas_tamriel.dds. Maybe something in your mod list is overwriting DynDOLOD meshes ?

Here is mine for you to compare.

https://drive.google.com/open?id=0B2_a9qUrqFtbUDFkY3dBWjROamM&authuser=0

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