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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

  • +1 15

Recommended Posts

  • 0
Posted

Hi,

 

Is it possible and safe to remove a master esp from the DynDOLOD esp for a mod that I want to uninstall?
 

I would like to move the RealShelter.esp since I could not get it to work with Frostfall.

  • 0
Posted
  On 6/6/2015 at 1:11 PM, Iroha said:

 

Hi all, I need some help with dyndolod 1.28

 

Previous versions worked fine, but recent - doesn't work in game, even on new games.

No initialization messages. "There is no data in dyndolod.esp for this worldspace" (Tamriel, and i think others too) - that's what I see in MCM menu.

I looked dyndolod.esp in Tes5Edit - worldspaces exists, as well activators. Esp generated with medium preset for all worldspaces. I didn't forgot to move generated meshes/scripts/textures to mod folder.

some footage from papyrus:

 

save loaded:
 
[06/06/2015 - 03:32:18PM] ERROR: Cannot call IBowToThee() on a None object, aborting function call
stack:
[ (BF004ADF)].SHESON_DynDOLOD_Firstborn.OnTriggerEnter() - "SHESON_DynDOLOD_Firstborn.psc" Line ?
 
dyndolod activated manually in mcm:
 
[06/06/2015 - 03:34:20PM] ERROR: Cannot call IBowToThee() on a None object, aborting function call
stack:
[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.SwitchDynDOLOD() - "SHESON_DynDOLOD_MCM.psc" Line ?
[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.OnOptionSelect() - "SHESON_DynDOLOD_MCM.psc" Line ?
[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.SelectOption() - "ski_configbase.psc" Line ?
[sKI_ConfigManagerInstance (23000802)].SKI_ConfigManager.OnOptionSelect() - "ski_configmanager.psc" Line ?

 

solved. Mystically, I've had duplicate (and one mounth old!!) .json data for dyndolod in "MO overwrite\skse\plugins\StorageUtilData\" folder

  • 0
Posted
  On 6/6/2015 at 11:11 PM, Shurperro said:

Sheson, are these low-poly 3D models ?

 

 

Can i use your mod to make something like this but for these tree meshes ?:

https://www.nexusmods.com/skyrim/mods/32246/?

They have less polies. Basically the trunk is a 2D billboard while the leafs are 1:1 copied from the full trees. LODGen will use all leafs regardless of BSLOD fade.

This was done manually. You can use and modify the nifs/textures as you like, just give credit.

 

  On 6/7/2015 at 12:27 AM, MaroES said:

Hi,

 

Is it possible and safe to remove a master esp from the DynDOLOD esp for a mod that I want to uninstall?

 

I would like to move the RealShelter.esp since I could not get it to work with Frostfall.

Not recommended, but you can try: You would also have to remove all references in all worlds that have EditorIDs similar to RealShelteresp_000000_DynDOLOD_LOD

I guess you should then check for errors to find remaining records complaining about a missing master and remove them as well.

 

  On 6/7/2015 at 12:27 PM, Iroha said:

solved. Mystically, I've had duplicate (and one mounth old!!) .json data for dyndolod in "MO overwrite\skse\plugins\StorageUtilData\" folder

Great :)

  • 0
Posted (edited)
  On 6/8/2015 at 12:26 AM, Jemzyboz said:

Could you do LODs for Real Ice? It looks utterly horrible

I only work with meshes and textures from Vanilla and the DLC. It is up to mod authors to work own their on files - if needed.

LOD textures for ice are problematic because the reflection (cubemap) has to be baked into the texture. I will have a look at the mod regardless, maybe there is a way for TexGen to create a suitable texture automatically.

Edited by sheson
  • 0
Posted

Hi guys!

 

I followed GamerPoets tutorial for installing DynDOLOD correctly. My main problem was that I use Nexus Mod Manager instead of Mod Organizer. So I have a question to the point when he comes in the tutorial to the TES5LODGen utility and where you have to choose your billboards under the additional files section. So I for example use some of those listed mods below: Realistic Aspen Trees, Tamriel Reloaded HD, Tamriel Reloaded Trees, SFO 2.3.

 

I know that Mod Organizer handles mods that cover the same texture, or in this case the billboards differently in comparison to NMM, but I don't understand how this could work if I install each Billboard pack over each other in NMM.

 

This would explain why some trees in the LOD will change it's height when the game loads the actual real tree. I mean the color of the LOD is the same as the 3D tree, but the 3D model is a bit higher. Do I have to drop those Billboard files? Do I have to create my own? I am wondering why I have to install the utility TES5LODGen when I don't use it afterwards.

 

Thank you for your help. From now on the result is really spectacular even when some trees will change it's hight..

  • 0
Posted (edited)

Quick questions:

 

1) Now that I've installed DynDOLOD, I may plan on installing other mods. Is there a list of mods in which if I install one of them, I should update DynDOLOD so the new mods will be incorporated?

If not, what kind of mods that I should look out for?

 

2) I've installed SMIM (everything with Dragonborn) way before SkyFalls and SkyMills (Legendary w/o Wyrmstooth and Falskaar) but I didn't overwrite SMIM files (no to mod) then I installed DynDOLOD.

Is this installation order considered wrong? I didn't do extra steps when installing DynDOLOD w/ SMIM and SkyFalls. Are there extra steps I should do in this case?

 

I chose HIGH when installing DynDOLOD.

 

EDIT:

 

I scrolled down below the tutorial and found 'Some Assembly Required' and 'Works Out Of The Box' lists.

Are these the lists I'm looking for in the 1st question?

 

QUICK FOLLOW UP:

 

If I want to switch to 'LOW' from 'HIGH', do the instructions for updating DynDOLOD in GamerPoet's video apply?

 

Also, is uLockedObjectMapLOD=8 in [MapMenu] of Skyrim.ini necessary?

Edited by barbanium
  • 0
Posted (edited)
  On 6/9/2015 at 6:13 PM, Estebanium said:

Hi guys!

 

I followed GamerPoets tutorial for installing DynDOLOD correctly. My main problem was that I use Nexus Mod Manager instead of Mod Organizer. So I have a question to the point when he comes in the tutorial to the TES5LODGen utility and where you have to choose your billboards under the additional files section. So I for example use some of those listed mods below: Realistic Aspen Trees, Tamriel Reloaded HD, Tamriel Reloaded Trees, SFO 2.3.

 

I know that Mod Organizer handles mods that cover the same texture, or in this case the billboards differently in comparison to NMM, but I don't understand how this could work if I install each Billboard pack over each other in NMM.

 

This would explain why some trees in the LOD will change it's height when the game loads the actual real tree. I mean the color of the LOD is the same as the 3D tree, but the 3D model is a bit higher. Do I have to drop those Billboard files? Do I have to create my own? I am wondering why I have to install the utility TES5LODGen when I don't use it afterwards.

 

Thank you for your help. From now on the result is really spectacular even when some trees will change it's hight..

Install each set of billboards right after the mod they belong too. 

Realistic Aspen Trees

Billboards for Realistic Aspen Trees

Tamriel Reload HD

Billboards for Tamriel Reloaded HD

Tamriel Reload Trees

Billboards for Tamriel Reload Trees

SFO 2.3

Billboards for SFO 2.3

 

 

If trees are not matching, double check you have the right billboards for each mod. There may be differences in versions.

 

If height is still not matching you can adjust it yourself:

Go into the game close to such a tree, open console and click it to get its form id. You can use this form id to look up the base element in TES5Edit. Use the base elements form id to find the billbord text file.

A mod like Mfg Console can tell you the form id of the base element right in console without the need to look it up in TES5Edit.

 

For example, some type of aspen trees use the base element with form id 0006A9E6. The billboard dds and text are

Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.dds

Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.txt

You can edit the text file and add/modify the Scale= line

Scale=1.2

Next time tree LOD is generated it will scale this LOD tree with the new value.

 

 

  On 6/9/2015 at 8:57 PM, barbanium said:

Quick questions:

 

1) Now that I've installed DynDOLOD, I may plan on installing other mods. Is there a list of mods in which if I install one of them, I should update DynDOLOD so the new mods will be incorporated?

If not, what kind of mods that I should look out for?

 

2) I've installed SMIM (everything with Dragonborn) way before SkyFalls and SkyMills (Legendary w/o Wyrmstooth and Falskaar) but I didn't overwrite SMIM files (no to mod) then I installed DynDOLOD.

Is this installation order considered wrong? I didn't do extra steps when installing DynDOLOD w/ SMIM and SkyFalls. Are there extra steps I should do in this case?

 

I chose HIGH when installing DynDOLOD.

 

EDIT:

 

I scrolled down below the tutorial and found 'Some Assembly Required' and 'Works Out Of The Box' lists.

Are these the lists I'm looking for in the 1st question?

 

QUICK FOLLOW UP:

 

If I want to switch to 'LOW' from 'HIGH', do the instructions for updating DynDOLOD in GamerPoet's video apply?

 

Also, is uLockedObjectMapLOD=8 in [MapMenu] of Skyrim.ini necessary?

1) The Some Assembly Required and Works Out Of The Box lists are mods that were checked. It is by no means a complete list.

Typically you want to generate LOD whenever you install a mod that adds objects that have LOD. Buildings and such. Mods that also change landscape maybe depending on your preference.

Technically there is no requirement to generate LOD just because a mod was added - there would be missing LOD, but no other problems.

 

2) No. Whatever windmills fans you had installed DynDOLOD will use.

 

If you change low/medium/high you need to follow the esp update instructions for existing save games.

This applies to whenever generation is done with a default esp from scratch, even when using the same low/medium/high setting.

 

Nowhere in DynDOLOD manual or videos does it say anything about uLockedObjectMapLOD, so no idea why you think it would be needed by DynDOLOD.

Edited by sheson
  • 0
Posted (edited)
  On 6/10/2015 at 11:13 AM, sheson said:

1) The Some Assembly Required and Works Out Of The Box lists are mods that were checked. It is by no means a complete list.

Typically you want to generate LOD whenever you install a mod that adds objects that have LOD. Buildings and such. Mods that also change landscape maybe depending on your preference.

Technically there is no requirement to generate LOD just because a mod was added - there would be missing LOD, but no other problems.

 

2) No. Whatever windmills fans you had installed DynDOLOD will use.

 

If you change low/medium/high you need to follow the esp update instructions for existing save games.

This applies to whenever generation is done with a default esp from scratch, even when using the same low/medium/high setting.

 

Nowhere in DynDOLOD manual or videos does it say anything about uLockedObjectMapLOD, so no idea why you think it would be needed by DynDOLOD.

Thanks. I think I got it now.

 

Before installing DynDOLOD, I have A Quality World Map and High Quality 3D mods.

Some objects wouldn't load in map such as houses from Riverwood without uLockedObjectMapLOD=8.

 

I noticed when the .esp is placed above anything unrelated to DynDOLOD in load order and I load a save game, the game shows loading screen but will be stuck there.

 

This happened when I used LOOT and it placed Automatic Variants and Dual Sheath Redux patch below DynDOLOD. I just have to edit the metadata of DynDOLOD and give it 99999 priority and Global priority so I don't have to place it at the bottom everytime I use LOOT.

 

^ just something to share.

 

EDIT:

 

Stuck in loading screen doesn't happen anymore. I wonder how I got that in the first place.

Now it just seemed longer to load the game (about 1 min. after I click 'Continue') but I don't know if it's just in my head.

 

I think I'll just let it be in 'High' settings. When I disabled the .esp and uninstalled the output, FPS didn't seem to increase.

 

About the uLockedObjectMapLOD=8, it seemed that I now need it to load A BUNCH of objects in map.

Here's a comaprison: https://postimg.org/image/x8nhfebtl/

I installed DynDOLOD while having this line in my Skyrim.ini. I don't know if this is how it should be or installing DynDOLOD with this line made it how it is.

 

uLockedTerrainLOD=8 also made the texture of map land a bit better although I didn't add it because it doesn't let the roads from 'A Quality World Map' appear.

Edited by barbanium
  • 0
Posted (edited)

Rewritten:

Thank you Sheson for this spectacular mod! Unfortunately for me, the mod is now causing CTDs in the Whiterun area and I thought that I would simultaneously ask for help and hopefully provide information. I am not running the WhiterunExterior.esp, and it makes a slight difference. Before, when I had that running, it would CTD all around Whiterun; now, it just CTDs on the path from Whiterun past Valtheim towers right around the Ritual Stone. I deleted all of my Papyrus logs and ran the game again until crash so that it would only have recent and pertinent information. I will include my Papyrus log and modlist as text files in case anyone wants to look at them. If they are annoyingly long, let me know and I'll remove them. I have the DynDOLOD_Worlds.json "debug" option set to "true" (through Mod Organizer, the primary utility I use for mod managing). I have my ENBLocal.ini ReservedMemorySizeMb set to 1024, which is larger than necessary by many accounts, but still normally doesn't cause any problems for me, and VideoMemorySizeMb set to 8192, the suggested value.Papyrus.0.txtmodlist.txt

Edited by evhantheinfidel
  • 0
Posted
  On 6/10/2015 at 4:11 PM, barbanium said:

Now it just seemed longer to load the game (about 1 min. after I click 'Continue') but I don't know if it's just in my head.

This means that the game already struggles handling new increased in size LOD, and will probably CTD or ILS in heavy areas. You'd better lower LOD settings in DynDOLOD and restore uLockedObjectMapLOD to default.

  • 0
Posted
  On 6/10/2015 at 4:11 PM, barbanium said:

Thanks. I think I got it now.

 

Before installing DynDOLOD, I have A Quality World Map and High Quality 3D mods.

Some objects wouldn't load in map such as houses from Riverwood without uLockedObjectMapLOD=8.

 

I noticed when the .esp is placed above anything unrelated to DynDOLOD in load order and I load a save game, the game shows loading screen but will be stuck there.

 

This happened when I used LOOT and it placed Automatic Variants and Dual Sheath Redux patch below DynDOLOD. I just have to edit the metadata of DynDOLOD and give it 99999 priority and Global priority so I don't have to place it at the bottom everytime I use LOOT.

 

^ just something to share.

 

EDIT:

 

Stuck in loading screen doesn't happen anymore. I wonder how I got that in the first place.

Now it just seemed longer to load the game (about 1 min. after I click 'Continue') but I don't know if it's just in my head.

 

I think I'll just let it be in 'High' settings. When I disabled the .esp and uninstalled the output, FPS didn't seem to increase.

 

About the uLockedObjectMapLOD=8, it seemed that I now need it to load A BUNCH of objects in map.

Here's a comaprison: https://postimg.org/image/x8nhfebtl/

I installed DynDOLOD while having this line in my Skyrim.ini. I don't know if this is how it should be or installing DynDOLOD with this line made it how it is.

 

uLockedTerrainLOD=8 also made the texture of map land a bit better although I didn't add it because it doesn't let the roads from 'A Quality World Map' appear.

More LOD uses more memory and thus may cause ILS.

Double check heap memory usage (block 1) with Memory Blocks Log and adjust SKSE or SSME memory settings.If you have ILS at loading screeen use my memory patch, or increase heap.

 

The map usually uses landscape LOD level 32 and object LOD level 16. So I guess that setting changes that behavior. Not all objects have LOD defined for that level.

I think DynDOLOD assigns a couple more buildings to LOD level 16 than the vanilla game. You could use the mesh rules to make sure certain objects also have a LOD model defined to LOD level 16.

 

  On 6/11/2015 at 3:04 AM, evhantheinfidel said:

Rewritten:

Thank you Sheson for this spectacular mod! Unfortunately for me, the mod is now causing CTDs in the Whiterun area and I thought that I would simultaneously ask for help and hopefully provide information. I am not running the WhiterunExterior.esp, and it makes a slight difference. Before, when I had that running, it would CTD all around Whiterun; now, it just CTDs on the path from Whiterun past Valtheim towers right around the Ritual Stone. I deleted all of my Papyrus logs and ran the game again until crash so that it would only have recent and pertinent information. I will include my Papyrus log and modlist as text files in case anyone wants to look at them. If they are annoyingly long, let me know and I'll remove them. I have the DynDOLOD_Worlds.json "debug" option set to "true" (through Mod Organizer, the primary utility I use for mod managing). I have my ENBLocal.ini ReservedMemorySizeMb set to 1024, which is larger than necessary by many accounts, but still normally doesn't cause any problems for me, and VideoMemorySizeMb set to 8192, the suggested value.attachicon.gifPapyrus.0.txtattachicon.gifmodlist.txt

Something went wrong with enabling the extra debug info as there are no lines from DynDOLOD in the papyrus log you posted.

 

There should a good number of line looking like

[05/16/2015 - 01:15:10PM] [sHESON_DynDOLOD_LODObject ] using base element [Form ] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif

 

Make sure you edited the correct \DynDOLOD_Worlds.json and/or check that you posted to the correct papyrus log as it keeps the last 4.

  • 0
Posted
  On 6/11/2015 at 9:26 AM, sheson said:

 

Something went wrong with enabling the extra debug info as there are no lines from DynDOLOD in the papyrus log you posted.

 

There should a good number of line looking like

[05/16/2015 - 01:15:10PM] [sHESON_DynDOLOD_LODObject < (0D003F52)>] using base element [Form < (0D0010F3)>] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif

 

Make sure you edited the correct \DynDOLOD_Worlds.json and/or check that you posted to the correct papyrus log as it keeps the last 4.

Thanks for the prompt response! I'm quite sure that I didn't include the wrong Papyrus log because I deleted them all and changed the skyrim.ini back and forth to start the log over. I went ahead and started a new game with DynDOLOD active and made a new log again, and the only reference to DynDOLOD that showed up was for the MCM ([06/11/2015 - 08:43:30AM] [sHESON_DynDOLOD_MCM <DynDOLOD_MCM (DE00090F)>]: Registered DynDOLOD at MCM.). The file path for the DynDOLOD_Worlds.json was skse\plugins\StorageUtilData\DynDOLOD_Worlds.json, so I don't think I messed up there. I have also tried applying to the TES5Edit script to all mods that have active resources and then just all mods that have active ESPs, and that doesn't seem to make a difference. I feel like I must be making a rookie mistake at some level here, but I have the billboards installed, I have the correct filepath for the data of DynDOLOD, and I have the TES5Edit scripts in the right places (how else would I run them is TES5Edit?). Again, my Skyrim is heavily modded, but it runs relatively stably until I have DynDOLOD active, so I think there's something specific to that mod there. Again, even if this issue can't be resolved right now, I hope that this information could at least be useful.

  • 0
Posted (edited)

Hey Sheson,

Running into an interesting issue with DynDOLOD low-settings. Ran through all the steps to install it with Mod Organizer and have pared down my load order to only those mods that I think will add LOD objects (and their dependencies) plus a couple of race-menu/appearance mods. I had a very similar load order working perfectly with NMM, but after the MO migration I can't seem to load the Tamriel worldspace without either freezing during the load screen, or the dreaded ILS.

 

Load order can be found at https://modwat.ch/Keriath#/plugins. The ILS goes away if I kill DynDOLOD, so it's definitely something not playing nicely with it, but I can't figure out what and I've been poring over it in TES5Edit, LOOT, and MO for two days.

I've got ENBoost running as well as the SKSE Memory Patch functionality, so my memory management should be even tighter than it was when I was using NMM - I can't imagine what's changed to make it break like this, but figure it must be running out of memory *somewhere*. Any thoughts?  Let me know if you need more information; happy to provide.


Quick System Specs:
24GB RAM

Dual hex-core Westmere Xeons @ 3.4Ghz

eVGA GTX-680 Classified (4GB VRAM)

GTX-560TI (PhysX Dedicated)

Skyrim running on Crucial M4 SSD

 

Edit: Figured it out, nevermind - something corrupted my SKSE.ini file and it was still loading default memory allocation settings. 

Thanks, and hopefully this helps someone below me.:)

Edited by oculus_ex_inferni
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