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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 (edited)
  On 6/25/2015 at 3:52 PM, Halde said:

I get a message that says "Access violation at address 00406A80 in module 'TES5Edit.exe'.

                                       R of address 00000000."

 

However, in TES5Edit, it says "[Apply Script done] Processed Records: 0, Elapsed Time: 00:26"

 

Is it supposed to error out just before finishing?

Is that a trick question? Of course not :;):

Please post TES5Edit\TES5Edit_log.txt with that error.

 

  On 6/25/2015 at 5:05 PM, Halde said:

Hi all!

 

So after installing the complete STEP a "minor" visual issue arrive ingame, and I'm 99 % certain that it is due to this mod.

 

This is the gist of the problem:

 

6zqwzt.jpg

 

Would it have anything to do with my issue, two posts up? Other than that, the only thing that wasen't according to STEP installation, was the fact that it overwrote other mod files (when it said in installation that it shouldn't).

:facepalm:

 

 

 

  On 6/25/2015 at 8:36 PM, Lothar83 said:

Hi,

 

Finally, avoiding Tamriel Reloaded I could get good trees. To be honest, not sure yet why I had this issues, but installing just only SFO v1.87 I got the result I wanted.

 

Regards

 

 

EDIT: 

Just to confirm, I installed generated LODs as you can see in the following screenshot.

47fkysn

https://imgur.com/47fkysn

 

After run TES5LODGen, I right click on Overwrite folder and create a mod named "TREE LODS" that I install above Dyndolod. When I run TES5LODGen, I have installed the tree mods with their own billboards and dyndolod as well. I create the mod TREE LODS and install it as well, and finally I run TES5EDIT to generate Dyndolod Output, installing it above Dyndolod as well. To be honest, I followed step by step the tutorials, the one from Terrorfox and the 30 mins video in Nexus page as well, without result :(

 

EDIT: 

Looks like the problem with billboards was the order. I had to place Dyndolod below Vanilla billboards and above the other billboards after generate the lods :)

I have performed more tests and just only one issue has been detected, but it is very estrange. When I start a new game, after leave Helgen a enter Skyrim, some trees sometimes has purple or weird textures. It is strange, because if I enter Helgen, and leave the cave to enter Skyrim, different trees can have the these weird textures. Other times, all trees look fine. And one time, the bug was fixed in real time, without leave the game.

CtByNYl

https://imgur.com/CtByNYl

Sounds like you may have accidentally copied the tree LOD texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from an earlier generation into the DynDOLOD source files?

 

Double check that Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds that is used is the correct one matching the generated tree LOD.

In MO, right pane, click "Data" tab. Drill down the file tree to a file,  the mods name is is in he MOD column.

 

  On 6/26/2015 at 3:25 AM, jonkyb said:

Hello all,

 

Thank you in advance for any help you can give me.

 

I am using DynDoLod 1.29 and have run into an issue with tree LOD. Specifically, the tree LOD does not match with the actual tree model, so as I approach a set of trees, they jarringly switch from one style to another. I am using Tamriel Reloaded HD, and installed the billboards for that mod (overwriting the vanilla billboards) before running DynDoLod. If I deactivate my DynDoLod output mod in Mod Organizer, the tree LODs are correct. What am I doing wrong?

 

Thank you again!

Either you haven't installed the correct billboards in the correct order for the tree mods you are using

 or

the Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is not in sync with the files in Meshes\Terrain\Tamriel\Trees\. All these files are generated when generating tree LOD and belong together.

 

  On 6/26/2015 at 5:55 AM, aimoroida said:

hello and thanks for this wonderfull tool, i came here to ask something because i've tried a bunch of stuff and couldn't make it happen, im using SSBT and i want to make trees in the near grid(11) load in the same way they load in front of me, and trees beyond that grid to use the 2d billboard, i've tried the stuff in options trees.ultra but i couldn't make it happen even with LOD4 at full model trees just keep popping from small to big, can you show me the proper way to do this?

I advise against using this for game play. Adding over 44,000 trees to dynamic LOD means a lot more objects will have to be handled through papyrus scripting. It will work to a degree depending on other mods/scripts.

 

Also keep in mind that static LOD level switch in groups of 4x4 cells (LOD 4), while near/far grid switch cell by cell. There will be overlap of dynamic and static models in the distance, or if near grid is too small cells with missing LOD.

 

Full model trees can not be used as static LOD with LODGen.exe. The tree nif features are not valid for static LOD. You always need to use hybrid or flat trees for static LOD.

 

 

 

Here is how to use full or hybrid trees in dynamic LOD and the flat models for static LOD level 8 and 16:

 

Do all the same steps as for the ultra trees.

 

When it comes to add the tree mesh rule, set LOD 4 empty.

Set Grid to either Near LOD -> hybrid models - in case there is no hybrid model it should use the full model - needs testing

or Near Full -> full model for all trees

 

If using full model experiment with the Reference drop down by setting Replace so the model doesn't switch when cells attach.

 

It will take forever to generate and add a lot of records and data and probably have a severe performance impact. You have been warned.

  On 6/26/2015 at 8:12 AM, adelinadragonborn said:

hi, Sheson.

 

I get LODGeneratorCmd crash while generating some LODs.

 

Also, Tamriel Objects folder is empty after generating (but other worlds seems to be ok)

 

I use MO v1.3.8 and TES5Edit v3.1.1 (latest release from GitHub) and DynDOLOD v1.29

 

 

What is the error message?

Did you selected an output folder that is part of MOs virtual folder structure?

 

 

  On 6/26/2015 at 10:38 AM, Lothar83 said:

Hi,

 

I had same problem and it was fixed setting the following order mods in MO before generate LODs with TES5EDIT:

 

Vanilla Tree Billboard

Dyndolod

Tamriel Reloaded HD

Tamriel Reloaded HD Billboard

 

After generate the LODs, create Dyndolod Output and update Dyndolod saving the changes, I set following order to run Skyrim:

 

Vanilla Tree Billboard

Dyndolod

Dyndolod Output

Tamriel Reloaded HD

Tamriel Reloaded HD Billboard

 

Hope this helps for you as well.

 

Regards

This setup will simply use tree LOD from Tamriel Reloaded HD.

Edited by sheson
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Posted (edited)

Hi,

 

Not sure if this is related to the last issue with the low texture and resolution with the trees, but I would like to ask for help for this one. As you can see in the screenshot, the textures look very bad. It is estrange, as the textures look bad, and a few seconds later, look good. After a few seconds, again bad textures.

 

1vIoZakH.png

https://pasteboard.co/1vIoZakH.png

 

This error was happening when I had a lot of mods installed, and I thought that could be something related to another mod, so I tried a minimal mod installation in order to check one by one which mod can do this.

 

To start, I just installed the Unofficial Patchs for Skyrim, Dagronborn, Hearthfire and Dawnguard, the HighRes Texture Pack DLC, SKYUI, SFO v1.87 with its tree billboard and Dyndolod, clearing cache in TES5EDIT before generate nothing, deleting all previous generated files for Dyndolod and installing them from the very beginning.

 

I think that could be something with Dyndolod, as if I deactivate it, the textures look perfect at any moment.

 

Is this something somebody can help?

Edited by Lothar83
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Posted
  On 6/26/2015 at 1:01 PM, Lothar83 said:

Hi,

 

Not sure if this is related to the last issue with the low texture and resolution with the trees, but I would like to ask for help for this one. As you can see in the screenshot, the textures look very bad. It is estrange, as the textures look bad, and a few seconds later, look good. After a few seconds, again bad textures.

 

1vIoZakH.png

https://pasteboard.co/1vIoZakH.png

 

This error was happening when I had a lot of mods installed, and I thought that could be something related to another mod, so I tried a minimal mod installation in order to check one by one which mod can do this.

 

To start, I just installed the Unofficial Patchs for Skyrim, Dagronborn, Hearthfire and Dawnguard, the HighRes Texture Pack DLC, SKYUI, SFO v1.87 with its tree billboard and Dyndolod, clearing cache in TES5EDIT before generate nothing, deleting all previous generated files for Dyndolod and installing them from the very beginning.

 

I think that could be something with Dyndolod, as if I deactivate it, the textures look perfect at any moment.

 

Is this something somebody can help?

That screenshot looks like a save game update gone wrong. Do you have this with a new game?

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Posted
  On 6/26/2015 at 1:08 PM, sheson said:

That screenshot looks like a save game update gone wrong. Do you have this with a new game?

Yes, I started a new game. To be honest, I started the games 3 times to be sure, and I always get this with Dyndolod activated.

  • 0
Posted
  On 6/26/2015 at 11:59 AM, sheson said:

 

Either you haven't installed the correct billboards in the correct order for the tree mods you are using

 or

the Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is not in sync with the files in Meshes\Terrain\Tamriel\Trees\. All these files are generated when generating tree LOD and belong together.

 

 

Thanks so much for your reply, Sheson! I have followed the instructions with regard to load order for the billboards, so I think it must be the issue you mention about the two files not being in sync. How can I check that the files are in fact not in sync, and how can I fix that?

 

Thanks again!

  • 0
Posted (edited)
  On 6/26/2015 at 1:15 PM, Lothar83 said:

Yes, I started a new game. To be honest, I started the games 3 times to be sure, and I always get this with Dyndolod activated.

The arch is static LOD, so yes, not save game/esp update related

I have seen the game engine sometimes show static LOD briefly when fast travel/loading or when an object is enabled (like a house building mod enables a building) - also maybe ENB related (was it related to occlusion?). It always goes away in a second and never pops back. If the problem persists try default inis and/or turn off ENB for further testing.

 

  On 6/26/2015 at 2:13 PM, jonkyb said:

Thanks so much for your reply, Sheson! I have followed the instructions with regard to load order for the billboards, so I think it must be the issue you mention about the two files not being in sync. How can I check that the files are in fact not in sync, and how can I fix that?

 

Thanks again!

All these files are generated to the output folder. The lst and btt files in Meshes\Terrain\Tamriel\Trees\ and Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds are generated at the same time, so their timestamps should match within seconds. When copying them to their own mod in MO make sure that no other mod overwrites any of these files.

Edited by sheson
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Posted (edited)
  On 6/26/2015 at 2:26 PM, sheson said:

The arch is static LOD, so yes, not save game/esp update related

I have seen the game engine sometimes show static LOD briefly when fast travel/loading or when an object is enabled (like a house building mod enables a building) - also maybe ENB related (was it related to occlusion?). It always goes away in a second and never pops back. If the problem persists try default inis and/or turn off ENB for further testing.

 

All these files are generated to the output folder. The lst and btt files in Meshes\Terrain\Tamriel\Trees\ and Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds are generated at the same time, so their timestamps should match within seconds. When copying them to their own mod in MO make sure that no other mod overwrites any of these files.

Thanks for the advice. I will try with default ini, as I don't have any ENB.

 

EDIT: it seems that use a default ini does not work. It looks like this issue is happening on Helgen starting the game, when Helgen is attacked by the dragon, because I dont found the problem on another places. After the first mission, I come back to Helgen (once it is destroyed) and the issue does not happen.

Edited by Lothar83
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Posted (edited)
  Quote
What is the error message?

Did you selected an output folder that is part of MOs virtual folder structure?

 

Yes, I selected output folder. As I said before, only Tamriel/Objects meshes are missing...

 

z2EbMFk.jpg

Edited by adelinadragonborn
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Posted (edited)
  On 6/26/2015 at 3:55 PM, adelinadragonborn said:

Yes, I selected output folder. As I said before, only Tamriel/Objects meshes are missing...

 

z2EbMFk.jpg

It may not like certain Cyrillic? characters in the path...

Do not set it to any folder that belongs to or is handled by MOD Organizer

Can you try to just set the output folder to c:\output and see if it works?

Edited by sheson
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Posted (edited)

Hello, thanks for making this great mod. I'm having some trouble installing it and have a question about compatibility with Skyrim Flora Overhaul.  I'm using the "trees only" option of the basic 1.87 version, which according to the SFO mod author involves avoiding installing the meshes/landscape/grass and textures/landscape/grass folders, and leaving the .esp deactivated.  My question is, does this cause problems with running DynDOLOD with the SFO 1.87 billboard?  Since the SFO file is normally unchecked in my MO, do I need to check the file when loading all my mods when I'm having TES5edit create the lods?

Edited by Ganondalf
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Posted
  Quote

It may not like certain Cyrillic? characters in the path...

Do not set it to any folder that belongs to or is handled by MOD Organizer

Can you try to just set the output folder to c:\output and see if it works?

 

path does not contain Cyrillic.

 

OK, I'll try to set another output folder, thank you very much.

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Posted (edited)
  On 6/24/2015 at 10:02 AM, sheson said:

 Great, what was the cause?

 

The log shows that JKs Skyrim.esp loads after DynDOLOD.esp.

[00:18] Background Loader: [DynDOLOD.esp] Loading file

.

.

[00:18] Background Loader: [JKs Skyrim.esp] Loading file

 

Also if JKs Skyrim.esp is already a master in DynDOLOD.esp you generated LOD already. You probably want to start with a default DynDOLOD.esp.

 

 

I don't use JK's Skyrim.esp; the .esp I use is called Jk's Skyrim Major Cities.esp. I had to ditch the former for compatibility with ETAC. For some reason depite showing the correct load and order in initial startup is seems to be looking for an .esp that I no longer use. It is literally removed from MO's download folder as well as mods folder. I don't think it even exists on my computer at this point in time. DynDOLOD is brand new with an empty cache folder in TES5Edit.

Edited by Descivii
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Posted

DynDOLOD.esp is obviously not new. If it was it wouldn't be trying to find that master. Go to the plugins tab and hover the cursor over DynDOLOD.esp and see where it's installed. You have a phantom plugin overwriting the fresh one.

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Posted

I now have another problem. I get this error whenever I'm in an enclosed city like Whiterun or Markath:

 

https://i.imgur.com/Hw1jmq5.jpg (The error is on top left)

 

What should I do? It doesn't cause any serious problems but seeing that message over and over whenever I'm in a walled city gets a little tedious.

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