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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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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 (edited)

Hi great mod but i have a few niggles with it.....

When looking across certain lakes rivers etc i can see a color seam between cells. As i move forward and the textures all load the color seam will move ahead to the next cell and so on. It's no big deal, just thought i'd mention it.

Your mod hates Caribou Gone for some reason. I have it's billboards loaded but the cells with it's trees included either just show big square flat lods or CTD.

Lastly i installed  Whiterun Hold Forest which is using vurts vanilla tree replacers to make it's forest and Dyndolod creates a perfect lod ,great looking, correct tree and looks great in the distance but i've found a lot of trees where the lod will not budge. It just stays there stuck in the middle of the tree even with my nose up against it. The lower entrance to Rorikstead was really bad with nearly two dozens trees with the lod embedded.

Many Thanks.

EDIT....Tamriel Reloaded Trees has messed up large flat square lods as well. So only vanilla and vurts trees seem to work ok.

Edited by RazorGothic
  • 0
Posted (edited)

Thanks for all of the hard work on this. It must be a bear to figure all of this out!

 

It works well since I've gotten comfortable with what it's doing. Holy crap though! It takes 39 minutes to complete after I fully loaded Skyrim. I have lots of mods and HQ textures since I have a Titan-X with 12GB of memory. I'm running 4 cores @ 4.6 Ghz with hyperthreading and on SSDs for all of the files and it heats up the system pretty well!

 

One thing I'm in the habit of doing though is avoiding manual writes of files into my Skyrim data directory. I like to create a 7z of all of the created files and load them as a mod from a file so that I can see if anything is being overwritten and easily clean up after updates, avoid leaving old files after rebuilding, etc. I also do that for BodySlide when I do a batch build. This also helps me know if another mod is overwriting generated files.

 

Not that it's a big deal to do it manually but it'd be nice if there was an option to create an archive of the generated Meshes, SKSE, and textures and copy that archive to a specified directory with a name like DynDOLODCompiled.7z or somesuch for users who like to turn loose files into mod installs to track overwrites, remove, etc. Maybe it'd avoid some issues after changing mods and repatching, etc.

 

Another thing I'd like to suggest is to keep a copy of the base DynDOLOD.esp and have the option to always start with that and not update the esp built from the last run. I think it updates the previous file if you don't manually replace the esp with the empty one before running the script. I could be wrong about that though.

Edited by wysiwyg
  • 0
Posted (edited)

Just tried re-running DynDOLOD from scratch, now I'm getting this error in TES5Edit:

FormID [DA001332] references a master which is not available in file [E0] RelightingSkyrim_Legendary.esp.

 

Also a huge amount of "Ignoring element from [mod].esp. Fix the load order or remove the mod."

The script edits two other esps in my load order as well, which I don't belive should happen. You can see it all in the screenshot below.

Should I save any of the changed plugins? TES5Edit is still open for me. Once we resolve this, should I just run the worlds script again without cleaning the output folder?

 

Also, really appreciate what you have done for the community. Your support is fast, and works. Amazing.

You deserve all the firstborns.

 

https://i.imgur.com/W3AHpEZ.png

Edited by n3x_us
  • 0
Posted (edited)
  On 7/5/2015 at 6:33 PM, n3x_us said:

Just tried re-running DynDOLOD from scratch, now I'm getting this error in TES5Edit:

FormID [DA001332] references a master which is not available in file [E0] RelightingSkyrim_Legendary.esp.

 

Also a huge amount of "Ignoring element from [mod].esp. Fix the load order or remove the mod."

The script edits two other esps in my load order as well, which I don't belive should happen. You can see it all in the screenshot below.

Should I save any of the changed plugins? TES5Edit is still open for me. Once we resolve this, should I just run the worlds script again without cleaning the output folder?

 

Also, really appreciate what you have done for the community. Your support is fast, and works. Amazing.

You deserve all the firstborns.

 

https://i.imgur.com/W3AHpEZ.png

I'm pretty sure you're supposed to put DynDOLOD.esp at the very end of your load order before running xEdit.

Edited by Kesta
  • 0
Posted
  On 7/5/2015 at 6:42 PM, Kesta said:

I'm pretty sure you're supposed to put DynDOLOD.esp at the very end of your load order before running xEdit.

Yeah, I ended up just not saving anything, clearing out the output folder, moving the ESP and starting over.

  • 0
Posted

Hi, I have all STEP Core 2.2.9.1 mods and when running TexGen on TES5Edit, i got this error:

 

Combining 9 textures into textures\lod\mountainslablod.dds
Exception in unit userscript line 301:

Access violation at address 00406A80 in module 'TES5Edit.exe'.
Read of address 00000000.

 

I tried with the **noalpha.txt in page 93 on this thread but I get the same error.

 

This is the bug report: https://pastebin.com/VNZhT4P0 I hope someone can help.

  • 0
Posted (edited)
  On 7/5/2015 at 6:05 PM, RazorGothic said:

Hi great mod but i have a few niggles with it.....

When looking across certain lakes rivers etc i can see a color seam between cells. As i move forward and the textures all load the color seam will move ahead to the next cell and so on. It's no big deal, just thought i'd mention it.

Your mod hates Caribou Gone for some reason. I have it's billboards loaded but the cells with it's trees included either just show big square flat lods or CTD.

Lastly i installed  Whiterun Hold Forest which is using vurts vanilla tree replacers to make it's forest and Dyndolod creates a perfect lod ,great looking, correct tree and looks great in the distance but i've found a lot of trees where the lod will not budge. It just stays there stuck in the middle of the tree even with my nose up against it. The lower entrance to Rorikstead was really bad with nearly two dozens trees with the lod embedded.

Many Thanks.

EDIT....Tamriel Reloaded Trees has messed up large flat square lods as well. So only vanilla and vurts trees seem to work ok.

All your problems are related to tree LOD generated by TES5LODGen. I never have this problem with trees being stuck in LOD in any of the tests I do.

I know we discussed this error over at that thread. I don't recall the cause or if there was a fix, please check there. It may have to do with references deleted by a mod.

 

To troubleshoot  just generate tree LOD with TE55LODGen / inside TESEdit to fix those issues. Once it works there it will also work when started by DynDOLOD just before it generate its object LOD.

 

If the tree LOD texture is wrong, either the wrong billboards are used, the billboard order is wrong or the generated tree LOD texture atlas does not belong to the tree LOD mesh data - which both is generated at the same time. See the FAQ "Tree LOD: LOD trees do not match close-up full model trees" and "Tree LOD: LOD trees textures cut off mid-way"

 

  On 7/5/2015 at 6:32 PM, wysiwyg said:

Thanks for all of the hard work on this. It must be a bear to figure all of this out!

 

It works well since I've gotten comfortable with what it's doing. Holy crap though! It takes 39 minutes to complete after I fully loaded Skyrim. I have lots of mods and HQ textures since I have a Titan-X with 12GB of memory. I'm running 4 cores @ 4.6 Ghz with hyperthreading and on SSDs for all of the files and it heats up the system pretty well!

 

One thing I'm in the habit of doing though is avoiding manual writes of files into my Skyrim data directory. I like to create a 7z of all of the created files and load them as a mod from a file so that I can see if anything is being overwritten and easily clean up after updates, avoid leaving old files after rebuilding, etc. I also do that for BodySlide when I do a batch build. This also helps me know if another mod is overwriting generated files.

 

Not that it's a big deal to do it manually but it'd be nice if there was an option to create an archive of the generated Meshes, SKSE, and textures and copy that archive to a specified directory with a name like DynDOLODCompiled.7z or somesuch for users who like to turn loose files into mod installs to track overwrites, remove, etc. Maybe it'd avoid some issues after changing mods and repatching, etc.

 

Another thing I'd like to suggest is to keep a copy of the base DynDOLOD.esp and have the option to always start with that and not update the esp built from the last run. I think it updates the previous file if you don't manually replace the esp with the empty one before running the script. I could be wrong about that though.

Just 7zip the output folder? Creating a zip seems to be for a specific modding tool. I'd rather do nothing special for any tools. I find it bad enough to have to check for MO quirks already :)

Manually copying the esp.bak to esp is the easiest, least error prone way, really.

 

 

  On 7/5/2015 at 6:33 PM, n3x_us said:

Just tried re-running DynDOLOD from scratch, now I'm getting this error in TES5Edit:

FormID [DA001332] references a master which is not available in file [E0] RelightingSkyrim_Legendary.esp.

 

Also a huge amount of "Ignoring element from [mod].esp. Fix the load order or remove the mod."

The script edits two other esps in my load order as well, which I don't belive should happen. You can see it all in the screenshot below.

Should I save any of the changed plugins? TES5Edit is still open for me. Once we resolve this, should I just run the worlds script again without cleaning the output folder?

 

Also, really appreciate what you have done for the community. Your support is fast, and works. Amazing.

You deserve all the firstborns.

 

https://i.imgur.com/W3AHpEZ.png

As mentioned the DynDOLOD.esp needs to last in the load order when running DynDOLOD World.pas. Once it is done, LOOT will sort sort it.

 

In any case, NEVER save changes done to other mods by the script.

 

  On 7/5/2015 at 7:37 PM, gilgalad said:

Hi, I have all STEP Core 2.2.9.1 mods and when running TexGen on TES5Edit, i got this error:

 

Combining 9 textures into textures\lod\mountainslablod.dds

Exception in unit userscript line 301:

 

Access violation at address 00406A80 in module 'TES5Edit.exe'.

Read of address 00000000.

 

I tried with the **noalpha.txt in page 93 on this thread but I get the same error.

 

This is the bug report: https://pastebin.com/VNZhT4P0 I hope someone can help.

The latest updated alternative version of the file is included TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt.bak

Rename and use that. If error still occurs, please post a copy TES5Edit\TES5Edit_log.txt

Edited by sheson
  • 0
Posted (edited)

I just wanna say I love DynDOLOD, thank you for this amazing mod. It really blows my mind how it can generate LODs for modded towns and cities.

 

 

JK's Whiterun:

VioNeQc.jpg

 

ETaC Ivarstead:

feVKfYw.jpg

 

ETaC Morthal:
jiLBJuc.jpg

 

Helsmysrr Village:

0fMoQbY.jpg

 

Legendary Cities - Sungaurd:

ONVrETL.jpg

Edited by Snakestone
  • 0
Posted
  On 7/5/2015 at 9:02 PM, sheson said:

 

The latest updated alternative version of the file is included TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt.bak

Rename and use that. If error still occurs, please post a copy TES5Edit\TES5Edit_log.txt

Thanks! Now the mod works, but the windmills are broken (I have just all the STEP Core mods):

 

https://onedrive.live.com/redir?resid=D57C93B70768FF6E!10070&authkey=!ALQawuwY4Z4sRWU&v=3&ithint=photo%2cjpg

  • 0
Posted
  On 7/5/2015 at 11:57 PM, TheGamingGeneral said:

So in you Nexus page you list some mods that need a little fixing and patching to work im planing on using these mods:

Falskaar

Static Mesh Improvement Mod

SkyFalls and SkyMills

and i use SFO but i imagine thats fixed with the billboard?

and you say: "Mods listed here need a bit of extra attention. The manual in the download archive explains it in further detail." but i don't see that file...

 

help!

Open the archive, go to the docs folder and open the manual HTML file. Most those mods you listed are handled automatically now though. I know for sure the last two are. 

  • 0
Posted
  On 7/6/2015 at 1:14 AM, EssArrBee said:

Open the archive, go to the docs folder and open the manual HTML file. Most those mods you listed are handled automatically now though. I know for sure the last two are. 

So i don't have to do anything for skyfalls and mills and SMIM?

  • 0
Posted (edited)
  On 7/5/2015 at 11:13 PM, gilgalad said:

Thanks! Now the mod works, but the windmills are broken (I have just all the STEP Core mods):

 

https://onedrive.live.com/redir?resid=D57C93B70768FF6E!10070&authkey=!ALQawuwY4Z4sRWU&v=3&ithint=photo%2cjpg

Looks like a save game update gone wrong. If this is a new game, is the generated esp activated and the output folder including the SKSE folder with json files copied and active?

 

  On 7/5/2015 at 11:57 PM, TheGamingGeneral said:

So in you Nexus page you list some mods that need a little fixing and patching to work im planing on using these mods:

Falskaar

Static Mesh Improvement Mod

SkyFalls and SkyMills

and i use SFO but i imagine thats fixed with the billboard?

and you say: "Mods listed here need a bit of extra attention. The manual in the download archive explains it in further detail." but i don't see that file...

help!

 

In the download archive \Docs\DynDOLOD_Manual.html

 

  On 7/6/2015 at 1:57 AM, TheGamingGeneral said:

So i don't have to do anything for skyfalls and mills and SMIM?

RTFM and/or Video

 

  On 7/5/2015 at 10:32 PM, Snakestone said:

I just wanna say I love DynDOLOD, thank you for this amazing mod. It really blows my mind how it can generate LODs for modded towns and cities.

JK's Whiterun:

ETaC Ivarstead:

ETaC Morthal:

Helsmysrr Village:

Legendary Cities - Sungaurd:

Well, you know how it runs for hours on end? That's how :)

 

Some of the Legendary Cities could use a bit work, but I guess generally it is OK.

Edited by sheson
  • 0
Posted
  On 7/6/2015 at 1:57 AM, TheGamingGeneral said:

So i don't have to do anything for skyfalls and mills and SMIM?

I didn't do anything extra, not actually looked out for the moving mills yet so I'll check later, but other than that there's been no problems :)

  • 0
Posted (edited)

Thanks! Now the mod works, but the windmills are broken (I have just all the STEP Core mods):
 
https://onedrive.liv...thint=photo,jpg

  On 7/6/2015 at 6:41 AM, sheson said:

Looks like a save game update gone wrong. If this is a new game, is the generated esp activated and the output folder including the SKSE folder with json files copied and active?
 

At first I tried a save game, but then I started a new game and the sails are missing too. The generated DynDOLOD.esp with the added master files is activated and the output of the two scripts are loaded entirely as mods in MO, the json files are inside too.

 

 


 

Edited by gilgalad
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