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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

The despair of scripts.

 

I'm new to using DynDOLOD, having downloaded it from Nexus. Please bear with me! I'm trying to set up The Great Forest of Whiterun with SFO and Skyrim Spring Overhaul. All the help for Dyndolod refers me to here.

 

I am an NMM user (sorry). I've installed my Billboards, installed Dyndolod (and I see the Nexus auto installer does not plug the Dyndolod directories into place - only handles the Data folder, so I had to do those manually).

 

I've this problem:  the Dyndolod scripts refuse to turn up in my TES5Edit 3.1.1 (developer) drop down box. I've gone over the installation until I am blue in the face, and I am loading TES5Edit from the original exe, not a shortcut. Where might I have gone wrong? I do have the LODgen.exe where I expected it to be.

 

And I've this question: does Dyndolod really require a separate TES5Edit folder in the Skyrim main folder? My TES5Edit.exe is in the main Skyrim folder along with the main TESV.exe, as it has always been. The Edit Scripts folder is where I'd expect all of Dyndolod's scripting to go from the same place in the download files. Adding a TESVEdit folder seems....weird.  I have tried the installation as per the download, and I have tried putting the TES5Edit scripts manually into their usual folder. BTW - I have put the SKSE stuff where it should be!

 

So far, I'm really frustrated. I don't find the installation instructions clear enough on the precise folders, the Nexus 'download with manager' option fails to install properly in NMM, and I just cannot bring up the Dyndolod scripts during my TES5Edit run. Argh!    :wallbash:

 

So, please could someone guide this lost soul before Alduin eats him?

 

Thank you!

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Posted (edited)
  On 7/7/2015 at 8:30 PM, sheson said:

They really don't have 3 form ids, it is just the interface being funny.

 

Where can I download "Skyrim Flora Overhaul - RecPines and LODs Basic v181b"? It seems to be gone from Flora Overhaul download page? Maybe I am just blinded from blood splatter.

I could  then try to mimic your setup and split tree LOD atlas texture, just because I am a nice guy.

Oh, thank you for that offer Sheson - that's very kind!

I'm wondering as well about "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" - it seems to be taken down from SFO nexus page!

I could send you my version - but I think your effort here would be unnecessary - even without "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" I have my tree lod problem... and I could live without the Recolored Pines - I'm more reluctant to sacrifice "Lush Trees" - but anyhow...

 

This gives me headache, even if I only use SFO and RealisticAspen with the correct billboards I have the same problem:

Tree Lods don't match the close up trees (shape is alright, but trunk and needle/leaves color are way off (even with adjusted lower brightness). Most pine trunk lods are orange, while the close-up model have brown/greyish color... (here another screenshot)

And even without "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" and without "Lush Trees" I have the problem as well, that the Form-IDs aren't in my Textures\Terrain\LODGen\ subfolders. So I guess the problem I have is not with "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" :confused:

 

The mods I'm using for a "minimal" set-up:

TES5LODGen - Vanilla Skyrim LOD Billboards

Dynamic Distant Objects LOD - DynDOLOD

Skyrim Flora Overhaul - Basic v1.87

Skyrim Flora Overhaul - Dragonbrn v02

Skyrim Flora Overhaul - RecPines and LODs Basic v181b

TES5LODGen - SFO 1.87 Basic LOD Billboards

Realistic Aspen Trees - 2k Vanilla LOD

Realistic Aspen Trees 3.4 - Billboards for TES5LodGen

Lush Trees

DynDOLOD - Output

DynDOLOD - SFOv1.87 Tree Lods darker (-5)

 

Really don't know what to do about the Field-IDs that should be in the Textures\Terrain\LODGen\ subfolders, but aren't. I guess my lod problem is related to that.

Edited by Griwildor
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Posted (edited)

Edit: Nevermind. I think I solved it!

 

I'm just got Skyrim up and going and am touring around seeing how things look. When I get to Whiterun and enter the town I see 2 dimensional clouds sitting on the ground. They look like chinese dumplings. After a few mods being switched on and off I find it's DynDOLOD that created them. If I disable DynDOLOD and they go away. I rebuilt by disabling while outside, moving inside, checking to see that it isn't still enabling, saving and exiting Skyrim, disabling the mod and rolling back the files created from it, loading skyrim, saving again and exiting. I then reset the esp to the default empty, cleared out any generated files from Tes5edit, and regenerating from scratch. After I get everything all set up again I restore and the odd things are still there. They are scattered all over Whiterun. Marcarth and Sollitude looked fine when I checked. Has anyone seen this before?

 

Also, I always make a "mod" out of the generated files so that I can roll them back and reapply without losing the original LOD files where they might exist. I always overwrite existing files with the ones generated by DynDOLOD.

 

whiterun_odd.jpg

 

Edit: I found some outside around Riverwood.

 

oddclouds2.jpg

 

EDIT: Arg! Nevermind! I was writing over the existing files when copying the generated files from the build into the data directory. Fortunately, I was packing them up into an archive and installing them like a mod so I could uninstall and not lose the previous files. I just answered "no" to all instead of "yes" to all when copying in the files and the blobs went away. Actually, I think the blobs are ivy textures or somesuch but I can't find the texture.

loadorder.txtFetching info...

TES5Edit_log.zipFetching info...

Edited by wysiwyg
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Posted
  On 7/7/2015 at 8:03 PM, sheson said:

That is an odd error. I tried to replicate by rebuilding pieces of your load order, but I had no "luck" yet.

 

I think you can help narrow this down. Please download this debug version of function.pas and overwrite TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas

Then try running DynDOLOD Worlds.pas again with a default DynDOLOD.esp for Blackreach.

 

This time it will print out log lines "Copying ... "

 

Just before the error we are now expecting to see 

[00:04:01.077] Copying Blackreach "Blackreach" [WRLD:0001EE62]

[00:04:01.092] Copying [CELL:0002D4E0] (in Blackreach "Blackreach" [WRLD:0001EE62])

 

If the last log entry is like the first note form id 0001EE62, if it is the second note form id 0002D4E0, if it is something else note the first form id in the line.

 

Put the form id into the FormID field top left of TES5Edit and hit enter

 

In the right window it opens up the record, scroll to the very right. What is the last mod mentioned on top of the most right column? (If it is DynDOLOD.esp, the second last)

With eagle eyes you may spot the row with the problematic entry 0400DFE3, which points to the wrong mod.

It was the first, so I searched 0001EE62, here is a picture of TES5Edit after scrolling to the far right after typing that form id in.

 

https://imgur.com/bihnCBy

 

The last mod appears to be WAO-WeatherAndAmbienceOverhaul.esp.

 

What can I do next? I'm not sure where to look for the problematic entry 0400DFE3, if that's what you would have me do now. I am a huge noob when it comes to the inner workings of mods or the structure of TES5Edit.

 

Could I simply disable Blackreach for Worlds.pas and the error would not occur? If so, would the game be playable if no other errors occurred?

 

Thanks a lot for your quick response and for any further help!

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Posted (edited)

EDIT: Starting a new game solved the issue.

 

Having a small issue with certain textures. Hard to describe in words so I made a short video here. https://www.youtube.com/watch?v=dbNqkLiwqAs Only thing I can think of it being after reading most of this forum is the issue addressed early on where LOD's on cell borders compete or don't change correctly, but that is just a guess.  

 

I followed GamerPoets installation instructions and believe to have installed it correctly. Its vanilla Skyrim, only mods installed are SKSE /SkyUI, ENB (particle and subsurface scattering patches) and DynDoLod. When I un-check the DynDoLoD.esp, the issue goes away entirely. When I disable ENB + patches, the rocks flicker slightly less, but the water and outpost still flicker the same. 

Edited by Unavillafied
  • 0
Posted (edited)
  On 7/7/2015 at 11:08 PM, Bluegunk said:

The despair of scripts.

 

I'm new to using DynDOLOD, having downloaded it from Nexus. Please bear with me! I'm trying to set up The Great Forest of Whiterun with SFO and Skyrim Spring Overhaul. All the help for Dyndolod refers me to here.

 

I am an NMM user (sorry). I've installed my Billboards, installed Dyndolod (and I see the Nexus auto installer does not plug the Dyndolod directories into place - only handles the Data folder, so I had to do those manually).

 

I've this problem:  the Dyndolod scripts refuse to turn up in my TES5Edit 3.1.1 (developer) drop down box. I've gone over the installation until I am blue in the face, and I am loading TES5Edit from the original exe, not a shortcut. Where might I have gone wrong? I do have the LODgen.exe where I expected it to be.

 

And I've this question: does Dyndolod really require a separate TES5Edit folder in the Skyrim main folder? My TES5Edit.exe is in the main Skyrim folder along with the main TESV.exe, as it has always been. The Edit Scripts folder is where I'd expect all of Dyndolod's scripting to go from the same place in the download files. Adding a TESVEdit folder seems....weird.  I have tried the installation as per the download, and I have tried putting the TES5Edit scripts manually into their usual folder. BTW - I have put the SKSE stuff where it should be!

 

So far, I'm really frustrated. I don't find the installation instructions clear enough on the precise folders, the Nexus 'download with manager' option fails to install properly in NMM, and I just cannot bring up the Dyndolod scripts during my TES5Edit run. Argh!    :wallbash:

 

So, please could someone guide this lost soul before Alduin eats him?

 

Thank you!

 

From DynDOLODs download archive copy everything from the 'TES5Edit\Edit Scripts\*.*' folder into the 'TES5Edit\Edit Scripts\' folder where TES5Edit was installed.

 

TES5Edit will only show the scripts that are in its 'Edit Scripts' folder. That is where 'DynDOLOD Worlds.pas' needs to be. The 'DynDOLOD' subfolder needs to in there as well.

 

There is a video that shows unpacking Data and TES5Edit folder and all the rest when using NMM.

 

Honestly, if copying files from a download archive to a folder is a challenge, generating LOD with the required prerequisites may not be for you just yet.

I suggest to gain some more modding experience first and instead use the the pre-made show case files from DynDOLODs download page along with SkyFalls and SkyMills for now.

 

  On 7/7/2015 at 11:09 PM, Griwildor said:

Oh, thank you for that offer Sheson - that's very kind!

I'm wondering as well about "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" - it seems to be taken down from SFO nexus page!

I could send you my version - but I think your effort here would be unnecessary - even without "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" I have my tree lod problem... and I could live without the Recolored Pines - I'm more reluctant to sacrifice "Lush Trees" - but anyhow...

 

This gives me headache, even if I only use SFO and RealisticAspen with the correct billboards I have the same problem:

Tree Lods don't match the close up trees (shape is alright, but trunk and needle/leaves color are way off (even with adjusted lower brightness). Most pine trunk lods are orange, while the close-up model have brown/greyish color... (here another screenshot)

And even without "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" and without "Lush Trees" I have the problem as well, that the Form-IDs aren't in my Textures\Terrain\LODGen\ subfolders. So I guess the problem I have is not with "Skyrim Flora Overhaul - RecPines and LODs Basic v181b" :confused:

 

The mods I'm using for a "minimal" set-up:

TES5LODGen - Vanilla Skyrim LOD Billboards

Dynamic Distant Objects LOD - DynDOLOD

Skyrim Flora Overhaul - Basic v1.87

Skyrim Flora Overhaul - Dragonbrn v02

Skyrim Flora Overhaul - RecPines and LODs Basic v181b

TES5LODGen - SFO 1.87 Basic LOD Billboards

Realistic Aspen Trees - 2k Vanilla LOD

Realistic Aspen Trees 3.4 - Billboards for TES5LodGen

Lush Trees

DynDOLOD - Output

DynDOLOD - SFOv1.87 Tree Lods darker (-5)

 

Really don't know what to do about the Field-IDs that should be in the Textures\Terrain\LODGen\ subfolders, but aren't. I guess my lod problem is related to that.

I will set this order up here and see what I can find out.

 

  On 7/7/2015 at 11:11 PM, wysiwyg said:

Edit: Nevermind. I think I solved it!

 

I'm just got Skyrim up and going and am touring around seeing how things look. When I get to Whiterun and enter the town I see 2 dimensional clouds sitting on the ground. They look like chinese dumplings. After a few mods being switched on and off I find it's DynDOLOD that created them. If I disable DynDOLOD and they go away. I rebuilt by disabling while outside, moving inside, checking to see that it isn't still enabling, saving and exiting Skyrim, disabling the mod and rolling back the files created from it, loading skyrim, saving again and exiting. I then reset the esp to the default empty, cleared out any generated files from Tes5edit, and regenerating from scratch. After I get everything all set up again I restore and the odd things are still there. They are scattered all over Whiterun. Marcarth and Sollitude looked fine when I checked. Has anyone seen this before?

 

Also, I always make a "mod" out of the generated files so that I can roll them back and reapply without losing the original LOD files where they might exist. I always overwrite existing files with the ones generated by DynDOLOD.

 

 

 

Edit: I found some outside around Riverwood.

 

 

 

EDIT: Arg! Nevermind! I was writing over the existing files when copying the generated files from the build into the data directory. Fortunately, I was packing them up into an archive and installing them like a mod so I could uninstall and not lose the previous files. I just answered "no" to all instead of "yes" to all when copying in the files and the blobs went away. Actually, I think the blobs are ivy textures or somesuch but I can't find the texture.

Glad you could fix yourself.

I wonder what mod adds those. Do you see them from far away when looking into Whiterun from the outside?

 

To make sure everyone understands this: the current state of a save game does not matter. None of the tools involved care about them. Just the load order of esp, bsa, and loose nif and dds files.

 

  On 7/7/2015 at 11:15 PM, TacitusofArnor said:

It was the first, so I searched 0001EE62, here is a picture of TES5Edit after scrolling to the far right after typing that form id in.

 

https://imgur.com/bihnCBy

 

The last mod appears to be WAO-WeatherAndAmbienceOverhaul.esp.

 

What can I do next? I'm not sure where to look for the problematic entry 0400DFE3, if that's what you would have me do now. I am a huge noob when it comes to the inner workings of mods or the structure of TES5Edit.

 

Could I simply disable Blackreach for Worlds.pas and the error would not occur? If so, would the game be playable if no other errors occurred?

 

Thanks a lot for your quick response and for any further help!

It seems that both STEP Extend Patch.esp and WAO-WeatherAndAbienceOverhaul.esp have the same error. The authors of both mods should be notified about it.

 

In the meantime, you can continue by either not selecting Bleakreach in the worlds box, or better by right clicking on [0B00DF3]

 

EDIT: Get the newest version of Enhanced Lighting for ENB (ELE) - LITE ELE_Legendary_Lite.esp, then start TES5Edit again and check the Blackreach record to see if the error message in the field is gone. If all is fine run DynDOLOD Worlds.pas with a default DynDOLOD.esp

 

 

 

  On 7/8/2015 at 2:52 AM, Unavillafied said:

Having a small issue with certain textures. Hard to describe in words so I made a short video here.  Only thing I can think of it being after reading most of this forum is the issue addressed early on where LOD's on cell borders compete or don't change correctly, but that is just a guess.  

 

I followed GamerPoets installation instructions and believe to have installed it correctly. Its vanilla Skyrim, only mods installed are SKSE /SkyUI, ENB (particle and subsurface scattering patches) and DynDoLod. When I un-check the DynDoLoD.esp, the issue goes away entirely. When I disable ENB + patches, the rocks flicker slightly less, but the water and outpost still flicker the same. 

LODs and cell border bug was all about static object LOD generated by early versions of LODGen.exe and about objects and the border between loaded ugrids and LOD outside of it.

 

The streams are full models done by dynamic LOD. This looks like a save game update gone wrong.

 

Does this happen when starting a new game, open console when at the start menu and type coc whiterun?

If it is still there, are you sure the json files in the SKSE output folder are from the same generation run as DynDOLOD.esp?

 

Open console, click on the object, note its form id, type disable. If a second one is still there, click it and note its form id as well.

Use form ids to look these objects up in TES5Edit. One probably is from DynDOLOD, one is from another mod. Post results here.

Edited by sheson
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Posted (edited)
  On 7/8/2015 at 8:35 AM, sheson said:

I will set this order up here and see what I can find out.

Thank you Sheson! Very much obliged :unworthy:

 

In the meantime, I had the idea, if my problems might be related to my DynDOLOD generating procedure:

I always load all plugins in TES5Edit that come before DynDOLOD (only DualSheathRedux.esp comes after DynDOLOD.esp, so I don't load DSR), like described in Neovalen's instructions and in the GamerPoets video.  I have 150 plugins installed and I stumbled over older posts in this thread, where it seemed to help people to load only plugins that might have something to do with lod generation. Do you think it would help if I don't load mods, of which I don't expect to have anything to do with lods like AOS.esp, Beards.esp, ConvenientHorses.esp and stuff like that? Have to be carefull though, cause many of them are masters to my Conflict Resolution Patch plugin, which I build on the basis of "STEP Extended Patch.esp" (it is still called so in my mod-setup) and removed and added entries to match my setup.

Edited by Griwildor
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Posted (edited)
  On 7/8/2015 at 8:35 AM, sheson said:

Glad you could fix yourself.

I wonder what mod adds those. Do you see them from far away when looking into Whiterun from the outside?

 

To make sure everyone understands this: the current state of a save game does not matter. None of the tools involved care about them. Just the load order of esp, bsa, and loose nif and dds files.

I couldn't figure out where that came from. I looked at the dds files and couldn't find something that looked like that. I couldn't see anything from a distance. When you copy the generated files into the data directory are you supposed to avoid overwriting any existing files from other mods? I always figured DynDOLOD files should overwrite because the existing files would be incorporated into it but obviously that wasn't true in this case.

 

For the record, the files which already existed are all the ones from 'STEP - Skyrim Total Enhancement Project - STEP Texture Compilation' except for one.

 

data\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from the 'Skyrim Flora Overhaul - Skyrim Flora Overhaul Regular Edition v1.91'

 

Are the STEP textures supposed to be overwritten by the generated ones? The SFO one is completely different than what is created by DynDOLOD.

 

Writing over the STEP files but not the SFO one produced horrific results with a great many flat lod trees showing up right in front of me inside Whiterun. Sort of reminded me of Daggerfall. :-p

Writing over just the SFO texture didn't cause any obvious issues that I saw in Whiterun.

Writing over all of them produces the flying dumplings I posted earlier.

Writing over none of the existing files seems like it worked ok which is odd with an entirely different original tree lod from SFO.

Edited by wysiwyg
  • 0
Posted (edited)
  On 7/8/2015 at 11:39 AM, Griwildor said:

Thank you Sheson! Very much obliged :unworthy:

 

In the meantime, I had the idea, if my problems might be related to my DynDOLOD generating procedure:

I always load all plugins in TES5Edit that come before DynDOLOD (only DualSheathRedux.esp comes after DynDOLOD.esp, so I don't load DSR), like described in Neovalen's instructions and in the GamerPoets video.  I have 150 plugins installed and I stumbled over older posts in this thread, where it seemed to help people to load only plugins that might have something to do with lod generation. Do you think it would help if I don't load mods, of which I don't expect to have anything to do with lods like AOS.esp, Beards.esp, ConvenientHorses.esp and stuff like that? Have to be carefull though, cause many of them are masters to my Conflict Resolution Patch plugin, which I build on the basis of "STEP Extended Patch.esp" (it is still called so in my mod-setup) and removed and added entries to match my setup.

No. In fact there is no troubles. You doing everything right it seems.

 

 

BTW when you click a tree you need to use its reference form id in TES5Edit to look up the trees base element form id.

Or use something Mfg Console. It will then also show the base elements form id right away.

 

 

 

The tree LOD atlas texture that is included in Skyrim Flora Overhaul - Basic Edition 187 is just that bad. This is how Skyrim Flora Overhaul - Basic Edition 187 looks by default when just using the mod without anything else

59721-0-1436361689.jpg

 

 

The tree LOD billboards download is of course based on what was shipped with the mod, so generating tree LOD with TES5LODGen or DynDOLOD will create the same looking LOD.

59721-1-1436361689.jpg

 

 

So I went out of my way and quickly created better tree LOD billboards by using Tree LOD billboard creator for xLODGen with CK tree preview

59721-2-1436361688.jpg

 

 

Download this version of Vurt SFO 1.87 Basic LOD Billboards v2 and check if tree LOD looks better for you too.

 

If you find it suitable  I will update the billboard archive on the TES5LODGen download page with it.

 

 

 

  On 7/8/2015 at 12:18 PM, wysiwyg said:

I couldn't figure out where that came from. I looked at the dds files and couldn't find something that looked like that. I couldn't see anything from a distance. When you copy the generated files into the data directory are you supposed to avoid overwriting any existing files from other mods? I always figured DynDOLOD files should overwrite because the existing files would be incorporated into it but obviously that wasn't true in this case.

 

For the record, the files which already existed are all the ones from 'STEP - Skyrim Total Enhancement Project - STEP Texture Compilation' except for one.

 

data\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from the 'Skyrim Flora Overhaul - Skyrim Flora Overhaul Regular Edition v1.91'

 

Are the STEP textures supposed to be overwritten by the generated ones? The SFO one is completely different than what is created by DynDOLOD.

 

Writing over the STEP files but not the SFO one produced horrific results with a great many flat lod trees showing up right in front of me inside Whiterun. Sort of reminded me of Daggerfall. :-p

Writing over just the SFO texture didn't cause any obvious issues that I saw in Whiterun.

Writing over all of them produces the flying dumplings I posted earlier.

Writing over none of the existing files seems like it worked ok which is odd with an entirely different original tree lod from SFO.

All files created by DynDOLOD to the output folder should overwrite all existing files. If not there will be "old" static or tree LOD and in case of tree LOD the risk to use a not matching tree LOD atlas texture resulting in broken looking tree LOD.

 

If you overwrite all files and the dumplings come back, get close to them with tcl or tfc, open console and click them to get a form id. It will most likely belong to an object in DynDOLOD.esp

 

Open TES5Edit and enter the form id into the FormID field top left. Hit enter to bring up the data in the right pane.

Find the row called EDID - Editor ID. It should look something like

[modnameesp]_0A104E_DynDOLOD_LOD or [modnameesp]_0A104E_DynDOLOD_TOWN

 

Let me know the mod name please

Edited by sheson
  • +1 1
  • 0
Posted (edited)
  On 7/8/2015 at 1:37 PM, sheson said:

No. In fact there is no troubles. You doing everything right it seems.

 

 

BTW when you click a tree you need to use its reference form id in TES5Edit to look up the trees base element form id.

Or use something Mfg Console. It will then also show the base elements form id right away.

 

 

 

The tree LOD atlas texture that is included in Skyrim Flora Overhaul - Basic Edition 187 is just that bad. This is how Skyrim Flora Overhaul - Basic Edition 187 looks by default when just using the mod without anything else

59721-0-1436361689.jpg

 

 

The tree LOD billboards download is of course based on what was shipped with the mod, so generating tree LOD with TES5LODGen or DynDOLOD will create the same looking LOD.

59721-1-1436361689.jpg

 

 

So I went out of my way and quickly created better tree LOD billboards by using Tree LOD billboard creator for xLODGen with CK tree preview

59721-2-1436361688.jpg

 

 

Download this version of Vurt SFO 1.87 Basic LOD Billboards v2 and check if tree LOD looks better for you too.

 

If you find it suitable  I will update the billboard archive on the TES5LODGen download page with it.

 

 

Oh man! This is so freaking awesome! :woot:

You even went to the same place to take the screenshots - really really awesome - Thank you so much!!!

I just downloaded the new billboards you've just created and I'll try them out when I come back home!

On your last picture they look 1000 times better than the old ones - and I am relieved somewhat, that you got the same mediocre results with the original billboards (I thought all the time I was just messing up badly)!

 

And I was looking all the time for the wrong numbers in my Textures\Terrain\LODGen\ subfolders!!! :pinch:

That's probabely why I couldn't find those Form-IDs, which drove me nuts after trying all kinds of installations - really exited to come home and check TES5Edit to get the real Form-IDs I need to look for - they were probabely there every time I did a different test... >.<

 

Thank you again so much and I'll let you know how it works tonight :yes:

Edited by Griwildor
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Posted

They're at ground level so I'm having a hard time distinguishing them from the surroundings. I'll try some more after work. I have the MFG console mod btw.

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Posted

Hi,

I may be one of the few trying to get this to run on Linux (with wine) - and I experience a strange problem. The build process runs without apparent errors, but once I leave my house in Skyrim, it says "DynDOLOD missing data for f32397", and it does not really look like it is working.

 

Digging through the papyrus sources, I find that error message in SHESON_DynDOLOD_Master.psc, and I see that the data in DynDOLOD_Tamriel.json is inconsistent - in the "stringList" section, the lines look like

"13979":["f41824","m41824"],

while in the "intList" section, lines look like

"f914828075097":[14240,14073,14247],
So, comparing the minimum and the maximum of those "f" numbers in both sections, I see that entries in the "intList" are offset by 914828034048 (0xD500000000).

This appears in all DynDOLOD_<world>.json files, and also to the "m" numbers.

When I substract that 914828034048 from all those "intList" numbers, DynDOLOD works.

 

I have no idea what is happening here, if this is a 64bit-32bit conversion bug somewhere in the low-level wine libraries, or if this is a side effect that is only exposed in a 32bit wine environment - do you think you could check how you output those "m" and "f" numbers for the stringList and intList section, and if there is some difference in calculating them (sorry for not digging into your code; last time I did something with Pascal was in the 16bit age...)

 

Thanks!

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Posted (edited)

@Sheson

From DynDOLODs download archive copy everything from the 'TES5Edit\Edit Scripts\*.*' folder into the 'TES5Edit\Edit Scripts\' folder where TES5Edit was installed.

 

TES5Edit will only show the scripts that are in its 'Edit Scripts' folder. That is where 'DynDOLOD Worlds.pas' needs to be. The 'DynDOLOD' subfolder needs to in there as well.

 

There is a

that shows unpacking Data and TES5Edit folder and all the rest when using NMM.

 

Honestly, if copying files from a download archive to a folder is a challenge, generating LOD with the required prerequisites may not be for you just yet.

I suggest to gain some more modding experience first and instead use the the pre-made show case files from DynDOLODs download page along with SkyFalls and SkyMills for now.

 

Well thanks for that.

I've resolved my problem, and no it was nothing to do with the graphics card I installed last week, nor the SQL server stuff and Citrix I do at work, nor the last PC I built. Nor anything to do with the apparent mess I made of copying files from a download archive into my 380 merged, Loot and bashed mods and Skyrim folders. It was something quite different and to do with the way I had archived some files. My fault, but then that's my problem.

Meanwhile thankls for the Dyndolod and the Memory patch. I endorsed them on Nexus. Ta, Sheson. Keep up the grand work.

Edited by Bluegunk
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Posted (edited)
  On 7/8/2015 at 7:06 PM, Bluegunk said:

 

Well thanks for that.

I've resolved my problem, and no it was nothing to do with the graphics card I installed last week, nor the SQL server stuff and Citrix I do at work, nor the last PC I built. Nor anything to do with the apparent mess I made of copying files from a download archive into my 380 merged, Loot and bashed mods and Skyrim folders. It was something quite different and to do with the way I had archived some files. My fault, but then that's my problem.

Meanwhile thankls for the Dyndolod and the Memory patch. I endorsed them on Nexus. Ta, Sheson. Keep up the grand work.

No hard feelings, I was honestly concerned there may be someone new to modding and computers in general... hard to tell really. Don't worry about asking any more questions, I will keep helping  ::):

Edited by sheson
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Posted (edited)
  On 7/8/2015 at 6:46 PM, jd42 said:

Hi,

I may be one of the few trying to get this to run on Linux (with wine) - and I experience a strange problem. The build process runs without apparent errors, but once I leave my house in Skyrim, it says "DynDOLOD missing data for f32397", and it does not really look like it is working.

 

Digging through the papyrus sources, I find that error message in SHESON_DynDOLOD_Master.psc, and I see that the data in DynDOLOD_Tamriel.json is inconsistent - in the "stringList" section, the lines look like

"13979":["f41824","m41824"],

while in the "intList" section, lines look like

"f914828075097":[14240,14073,14247],

So, comparing the minimum and the maximum of those "f" numbers in both sections, I see that entries in the "intList" are offset by 914828034048 (0xD500000000).

This appears in all DynDOLOD_.json files, and also to the "m" numbers.

When I substract that 914828034048 from all those "intList" numbers, DynDOLOD works.

 

I have no idea what is happening here, if this is a 64bit-32bit conversion bug somewhere in the low-level wine libraries, or if this is a side effect that is only exposed in a 32bit wine environment - do you think you could check how you output those "m" and "f" numbers for the stringList and intList section, and if there is some difference in calculating them (sorry for not digging into your code; last time I did something with Pascal was in the 16bit age...)

 

Thanks!

Awesome stuff!

 

Yes all 32 bit form ids should be FormID and $00FFFFFF, so that the mod load order number is zeroed.

 

I find it curious that this works for the form ids of the dynamic LOD objects in DynDOLOD_Tamriel_Objects.json (lib\create.pas line 685) but not for the form ids of the activators in DynDOLOD_Tamriel.json (lib\create.pas line 765)

 

Both are references in the same worldspace and not really different how they come to be and are processed. Anyhow, if you could try this blind stab in the dark updated TES5Edit\Edit Scripts\DynDOLOD\lib\create.pas where I changed all lines in question to AND $0000000000FFFFFF. No clue if it works but you are the one that needs to test.

 

Here is another version of TES5Edit\Edit Scripts\DynDOLOD\lib\create.pas to test as well. Please test both and let me know how they do.

 

If it doesn't then maybe you can look around yourself at those lines #685, #765 and below

Maybe print formids to logoutput with 

MyMessage(IntToStr(FormID));

or

MyMessage(IntToHex(FormID, 8));

and see if they are already off before they are ANDed.

Edited by sheson
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