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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
  On 7/8/2015 at 7:53 PM, sheson said:

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  ::):

Cheers! You're a star. Just about got this sorted now! ::):

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

It seems that both STEP Extend Patch.esp and WAO-WeatherAndAbienceOverhaul.esp have the 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] < Error ... and selecting remove. Then save the the changed WAO-WeatherAndAbienceOverhaul.esp and start TES5EDIT again to run DynDOLOD Worlds.pas.

 

 

DynDOLOD only cares about the mod that is last in an overwrite list like this. So the STEP Extended Patch.esp does not matter in this particular case, but obviously should to be fixed as well.

 

So should I right-click   -->   Remove the errors (after searching for 0001EE62 in TES5Edit) for BOTH STEP Extended Patch.esp and WAO-WeatherAndAmbienceOverhaul.esp if I simply want to play my game? Or just WAO? Will this have a significant, if any, effect upon the game (in Blackreach) after running Worlds.pas?

 

Thank you very much for your timely responses and your continued effort to help. You may gladly have my firstborn and do with he/she as you will. Thank you for any further help you may give.

 

In the meantime I will do as you say and remove the error [0B00DF3] in WAO-WeatherAndAmbienceOverhaul.esp and then run Worlds.pas.

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

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

I can't seem to do it. The things don't impede movement and are semi-transparent. I just get the items that are on the other side of them. I tried floating above or below and no dice. They are two dimensional. Does that mean they have no mesh?

 

Edit: For example, I used tfc and found some in a stream. I floated over them and couldn't get any objects except for what I get by clicking on the stream, object type ACTI or whatever for the water. It's like there's nothing there although I can see it. Like a decal or something?

 

Edit 2: Toggle decals (tdr) doesn't do anything, toggle wireframes (twf) and they don't show up as wireframes. Toggle LODS (tll) and they disappear.

 

Edit 3: I removed the SFO texture and regenerated without it and still get the dumplings - so that's not the main issue I guess. Maybe WhiterunInEnhanced.esp (TAVE Whiterun)? I'll rebuild without that and see...

 

Edit 4!! I went through the steps to disable DynDOLOD (disable outside, double save interior, etc.) and removed WhiteRun enhanced. I put the SFO texture back and rebuilt DynDOLOD. Whiterun looked normal in it's exterior cells with no odd objects if a bit plain. :-) So, I guess it's something in TAVE.  At any rate, the mod is just an ESP with no updated textures. The readme does mention adding lod trees though. Come to think of it I also have TAVE Riverwood and Solitude although Solitude looked fine.

Edited by wysiwyg
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Posted (edited)
  On 6/25/2015 at 6:23 AM, Silverpanther34 said:

Not sure if this is relevant but I noticed that at the end of DynDOLOD worlds.pas I got;

[insert time here] Waiting for LODGen.exe to finish...

Repeat every 5 seconds - for 10 minutes

till;

[insert time here] (something like) Looks like LODGen.exe is still running. Tired of waiting.

{Success message here.} Done

 

Point is that during the 10 minutes of this posting every 5 seconds the LODGen was running at a slow steady pace.

 

As soon as the;  {Success message here.} Done, happened the LODGen.exe sped up considerably and finished 5-10 seconds after.  

 

Thought it deserved to be mentioned but as I said, not sure if it is relevant. 

Am quoting my own post because I believe there is relevance to it.

 

The spam of [insert time here] Waiting for LODGen.exe to finish...

Repeat every 5 seconds - for 10 minutes

If this is changed to 15-30 seconds i believe the process would increase in speed.

Edited by Silverpanther34
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Posted (edited)
  On 7/8/2015 at 8:35 AM, sheson said:

 

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.

 

Starting a new game fixed it. I should have done so earlier. ><;

 

I was originally using clean saves that I had stored away which I would copy/paste instead of going through intro and travelling etc. (Was not aware of coc command)

 

Only other thing besides starting a new game that I did differently this time around was export to a file outside of Mod Organizer, instead of directly into the modorganizer/mods/DynDoLod Output. 

 

Thanks for the help, and awesome mod. Much appreciated.

Edited by Unavillafied
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Posted (edited)
  On 7/9/2015 at 12:21 AM, TacitusofArnor said:

So should I right-click   -->   Remove the errors (after searching for 0001EE62 in TES5Edit) for BOTH STEP Extended Patch.esp and WAO-WeatherAndAmbienceOverhaul.esp if I simply want to play my game? Or just WAO? Will this have a significant, if any, effect upon the game (in Blackreach) after running Worlds.pas?

 

Thank you very much for your timely responses and your continued effort to help. You may gladly have my firstborn and do with he/she as you will. Thank you for any further help you may give.

 

In the meantime I will do as you say and remove the error [0B00DF3] in WAO-WeatherAndAmbienceOverhaul.esp and then run Worlds.pas.

I edited the answer after looking for the root cause. Instead of removing the entry, 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

 

Since the original records had the field empty and it relates to lighting there won't be any harm removing the entry.

If it can't resolve in TES5Edit it can't resolve in-game either, so whatever the setting it won't work anyways.

 

  On 7/9/2015 at 2:16 AM, wysiwyg said:

I can't seem to do it. The things don't impede movement and are semi-transparent. I just get the items that are on the other side of them. I tried floating above or below and no dice. They are two dimensional. Does that mean they have no mesh?

 

Edit: For example, I used tfc and found some in a stream. I floated over them and couldn't get any objects except for what I get by clicking on the stream, object type ACTI or whatever for the water. It's like there's nothing there although I can see it. Like a decal or something?

 

Edit 2: Toggle decals (tdr) doesn't do anything, toggle wireframes (twf) and they don't show up as wireframes. Toggle LODS (tll) and they disappear.

 

Edit 3: I removed the SFO texture and regenerated without it and still get the dumplings - so that's not the main issue I guess. Maybe WhiterunInEnhanced.esp (TAVE Whiterun)? I'll rebuild without that and see...

 

Edit 4!! I went through the steps to disable DynDOLOD (disable outside, double save interior, etc.) and removed WhiteRun enhanced. I put the SFO texture back and rebuilt DynDOLOD. Whiterun looked normal in it's exterior cells with no odd objects if a bit plain. :-) So, I guess it's something in TAVE.  At any rate, the mod is just an ESP with no updated textures. The readme does mention adding lod trees though. Come to think of it I also have TAVE Riverwood and Solitude although Solitude looked fine.

If you can't click them they are static object or tree LOD. They should have a full model that replaces LOD. If it doesn't it may mean deleted records, which should be undeleted and disabled instead, e.g. cleaned with TES5EDit.

 

I will look have a look at TAVE to see if I can find anything.

 

  On 7/9/2015 at 2:59 AM, Silverpanther34 said:

Am quoting my own post because I believe there is relevance to it.

 

The spam of [insert time here] Waiting for LODGen.exe to finish...

Repeat every 5 seconds - for 10 minutes

If this is changed to 15-30 seconds i believe the process would increase in speed.

LODGen.exe only seems to speed up towards the end. The last 100 quads in remote area just don't have many objects, so more quads can be done in less time.

The "waiting" routine uses the same CPU cycles regardless of printing the message every 5 or 30 seconds. It will waste a core just about the same.

 

The waiting messages at the end are automatically disabled when switching to and generating from the advanced options. Yes, overall LODGen.exe will probably be a few seconds faster then.

 

While testing things and generating LOD over and over again several times a day, I suggest to change Expert=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini and then uncheck "Remove unseen faces" from the Static LOD Options. This will speed up LODGen.exe a lot, at the expense of larger *.bto files. Larger bto files mean more memory usage and more data to transfer, so obviously this is for testing only.

 

  On 7/9/2015 at 3:37 AM, Unavillafied said:

Starting a new game fixed it. I should have done so earlier. >

 

I was originally using clean saves that I had stored away which I would copy/paste instead of going through intro and travelling etc. (Was not aware of coc command)

 

Only other thing besides starting a new game that I did differently this time around was export to a file outside of Mod Organizer, instead of directly into the modorganizer/mods/DynDoLod Output. 

 

Thanks for the help, and awesome mod. Much appreciated.

coc is fine for testing. For starting a play-through without intro I recommend Alternate Start - Live Another Life Edited by sheson
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Posted (edited)
  On 7/9/2015 at 2:16 AM, wysiwyg said:

I can't seem to do it. The things don't impede movement and are semi-transparent. I just get the items that are on the other side of them. I tried floating above or below and no dice. They are two dimensional. Does that mean they have no mesh?

 

Edit: For example, I used tfc and found some in a stream. I floated over them and couldn't get any objects except for what I get by clicking on the stream, object type ACTI or whatever for the water. It's like there's nothing there although I can see it. Like a decal or something?

 

Edit 2: Toggle decals (tdr) doesn't do anything, toggle wireframes (twf) and they don't show up as wireframes. Toggle LODS (tll) and they disappear.

 

Edit 3: I removed the SFO texture and regenerated without it and still get the dumplings - so that's not the main issue I guess. Maybe WhiterunInEnhanced.esp (TAVE Whiterun)? I'll rebuild without that and see...

 

Edit 4!! I went through the steps to disable DynDOLOD (disable outside, double save interior, etc.) and removed WhiteRun enhanced. I put the SFO texture back and rebuilt DynDOLOD. Whiterun looked normal in it's exterior cells with no odd objects if a bit plain. :-) So, I guess it's something in TAVE.  At any rate, the mod is just an ESP with no updated textures. The readme does mention adding lod trees though. Come to think of it I also have TAVE Riverwood and Solitude although Solitude looked fine.

The TAVE series are truly problematic mods. How can Towns and Villages Enhanced - Riverwood that adds a floating tree in the middle of the map get over 4,400 endorsements? Nuts, if you ask me :)

 

 

 

The thingies you see is messed up tree LOD mostly added by WhiterunInEnhanced.esp.

If a mod adds trees into Tamriel worldspace city areas and then tree LOD is generated for them they will stick through into the child worlds. This is a know engine limitation.

 

The quick option is to disable such mods when generating tree LOD.

A workaround is to add an XESP - Enable Parent to the player reference 14. Tree LOD generation ignores references that have Enable Parents.

 

DynDOLOD Worlds.pas then creates static/dynamic LOD for them, which works.

 

 

Make sure to clean all TAVE esps including WhiterunInEnhanced.esp. and RiverwoodEnhancedPlugin.esp before generating LOD. That should take care of the tree LOD sticking through in Riverwood.

 

In case of RiverwoodEnhancedPlugin.esp, remove the whole Block 0,0 tree in Worldspace\Tamriel\

Edited by sheson
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Posted

On my setup TexGen.pas creates some textures which seem wrong to me. I guess there is something wrong on my side, maybe anybody can help me to find out why this is the case and if it is wrong at all. Here are two examples, but there are more strange textures in my DynDOLOD TexGen.pas output folder:

 

farmhouselod01.dds

 

I have Skyrim HD which brings a nice high-res version of this texture. DynDOLOD brings a low-res but visually correct version, but my TexGen Output contains something which does not seem to be ok.

 

skyhaventempleextlod.dds

 

DynDOLOD brings a tiled and sharp texture, my TexGen output contains a non-tiled and blurred texture which is also baked into the atlas texture by Worlds.pas

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Posted

Hello. Let me preface this post by saying this is an amazing mod and the work here is very much appreciated and the quality there in is not reflected in the number of endorsements you guy(s?) have on nexus - it deserves more. That being said, I'm having some issues and I'm wondering if anyone can point me in the right direction.

 

 

Before posting I searched this thread and came across someone with similar issues who didn't seem to get this resolved. I am currently running Tamriel Reloaded HD and running into some LOD issues with trees. Not all trees, but some trees.

 

User: Lothar83  posted this https://i.imgur.com/VQ7YkLM.jpg up earlier in one of his posts. I'm suffering from the same tree issue with this particular tree type. Everything else LOD generated in the game looks great, even other trees from that mod. I do believe I've followed the correct billboard/mod order for this mod but as it's not listed with any special criteria within the documents section of the Nexus download I thought I would ask here. As far as I know the above user gave up and uninstalled Tamriel Reloaded HD.

 

Has anyone been running this mod successfully? And if so, could they kindly give me their install order with this mod and the billboards. I'll attempt setting this up again based off of whatever successes or advice others can give but I've tried this five times now and no matter what this particular tree type goes haywire.

 

This is an image from my own game of that tree type also for reference https://i.imgur.com/dETioNQ.jpg.

 

 

 

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Posted (edited)

Thanks Sheson. I'll take a shot at cleaning up the TAVE mods. It's not like they are edited anymore now anyway. Supposedly the remaining ITMs are intentional and it shouldn't be cleaned but... I'll see what happens.

 

Either that or maybe see if I can find other enhanced Whiterun or Riverwood and see how those look.

Edited by wysiwyg
  • 0
Posted (edited)
  On 7/9/2015 at 1:25 PM, belinda said:

On my setup TexGen.pas creates some textures which seem wrong to me. I guess there is something wrong on my side, maybe anybody can help me to find out why this is the case and if it is wrong at all. Here are two examples, but there are more strange textures in my DynDOLOD TexGen.pas output folder:

 

farmhouselod01.dds

 

I have Skyrim HD which brings a nice high-res version of this texture. DynDOLOD brings a low-res but visually correct version, but my TexGen Output contains something which does not seem to be ok.

 

skyhaventempleextlod.dds

 

DynDOLOD brings a tiled and sharp texture, my TexGen output contains a non-tiled and blurred texture which is also baked into the atlas texture by Worlds.pas

Are you using the latest TES5Edit?

What language/region settings is your windows?

 

 

  On 7/9/2015 at 2:00 PM, etibe said:

Hello. Let me preface this post by saying this is an amazing mod and the work here is very much appreciated and the quality there in is not reflected in the number of endorsements you guy(s?) have on nexus - it deserves more. That being said, I'm having some issues and I'm wondering if anyone can point me in the right direction.

 

 

Before posting I searched this thread and came across someone with similar issues who didn't seem to get this resolved. I am currently running Tamriel Reloaded HD and running into some LOD issues with trees. Not all trees, but some trees.

 

User: Lothar83  posted this https://i.imgur.com/VQ7YkLM.jpg up earlier in one of his posts. I'm suffering from the same tree issue with this particular tree type. Everything else LOD generated in the game looks great, even other trees from that mod. I do believe I've followed the correct billboard/mod order for this mod but as it's not listed with any special criteria within the documents section of the Nexus download I thought I would ask here. As far as I know the above user gave up and uninstalled Tamriel Reloaded HD.

 

Has anyone been running this mod successfully? And if so, could they kindly give me their install order with this mod and the billboards. I'll attempt setting this up again based off of whatever successes or advice others can give but I've tried this five times now and no matter what this particular tree type goes haywire.

 

This is an image from my own game of that tree type also for reference https://i.imgur.com/dETioNQ.jpg.

Check "Tree LOD: LOD trees do not match close-up full model trees" and "Tree LOD: LOD trees textures cut off mid-way" from the FAQ

 

Each tree needs a matching billboard dds at generation time. Make sure to use the correct billboards and don't confuse "Tamriel Reloaded HD LOD Billboards" with "Tamriel Reloaded Trees LOD Billboards"

 

The generated Meshes\Terrain\Tamriel\Trees\*.btt and *.lst and Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds tree LOD files need to be last in load order.

Edited by sheson
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Posted

I just updated with the latest DynDOLOD but at the same time I also installed Hearthfire Extended.  I ran into this problem traveling from my home start to Whiterun, Next to the Lorius Farm.  I suspect it comes from DynDOLOD but the other mod has a road building feature, which I have not even started to use so should not be an issue, I can not rule it out either.

 

post-7118-0-10619000-1436459037_thumb.jpgpost-7118-0-64192600-1436459170_thumb.jpg
in the right picture, Road bed 4, you can see the road under the one floating in the air.
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Posted
  On 7/9/2015 at 4:29 PM, Silverpanther34 said:

I just updated with the latest DynDOLOD but at the same time I also installed Hearthfire Extended.  I ran into this problem traveling from my home start to Whiterun, Next to the Lorius Farm.  I suspect it comes from DynDOLOD but the other mod has a road building feature, which I have not even started to use so should not be an issue, I can not rule it out either.

 

attachicon.gifRoad bed.jpgattachicon.gifRoad bed 4.jpg

in the right picture, Road bed 4, you can see the road under the one floating in the air.

Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. Watch the video, read the manual, check DynDOLOD SkyUI MCM.

  • 0
Posted (edited)

 

  Reveal hidden contents

 

 

This post took me ages, cause I didn't find words to express my gratitude :teehee:

Thank you so much Sheson!!!

 

The billboards you've created are awesome! Much much better, than the old ones!

They are darker than the original ones - which fits my setup very well! I just raised the brightness by "+1"; for the original ones I had to use "-5", because of the ENB I'm using (T.A.Z. ENB).

 

f41eo5.jpg

s1kwsl.jpg

 

There are only 2 issues I noticed:

1) the small grass patches around the tree trunks of the pine lods are gone (don't worry about that - don't think that alot of people would notice it without direct comparison)

2) while the lods are darker in general, they fit the color of the close-up trees of SFO 1.87 perfectly. I just noticed, that at certain weather effects they turn really dark, like when it's raining or when the sky is completely clouded (I guess this is probabely related to my own ENB, ELFX stuff - not sure if it has something to do with the lods themselves... just noticed it for the first time with your billboards - probabely was there with other billboards as well, but unnoticed)

It's cool, when there is fog:

10nce1l.jpg

But looks off when it's raining without fog:

2a5bsb8.jpg

And looks too dark as well when sky is completely clouded:

xfxamg.jpg

 

But as I said, I'm guessing, that's something to do with my ENB and ELFX esps... with non rainy/cloudy wheather they look just perfect.

 

Anyway - absolutely awesome Sheson! Thank you so much for generating these billboards and thanks to Zilav for creating the Tree LOD billboard creator for xLODGen  :thumbsup:

 

Is there any way to send you a small donation for your efforts? I couldn't find a donate button on the nexus page of this mod!

 

Edit: Just another screenshot, because it looks so funtastic >.<

10r7pg8.jpg

Thanks again :)

Edited by Griwildor
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Posted (edited)
  On 7/9/2015 at 6:44 PM, sheson said:

Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. Watch the video, read the manual, check DynDOLOD SkyUI MCM.

Actually I do not think so. This was on a brand new game and what I did was delete the contents of the Cache folder, removed DynDOLOD from MO, Reinstalled DynDOLOD, rebuilt texgen, rebuilt world pass.  Pretty standard procedure for me now. 

 

So what I did after I posted this was to repeat the steps I just mentioned. Without Hearthfire Extended in the line up.  (I now have a saved copy of DynDoLod without Hearthfire Extended in a folder.) 

When I made another new character I went to the same spot and the road was just fine.

Somehow Hearthfire Extended is messing up things.  At least this is my assumption at this point.  Am going to test this out more.  EDIT: It might be possible I forgot to remove the old .esp the first time, I know I removed it the second however.  So more testing.

 

EDIT 2: No that would be impossible...It was a completely different version so it replaced the old DynDOLOD install with the new install so the .esp should have been new as well.

Edited by Silverpanther34
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