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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

Hello, I'm trying to use DynDOLOD, however I keep encountering an error.  The last three lines of the TES5Edit Message log:

 

[00:06:26.087]      16663 of 17548 done
Exception in unit functions line 1125: Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 5570)
[Apply Script done]  Processed Records: 0, Elapsed Time: 06:34
 
When it reaches this point it stops and an error box pops up.  The script seems to instantly stop working.  Any help would be much appreciated.
 
If you'd like a full copy of my load order I can provide it.
  • 0
Posted (edited)
  On 7/30/2015 at 2:50 AM, BlackDragon66 said:

I apologize if this has been asked/answered before but is it normal for game saves to be larger in size with DynDOLOD installed?

For example with eleven hours of game play in a new game with DynDOLOD installed I have a ESS File at 11,636 kb and SKSE File 69 kb.

New game without DYNDOLOD ESS File 6,503 kb and SKSE File 12 kb after eleven hours of play.

For testing I tried to syncronize gameplay between both saves  as much as possible. (Riverwood - Whiterun - Ivarstead - High Hrothgar - Whiterun)

 

Mainly I ask As I've never had a ESS File get to that size so quickly in a playthrough and I think my OCD is kicking into overdrive.

Yes that is normal. Dynamic LOD can easily add over 30,000 objects and their data. In addition data is stored through the SKSE plugin PapyrusUtil which saves its game data to the SKSE flle.

 

 

  On 7/30/2015 at 2:55 AM, MelissaGT said:

Hello! I apologize if this has been asked before, but I couldn't find anything using search. I was able to get DynDOLOD to generate with an output for the first time using Gamer Poet's tutorial video (though I do use NMM rather than MO). However, I have since installed mods that require an update to my LOD's. I've followed the process that was outlined to update the LOD's, however I cannot seem to get any output. No matter where I try to save the output, the folder is always empty after I get the "completed" message in TES5edit and save the .esp. I've tried removing everything having to do with DynDOLOD and reinstalling from scratch to no avail. Any help would be greatly appreciated. Thank you!

Check the log in TES5Edit or once closed open TES5Edit\TES5Edit_log.txt. Look for lines like

 

Scanning Tamriel *.BTT files in C:\TES5EditOutput\meshes\terrain\Tamriel\trees\

Creating atlas textures C:\TES5EditOutput\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds

Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

 

They should all start with the same output folder you set, that is were the meshes/skse/textures are generated to.

 

  On 7/30/2015 at 4:17 AM, AzeTheGreat said:

 

Hello, I'm trying to use DynDOLOD, however I keep encountering an error.  The last three lines of the TES5Edit Message log:

 

[00:06:26.087]      16663 of 17548 done
Exception in unit functions line 1125: Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 5570)
[Apply Script done]  Processed Records: 0, Elapsed Time: 06:34
 
When it reaches this point it stops and an error box pops up.  The script seems to instantly stop working.  Any help would be much appreciated.
 
If you'd like a full copy of my load order I can provide it.

 

Please upload/post entire copy of TES5Edit\TES5Edit_log.txt 

Edited by sheson
  • 0
Posted (edited)

Hi,

 

Is it just for me, or is it normal?

I found Solitude LOD a little bit strange. Tried Medium and High settings, as well.

 

ugZ3gqe.png

 

gzl7Rfo.png

 

ZFHTeiN.png

 

bxPPLJC.png

 

Dj18hTg.png

Edited by kranazoli
  • 0
Posted (edited)

DynDOLOD 1.40

Fixed some missing static LOD as reported by kranazoli

If you have this error and want a simple update, update the TES5Edit files obviously, then start DynDOLOD Worlds.pas, click through to advanced,
Check 'Generate static LOD'
Check 'Create texture atlas'
Uncheck 'Generate Tree LOD'
Uncheck 'Generate DynDOLOD'
Uncheck 'Use cached base elements'
Do not save changes to DynDOLOD.esp, only copy meshes and textures from output folder

[spoiler=Changelog]
1.40
DynDOLOD Worlds.pas - fixed getting default LODs from base elements
Meshes - updated LOD meshes for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

 

 

DynDOLOD 1.39

Edited by sheson
  • 0
Posted

Thanks for your continued work on this Sheson! It really make a big difference to the game's scenery. The Dragon Tree Temple player home really shows it off. It's an open home with windows and lots of patio space up in a huge tree. :-)

  • 0
Posted (edited)
  On 7/30/2015 at 12:32 PM, sheson said:

DynDOLOD 1.40

 

Fixed some missing static LOD as reported by kranazoli

Thanks, updated, now it works fine!

 

r3CSFMc.png

Edited by kranazoli
  • 0
Posted (edited)
  On 7/30/2015 at 9:05 AM, sheson said:

 

Check the log in TES5Edit or once closed open TES5Edit\TES5Edit_log.txt. Look for lines like

 

Scanning Tamriel *.BTT files in C:\TES5EditOutput\meshes\terrain\Tamriel\trees\

Creating atlas textures C:\TES5EditOutput\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds

Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

 

They should all start with the same output folder you set, that is were the meshes/skse/textures are generated to.

Thank you for the response! I updated to the most recent DynDOLOD and it did an output this time. However, I noticed that it's only generating LOD's for the first world in the list, even though I selected them all. Do I need to do them all separately? If that's the case, how do I get the single .esp updated for them all?

 

I'm not sure if it's getting stuck because I get this - Exception in unit create line 122: Invalid nif file signature. However, it still generates the output for the first world in the list and lets me save the .esp. This nif file is definitely not something I've created myself as I don't edit mods at all. 

 

*edit* Well, I decided to skip a couple worlds and now it's not getting stuck and it's not giving me the nif file signature error. It didn't like Blackreach and one of the ones from a mod. 

Edited by MelissaGT
  • 0
Posted (edited)

I am still just preparing my Skyrim setup and again run into an bug. Which could be also related to DynDOLOD, but I'm not sure. If not DynDOLOD than could be something with Perseids Inns and Taverns - Realistic Room Rental Enhanced, or LOOT order. These are the buggy screens.

 

Missing meshes, textures, object, but mainly in the distance.

 

Location:

 

tx59IFZ.png

 

2vCi4Di.jpg

 

oDRthCQ.png

 

oAhpoqF.png

 

CW6R8ky.png

 

CWOW1nd.png

 

But in last picture as you can see, missing the Inn right in front of my character.

 

If anyone could help me, please and Thanks!

Edited by kranazoli
  • 0
Posted (edited)
  On 7/30/2015 at 2:42 PM, wysiwyg said:

Thanks for your continued work on this Sheson! It really make a big difference to the game's scenery. The Dragon Tree Temple player home really shows it off. It's an open home with windows and lots of patio space up in a huge tree. :-)

You ain't seen nothing yet. Just wait for the next feature update when DynDOLOD lights up the windows in the distance. And then I'll probably look at LOD water.

 

  On 7/30/2015 at 4:15 PM, AzeTheGreat said:

Please test with this version of functions.pas

Simply overwrite TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas with it.

 

Then start with a default DynDOLOD.esp by copying DynDOLOD.esp.bak to DynDOLOD.esp

 

Let me know how it goes. If there still is an error, please upload new TES5Edit\TES5Edit_log.txt again.

 

 

  On 7/30/2015 at 6:00 PM, MelissaGT said:

Thank you for the response! I updated to the most recent DynDOLOD and it did an output this time. However, I noticed that it's only generating LOD's for the first world in the list, even though I selected them all. Do I need to do them all separately? If that's the case, how do I get the single .esp updated for them all?

 

I'm not sure if it's getting stuck because I get this - Exception in unit create line 122: Invalid nif file signature. However, it still generates the output for the first world in the list and lets me save the .esp. This nif file is definitely not something I've created myself as I don't edit mods at all.

Well yes, when a program stops with an error it can not complete its job...

 

A mod added a nif file used for LOD that is borked somehow and trips an internal TES5Edit function.

 

If you upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_blackreach_mesh_count.txt I can have a look

That is, if Blackreach is the first world in the list. Else look for a similar file name for the world in question

 

 

  On 7/30/2015 at 6:15 PM, kranazoli said:

I am still just preparing my Skyrim setup and again run into an bug. Which could be also related to DynDOLOD, but I'm not sure. If not DynDOLOD than could be something with Perseids Inns and Taverns - Realistic Room Rental Enhanced, or LOOT order. These are the buggy screens.

 

Missing meshes, textures, object, but mainly in the distance.

I tested with RRR and checked and all is fine here. you have another mod that adds things around Nightgate Inn?

 

It looks like the land and objects in the distance are culled for performance because they are behind an object. Just that in your case that object doesn't render for some reason.

 

If you start the game without DynDOLOD.esp and then the object shows, get its mod name and form id so I can try to replicate.

Edited by sheson
  • 0
Posted
  On 7/30/2015 at 7:16 PM, sheson said:

I tested with RRR and checked and all is fine here. you have another mod that adds things around Nightgate Inn?

 

It looks like the land and objects in the distance are culled for performance because they are behind an object. Just that in your case that object doesn't render for some reason.

 

If you start the game without DynDOLOD.esp and then the object shows, get its mod name and form id so I can try to replicate.

Yes. I use Immersive Laundry, and I had issue with these yet. Also signed the mod other:

 

https://www.nexusmods.com/skyrim/mods/58084/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D58084%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2101034&pUp=1

 

I guess, maybe RRR + Immersive Laundry, but atm I have no other idea. The mod author said, he will look out it.

  • 0
Posted (edited)
  On 7/30/2015 at 7:42 PM, kranazoli said:

Yes. I use Immersive Laundry, and I had issue with these yet. Also signed the mod other:

 

https://www.nexusmods.com/skyrim/mods/58084/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D58084%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2101034&pUp=1

 

I guess, maybe RRR + Immersive Laundry, but atm I have no other idea. The mod author said, he will look out it.

It almost looks like the engine still does occlusion culling for the large vanilla inn and is not aware that it was changed to a small farmhouse by RRR.

You get this with a new game, like coc Whiterun?

 

What mod adds the second farmhouse in the 3rd picture to the lower right?

Edited by sheson
  • 0
Posted (edited)
  On 7/30/2015 at 7:54 PM, sheson said:

It almost looks like the engine still does occlusion culling for the large vanilla inn and is not aware that it was changed to a small farmhouse by RRR.

You get this with a new game, like coc Whiterun?

 

What mod adds the second farmhouse in the 3rd picture to the lower right?

I am not playing, just testing my mod setup.

 

Sorry, but what coc Whiterun mean? :/

 

I use LAL and started a "new game" in Ivarstead, and now just testing, mainly, how stable my mods are. The main line STEP Extended + REGS + some other mod from Legendary and some from just myself.

 

"What mod adds the second farmhouse in the 3rd picture to the lower right?"

 

To tell you truth, also I have no idea. But, could be I guess Expanded Towns and Cities, or Nernie's City and Village Expansion?

Or I'm sure something from REGS or Legendary. They have some towns, cities mods.

Edited by kranazoli
  • 0
Posted
  On 7/30/2015 at 9:05 AM, sheson said:

Yes that is normal. Dynamic LOD can easily add over 30,000 objects and their data. In addition data is stored through the SKSE plugin PapyrusUtil which saves its game data to the SKSE flle.

 

 

Sweet! Skyrim is the only game I've ever played where I actually worried about save file size. lol      Thanks for answering. :)   

  • 0
Posted
  On 7/30/2015 at 7:16 PM, sheson said:

Well yes, when a program stops with an error it can not complete its job...

 

A mod added a nif file used for LOD that is borked somehow and trips an internal TES5Edit function.

 

If you upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_blackreach_mesh_count.txt I can have a look

That is, if Blackreach is the first world in the list. Else look for a similar file name for the world in question

 

Here you go! 

 

https://www.dropbox.com/s/lanafo7b3tpohwu/DynDOLOD_blackreach_mesh_count.txt?dl=0

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