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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

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Posted (edited)
  On 7/30/2015 at 8:14 PM, kranazoli said:

I am not playing, just testing my mod setup.

 

Sorry, but what coc Whiterun mean? :/

 

 

coc whiterun is a console command that no matter where you are in the world will take your character and drop you in Whiterun. The 'coc' command is a good way of quickly checking locations to make sure all's working around that area.

 

Essentially it means 'centre on cell' and then the cell name. 

Edited by Nozzer66
  • 0
Posted (edited)
  On 7/30/2015 at 8:14 PM, kranazoli said:

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.

I am assuming the problem is an incompatibility between two mods causing some kind of overlap.

 

LAL is like a new game then. You can quickly test a few new things by just opening console in the main menu and type

coc whiterun

It will teleport you right into the game

 

COC doesn't set up quest correctly like a real new game or LAL does, but for testing it speeds things up.

There are websites that have the index of the coc locations, but you might as well use

tmm 1

to enable all map markers and fast travel

 

If you get a mod like mfg console opening console and clicking on a object will not only show the form id of an object but also its base element and the name of the last mod that edited those records. It should help greatly in identifying which mod adds what without having to decipher just a form id.

Edited by sheson
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Posted (edited)
  On 7/30/2015 at 8:18 PM, MelissaGT said:

Oddly enough nothing sticks out. Can you please upload the global nif list from this file TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_meshes.txt

 

You mentioned you got it to generate for other worlds. Can you let me know if Blackreach is really the only that had that error and that all others worked?

Edited by sheson
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Posted (edited)
  On 7/30/2015 at 8:49 PM, sheson said:

Oddly enough nothing sticks out. Can you please upload the global nif list from this file TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_meshes.txt

 

You mentioned you got it to generate for other worlds. Can you let me know if Blackreach is really the only that had that error and that all others worked?

I apologize - I just tried again and it fails on Falmer Valley (Forgotten Vale). If I start right after that world (with Soul Cairn) it finishes without issue. Here is that one:

 

https://www.dropbox.com/s/w9du6u0r2j0o1q4/DynDOLOD_dlc01falmervalley_mesh_count.txt?dl=0

 

And here is the DynDOLOD_meshes.txt:

 

https://www.dropbox.com/s/dnfgy0vkl2ox0pm/DynDOLOD_meshes.txt?dl=0

 

Thank you for your help!

Edited by MelissaGT
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Posted
  On 7/30/2015 at 7:16 PM, sheson 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.

Ok it seems to have worked.  The only thing is I'm getting some odd flickering and some whiteish textures on some trees.  Anything that might cause this?

  • 0
Posted (edited)
  On 7/30/2015 at 9:05 PM, MelissaGT said:

I apologize - I just tried again and it fails on Falmer Valley (Forgotten Vale). If I start right after that world (with Soul Cairn) it finishes without issue. Here is that one:

 

https://www.dropbox.com/s/w9du6u0r2j0o1q4/DynDOLOD_dlc01falmervalley_mesh_count.txt?dl=0

 

And here is the DynDOLOD_meshes.txt:

 

https://www.dropbox.com/s/dnfgy0vkl2ox0pm/DynDOLOD_meshes.txt?dl=0

 

Thank you for your help!

This is getting tricky. No new mesh name pops up, so it might be overwriting a vanilla nif. If you use MO, click on the 'Data' tab in the right pane.

 

unfold these folders

 

[+] meshes [+] lod [+] mountains

[+] meshes [+] lod [+] rocks

[+] meshes [+] lod [+] waterfalls

[+] meshes [+] lod [+] cave (if cave doesn't exist it is fine. There will be caves, but that should be fine)

 

Are there any files in there not from DynDOLOD? Since the vanilla LOD nifs are in a BSA they do not show. Hoping whatever mod it is the files are loose as well.

Edited by sheson
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Posted (edited)
  On 7/30/2015 at 9:53 PM, AzeTheGreat said:

Ok it seems to have worked.  The only thing is I'm getting some odd flickering and some whiteish textures on some trees.  Anything that might cause this?

Is this LOD trees or full models in loaded cells? If it is full models test without DynDOLOD.esp enabled, then with the meshes/textures copied from output folder disabled.

 

A screenshot would be helpful.

Edited by sheson
  • 0
Posted
  On 7/30/2015 at 8:34 PM, sheson said:

I am assuming the problem is an incompatibility between two mods causing some kind of overlap.

 

LAL is like a new game then. You can quickly test a few new things by just opening console in the main menu and type

coc whiterun

It will teleport you right into the game

 

COC doesn't set up quest correctly like a real new game or LAL does, but for testing it speeds things up.

There are websites that have the index of the coc locations, but you might as well use

tmm 1

to enable all map markers and fast travel

 

If you get a mod like mfg console opening console and clicking on a object will not only show the form id of an object but also its base element and the name of the last mod that edited those records. It should help greatly in identifying which mod adds what without having to decipher just a form id.

Thanks Sheson! Don't know which two of my mods cause this bug, but I can live with it. I will try to investigate deeper that issue later.

  • 0
Posted
  On 7/30/2015 at 9:54 PM, sheson said:

This is getting tricky. No new mesh name pops up, so it might be overwriting a vanilla nif. If you use MO, click on the 'Data' tab in the right pane.

 

unfold these folders

 

[+] meshes [+] lod [+] mountains

[+] meshes [+] lod [+] rocks

[+] meshes [+] lod [+] waterfalls

[+] meshes [+] lod [+] cave (if cave doesn't exist it is fine. There will be caves, but that should be fine)

 

Are there any files in there not from DynDOLOD? Since the vanilla LOD nifs are in a BSA they do not show. Hoping whatever mod it is the files are loose as well.

Unfortunately I use NMM. The installation video I watched advised that I should let all of my mod billboards overwrite the DynDOLOD mod. Could this be my issue? The good thing is that I was able to generate LOD's for everything but the Forgotten Vale.

  • 0
Posted
  On 7/30/2015 at 10:02 PM, sheson said:

Is this LOD trees or full models in loaded cells? If it is full models test without DynDOLOD.esp enabled, then with the meshes/textures copied from output folder disabled.

 

A screenshot would be helpful.

Actually starting a new save rather than loading my clean save seems to have everything in order.  Thanks for all the help!

  • 0
Posted (edited)
  On 7/31/2015 at 2:28 AM, MelissaGT said:

Unfortunately I use NMM. The installation video I watched advised that I should let all of my mod billboards overwrite the DynDOLOD mod. Could this be my issue? The good thing is that I was able to generate LOD's for everything but the Forgotten Vale.

Yeah you won't me missing much there. As long as Tamriel and Solstheim work.

 

Billboards are dds and txt files for tree LOD. The problem is a nif used for static LOD. Two different things :)

 

Lets try onemore thing:

Check if you have a folder data\meshes\lod\cave with one file in it. If it is there, move it to a temp folder outside the game and try again.

Next move data\meshes\lod\mountains to a temp folder outside the game and try again.

Then rocks, then waterfalls.

 

If runs through please let know which folder it was

 

 

  On 7/31/2015 at 3:18 AM, AzeTheGreat said:

Actually starting a new save rather than loading my clean save seems to have everything in order.  Thanks for all the help!

If the save is outdoors, start the game without DynDOLOD and go inside a house and save. Then start game with DynDOLOD and see if it makes a difference. It shouldn't matter, but worth a try.

Edited by sheson
  • 0
Posted (edited)
  On 7/30/2015 at 8:14 PM, kranazoli said:

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.

Hi Sheson,

 

With the author of Immersive Laundry we have managed to find out what was the problem. The guilty one in that case is RRR.

(Perseids Inns and Taverns - Realistic Room Rental Enhanced)

 

This is, how it looks and behave without RRR.

 

PtlFc6X.png

 

CfCcRi7.png

 

ATM, I don't know, what sould I do, because I like both mods. Immersive Laundry adds a nice touch, and immersion to Tamriel, but RRR sadly used in REGS and Legendary version as well. And also a great mod. So, I am thinking, how to continue my Skyrim modding...

 

Just wanted to give a short feedback, and thanks your kindness. :)

 

Now, I can't do others just:

 

- Choose between this two mod,

- or live together with some issue. :)

Edited by kranazoli
  • 0
Posted
  On 7/31/2015 at 8:47 AM, sheson said:

Yeah you won't me missing much there. As long as Tamriel and Solstheim work.

 

Billboards are dds and txt files for tree LOD. The problem is a nif used for static LOD. Two different things :)

 

Lets try onemore thing:

Check if you have a folder data\meshes\lod\cave with one file in it. If it is there, move it to a temp folder outside the game and try again.

Next move data\meshes\lod\mountains to a temp folder outside the game and try again.

Then rocks, then waterfalls.

 

If runs through please let know which folder it was

 

Ok, so I've narrowed it down to the mountains folder, but there's tons in that folder. It will take me a while to find the culprit folder. So far I know it's not brown, rocks, or snow. 

  • 0
Posted

So, just an drop in, for some reason, here, i've followed the S.T.E.P:Extended guide to the letter everything works perfectly until i aply DynDoLOD. I'm using the 1.4.0 version and, now with it on, the game just don't start.
It stays on an loading screen, not frozen , still animated and with sounds, but it stays on the loading forever.

The save i'm trying to use, is an 100% vanilla save from the start of helgen sequence, when you drop from the wagon.

Should i try again and post an papyrus log or up the files?

Just as info, the mod order on MO is exactly the order from the Guide.

  • 0
Posted (edited)
  On 8/1/2015 at 3:09 AM, MelissaGT said:

Ok, so I've narrowed it down to the mountains folder, but there's tons in that folder. It will take me a while to find the culprit folder. So far I know it's not brown, rocks, or snow. 

All sub folders like ash. brown, coast etc but NOT the 'unique' one are from DynDOLOD. I would suspect a file in the main mountain folder.

Though I can not rule out that I might have a bad nif either. Thanks for hunting. 

 

 

  On 8/1/2015 at 3:37 AM, FuzzyDuck said:

So, just an drop in, for some reason, here, i've followed the S.T.E.P:Extended guide to the letter everything works perfectly until i aply DynDoLOD. I'm using the 1.4.0 version and, now with it on, the game just don't start.

It stays on an loading screen, not frozen , still animated and with sounds, but it stays on the loading forever.

The save i'm trying to use, is an 100% vanilla save from the start of helgen sequence, when you drop from the wagon.

Should i try again and post an papyrus log or up the files?

Just as info, the mod order on MO is exactly the order from the Guide.

FAQ: Skyrim: ILS or CTD

 

More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

Edited by sheson
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