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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)

This is kind of dumb but I'm having problems. Namely that using Mod Organiser (MO) I can't use Tes5Edit as it always bails out complaining that the Unofficial Skyrim Patch (UKSP) must come before Dawnguard. But no matter what I do, I can't make that happen. Any ideas?

 

EDIT:

 

Turns out I was using the wrong version of MO, go figure. :)

Edited by praxis22
  • 0
Posted
  On 8/1/2015 at 3:31 PM, praxis22 said:

This is kind of dumb but I'm having problems. Namely that using Mod Organiser (MO) I can't use Tes5Edit as it always bails out complaining that the Unofficial Skyrim Patch (UKSP) must come before Dawnguard. But no matter what I do, I can't make that happen. Any ideas?

 

I've tried the obvious of changing the priority in the left pane, so that UKSP comes before unmanaged Dawnguard. Doesn't work.

I've tried using Bash to change the load order, doesn't work

I can't move UKSP before Dawnguard in the right pane of MO, as it appears that UKSP is not a master, (Not bold) so I can't physically move it before Dawnguard, though I can happily move the (Bold) masters about independently so the order isn't locked. 

 

Any ideas?

Update MO

 

First sticky post at Unofficial Skyrim Patch on Nexus

  • 0
Posted (edited)

I noticed in Tes5Edit that even though ELE_S_DG_DB_Lite.esp was listed as a master in my DYNDOLOD esp some image space changes were not carried over in Blackreach worldspace.

(Blocks 0,-1 and 0,0 )

 

I made sure to check for any conflicts in order and found none so would it be safe to copy the changes over?

Edited by BlackDragon66
  • 0
Posted

Big man, jsut givin a feedback :P
For some reason, my skse.ini wasn't working, and yah, i were trying to load DynDoLOD with 256 for the RAM xD
Now that i've re-installed and made sure with yah Memory Block Log, that everything is working fine, everything is indeed working fine :3
Thx for the help ;3

  • 0
Posted (edited)
  On 8/1/2015 at 6:39 PM, cjeffcoatjr said:

DynDOLOD just started giving me this error - https://i.imgur.com/SMnHG5f.png. Any ideas as to how to fix it? I ran the generator on mid. Here is my modlist - https://modwat.ch/cjeffcoatjr#/plugins

Uh Oh, another one with a bad nif. Already discussing a similar error with MelissaGT.

 

Can you please upload

TES5Edit\TES5Edit_log.txt

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_mesh_count.txt

 

Replace [worldspace name] with the worldspace name it was generating at the time, I can't tell from the screenshot for example DynDOLOD_dlc01falmervalley_mesh_count.txt

 

Then you can try again without checking this world and see if you can successfully generate for others. Upload DynDOLOD_[worldspace name]_mesh_count.txt for any world it fails.

 

 

 

  On 8/1/2015 at 7:07 PM, BlackDragon66 said:

I noticed in Tes5Edit that even though ELE_S_DG_DB_Lite.esp was listed as a master in my DYNDOLOD esp some image space changes were not carried over in Blackreach worldspace.

(Blocks 0,-1 and 0,0 )

 

I made sure to check for any conflicts in order and found none so would it be safe to copy the changes over?

 

That is odd, because the highest overwrite record of the worldspace, cell etc is deep copied over to DynDOLOD and should have all data usually. You can  just edit the records in DynDOLOD and update/add whatever is needed.

 

Better yet, upload a screenshot of the worldspace, cell record in question so I can double check and fix any error.

 

 

I can replicate the error. It will be fixed next version.

Edited by sheson
  • 0
Posted

Probably a silly question but would having the 'Object Bounds NAM0 - Min x & y' at x -93 and y -92 have any effect on ctd'ing or stutter on cell changing/load?

 

I noticed that SoS - The Wilds has them at the above mentioned -92 & -93 and that the changes were carried over into my own merged patch. They just seem so high when compared to vanilla or any other mod.

 

Random ctd'ing in exteriors now and thinking this may be part of it? Just spit balling though, half sleeping and further testing required

  • 0
Posted (edited)
  On 8/1/2015 at 9:44 PM, CaptainHappyTimePie said:

Probably a silly question but would having the 'Object Bounds NAM0 - Min x & y' at x -93 and y -92 have any effect on ctd'ing or stutter on cell changing/load?

 

I noticed that SoS - The Wilds has them at the above mentioned -92 & -93 and that the changes were carried over into my own merged patch. They just seem so high when compared to vanilla or any other mod.

 

Random ctd'ing in exteriors now and thinking this may be part of it? Just spit balling though, half sleeping and further testing required

Large numbers can cause stutter. Use default values.

 

If you have CTD in exteriors you should double check the heap memory block 1 usage and settings first.

 

More LOD also means more data needs to be transfered when moving through the world, so you might want to adjust the low/medium/high settings. Check section 'Performance' in the manual.

Edited by sheson
  • 0
Posted

Hi Sheson,

 

I wrote a post a week or so ago saying that the "DynDOLOD_Tamriel.json does not belong to this Dyndolod.esp" appears on my screen constantly.

 

I tried and tried but couldn't get rid of this error message. I reinstalled Dyndolod, I reinstalled any and all LoD mods. I did everything I could think of.

 

I decided I was going to start a new game anyway, so I shelved my level 67 character and did a completely fresh install. Then I followed the Dyndolod install instructions to the letter (it's pretty easy anyway). And I still get the "DynDOLOD_Tamriel.json does not belong to this Dyndolod.esp" message on my brand new Level 1 character.

 

I think I give up. Is there a way I can delete this message? Because the mod works regardless of the nag.

  • 0
Posted
  On 8/1/2015 at 11:03 PM, vram1974 said:

Hi Sheson,

 

I wrote a post a week or so ago saying that the "DynDOLOD_Tamriel.json does not belong to this Dyndolod.esp" appears on my screen constantly.

 

I tried and tried but couldn't get rid of this error message. I reinstalled Dyndolod, I reinstalled any and all LoD mods. I did everything I could think of.

 

I decided I was going to start a new game anyway, so I shelved my level 67 character and did a completely fresh install. Then I followed the Dyndolod install instructions to the letter (it's pretty easy anyway). And I still get the "DynDOLOD_Tamriel.json does not belong to this Dyndolod.esp" message on my brand new Level 1 character.

 

I think I give up. Is there a way I can delete this message? Because the mod works regardless of the nag.

Dynamic LOD does not work when this message shows. The message can be removed by fixing the error that is causing it.

 

You can remove DynDOLOD.esp from the load order and just use tree and static LOD - that always works regardless if the esp is loaded or not. Then the message will not show.

 

The message shows either because the json files in the SKSE folder were generated by an older DynDOLOD Worlds.pas, while the papyrus scripts are from a newer version.

Or it shows because the json files in the SKSE folder are from a different LOD generation process from scratch than the DynDOLOD.esp

Certain files are simply not in sync as they should be.

  • 0
Posted

DynDOLOD 1.41

 

fixed exception reported by AzeTheGreat

fixed copying wrong 'overwrite' record reported by BlackDragon66

 

Consider generating from scratch if imagespace (color, lighting etc) in Blackreach doesn't look right when using ELE_S_DG_DB_Lite.esp

 

Alternatively you can try deleting the entire Blackreach worldspace from DynDOLOD and then update just for Blackreach again. This should work, but make a backup first.

When doing this, follow the save game update procedure. RTFM, watch the video or check DynDOLOD SkyUI MCM.

 

 

 

 

 

Added rules for Dragon Tree Temple

To update just generate static LOD for Tamriel to get LOD for the buildings in the tree.

 

 

Added a new category for mods specifically requiring DynDOLOD to the compatibility list. Check out Mountains Enhanced.

To update just generate static LOD for Tamriel to get additional LOD for mountains.

 

To just update static LOD, start DynDOLOD Worlds.pas, click through to advanced

Select Tamriel

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

 

Or just simply do an update to the existing DynDOLOD.esp for Tamriel. It will just take a couple minutes longer than above steps.

 

[spoiler=Changelog]DynDOLOD Worlds.pas - fixed sometimes not carrying over all cell data when creating overwrite records

DynDOLOD Worlds.pas - fixed a rare exception updating cell data of overwrite records

DynDOLOD Worlds.pas - fixed an overzealous output path check

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - added new compatibility section called 'Mods Requiring DynDOLOD'

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

DynDOLOD 1.40

  • 0
Posted
  On 8/2/2015 at 12:20 AM, sheson said:

The message shows either because the json files in the SKSE folder were generated by an older DynDOLOD Worlds.pas, while the papyrus scripts are from a newer version.

Or it shows because the json files in the SKSE folder are from a different LOD generation process from scratch than the DynDOLOD.esp

Certain files are simply not in sync as they should be.

I don't understand how because it was a fresh Skyrim install and no older DynDOLOD files existed...

 

But I guess I can use Dyndolod like a LOD generator and delete the ESP after.

  • 0
Posted (edited)
  On 8/2/2015 at 1:56 AM, vram1974 said:

I don't understand how because it was a fresh Skyrim install and no older DynDOLOD files existed...

 

But I guess I can use Dyndolod like a LOD generator and delete the ESP after.

Are you certain you updated all the TES5Edit script files?

 

Check TES5Edit\TES5Edit_log.txt for a line

New bunch of numbers: or Found bunch of numbers: when updating the esp

it should be followed by a random string of characters

 

Open skse\plugins\StorageUtilData\DynDOLOD_Worlds.json in notepad

near the bottom is a line that starts with "bunchofnumbers":

You will find similar lines near the bottom of each json file

 

Open DynDOLOD.esp in TES5Edit, unfold [+]DynDOLOD.esp [+]Keyword

It will show an entry xx000910 for the form id, and the string characters in the EditorID field

 

All files should have the same string of characters.

 

 

  On 8/2/2015 at 1:19 AM, cjeffcoatjr said:

https://mega.nz/#F!dEI2TKba!tA4RX_ClL4oX1CLdLDVmYQ

 

Both files ^. I do believe that is the worldspace it was rendering, as it was the most recent file modified.

Download and overwrite meshes\Resource\Phitt\dw\dwemertower_far.nif in Shadow of Morrowind

 

It should then run right through without error.

Edited by sheson
  • 0
Posted
  On 8/2/2015 at 2:22 AM, sheson said:

Are you certain you updated all the TES5Edit script files?

 

 

Oh man I made a classic ROOKIE mistake!!!! I unpacked the wrong scripts from my download archive. So pathetic.

 

Thanks for helping me, it's all good now thanks to using brain cells properly.

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