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Posted

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

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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 9/1/2015 at 4:34 PM, truggel said:

I hope you can find the problem.

https://m.uploadedit.com/ba3h/1441125155134.txt

Which xEdit version are you using? Can you try with the latest?

 

It looks like it barfs on something in Naruto - Overhaul.esp, there are unresolvable form ids in the 2 activators, but it works here.

Can you try what happens when you  remove / uncheck Naruto - Overhaul.esp from load order. 

 

I will check more of the other mods from your load order in the meantime

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Posted (edited)

Thanks for your reply.

I used the latest from your link.

 

With Naruto Overhaul and Uchiha Clan disabled it worked!

I hope it is no problem if I reactivate them after the finished process?

And during the process I saw a few times LOD not found is this a problem?

For example at blackreach and other worlds.

 

Too bad that a lot of the people are too lazy for mods like this you 

did a great job!  :lol:

Many thanks and by the way maybe you could write this issue to the FAQ for other guys with

the same problem? 

 

Edit:

A personal question: Every x minutes I get a ctd and I think its because of full 2GB VRAM.

You saw my mod list. Maybe you can recommend me which ones are heavy and I should better deactivate. 

I would really appreciate a tip!  :^_^:

Edited by truggel
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Posted (edited)
  On 9/1/2015 at 9:40 PM, truggel said:

Thanks for your reply.

I used the latest from your link.

 

With Naruto Overhaul and Uchiha Clan disabled it worked!

I hope it is no problem if I reactivate them after the finished process?

And during the process I saw a few times LOD not found is this a problem?

For example at blackreach and other worlds.

 

Too bad that a lot of the people are too lazy for mods like this you 

did a great job!  :lol:

Many thanks and by the way maybe you could write this issue to the FAQ for other guys with

the same problem? 

 

Edit:

A personal question: Every x minutes I get a ctd and I think its because of full 2GB VRAM.

You saw my mod list. Maybe you can recommend me which ones are heavy and I should better deactivate. 

I would really appreciate a tip!  :^_^:

you can enable those mods afterwards again, no problem. Use LOOT to sort DynDOLOD in the  load order then.

 

LOD not found is probably bushes and ferns, it will only do trees, so this is normal. Already has an entry :)

 

  Quote

FAQ: Tree LOD / TES5Edit\TES5Edit_log.txt: and similar

Messages about missing files for shrubs, fern, bushes etc. are normal. It only generates billboard LOD for trees. Some world spaces do not have any trees.

 

First, check memory patch and memory blocks for sure, extra LOD requires some more memory. If VRAM is full, you might want to use the smaller LOD textures from download archive options/textures.128

Or simple use ddsopt to resize the atlas textures from the output folder.

Otherwise the hires texture pack comes to mind. It is easy enough to disable the 3 esp/bsa and test if you have better results. There are optimized vanilla and hires texture packs on nexus https://www.nexusmods.com/skyrim/mods/57353/

Edited by sheson
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Posted

After a slightly clunky start (mostly user-error), I'm now running a finalised Extended/REGS/MMO mod list along with an updated installation of DynDOLOD (High) to match. I'm really surprised how modest the FPS hit is; not sure that I would have noticed the difference from medium. Works like a charm and looks fantastic.

 

Thanks for all the hard work Sheson.

  • 0
Posted
  On 9/1/2015 at 1:41 AM, sheson said:

ILS is always that heap memory block 1 is full. I have never seen/read about any other cause. Double check with memory blocks. If you are certain this is not the cause check VRAM usage.

 

If it truly peaks around 256 you should not set more than maybe 300 for block1. The reserved memory can not be used by other things, so that would mean wasting 512 for no reason.

Thanks. Reducing LOD quality seems helps. And it really makes sense reduce preallocated block size

  • 0
Posted

"XXXXXXXX.json does not belong to this XXXXXXXXX.esp"

 

So far, only have this for Tamriel, but seeing as I just built the thing.... any ideas on this one Sheson? I deleted all files relating this this mod and rebuilt from scratch, yet still get this.

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Posted
  On 9/3/2015 at 2:17 AM, Shadriss said:

"XXXXXXXX.json does not belong to this XXXXXXXXX.esp"

 

So far, only have this for Tamriel, but seeing as I just built the thing.... any ideas on this one Sheson? I deleted all files relating this this mod and rebuilt from scratch, yet still get this.

If you are sure the esp and the json files are from the same generation process and you copied everything from output to game or mod folder correctly ... then most likely the LOD generation process for Tamriel didn't complete successfully.

 

The end of TES5Edit\TES5Edit_log.txt should look like this

 

[00:21:31.766]      Saved c:\Output\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

[00:21:31.778]      Adding world index with 9 entries

[00:21:31.787]      Saved c:\Output\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

[00:21:31.796]    Disabling 5 REFRs

[00:21:31.811]    Write next object id 1BE9F0

[00:21:31.828]    DynDOLOD Worlds completed successfully.

[Apply Script done]  Processed Records: 0, Elapsed Time: 21:38

 

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Posted (edited)
  On 9/3/2015 at 4:21 PM, TechAngel85 said:

Found a hovering tree (look at cursor). I'm running version 1.41 (I think) on Medium.

 

 

Uhm not my problem actually :)

 

LOD is always working the same. It doesn't randomly change x, y, z position of things.

 

Those reach trees were not planted with LOD in mind.

 

I would assume a couple possibilities

- the tree is growing on an object that has no LOD - either because of low, medium settings or actually no LOD model at all (easy to test when moving close) See discussion with EssArrBee

- the vanilla LOD mountains often do not fill the exact volume perfectly, because of triangle reduction they are smaller.

 

Form ID of the tree would be nice, though

Edited by sheson
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Posted

Ah, okay. I'll discuss with Ess, then. I thought there was a list of objects that were manually added to fix floaters like this because I knew Ess was asking for them during the STEP testing of DynDOLOD.

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Posted
  On 9/3/2015 at 7:23 PM, TechAngel85 said:

Ah, okay. I'll discuss with Ess, then. I thought there was a list of objects that were manually added to fix floaters like this because I knew Ess was asking for them during the STEP testing of DynDOLOD.

If there is a list to fix that for low, medium I happily add it to the defaults. Can't be *that* many.

  • 0
Posted

I try not to change my load order very much because running dyndolod is probably the most time consuming process of any other. I just wanted to check with other users: Is it normal that it takes 47 minutes to patch a mod list of 150 plugins?

 

Is there any way to hasten this process? My computer often sounds like a jet engine while this is taking place too.

  • 0
Posted (edited)

So, reinstalled all files again from scratch. Reciesved "FormID [1600DFE3] references a master which is not availiable in file [C8] DynDOLOD.esp."

 

I've had this a few times before. Each time, I ran the script file again, and had no problems. Now I wonder if this is part of the root cause of my original problem.

 

From the end of the log file:

 

"[00:05:05.863]    There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1600DFE3] < Error: Could not be resolved > in ELE_Legendary_Lite.esp
[00:05:05.875]    STEP Extended Patch.esp probably requires a different version of ELE_Legendary_Lite.esp
[DynDOLOD.esp] Adding master "crimsonquestmarkers.esp"
[DynDOLOD.esp] Adding master "BlackreachOverhaul.esp"
Exception in unit functions line 358: FormID [1600DFE3] references a master which is not available in file [C8] DynDOLOD.esp
[Apply Script done]  Processed Records: 0, Elapsed Time: 05:18"

 

If I read this right, there is a problem between ELE Light and the Step Extended patch, which I find hard to believe, since one is created by these fine folks here and the other is recommended by same. Looking into it more (I'm wondering if Vividian ENB might be part of this issue as well, since it also includes ELE Light), but as a quick check, would this somehow be related to the original problem I posted if it were, somehow, bypassed?

 

Also, VRAM... the time is going to depend greatly on your system. I'm have a mod soup of some 300 mods (a lot of them textures), and I generally have to wait about 30 mins for the full run.

 

EDIT: Problem solved. As I surmised, the version of ELE used by Vividian was older than the one in the base mod on Nexus, and was overwriting the correct version. After placing the Vividian version in the optional ESP list, I reran the process and had neither error appear. This, kids, is why we read the log file... like I ... uh.. ALWAYS do... yeah... right, that will do. Excellent. :)

Edited by Shadriss
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Posted (edited)
  On 9/4/2015 at 1:29 AM, vram1974 said:

I try not to change my load order very much because running dyndolod is probably the most time consuming process of any other. I just wanted to check with other users: Is it normal that it takes 47 minutes to patch a mod list of 150 plugins?

 

Is there any way to hasten this process? My computer often sounds like a jet engine while this is taking place too.

You only have to rerun/update DynDOLOD if you add a mod that actually adds objects that should have LOD, and only if you really want LOD for them.

Vice versa, if you know the mods of your load order very well, only enable the ones that add objects that should have LOD when generating for the first time. This will minimize required masters.

LODGen exe is a multi threaded application that makes good use of the CPU, so it gets hotter.

 

If you rerun/update DynDOLOD and the rules (low, medium, hi) and LOD meshes did not change since last time you can check "Use cached base elements" on the advanced screen to shave off a couple minutes.

 

  On 9/4/2015 at 1:34 AM, Shadriss said:

So, reinstalled all files again from scratch. Reciesved "FormID [1600DFE3] references a master which is not availiable in file [C8] DynDOLOD.esp."

 

I've had this a few times before. Each time, I ran the script file again, and had no problems. Now I wonder if this is part of the root cause of my original problem.

 

From the end of the log file:

 

"[00:05:05.863]    There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1600DFE3] in ELE_Legendary_Lite.esp

[00:05:05.875]    STEP Extended Patch.esp probably requires a different version of ELE_Legendary_Lite.esp

[DynDOLOD.esp] Adding master "crimsonquestmarkers.esp"

[DynDOLOD.esp] Adding master "BlackreachOverhaul.esp"

Exception in unit functions line 358: FormID [1600DFE3] references a master which is not available in file [C8] DynDOLOD.esp

[Apply Script done]  Processed Records: 0, Elapsed Time: 05:18"

 

If I read this right, there is a problem between ELE Light and the Step Extended patch, which I find hard to believe, since one is created by these fine folks here and the other is recommended by same. Looking into it more (I'm wondering if Vividian ENB might be part of this issue as well, since it also includes ELE Light), but as a quick check, would this somehow be related to the original problem I posted if it were, somehow, bypassed?

 

Also, VRAM... the time is going to depend greatly on your system. I'm have a mod soup of some 300 mods (a lot of them textures), and I generally have to wait about 30 mins for the full run.

 

EDIT: Problem solved. As I surmised, the version of ELE used by Vividian was older than the one in the base mod on Nexus, and was overwriting the correct version. After placing the Vividian version in the optional ESP list, I reran the process and had neither error appear. This, kids, is why we read the log file... like I ... uh.. ALWAYS do... yeah... right, that will do. Excellent. :)

 

We had this problem a couple times before and I am happy that the error message now is descriptive enough for someone to figure it out  :)

Edited by sheson
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Posted (edited)

Hey Sheson,

 

For performance reasons until yesterday I had run DynDOLOD on medium settings but then wanted to see how it would look on high settings. And it's stunning! As far as stunning goes for lods that is :P It's so good that I don't want to go back to medium but performance has become an issue. So I decided to tweak the high preset to my own liking, looking at the mesh rules of both medium and low and the *mesh_count.txt files for inspiration. I already copied the tree and tundradriftwood rules that are added to medium and took note of the 'mountaintrim' example in the manual and added a rule for it. I've since ran the script once and performance seemed to have improved, but not as much as I'd like to! I'm considering using the 128 res texture variants in the next run, would you consider this a waste on the High preset? As in: "Why would you use the High preset if you're not going to use the 256 res textures?!?!"

 

Also, I noticed the mesh rules for Medium that have 'rock' in it. I'm thinking of copying them to my preset, but like the 'mountaintrim' example use 'Static LOD8' for LOD4, 'Static LOD 16' for LOD8 and leave LOD16 empty. Then I read the following in the manual:

 

  Quote
All LOD objects have a LOD level 4 version, larger objects also have a LOD level 8 version and only the largest or most important objects have a LOD level 16 version. Setting 'Static LOD8' for an object that does not have a LOD level 8 version model means that nothing will be shown.

How do I check if these 'rock' files even have LOD8 and LOD16 settings? For all I know these rules I added might do nothing because they only have a LOD4 version which then doesn't get used.

EDIT: I just now noticed the \rock mesh rule in the low preset that confirmed that they have LOD8 and LOD16 versions so my example is a bit bad, sorry for that. I still wonder how I could check this other than by looking at the rules in the three presets.

 

Furthermore, off the top of your head, do you have suggestions which keywords I should look to tweak first when trying to improve performance? I know I could look at the mesh rules in the different presets but as someone who has a lot of experience in tweaking these presets you'd probably know about the ones crippling performance the most.

 

Then a small question about merged mods. I have merged quite a number of mods so before I continue tweaking I'd like to know if there are any pre configured mesh rules that I'm missing because the merged plugins are not recognized. I was wondering if there is a list of mods that have preconfigured mesh rules? I think there is no such list in the manual (or maybe I'm blind). Should I look at mods with a '1' listed in the description of the Nexus page? I know I could also use all the original plugins and then start up the script but I'd rather not if there is another way :P

 

I realize that my questions are not necessarily helping you further your development and I can probably figure out some things on my own, so I hope you don't mind me asking them.

 

Finally, if there is anyone reading this who made their own mesh rules that helped with performance without decreasing the visual quality too much, I'd like to hear it!

Edited by Pretendeavor
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