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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.

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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

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Updating DynDOLOD

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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

Ugh, bummer.  My game seemed to be running fine (despite the huge number of mods), until I started running up the hill to Solitude.  It seems that the game always crashes when I approach...

I checked the Papyrus log and nothing seemed to be causing it consistently (I tried a lot of approaches).  Tried validating files and everything.

 

Reason I bring this up HERE of all places is that, on a whim, I unchecked DynDOLOD and I was able to avoid the crash.  I'm pretty bummed because I like DynDOLOD a lot.

 

I ran the "Medium" settings and I figured my GTX 970 and 8GB of RAM would be more than enough for that.  

My guess is a mesh is missing or corrupted or something?  Is there something I should be looking out for in particular?

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Posted
  On 9/13/2015 at 10:24 AM, bearcano said:

Ugh, bummer.  My game seemed to be running fine (despite the huge number of mods), until I started running up the hill to Solitude.  It seems that the game always crashes when I approach...

I checked the Papyrus log and nothing seemed to be causing it consistently (I tried a lot of approaches).  Tried validating files and everything.

 

Reason I bring this up HERE of all places is that, on a whim, I unchecked DynDOLOD and I was able to avoid the crash.  I'm pretty bummed because I like DynDOLOD a lot.

 

I ran the "Medium" settings and I figured my GTX 970 and 8GB of RAM would be more than enough for that.  

My guess is a mesh is missing or corrupted or something?  Is there something I should be looking out for in particular?

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

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Posted

Odd thing happened when I was looking around, I found this set of holes, BUT, its not quite what it appears. I was cruising around in TFC mode, and found these. When I physically walked over there in person, they looked fine. This is just near greenspring hollow. TFC mode I guess does things like that if you fly around that way? 

 

 

Anyhow, I have a question about masters. Most of the files Dyndolod picked up as masters, make sense. But a couple of them are head scratchers. 

 

Like

- Immersive citizens and its patch

-Summons bunny (yes...i have a mod that does that...)

-CCOR? That's a crafting overhaul of course.

and

-Audio Overhaul Skyrim.

 

The rest of the masters do actually make sense. I dont know why the script picked those 4 out as masters. Im sure there is a reason? I just re-did my whole DynDOLOD today. Im new to Dyno and just selected everything to load in TESedit and let the script sort the rest out. Should I be concerned about those four being masters, or are they in there for some good reason I can't fathom?

 

Pic of TFC oddness enb2015_09_1304_10_57_67-0.jpg?rev=0

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Posted (edited)
  On 9/13/2015 at 2:40 PM, Mebantiza said:

Odd thing happened when I was looking around, I found this set of holes, BUT, its not quite what it appears. I was cruising around in TFC mode, and found these. When I physically walked over there in person, they looked fine. This is just near greenspring hollow. TFC mode I guess does things like that if you fly around that way? 

 

 

Anyhow, I have a question about masters. Most of the files Dyndolod picked up as masters, make sense. But a couple of them are head scratchers. 

 

Like

- Immersive citizens and its patch

-Summons bunny (yes...i have a mod that does that...)

-CCOR? That's a crafting overhaul of course.

and

-Audio Overhaul Skyrim.

 

The rest of the masters do actually make sense. I dont know why the script picked those 4 out as masters. Im sure there is a reason? I just re-did my whole DynDOLOD today. Im new to Dyno and just selected everything to load in TESedit and let the script sort the rest out. Should I be concerned about those four being masters, or are they in there for some good reason I can't fathom?

 

Pic of TFC oddness enb2015_09_1304_10_57_67-0.jpg?rev=0

It is called occlusion culling, it is based on where the character is, not the camera.

 

If a mod changes a world, cell or base record, either via linked form IDs or if it just updates data values, it needs to be added as a master if this world or cell contains dynamic LOD objects.

Edited by sheson
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Posted (edited)
  On 9/13/2015 at 10:32 AM, sheson said:

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

 

Thanks.  I tried this stuff (I don't use Safety Load).  My blocks are set at 512 and 256, and I seem to crash when the first block is around 480, but ALWAYS when the second value is 185.  Curious.

 

(edit: I restarted and coc'd there, and the first block was only at 339 while the second was at 185 at the CTD point again.)

 

I turned on debug logging for DynDOLOD and I'm not seeing any missing .nifs.  I guess it could be a memory issue since it is so consistent about that 185, but that just seems weird.

Edited by bearcano
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Posted
  On 9/13/2015 at 10:20 PM, bearcano said:

Thanks.  I tried this stuff (I don't use Safety Load).  My blocks are set at 512 and 256, and I seem to crash when the first block is around 480, but ALWAYS when the second value is 185.  Curious.

 

I turned on debug logging for DynDOLOD and I'm not seeing any missing .nifs.  I guess it could be a memory issue since it is so consistent about that 185, but that just seems weird.

Memory CTD only happens when first block reaches the max number, 2nd block doesn't matter.

You should to read the DynDOLOD nif debug options in the readme.txt. It is not about missing nifs but about a broken nif being activated. The log will always stop after activating the nif. So if that is the case so it should is easy to verify as there won't be that many nif activated in the same last second.

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Posted
  On 9/13/2015 at 10:28 PM, sheson said:

Memory CTD only happens when first block reaches the max number, 2nd block doesn't matter.

You should to read the DynDOLOD nif debug options in the readme.txt. It is not about missing nifs but about a broken nif being activated. The log will always stop after activating the nif. So if that is the case so it should is easy to verify as there won't be that many nif activated in the same last second.

Good call, I thought I was running the debug correctly but I missed the DynDOLOD notifications last time.  I'm getting a lot of "base element" .nif issues as suggested there.  I'll go in and turn them off one by one.

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Posted (edited)

bearcano, do you by any chance have a mod installed that adds bottles to a small store at the Solitude Docks? I was crashing all the time when I came near solitude after a huge fps drop and originally thought DynDOLOD had something to do with it but then discovered a couple of bottles in the back of the little store (still an exterior area, just inside the store) that were spinning around like they were possessed. Once I picked them up/disabled them my fps recovered and I never crashed again. Very strange. Not sure which mod added them. I use SR:LE, REGS and a couple of additional mods.

Edited by Pretendeavor
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Posted (edited)

Okay, I was able to run up the ramp to the Solitude front gate by disabling lod/waterfalls/fxwaterfallbodytallsfclose_lod.nif

MhtiH8Z.png

 

However, I still CTD when trying to run down to the docks.

 

The next one up are the following:

[09/13/2015 - 04:02:08PM] [SHESON_DynDOLOD_LODObject < (F601767B)>] base element [Form < (F6014627)>] using architecture\solitude\swindmillrotor.nif
[09/13/2015 - 04:02:08PM] [SHESON_DynDOLOD_LODObject < (F601703E)>] base element [Form < (F60145A2)>] using Architecture\Solitude\Farms\SSawWaterWheel.nif

However, I can't find these files in the DynDOLOD folder.

Similarly, while I'm able to find the first one in this next list, I can't find the last two:

[09/13/2015 - 04:02:01PM] [SHESON_DynDOLOD_LODObject < (F6017103)>] base element [Form < (F60110BE)>] using dyndolod\lod\effects\fxwaterfallskirtslope_dyndolod_lod.nif
[09/13/2015 - 04:02:01PM] [SHESON_DynDOLOD_LODObject < (F6017104)>] base element [Form < (F60110A4)>] using Effects\FXrapidsBig01.nif
[09/13/2015 - 04:02:01PM] [SHESON_DynDOLOD_LODObject < (F60172D8)>] base element [Form < (F6011410)>] using Effects\FxRapidsRingHeavy.nif

.. because there's no "Effects" folder in the base Meshes location.  Browsing through the various Effects folders I CAN find, I can't find the FXrapids nifs.  Could that be causing an issue?

 

Here's what the directory looks like in MO:

CxOmJh5.png

 

I definitely let the DynDOLOD scripts complete fully when I ran them (took 34 minutes), so if stuff is missing I'm not sure what caused it.

 

 

 

  On 9/13/2015 at 10:53 PM, Pretendeavor said:

bearcano, do you by any chance have a mod installed that adds bottles to a small store at the Solitude Docks? I was crashing all the time when I came near solitude after a huge fps drop and originally thought DynDOLOD had something to do with it but then discovered a couple of bottles in the back of the little store (still an exterior area, just inside the store) that were spinning around like they were possessed. Once I picked them up/disabled them my fps recovered and I never crashed again. Very strange. Not sure which mod added them. I use SR:LE, REGS and a couple of additional mods.

 

Good question... I might have a mod like that, depending on if one of the potion replacers or trade mods I have adds them.  Weird thing is I'm not having any performance drops, the thing is just CTD.  If I can manage to make it down to the docks before crashing I'll definitely check, though!  Thanks for the tip!

 

Update Edit: I tried rebuilding DynDOLOD and got the same crash situation.  I turned off DynDOLOD again, rebuilt my Bashed patch, and was able to run up and around the Solitude ramp and Solitude docks.  Also was able to coc over to Windhelm and run around those docks as well.  Definitely seems to be DynDOLOD related.  Maybe mod compatibility issue with DynDOLOD when I run the worlds script?  It just seems weird that the .nifs are not even in the DynDOLOD folders, so I can't disable/rename them.

Edited by bearcano
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Posted (edited)
  On 9/13/2015 at 11:16 PM, bearcano said:

Okay, I was able to run up the ramp to the Solitude front gate by disabling lod/waterfalls/fxwaterfallbodytallsfclose_lod.nif

MhtiH8Z.png

 

However, I still CTD when trying to run down to the docks.

 

The next one up are the following:

[09/13/2015 - 04:02:08PM] [SHESON_DynDOLOD_LODObject < (F601767B)>] base element [Form < (F6014627)>] using architecture\solitude\swindmillrotor.nif
[09/13/2015 - 04:02:08PM] [SHESON_DynDOLOD_LODObject < (F601703E)>] base element [Form < (F60145A2)>] using Architecture\Solitude\Farms\SSawWaterWheel.nif

However, I can't find these files in the DynDOLOD folder.

Similarly, while I'm able to find the first one in this next list, I can't find the last two:

[09/13/2015 - 04:02:01PM] [SHESON_DynDOLOD_LODObject < (F6017103)>] base element [Form < (F60110BE)>] using dyndolod\lod\effects\fxwaterfallskirtslope_dyndolod_lod.nif
[09/13/2015 - 04:02:01PM] [SHESON_DynDOLOD_LODObject < (F6017104)>] base element [Form < (F60110A4)>] using Effects\FXrapidsBig01.nif
[09/13/2015 - 04:02:01PM] [SHESON_DynDOLOD_LODObject < (F60172D8)>] base element [Form < (F6011410)>] using Effects\FxRapidsRingHeavy.nif

.. because there's no "Effects" folder in the base Meshes location.  Browsing through the various Effects folders I CAN find, I can't find the FXrapids nifs.  Could that be causing an issue?

 

Here's what the directory looks like in MO:

CxOmJh5.png

 

I definitely let the DynDOLOD scripts complete fully when I ran them (took 34 minutes), so if stuff is missing I'm not sure what caused it.

 

 

 

 

Good question... I might have a mod like that, depending on if one of the potion replacers or trade mods I have adds them.  Weird thing is I'm not having any performance drops, the thing is just CTD.  If I can manage to make it down to the docks before crashing I'll definitely check, though!  Thanks for the tip!

 

Update Edit: I tried rebuilding DynDOLOD and got the same crash situation.  I turned off DynDOLOD again, rebuilt my Bashed patch, and was able to run up and around the Solitude ramp and Solitude docks.  Also was able to coc over to Windhelm and run around those docks as well.  Definitely seems to be DynDOLOD related.  Maybe mod compatibility issue with DynDOLOD when I run the worlds script?  It just seems weird that the .nifs are not even in the DynDOLOD folders, so I can't disable/rename them.

The meshes listed are most likely not the cause of CTD as they are either shipping with DynDOLOD, Skyfalls or are vanilla from Skyrim Meshes.BSA (the ones one you can't find). They will be all valid nifs.

If it is caused by an invalid nif, the line that it gets enabled has be just before the crash, so within the last second of the log. Such a crash is not random.

Edited by sheson
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Posted
  On 9/14/2015 at 9:36 AM, sheson said:

The meshes listed are most likely not the cause of CTD as they are either shipping with DynDOLOD, Skyfalls or are vanilla from Skyrim Meshes.BSA (the ones one you can't find). They will be all valid nifs.

If it is caused by an invalid nif, the line that it gets enabled has be just before the crash, so within the last second of the log. Such a crash is not random.

Ah, okay.  I guess I'm back to square one for now.  I'm actually running DynDOLOD Worlds script again without SkyFalls + SkyMills just to check, but yeah, I wasn't getting the last line of the log to be a DynDOLOD-related message.  It was always just some random script message but never the same one.  All I know so far is that I can run around anywhere (so far) without DynDOLOD enabled, but it crashes at certain locations if it IS enabled.  If it's not a memory issue (and it doesn't appear to be, based on my memory log output) then I'm not sure what's up with it.  Maybe it's a VRAM issue?  Maybe I'll run the Performance Monitor and have a look there.

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Posted

Okay, good news is: Everything seems to be working.  I disabled SkyFalls + SkyMills, reran DynDOLOD Worlds script (medium settings), and ran it.  Teleported to Katla's Farm and Windhelm Docks, no problems.  Bad news is I don't really know WHY it didn't work before.  But oh well.

 

Thanks for your help, Sheson :)

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Posted

Now I'm curious... 'cause I have similar issues near Whiterun, on the main road running in front of it... where all the mills and such are. Testing seems to be in order, suddenly...

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Posted (edited)
  On 9/14/2015 at 8:02 PM, Shadriss said:

Now I'm curious... 'cause I have similar issues near Whiterun, on the main road running in front of it... where all the mills and such are. Testing seems to be in order, suddenly...

If you got SkyFalls SkyMills, try without it.

I dont have any crash with DynDOLOD at medium and I have almos 250 active esps. Last crash I had was caused by Colorful Magic (sadly it was an interesting mod).

 

Edit: forgot to mention I dont use SkyFalls Skymills (since DynDOLOD fixes the mills and waterfalls too).

Edited by Agnusthemagi
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