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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

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

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

That file you uploaded seems to have fixed my issue, or the fact that I manually deleted the entire DynDoLod directory before re-installing - I had been letting Mod Organizer "replace" DynDoLod.

 

So no errors at all.  Thanks!

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Posted
  On 10/12/2015 at 10:09 PM, sheson said:

@PRieST, @sh1ny and @DOHstep2013 ... and @Cameron9428

 

Download and overwrite existing file with this updated TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas and try again with [x] Windows and [x] High checked.

 

The error is all the same for you guys. Hopefully it will run through now. Once it successfully completed with "[00:12:16.161] DynDOLOD Worlds completed successfully." can you look for messages like "3DName lookup could not open [filename]" and report those please?

No major problems for the generation or LOD with not being able to open the filename. It is a minor nuisance that should not happen. I am interested what shows up.

Thanks for your reply...I'll try it tonight, when I'm back home from work

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Posted

I keep getting this error

 

Q: Skyrim: *.json does not belong to this DynDOLOD.esp

A: Update the TES5Edit script files to the same version as the DynDOLOD.esp and the papyrus scripts. Make sure the *.json files and DynDOLOD.esp are in sync from the same generation process.

 

I even did a full reinstall too. The script is 1.46, and its a clean install.  Cant seem to get this 1.46 to work properly 

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Posted (edited)
  On 10/13/2015 at 2:34 AM, myztikrice said:

What? I generated from scratch and didn't get an SKSE folder in my output. Is that the norm or do I have to generate again?

Check TES5Edit\TES5Edit_log.txt for errors. It should end with "DynDOLOD Worlds completed successfully."

 

  On 10/13/2015 at 3:11 AM, Noobsayer said:

How will the shiny new glowmaps interact with Immersive Content, where lights/fires are turned off during the day?

 

EDIT: Fixed link

 

Haven't tested it yet. Dynamic LOD only changes state when being turned on or off. So you would need to enter or leave a cell for it to match the parents state.

 

  On 10/13/2015 at 8:39 AM, Judassem said:

Is DynDOLOD safe to uninstall?

 

See manual section called "Uninstallation / Updating"

 

  On 10/13/2015 at 8:51 AM, Mebantiza said:

I keep getting this error

 

I even did a full reinstall too. The script is 1.46, and its a clean install.  Cant seem to get this 1.46 to work properly

Then the DynDOLOD.esp the game loads and the *.json files are not from the same generation process done by DynDOLOD Worlds.pas. There most likely will be old files overwriting something. If using MO check overwrite folder.

Edited by sheson
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Posted

Did I read somewhere that you aren't supposed to activate DnDOLOD until leaving Helgen dungeon, even if you use Live Another Life?

 

I just started a new playthrough - my first in YEARS without a perk mod by T3nd0! - and chose the camping option (right next to the dungeon). I had DnyDOLOD activated and got a nasty z-fighting effect right on the ground in front of me, followed by a CTD.  Deactivating DynDOLOD fixed it. (Note: I haven't played any farther yet, so it's possible that there is simply something wrong with my DynDOLOD build.)

 

P.S. Nope. That wasn't the problem. I entered and exited the Helgen cave a couple time, then activated, still got the weird flicker effect. I'll rebuild from scratch. It's about time for lunch anyway ...

  • 0
Posted (edited)
  On 10/13/2015 at 10:39 AM, mikegray said:

Did I read somewhere that you aren't supposed to activate DnDOLOD until leaving Helgen dungeon, even if you use Live Another Life?

 

I just started a new playthrough - my first in YEARS without a perk mod by T3nd0! - and chose the camping option (right next to the dungeon). I had DnyDOLOD activated and got a nasty z-fighting effect right on the ground in front of me, followed by a CTD.  Deactivating DynDOLOD fixed it. (Note: I haven't played any farther yet, so it's possible that there is simply something wrong with my DynDOLOD build.)

 

P.S. Nope. That wasn't the problem. I entered and exited the Helgen cave a couple time, then activated, still got the weird flicker effect. I'll rebuild from scratch. It's about time for lunch anyway ...

Whatever happens there has most likely nothing to do with Live Another Life. Did you check heap memory with memory blocks log yet to troubleshoot the CTD?

 

Flickering objects usually means there are two over the top of each other. Open console and click it, you get a form id, note it. Type disable to deactivate the object. You maybe not able to however. Try to click the other object, note form id again. Try disable again. Let me know the form ids and which mods they belong to.

 

If you leave the area so the cell this object is in is not loaded anymore, open console, type tll to turn of static LOD, object still there? Use tfc in console to get near it. Click it to note its form id. It most likely belongs to DynDOLOD.esp. Look it up in TES5Edit and tell me its Editor ID. It should mention the source mod and form id it came from.

Edited by sheson
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Posted
  On 10/12/2015 at 10:09 PM, sheson said:

@PRieST, @sh1ny and @DOHstep2013 ... and @Cameron9428

 

Download and overwrite existing file with this updated TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas and try again with [x] Windows and [x] High checked.

 

The error is all the same for you guys. Hopefully it will run through now. Once it successfully completed with "[00:12:16.161] DynDOLOD Worlds completed successfully." can you look for messages like "3DName lookup could not open [filename]" and report those please?

No major problems for the generation or LOD with not being able to open the filename. It is a minor nuisance that should not happen. I am interested what shows up.

Thank you, sir. Successfully went through the GlowLOD generation, expectably seeing "3DName lookup could not open" messages in the process. I wonder if they are useful, however, considering there's no 'filename' info.

Log file

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Posted (edited)
  On 10/13/2015 at 1:16 PM, sh1ny said:

Thank you, sir. Successfully went through the GlowLOD generation, expectably seeing "3DName lookup could not open" messages in the process. I wonder if they are useful, however, considering there's no 'filename' info.

Log file

Great it works, and thanks for the logfile. It helps to narrow down the source of the underlying problem.

Edited by sheson
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  • 0
Posted
  On 10/13/2015 at 11:05 AM, sheson said:

Whatever happens there has most likely nothing to do with Live Another Life. Did you check heap memory with memory blocks log yet to troubleshoot the CTD?

 

Flickering objects usually means there are two over the top of each other. Open console and click it, you get a form id, note it. Type disable to deactivate the object. You maybe not able to however. Try to click the other object, note form id again. Try disable again. Let me know the form ids and which mods they belong to.

 

If you leave the area so the cell this object is in is not loaded anymore, open console, type tll to turn of static LOD, object still there? Use tfc in console to get near it. Click it to note its form id. It most likely belongs to DynDOLOD.esp. Look it up in TES5Edit and tell me its Editor ID. It should mention the source mod and form id it came from.

Urgh.

 

I'm not sure what was going on, and I read your request only after a few more adventures. Every attempt to re-generate my stuff ended up in a mess - though I never got that partricular problem again. I finally solved my problems by (a) completely reinstalling DynDOLOD, (b) completely re-installing TES5Edit (in particular, I think some files hanging around in my script folder were causing trouble - and the easiest solution was simply to nuke the whole installation and start from scratch) - then generate a completely new setup. Now we're all good! 

 

Note: From my experiences so far, I'd say that installing and "first-timing" DynDOLOD is actually pretty easy. But figuring out how to carry out a clean update is pretty tricky!

 

About the new glow thing: IT works, and it's GREAT!

 

One question: is there some way to sort of "turn up the volume" on the glow thing? I coc'd up to the High Hrothgar entrance in hopes of getting an eyeful of Whiterun by night - but I could just barely see the lights (clear night, btw). I tried switching to a darker nights version of my ENB (Vividian), but that actually made the lights dimmer. (Which I actually kind of expected ... )

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