Jump to content

Question

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

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

  • +1 15

Recommended Posts

  • 0
Posted (edited)
  On 10/13/2015 at 2:12 PM, mikegray said:

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 ... )

It is highly depending on the weather how much glow gets through the fog. Since you use ENB increase

[WINDOWLIGHT]

IntensitySunrise=1.0

IntensityDay=1.0

IntensitySunset=1.0

IntensityNight=1.0

 

If the ENB you use has IgnoreWeatherSystem=false, make sure to check in individual weather settings...

Edited by sheson
  • 0
Posted (edited)

Multiple cleans and re-installs of 1.46 with ALL the latest files and STILL getting Object do not belong to this esp. Which is Horse$@it because I have updated ALL the files required. My script is 1.46, so is the esp?, presumably. I generated LODs with 1.45 successfully on several occasions following the same procedure as I am now. I do not use the advanced features, just all worlds-Medium. I delete my output folder  contents every time and copy it when it creates its new one. Log file says Dyndolod created successfully. In NMM it is listed as 1.46.  

 

I have 1.46

tesedit is 3.1.2

Lodgen is 3.1

Lod Billboards Van+SSBT present

 

Now, no word spaces are initializing, and get the XXX world_Json does not belong to this esp no matter where I go. How can it not? The esp IS being created.....

 

When I travel around, its certainly appears Dynd is loading something. I can clearly see SSBT trees in the distance. I appears, to my eye, that the trees are being generated, but objects? I don't think so.

 

00:34:27.827]  Saved C:\A-merged\DynDoLoD\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json
[00:34:27.855]  Adding world index with 22 entries
[00:34:27.869]  Saved C:\A-merged\DynDoLoD\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json
[00:34:27.894] Write next object id 04251C
[00:34:27.916] DynDOLOD Worlds completed successfully.
[Apply Script done]  Processed Records: 0, Elapsed Time: 34:50
[00:00] Saving: DynDOLOD.esp.save.2015_10_13_10_05_31
[00:01] Done saving.
 
 
Frustrating not to mention time-consuming to keep doing this process over and over, and get the same result now, 3 or 4 times. What is missing here please?
Edited by Mebantiza
  • 0
Posted (edited)
  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.

Yeah, that fixed it for me, too :)

There are also "3DName lookup could not open" massages in DynDOLOD GLOWLOD section.

 

Here is the log:

DynDOLOD_Log

 

Edited by PRieST
  • 0
Posted (edited)
  On 10/13/2015 at 5:31 PM, Mebantiza said:

 

Multiple cleans and re-installs of 1.46 with ALL the latest files and STILL getting Object do not belong to this esp. Which is Horse$@it because I have updated ALL the files required. My script is 1.46, so is the esp?, presumably. I generated LODs with 1.45 successfully on several occasions following the same procedure as I am now. I do not use the advanced features, just all worlds-Medium. I delete my output folder  contents every time and copy it when it creates its new one. Log file says Dyndolod created successfully. In NMM it is listed as 1.46.  

 

I have 1.46

tesedit is 3.1.2

Lodgen is 3.1

Lod Billboards Van+SSBT present

 

Now, no word spaces are initializing, and get the XXX world_Json does not belong to this esp no matter where I go. How can it not? The esp IS being created.....

 

When I travel around, its certainly appears Dynd is loading something. I can clearly see SSBT trees in the distance. I appears, to my eye, that the trees are being generated, but objects? I don't think so.

 

00:34:27.827]  Saved C:\A-merged\DynDoLoD\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json
[00:34:27.855]  Adding world index with 22 entries
[00:34:27.869]  Saved C:\A-merged\DynDoLoD\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json
[00:34:27.894] Write next object id 04251C
[00:34:27.916] DynDOLOD Worlds completed successfully.
[Apply Script done]  Processed Records: 0, Elapsed Time: 34:50
[00:00] Saving: DynDOLOD.esp.save.2015_10_13_10_05_31
[00:01] Done saving.
 
 
Frustrating not to mention time-consuming to keep doing this process over and over, and get the same result now, 3 or 4 times. What is missing here please?

 

Of course you can see tree LOD and static Object LOD because that does not require an esp / json files.

 

 

Open TES5Edit\TES5Edit_log.txt  and look for [00:00:00.001]    New bunch of numbers: [random chars and number]

 

Are you using MO? Check files in Skyrims data folder through the right window data TAB, else go find them directly:

open these files in notepad

skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

search for "bunchofnumbers" and in each file you should find a line like "bunchofnumbers":"[random chars and number]",

the [random chars and number] should match what you found in the log. If it doesn't you have an old file.

 

Open generated DynDLOD.esp in TES5Edit. Type  xx000910 into the form id field top left, where xx is the load order id of DynDOLOD. Or simple unfold [+] DynDOLOD.esp [+] Keyword

The EditorID of this entry should be the same [random chars and number]

 

Make sure to access with same method the game does and not get fooled by MOs virtual file system.

Edited by sheson
  • 0
Posted (edited)

I do not use MO

 

But all three sets of values-agree, editor, worlds(3) and log

 

So I have 5 sets of numbers that all line up.

 

 

log     4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
Worlds  4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
editor  4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
tam Obj 4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
tam     4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
Edited by Mebantiza
  • 0
Posted (edited)
  On 10/13/2015 at 7:54 PM, Mebantiza said:

 

I do not use MO

 

But all three sets of values-agree, editor, worlds(3) and log

 

So I have 5 sets of numbers that all line up.

 

 

log     4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
Worlds  4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
editor  4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
tam Obj 4N2O6S6E6H5S62O5T78T1I5M7B2U4S7
 
tam     4N2O6S6E6H5S62O5T78T1I5M7B2U4S7

 

If all files the game loads have the same number, there is a chance the json files are not valid. You can copy and paste them into an online json viewer like https://jsonviewer.stack.hu/

Once copied into the text window, click viewer top left. It will show an error message 'Invalid JSON variable' in case the json is invalid.

 

In case a json file is invalid, please upload it together with TES5Edit\TES5Edit_log.txt

Edited by sheson
  • 0
Posted

I believe I checked all three correctly and saw no error messages reported.

 

Might be worth mentioning that Chrome does not allow that app, and firefox only if set up specifically. IE only one that works with these out of the box.

 

Ive not used a viewer like that before, all three files appear to be fine, such as they are.

  • 0
Posted
  On 10/13/2015 at 9:38 PM, Mebantiza said:

 

Might be worth mentioning that Chrome does not allow that app, and firefox only if set up specifically.

Works perfectly well for me in Chrome, Firefox and Edge. I can't see why ANY browser wouldn't allow it

  • 0
Posted (edited)
  On 10/13/2015 at 9:38 PM, Mebantiza said:

I believe I checked all three correctly and saw no error messages reported.

 

Might be worth mentioning that Chrome does not allow that app, and firefox only if set up specifically. IE only one that works with these out of the box.

 

Ive not used a viewer like that before, all three files appear to be fine, such as they are.

The papyrus script compares the value in the esp with the one in the *.json. If the *.json files are valid I see no reason why it should not be able to read the value.

If they are not equal it will raise the error message.

If they are equal it will not raise the error message.

For some reason the value the payrus script reads from the esp is not equal to the one it reads from the json file.

 

Upload the esp and the three json files somehere then I can have a look.

 

  On 10/13/2015 at 10:09 PM, GrantSP said:

Works perfectly well for me in Chrome, Firefox and Edge. I can't see why ANY browser wouldn't allow it

I think it requires local storage, may be generally denied due to security settings Edited by sheson
  • 0
Posted
  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

For the next DynDLOD version I will add a couple rules for things like the light posts.

 

In the meantime test this papyrus script patch for DynDOLOD and Immersive Content - Realitisc Outdoor Lights

 

To update go inside a house/interior then overwrite all DynDOLOD papyrus scripts and the one script from Immersive Content - Realitisc Outdoor Lights.

Now all LOD lights for ICROL should turn on/off a second or so after the lights in the loaded cells at the two times of day. If it doesn't work try with new game.

  • 0
Posted (edited)

Ok

 

 

-Seems I cant attach Json in this forum, and the log file is too large. I dont have an account with any uploaders atm, so Ill do that when I can I guess. Id like to get to the bottom of it, ty for the replies and assist so far.

Edited by Mebantiza
  • 0
Posted
  On 10/13/2015 at 5:31 PM, Mebantiza said:

 

Multiple cleans and re-installs of 1.46 with ALL the latest files and STILL getting Object do not belong to this esp. Which is Horse$@it because I have updated ALL the files required. My script is 1.46, so is the esp?, presumably. I generated LODs with 1.45 successfully on several occasions following the same procedure as I am now. I do not use the advanced features, just all worlds-Medium. I delete my output folder  contents every time and copy it when it creates its new one. Log file says Dyndolod created successfully. In NMM it is listed as 1.46.  

 

I have 1.46

tesedit is 3.1.2

Lodgen is 3.1

Lod Billboards Van+SSBT present

 

Now, no word spaces are initializing, and get the XXX world_Json does not belong to this esp no matter where I go. How can it not? The esp IS being created.....

 

When I travel around, its certainly appears Dynd is loading something. I can clearly see SSBT trees in the distance. I appears, to my eye, that the trees are being generated, but objects? I don't think so.

 

00:34:27.827]  Saved C:\A-merged\DynDoLoD\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json
[00:34:27.855]  Adding world index with 22 entries
[00:34:27.869]  Saved C:\A-merged\DynDoLoD\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json
[00:34:27.894] Write next object id 04251C
[00:34:27.916] DynDOLOD Worlds completed successfully.
[Apply Script done]  Processed Records: 0, Elapsed Time: 34:50
[00:00] Saving: DynDOLOD.esp.save.2015_10_13_10_05_31
[00:01] Done saving.
 
 
Frustrating not to mention time-consuming to keep doing this process over and over, and get the same result now, 3 or 4 times. What is missing here please?

 

Check it a few minutes ago...I habe the same error, too.

I installed DynDOLOD yesterday from scratch. Nothing was left, so only 1.46 is installed and active, but ingame (mcm menu) it shows "DynDOLOD Active [x]" and in section last massages "DynDOLOD_Tamriel_Objecsts.json does not belong to DynDOLOD.esp"

  • 0
Posted (edited)
  On 10/14/2015 at 8:02 PM, Gomstor said:

Hello, I have the same problem on .json files, My .esp not recognize them. I have made all the checks, random code of numbers and letters is the same everywhere.

 

I am sending you this link with .jsan files and .esp. I hope you can help me. Thank you

 

Atchives:  https://www.mediafire.com/download/3t5lgt9mn95sh17/Output.rar

There is nothing wrong with the esp or the files. If you are certain these are the files the game loads, double check the papyrus scripts are the latest version.

Did you update an existing game? Try a new game / coc whiterun from main menu. If it works then redo the save game update cycle.

  On 10/14/2015 at 8:42 PM, PRieST said:

Check it a few minutes ago...I habe the same error, too.

I installed DynDOLOD yesterday from scratch. Nothing was left, so only 1.46 is installed and active, but ingame (mcm menu) it shows "DynDOLOD Active [x]" and in section last massages "DynDOLOD_Tamriel_Objecsts.json does not belong to DynDOLOD.esp

Please try a new game / coc whiterun....

Edited by sheson
  • +1 1
  • 0
Posted
  On 10/14/2015 at 8:48 PM, sheson said:

There is nothing wrong with the esp or the files. If you are certain these are the files the game loads, double check the papyrus scripts are the latest version.

Did you update an existing game? Try a new game / coc whiterun from main menu. If it works then redo the save game update cycle.

Please try a new game / coc whiterun....

Tried a new game, still the same, except one thing: In the new game I have a new entry in mcm -> "settings"

 

"Old Game":

 

  Reveal hidden contents

 

 

"New Game":

 

  Reveal hidden contents

 

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.