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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)
  On 10/14/2015 at 9:10 PM, PRieST said:

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

 

If you didn't see this before you didn't follow the instructions for updating an existing save game before. If you like you can send me your files as well, but I have a hunch that like all the others before they are valid and will work here...

Edited by sheson
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Posted (edited)

I did it like always, but I'll try it again tomorror.

Except that I can't see any differences, so I think your mod works just fine.(or do I see only static and tree lod and think it looks right?)

Even a new game has the 'error', maybe only the text comes up, in fact it shouldn't?

Edited by PRieST
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Posted
  On 10/14/2015 at 12:00 AM, sheson said:

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.

Whoops.

 

With the DynDOLOD script that overwrites the native ICROL script (immersivecontentlightmasterparent.pex) the ICROL lights don't turn on at night. Riverwood remained dark until I moved ICROL downstream of DnDOLOD, letting the original script take control. (New game, btw.)

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Posted (edited)
  On 10/14/2015 at 9:32 PM, PRieST said:

I did it like always, but I'll try it again tomorror.

Except that I can't see any differences, so I think your mod works just fine.(or do I see only static and tree lod and think it looks right?)

Even a new game has the 'error', maybe only the text comes up, in fact it shouldn't?

The error message means there is an error. Something is wrong. The comparison checks if two values are equal. They are not. I can only imagine these reasons:

the esp is the wrong one

the json files are the wrong ones

the json files are not valid and it can not read the number

the papyrus scripts are old ones

the save game still contains an old number and blocks access to the new number in the esp

 

  On 10/14/2015 at 9:37 PM, mikegray said:

Whoops.

 

With the DynDOLOD script that overwrites the native ICROL script (immersivecontentlightmasterparent.pex) the ICROL lights don't turn on at night. Riverwood remained dark until I moved ICROL downstream of DnDOLOD, letting the original script take control. (New game, btw.)

New or save game?  ops you said that

 

Edit: wait one more night, it works for me second night

Edited by sheson
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Posted

I'll try it tomorrow with a clean install of the mod and a savegame script cleaner.

I just don't understand, why there is the error, if everything of dyndolod was deleted and a 'mod free' savegame was ready until I installed version 1.46

 

Don't know where my fault was, but I'll find it reasons

  • 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....

Yes it's correct. With a new game works. Is there any chance to repair my old game?

  • 0
Posted (edited)
  On 10/14/2015 at 10:04 PM, PRieST said:

I'll try it tomorrow with a clean install of the mod and a savegame script cleaner.

I just don't understand, why there is the error, if everything of dyndolod was deleted and a 'mod free' savegame was ready until I installed version 1.46

 

Don't know where my fault was, but I'll find it reasons

@PRieST @Gomstor @Mebantiza

Please test with these most recent papyrus scripts

Mine are already updated from 1.46 when I tested the files that were uploaded - that may fix things already for you and is one thing left to double check.

I also added a debug message being written to the papyrus log in case the numbers do not match so we can check what it reads from the esp and the json files.

 

  On 10/14/2015 at 10:30 PM, Gomstor said:

Yes it's correct. With a new game works. Is there any chance to repair my old game?

Also see above about the scripts

Watch the video or check DynDOLOD SkyUI MCM or read "Uninstallation / Updating" in the manual

Edited by sheson
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Posted (edited)

Still erroring out.  Here is what I did

 

 

-Disabled Dyn, waited 10 days indoors. Using existing save.

-Cleaned save with save cleaner.

-complete re-install. 

-Billboards Installed

-Deleted old tesedit-reinstalled and updated to 3.1.2

-Used latest scripts provided by Sheeson-never installed original ones in 1.46 package.

-used advanced option-medium setting.

-Dyndolod completed successfully.

 

Jsons still do not belong to esp...

 

So I tried something else. I started a new game. Ran through unbound-stop to check Dyndolod before I hit the keep and

 

Dyndolod Initialized. I could tell even before I looked that it was working as the distant terrain looked great-even from Helgen.

 

Sigh....

 

I reloaded my current save, and still broken. Weve been doing it right all along-it (appears) that the problem is baked into our save games. 1.46 IS working-but not on a lot of our saves. Ill go back through my save progression of my current game to see where it went off the rails. But thats for later...

 

Added:I loaded up my L4 waited for mod to start. I was able to manually initialize Dynodold(I didnt even know that was possible?) and the error message went away. I am trying this on my current save, but so far it wont permit it like it would on my older L4 save.

Edited by Mebantiza
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Posted
  On 10/14/2015 at 9:49 PM, sheson said:

 

New or save game?  ops you said that

 

Edit: wait one more night, it works for me second night

Nice - this time it worked. After two, complete 24 hour waits, it kicked in like a champ. Yesterday I SLEPT 2 x 24 hours, to no effect - so maybe waiting is different from sleeping ...

 

Now I just have to get the lights turned up bright enough in game to actually illuminate anything ... (The ICROL ones, I mean, not yours.) (Also: Why, exactly, do I like doing this?? Why can't I just play the *#%§ game?!) 

  • 0
Posted (edited)
  On 10/15/2015 at 7:22 AM, Mebantiza said:

Still erroring out.  Here is what I did

 

 

-Disabled Dyn, waited 10 days indoors. Using existing save.

-Cleaned save with save cleaner.

-complete re-install. 

-Billboards Installed

-Deleted old tesedit-reinstalled and updated to 3.1.2

-Used latest scripts provided by Sheeson-never installed original ones in 1.46 package.

-used advanced option-medium setting.

-Dyndolod completed successfully.

 

Jsons still do not belong to esp...

 

So I tried something else. I started a new game. Ran through unbound-stop to check Dyndolod before I hit the keep and

 

Dyndolod Initialized. I could tell even before I looked that it was working as the distant terrain looked great-even from Helgen.

 

Sigh....

 

I reloaded my current save, and still broken. Weve been doing it right all along-it (appears) that the problem is baked into our save games. 1.46 IS working-but not on a lot of our saves. Ill go back through my save progression of my current game to see where it went off the rails. But thats for later...

 

Added:I loaded up my L4 waited for mod to start. I was able to manually initialize Dynodold(I didnt even know that was possible?) and the error message went away. I am trying this on my current save, but so far it wont permit it like it would on my older L4 save.

ATM I have no idea why one save would be different form the other. I am also pretty sure the number in esp is not something that gets backed into the save. I will test that again -  checked: It always reads the new number from the esp.

If you do the save game cycle before, take the save without the old esp and before adding the new esp check it with a save game cleaner and remove all remaining scripts.

 

Edit: The latest version of the papyrus script adds a 4th MCM page called Information that shows the numbers read from the esp and current worldspace json files. It only becomes visible when doing the save game update cycle - which is required for new generation anyhow.

 

  On 10/15/2015 at 8:24 AM, mikegray said:

Nice - this time it worked. After two, complete 24 hour waits, it kicked in like a champ. Yesterday I SLEPT 2 x 24 hours, to no effect - so maybe waiting is different from sleeping ...

 

Now I just have to get the lights turned up bright enough in game to actually illuminate anything ... (The ICROL ones, I mean, not yours.) (Also: Why, exactly, do I like doing this?? Why can't I just play the *#%§ game?!) 

Great. Can't help with the other  :^_^:

Edited by sheson
  • +1 1
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Posted (edited)
  On 10/15/2015 at 10:29 AM, sheson said:

ATM I have no idea why one save would be different form the other. I am also pretty sure the number in esp is not something that gets backed into the save. I will test that again -  checked: It always reads the new number from the esp.

If you do the save game cycle before, take the save without the old esp and before adding the new esp check it with a save game cleaner and remove all remaining scripts.

 

Edit: The latest version of the papyrus script adds a 4th MCM page called Information that shows the numbers read from the esp and current worldspace json files. It only becomes visible when doing the save game update cycle - which is required for new generation anyhow.

It worked!!!

 

Did it with your latest papyrus scrips and a clean save + savegame cleaner. (probably this was my fault before, 'cause I made a mistake when I 'created' a clean save :blush: )

 

New Game:

new1.jpgnew2.jpgnew3.jpg

 

And my old savegame:

old1.jpgold2.jpgold3.jpg

 

Thanks for your patience and helping to resolve our errors ;)

Edited by PRieST
  • 0
Posted (edited)

OK, so I just updated the scripts and the Info panel reports all 4 the same. The problem is not, as before, that this is being installed in-correctly, but rather that I cant get it initialized in my current game. In my current save, L75, fair bit of content done, the info panel shows all 4 the same after exiting the interior cell to solitude. In the new save(off of a completely new start), Dyndolod initializes with no error messages.

 

In the current save, I travel to Solstheim and again, get all 4 ID's the same, but json does not belong message persists. 

 

If I read priest post correct, it is? possible to get 1.46 working on a mature, existing save? If so, I wish I could tell what I am doing wrong. I know if i start a new game, it works as intended, but no success so far at my current save. at 45 mins to generate a glowy Dyndolod, not counting time to prep the save, its getting pretty time consuming, sadly.

 

ADDED:So far, Im having good success loading earlier save points in my current game. Im to Level 67 and Dyndolod is initializing in those np. However, I would point out, not all those saves had 1.45 loaded into them. most did not. I have not had to clean any of those old saves, despite all the old mods and scripts in them. Usually, I just have to load save, maybe fast travel to a new location-and that is sufficient to initialize 1.46. So far, I have been able initialize Dyndolod on saves up to about 10/11/15(L74). Any saves after that, from 10/13/15 onwards(about 1 level ago all told)-all contain the json error. What changed? Well, 1.46, so something happened when I tried to install it, all subsequent saves since then, even on full installs with all the recents fixes, STILL are not enough to undo what happened.. I do know many of those old saves never had Dyndolod loaded into them at all, but Im hard pressed to remember exactly when I started using 1.45. It wasn't that long ago, but it was definitely longer than 2 days ago. Whatever it is about my saves, its literally anything within the last few days, since 10/11, wont update properly.

 

On a side note, I removed Immersive Citizens after you mentioned how long it took to load. I recall Arthmoor mentioning it used very intensive routines to do what it does. That convinced me to remove for performance reasons. 

Edited by Mebantiza
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Posted
  On 10/5/2015 at 11:50 AM, sheson said:

Back then it was the bashed patch created by a beta I think. I guess update to the latest version.

 

It is the reason DynDOLOD Worlds.pas says "Please remove from load order if generating LOD does not complete successfully!" ... usually bashed patch is level lists with should not interfere, but I dunno what the version does you use.

Hey,

 

Sry for the late reaction, but I was busy.

So, it was that version of WB: Wrye Bash 307.0.0_EXP - Standalone Executable

 

This version of WB put these files from my load order to Bashed Patch:

 

  1. Weapons & Armor_TrueOrcish&DaedricWeapons.esp
  2. Weapons & Armor_TrueWeaponsLvlLists.esp
  3. CCO_Frostfall_Patch.esp
  4. 1nivWICSkyCloaksPatch.esp
  5. 3DNPCEFF.esp
  6. AshRocks.esp
  7. Complete Crafting_TrueWeaponsLvlLists.esp
  8. GQJ_DG_vampireamuletfix.esp
  9. Moss Rocks.esp
  10. Moss Rocks_DB.esp
  11. ORM Convenient Alsvid.esp
  12. Paralyze.esp
  13. RUSTIC SOULGEMS - Unsorted.esp
  14. Radiant and Unique Potions Poisons and Booze.esp
  15. SulfurRocks.esp
  16. WM Trap Fixes.esp
  17. World_Map_No_Fog.esp

Tried it again, but the issue occured without Bashed Patch, as well. I guess the lack of one (or more) esp(s) above cause that issue. I am thinking about one of them:

  1. AshRocks.esp
  2. Moss Rocks.esp
  3. Moss Rocks_DB.esp
  4. SulfurRocks.esp

But don't know exactly which one. Sadly, at this moment we do not have a stable, not beta version of WB. On Nexus page the main WB is 306-beta.

 

"exception class   : Exception

exception message : FormID [06000000] references a master which is not available in file [bB] DynDOLOD.esp."

 

Passing... :(

  • 0
Posted

So, i maybe Need a Little bit of help here, since im not sure about the load order in MO.

 

Im using Skyrim HD with some other stuff, which should be irrelevant, for Trees im using Realistic Aspen with Fitting Billboards, Purity with fitting Billboards.

 

Right now my load order is (stripped of the irrelevant stuff):

 

-DLCs

-HR DLC

-Optimized Textures

-Vanilla Billboards

-DynDOLOD

-(Texture LOD Output Folder using the TexGen Script)

-Purity

-Billboards for Purity

-Realistic Aspen

-Billboards for Realistic Aspen

-DynDOLOD Output Folder (Using the WorldsGen script)

 

Im using the medium Settings in the wizard, nothing else manually changed.

 

The scripts are both running and being finished, i have wonderful animated Waterfalls, distant Settlements etc etc, but the TREE LOD seems to be off. Ist almost the same as the original LOD data which is shipped with the mods. All Tree LODs are too bright and they dont seem to fit the Color as well.

 

Am i doing something wrong?

Is the load order correct? Atm the manually created Texture LOD Folder via the first script in Tes5Edit is overwritten by some textures from Skyrim HD and a few other mods.

  • 0
Posted
  On 10/16/2015 at 6:29 AM, kranazoli said:

Hey,

 

Sry for the late reaction, but I was busy.

So, it was that version of WB: Wrye Bash 307.0.0_EXP - Standalone Executable

 

This version of WB put these files from my load order to Bashed Patch:

 

  1. Weapons & Armor_TrueOrcish&DaedricWeapons.esp
  2. Weapons & Armor_TrueWeaponsLvlLists.esp
  3. CCO_Frostfall_Patch.esp
  4. 1nivWICSkyCloaksPatch.esp
  5. 3DNPCEFF.esp
  6. AshRocks.esp
  7. Complete Crafting_TrueWeaponsLvlLists.esp
  8. GQJ_DG_vampireamuletfix.esp
  9. Moss Rocks.esp
  10. Moss Rocks_DB.esp
  11. ORM Convenient Alsvid.esp
  12. Paralyze.esp
  13. RUSTIC SOULGEMS - Unsorted.esp
  14. Radiant and Unique Potions Poisons and Booze.esp
  15. SulfurRocks.esp
  16. WM Trap Fixes.esp
  17. World_Map_No_Fog.esp

Tried it again, but the issue occured without Bashed Patch, as well. I guess the lack of one (or more) esp(s) above cause that issue. I am thinking about one of them:

  1. AshRocks.esp
  2. Moss Rocks.esp
  3. Moss Rocks_DB.esp
  4. SulfurRocks.esp

But don't know exactly which one. Sadly, at this moment we do not have a stable, not beta version of WB. On Nexus page the main WB is 306-beta.

 

"exception class   : Exception

exception message : FormID [06000000] references a master which is not available in file [bB] DynDOLOD.esp."

 

Passing... :(

After generating a new Dyn Worldpass, but using SB 3.06-beta these three files Dyn masters:

  1. AshRocks.esp
  2. Moss Rocks.esp
  3. SulfurRocks.esp
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