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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

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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

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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 10/19/2015 at 7:18 PM, ed209 said:

thanks for the respond sheson, I have installed skyim with no mods . did install uskp .but did have the games hi res packs, everything " dirt cliffs" was fine, run dyndolod

and get the fade in???? and seems like I'm the only one having this... I could be using the tool wrong but have tried to follow everything, I put tes5edit in the data folder not in its own folder and run it from there and use nmm.... I know , time to move up to mo. mods or no mods I get the fade in. and its when I get close to the dirt cliffs and it don't pop in it fades in the closer I get to them, can stop moving  the fade stops closer I get fades in and looks like it should . could it be the billboards?thats for trees isn't it? dirt cliffs  is the only thing, oh a missing windmill standing at skyforge looking out of whiterun but that's no biggy to me at the moment, but all dirt cliffs do it. thanks

If I understand this correctly some dirtcliffs have the wrong LOD texture just with vanilla+DLC/Hires and the unofficial patches? Can you go close to such a dirtcliff and open console and click it so it shows the form id and then make 2 screenshots, one while it is while it is loaded OK close up with the form id and one when it has wrong textures as LOD?

 

Regarding the windmill outside of Whiterun, this is the vanilla game optimizing things. Check the folder Options\whiterunexterior\ in the download archive.

 

  On 10/19/2015 at 8:10 PM, manguz said:

I cant get that save to load dyndolod. With the new scripts you linked the message is only 'dyndolod deactivated' in the MCM.

I rebuilded from scratch two times, cleaned again, it didn't work.

New starts works fine instead 

hope this helps somewhat, I'll keep the save for further tests if you want

thanks

Can you upload the save, the esp and the json files (just _world and the 2 _tamriel) I like to have a look.

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Posted (edited)
  On 10/19/2015 at 8:28 PM, sheson said:

If I understand this correctly some dirtcliffs have the wrong LOD texture just with vanilla+DLC/Hires and the unofficial patches? Can you go close to such a dirtcliff and open console and click it so it shows the form id and then make 2 screenshots, one while it is while it is loaded OK close up with the form id and one when it has wrong textures as LOD?

 

Regarding the windmill outside of Whiterun, this is the vanilla game optimizing things. Check the folder Options\whiterunexterior\ in the download archive.

 

 

Can you upload the save, the esp and the json files (just _world and the 2 _tamriel) I like to have a look.

 thanks sheson, I'm doing a clean install right now, cleaning dirty edits and such and just the basics needed, no hi res...didnt start using them till lately anyways cuz I see so many recommended to use them on pages and post. alternate start , ece and my Lil plugin I made based on the tera elin 2 mod, but tweaked and looks a lot different .not really lore friendly but looks sooooo cool and cute. taking my time and triple checking things and found some updated mods that nmm didn't catch or inform me about,and ran check mods update??? I have 500 or so mods downloaded I play around with and go back and forth with , always new ones too... give some time and , ILL BE BACK! with a what ever happen update and we can take it from there if any problems...and thank you sheson!!! ive followed you and a few others for a long time now but just starting to post comments , tried posting at nexus a couple of times...well...I just don't no more. any advice on this clean install text me back and thanks again, OH!!! my first new born is pushing late 20's. don't think you want that one...lol....................eddie

Edited by ed209
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Posted
  On 10/19/2015 at 8:28 PM, sheson said:

 

Can you upload the save, the esp and the json files (just _world and the 2 _tamriel) I like to have a look.

 

https://drive.google.com/drive/folders/0Bw0_bgX5BstWaDI5clk0TDlIWlE

Here they are, probably NSFW :P  It's a clean save from dyndolod that had dyndolod previously running fine.

It's in interior in lakeview manor of HF, sorry but I started there with Alternate start

Thank you, I hope you find something, no problem for me to restart

  • 0
Posted
  On 10/19/2015 at 9:16 PM, ed209 said:

thanks sheson, I'm doing a clean install right now, cleaning dirty edits and such and just the basics needed, no hi res...didnt start using them till lately anyways cuz I see so many recommended to use them on pages and post. alternate start , ece and my Lil plugin I made based on the tera elin 2 mod, but tweaked and looks a lot different .not really lore friendly but looks sooooo cool and cute. taking my time and triple checking things and found some updated mods that nmm didn't catch or inform me about,and ran check mods update??? I have 500 or so mods downloaded I play around with and go back and forth with , always new ones too... give some time and , ILL BE BACK! with a what ever happen update and we can take it from there if any problems...and thank you sheson!!! ive followed you and a few others for a long time now but just starting to post comments , tried posting at nexus a couple of times...well...I just don't no more. any advice on this clean install text me back and thanks again, OH!!! my first new born is pushing late 20's. don't think you want that one...lol....................eddie

Don't beat yourself up, there is a good chance DynDOLOD misses something and as I explained before then it uses a default texture. Whenever you get the chance try to get the screenshots and form id(s).

 

I take firstborns of any age. 

 

  On 10/19/2015 at 9:46 PM, manguz said:

https://drive.google.com/drive/folders/0Bw0_bgX5BstWaDI5clk0TDlIWlE

Here they are, probably NSFW :P  It's a clean save from dyndolod that had dyndolod previously running fine.

It's in interior in lakeview manor of HF, sorry but I started there with Alternate start

Thank you, I hope you find something, no problem for me to restart

I will have a look, may take a bit.

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Posted
  On 10/19/2015 at 4:43 PM, sheson said:

 

It may be a good test to disable dyanmic LOD from the MCM and just see the impact of loading static LOD. You may have better results with actually decreasing LOD4 distance and increasing/decreasing LOD8 a bit.

[TerrainManager]

fBlockLevel0Distance=35000.0000

fBlockLevel1Distance=70000.0000

fBlockMaximumDistance=250000.0000

fSplitDistanceMult=1.5000

fTreeLoadDistance=150000.0000

 

How to disable Dynamic LOD? Untick DynDOLOD is active?

 

My current value in Skyrimpref.ini are

 
[TerrainManager]
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
 
What is your suggested settings?
 
------------
I tried compress all the files (bto and btt) to BSA on my SSD. It seems slightly smoother.
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Posted (edited)
  On 10/19/2015 at 11:20 PM, Mebantiza said:

I would give my firstborn to get the Dynamic LODs on my gibbled save working again....

Lets see what I can find with manguz save. The numbers of the masters in his esp is simple enough.

There is really no reason it shouldn't work with an updated esp with all new form ids for things. It will be great to know why/what for the future.

 

If you like you can upload your files too and I will have a look some time. Load up the new esp in TES5Edit and clean masters before uploading.

 

  On 10/19/2015 at 11:53 PM, darkside said:

How to disable Dynamic LOD? Untick DynDOLOD is active?

 

My current value in Skyrimpref.ini are

 

[TerrainManager]

fTreeLoadDistance=75000.0000

fBlockMaximumDistance=250000.0000

fBlockLevel1Distance=70000.0000

fBlockLevel0Distance=35000.0000

fSplitDistanceMult=1.5000

 

What is your suggested settings?

 

------------

I tried compress all the files (bto and btt) to BSA on my SSD. It seems slightly smoother.

Yes just untick it and after a few seconds a message should say it is deactivated and you see all waterfalls, fires, windmills and stuff turn off. Use tll in console to switch static/tree LOD on/off

 

For the terrain values I just go with the ultra for now while testing and only raise tree distance to 150000 usually. Truth be told I have not experimented a whole lot with the values performance, only verified what they do,

Since I keep saying default INI that is what I use like a baseline for low/medium/high for testing.

A cell is 4096, max draw distance is about 100 cells

Edited by sheson
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Posted (edited)
  On 10/19/2015 at 10:08 PM, sheson said:

Don't beat yourself up, there is a good chance DynDOLOD misses something and as I explained before then it uses a default texture. Whenever you get the chance try to get the screenshots and form id(s).

 

I take firstborns of any age. 

 

 

I will have a look, may take a bit.

hey sheson ive uploaded some info I hope about the dirt cliff fade in,need anything else let me know, first time doing the info thing for someone hope I got it right , I got a zip file for u but not sure how to upload it to you

Edited by ed209
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Posted (edited)

@ Sheson

 

Thanks for your suggestions

I just finished testing. I have standard save and routes around Riften/Riverwood that I run for testing. Stutter spots are predictable.

 

Results

- Packing files to BSA seems to improve stutter at cell load very slightly. I tried BSA on SSD vs RAMDisk. RAMDisk seems to improve stutter very slightly as well. These could be placebo effect IMO. If you blinded me the setup, I probably can't tell the difference.

- I tried changing enblocal.ini settings (ExpandSystemMemoryX64, DisableDriverMemoryManager, EnableUnsafeMemoryHacks). No noticeable improvement. 

- I deactivated DynDOLOD and toggle static/tree LOD on/off. I ran the same routes as above. I do not notice any difference between on/off. What does this mean???

- I tried regenerate DynDOLOD at low settings. This adjustment improves stutter the most. I still expect more from 980 ti. 

 

Any suggestions ini settings (Terrain Manager or other sections), DynDOLOD settings?

 

Any files or mods I can try to put in RAMDisk that may improve cell load? I use SFO 2.3 and Realistic Aspen Tree.

Edited by darkside
  • 0
Posted (edited)
  On 10/20/2015 at 1:20 AM, ed209 said:

hey sheson ive uploaded some info I hope about the dirt cliff fade in,need anything else let me know, first time doing the info thing for someone hope I got it right , I got a zip file for u but not sure how to upload it to you

Any file upload service would do, or something google drive. Or send me a private message for an email address.

 

  On 10/20/2015 at 2:14 AM, darkside said:

@ Sheson

 

Thanks for your suggestions

I just finished testing. I have standard save and routes around Riften/Riverwood that I run for testing. Stutter spots are predictable.

 

Results

- Packing files to BSA seems to improve stutter at cell load very slightly. I tried BSA on SSD vs RAMDisk. RAMDisk seems to improve stutter very slightly as well. These could be placebo effect IMO. If you blinded me the setup, I probably can't tell the difference.

- I tried changing enblocal.ini settings (ExpandSystemMemoryX64, DisableDriverMemoryManager, EnableUnsafeMemoryHacks). No noticeable improvement. 

- I deactivated DynDOLOD and toggle static/tree LOD on/off. I ran the same routes as above. I do not notice any difference between on/off. What does this mean???

- I tried regenerate DynDOLOD at low settings. This adjustment improves stutter the most. I still expect more from 980 ti. 

 

Any suggestions ini settings (Terrain Manager or other sections), DynDOLOD settings?

 

Any files or mods I can try to put in RAMDisk that may improve cell load? I use SFO 2.3 and Realistic Aspen Tree.

It could just be the things it has to load for the cells itself. It may not even have to send new amounts of data to the graphics card.

 

Static(*.bto)/Tree(*.btt)/Terrain(*.btr) LOD only need to load every 4 cells. I guess put those and their textures on the ramdisk

 

Just for testing, I would test if using the low/medium/high settings of only [terrain] make a difference at all.

Edited by sheson
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Posted

About those fTreeLoadDistance= values:

 

I seem to be seeing that raising those values over vanilla can cause some pretty significant stuttering - ultra being 75000, high 50000. Sheeson - I'm I understand ing correctly that we should be going all the way up to 150000 - i.e. 2x ultra? I seem to recall getting some nasty stutters from numbers like that, but maybe my wires are crossed ... 

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Posted
  On 10/20/2015 at 10:31 AM, mikegray said:

About those fTreeLoadDistance= values:

 

I seem to be seeing that raising those values over vanilla can cause some pretty significant stuttering - ultra being 75000, high 50000. Sheeson - I'm I understand ing correctly that we should be going all the way up to 150000 - i.e. 2x ultra? I seem to recall getting some nasty stutters from numbers like that, but maybe my wires are crossed ... 

Use values that work for your setup.

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Posted
  On 10/20/2015 at 5:36 AM, sheson said:

Any file upload service would do, or something google drive. Or send me a private message for an email address.

 

It could just be the things it has to load for the cells itself. It may not even have to send new amounts of data to the graphics card.

 

Static(*.bto)/Tree(*.btt)/Terrain(*.btr) LOD only need to load every 4 cells. I guess put those and their textures on the ramdisk

 

Just for testing, I would test if using the low/medium/high settings of only [terrain] make a difference at all.

sent you a p.m.

  • 0
Posted (edited)

@manguz, @Mebantiza

 

Please download these scripts and overwrite the existing. Then load the interior cleaned save, go outside. Open the MCM and activate DynDOLOD. Wait until the pop-up appears "DynDOLOD activated". Top left should be the successfully initialized. Let me know how it goes...

Edited by sheson
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Posted
  On 10/20/2015 at 12:08 PM, sheson said:

@manguz, @Mebantiza

 

Please download these scripts and overwrite the existing. Then load the interior cleaned save, go outside. Open the MCM and activate DynDOLOD. Wait until the pop-up appears "DynDOLOD activated". Top left should be the successfully initialized. Let me know how it goes...

Great work Sheson, you magnificent beast :P

It worked on the (cleaned) save I uploaded before, dyndolod is up and running again with its objects.

I have no sons and I'm not planning to have some so I'm sorry :p 

Glad you go through this

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