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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 (edited)
  On 10/22/2015 at 7:07 PM, sheson said:

Use these papyrus scripts they add a MCM Information page that shows the numbers to verify files belong to each other.

I have translated this scripts and installed them, the error message is gone. The numbers in the information screen are all the same, I think this is important.

Don't know what kind of magic you did but many thanks for your support.

 

Can this scripts been used in a future release of the mod or will these functions benn implemented in general?

Edited by archer
  • 0
Posted
  On 10/23/2015 at 10:37 AM, archer said:

I have translated this scripts and installed them, the error message is gone. The numbers in the information screen are all the same, I think this is important.

Don't know what kind of magic you did but many thanks for your support.

 

Can this scripts been used in a future release of the mod or will these functions benn implemented in general?

The scripts will be in the next version, of course.

  • 0
Posted
  On 10/23/2015 at 10:21 AM, sheson said:

 

Aha, iMaxGrassTypesPerTexure is all aboutthe grass in the loaded cells and does not affect LOD.

 

Check the tree LOD atlas texture Textures\terrain\tamriel\trees\tamrieltreelod.dds from the summer edition archive which is most likely the source that was split.

You can create better billboards with this Tree LOD billboard creator for xLODGen

That's strange then. Before I edited the ini I got the yellow patches of grass from far away and only when I got closer the game loaded the right texture.

  • 0
Posted (edited)

I have a problem with TES5Edit at the moment and it showed something "good".

 

Since the DynDOLOD.esp is never saved for some reason (TES5Edit weirdness), all the DynDOLOD scripts are not running and my game is absolute stable. Sometimes I had 600+ active scripts of DynDoLOD running in save games -.-

 

I disabled dyndolod.esp now in MO, but kept the DynDOLOD_Output folder and have all the beautiful LOD + all custom atlas items. Sjel Blad Castle should not show without custom LOD, right?

6iTFSBf.jpg

 

Is it OK to run like this without the scripts? The windmill sails and other moving parts might be missing though?

Edited by disi
  • 0
Posted (edited)
  On 10/23/2015 at 5:02 PM, disi said:

I have a problem with TES5Edit at the moment and it showed something "good".

 

Since the DynDOLOD.esp is never saved for some reason (TES5Edit weirdness), all the DynDOLOD scripts are not running and my game is absolute stable. Sometimes I had 600+ active scripts of DynDoLOD running in save games -.-

 

I disabled dyndolod.esp now in MO, but kept the DynDOLOD_Output folder and have all the beautiful LOD + all custom atlas items. Sjel Blad Castle should not show without custom LOD, right?

6iTFSBf.jpg

 

Is it OK to run like this without the scripts? The windmill sails and other moving parts might be missing though?

... "create drastically enhanced traditional static LOD (1) plus tree LOD (2) and a new, optional dynamic distant object LOD (3)"

So DynDOLOD Worlds.pas creates 3 types of LOD. If you go to the advanced options the 3 types of LOD can be selected or deselected.

If you chose not to use dynamic LOD you should update the mesh rules to have static waterfalls and keep vanilla windmills and waterwheels.

 

However, there are not 600 scripts running. This is just nonsense. A script instance means there is data stored for a script. It doesn't mean the script is running. A save file stores data for 100,000s of objects and other things A script instance is a specific type of data.

In this case storing data for a script means that this data doesn't have to be computed next time a script runs - which means next time a dynamic LOD object changes state less CPU cycles are used.

 

If the game is unstable double check heap memory / block1 with memory blocks log. In principle scripts do not cause the game to become unstable. Lots of objects and data however can cause CTD and I fixed that with the memory patch.

Edited by sheson
  • 0
Posted

Alright, Ive tried my best to install DynDOLOD and at this point im pulling my hair out.

 

Ive installed everything exactly how all the instructions said to. Installed papyrus through NMM, installed billboards through NMM, installed the DynDOLOD data file through NMM, Ran worlds script through TES5EDIT with output set to a file on my desktop, finished running it, moved the created files into the steam/Skyrim/data folder and replaced or merged all the files it asked.

 

Boot up SKSE with MCM and while DynDOLOD shows up its not marked as active inside or outside and says it has no data for this location. Ive tried every combination i can think of to make this work and it just refuses to, All i can think of is that somehow DynDOLOD cant find some files it needs because my skyrim saves/ini file folder is on a different Harddrive but thats never caused an issue with me before for any games or mods.

 

Im out of ideas and totally defeated trying to make this work, please help.

  • 0
Posted (edited)
  On 10/24/2015 at 4:05 PM, SinfulGroove said:

Alright, Ive tried my best to install DynDOLOD and at this point im pulling my hair out.

 

Ive installed everything exactly how all the instructions said to. Installed papyrus through NMM, installed billboards through NMM, installed the DynDOLOD data file through NMM, Ran worlds script through TES5EDIT with output set to a file on my desktop, finished running it, moved the created files into the steam/Skyrim/data folder and replaced or merged all the files it asked.

 

Boot up SKSE with MCM and while DynDOLOD shows up its not marked as active inside or outside and says it has no data for this location. Ive tried every combination i can think of to make this work and it just refuses to, All i can think of is that somehow DynDOLOD cant find some files it needs because my skyrim saves/ini file folder is on a different Harddrive but thats never caused an issue with me before for any games or mods.

 

Im out of ideas and totally defeated trying to make this work, please help.

If the MCM says no data for this location it means there is nothing for the current cell in the esp.

This either happens because the updated esp is not loaded, there is no dynamic LOD near the current position, the current worldspace has no dynamic LOD at all - either nothing was found when generating or it wasn't generated at all, or the current location is an interior.

Edited by sheson
  • 0
Posted
  On 10/24/2015 at 4:12 PM, sheson said:

If the MCM says no data for this location it means there is nothing for the current cell in the esp.

This either happens because the updated esp is not loaded, there is no dynamic LOD near the current position, the current worldspace has no dynamic LOD at all - either nothing was found when generating or it wasn't generated at all, or the current location is an interior.

The mod just says its not activated period, no matter where i go in the actual Skyrim game world where i know there are LODs to be loaded the mod just isnt working.

 

Not only that but some vanilla LODs are just gone now, like the entirety of whiterun. So ive not only failed to install DynDOLOD but completely broke vanilla LODs in the process doing nothing but what the instructions said to do.

 

sombody kill me before i do

  • 0
Posted
  On 10/24/2015 at 4:53 PM, SinfulGroove said:

The mod just says its not activated period, no matter where i go in the actual Skyrim game world where i know there are LODs to be loaded the mod just isnt working.

 

Not only that but some vanilla LODs are just gone now, like the entirety of whiterun. So ive not only failed to install DynDOLOD but completely broke vanilla LODs in the process doing nothing but what the instructions said to do.

 

sombody kill me before i do

https://i.imgur.com/XUFUDJJ.jpg

 

This is basically my game now

  • 0
Posted (edited)
  On 10/24/2015 at 5:00 PM, SinfulGroove said:

https://i.imgur.com/XUFUDJJ.jpg

 

This is basically my game now

Just for fun heres some Screenshots of some of my folder situations, maybe something is obviously out of place that im not noticing.

 

 

My Skyrim Steam Folder:   https://puu.sh/kVXAv/3f47e175d1.png

 

The data folder:    https://puu.sh/kVXDt/0306fb3b30.png

 

Meshes:     https://puu.sh/kVXGu/54cafadfe5.png

 

Textures:   https://puu.sh/kVXN0/ca9b4d230f.png

 

TES5EDIT Folder:  https://puu.sh/kVXJt/15bf29b6ae.png

 

LOOT load order:  https://puu.sh/kVYtR/1a0b16ecd1.png

 

And this is one small error i get when i generate worlds in TES5EDIT:   https://puu.sh/kVYSk/3ad7ce3e11.png

Edited by SinfulGroove
  • 0
Posted (edited)
  On 10/24/2015 at 5:25 PM, SinfulGroove said:

Just for fun heres some Screenshots of some of my folder situations, maybe something is obviously out of place that im not noticing.

 

 

My Skyrim Steam Folder:   https://puu.sh/kVXAv/3f47e175d1.png

 

The data folder:    https://puu.sh/kVXDt/0306fb3b30.png

 

Meshes:     https://puu.sh/kVXGu/54cafadfe5.png

 

Textures:   https://puu.sh/kVXN0/ca9b4d230f.png

 

TES5EDIT Folder:  https://puu.sh/kVXJt/15bf29b6ae.png

 

LOOT load order:  https://puu.sh/kVYtR/1a0b16ecd1.png

 

And this is one small error i get when i generate worlds in TES5EDIT:   https://puu.sh/kVYSk/3ad7ce3e11.png

I can see DynDOLOD.esp is still 2k size, so that is the default empty version and explains why the MCM saying there is no data.

Where did you copy the content of the output folder? What is total size and number of files in Meshes\Terrain\Tamriel\Objects\*.bto and Meshes\Terrain\Tamriel\Trees\*.btt

If you delete the these two folders/files that were generated the vanilla LOD in the BSA will be used again.

 

Post content of TES5Edit\TES5Edit_log.txt

Edited by sheson
  • 0
Posted
  On 10/24/2015 at 5:25 PM, SinfulGroove said:

Just for fun heres some Screenshots of some of my folder situations, maybe something is obviously out of place that im not noticing.

 

 

My Skyrim Steam Folder:   https://puu.sh/kVXAv/3f47e175d1.png

 

The data folder:    https://puu.sh/kVXDt/0306fb3b30.png

 

Meshes:     https://puu.sh/kVXGu/54cafadfe5.png

 

Textures:   https://puu.sh/kVXN0/ca9b4d230f.png

 

TES5EDIT Folder:  https://puu.sh/kVXJt/15bf29b6ae.png

 

LOOT load order:  https://puu.sh/kVYtR/1a0b16ecd1.png

 

And this is one small error i get when i generate worlds in TES5EDIT:   https://puu.sh/kVYSk/3ad7ce3e11.png

 

Your DynDOLOD .esp size is 2Kb, you either didn't run the DynDOLOD's Generate Worlds script, you ran it without selecting a world, or you didn't save the .esp afterwards.

 

Looking at the date of the file, I'd say it's the first or the last case.

  • 0
Posted (edited)
  On 10/24/2015 at 6:17 PM, sheson said:

I can see DynDOLOD.esp is still 2k size, so that is the default empty version and explains why the MCM saying there is no data.

Where did you copy the content of the output folder? What is total size and number of files in Meshes\Terrain\Tamriel\Objects\*.bto and Meshes\Terrain\Tamriel\Trees\*.btt

If you delete the these two folders/files that were generated the vanilla LOD in the BSA will be used again.

 

Post content of TES5Edit\TES5Edit_log.txt

I copied the contents of the output into the Skyrim data folder (https://puu.sh/kVXDt/0306fb3b30.png)

 

Heres my Objects folder  https://puu.sh/kW3xU/6bf19d0b05.png

 

And my Trees folder   https://puu.sh/kW3Dj/e3859817ff.png

 

 

Heres the section of the log where I actually ran the Worlds script, I cant post the entire log into pastebin because its too large.

 

https://pastebin.com/4gPa6TvE

Edited by SinfulGroove
  • 0
Posted (edited)
  On 10/24/2015 at 7:06 PM, SinfulGroove said:

I copied the contents of the output into the Skyrim data folder (https://puu.sh/kVXDt/0306fb3b30.png)

 

Heres my Objects folder  https://puu.sh/kW3xU/6bf19d0b05.png

 

And my Trees folder   https://puu.sh/kW3Dj/e3859817ff.png

 

 

Heres the section of the log where I actually ran the Worlds script, I cant post the entire log into pastebin because its too large.

 

https://pastebin.com/4gPa6TvE

Good enough.

 

 As you can see from the last lines of the log the esp saved to

"Saving: DynDOLOD.esp.save.2015_10_24_10_17_59"

This usually happens when another process prohibits write access to the esp. For example a second TES5Edit is started, or the game or CK etc is using it. If you find that file and rename it to DynDOLOD.esp and put it into the data folder that should fix dynamic LOD / MCM menu.

 

The objects *.bto and tree **btt files seem to be in order.

I see no reason why the game should not show you object and tree LOD. This is unrelated to the esp. Maybe the TerrainManager settings in SkyrimPrefs.ini got mixed up somehow. Memory problems usually result in ILS or CTD, but check memory blocks logs nonetheless.

Edited by sheson
  • 0
Posted
  On 10/24/2015 at 7:27 PM, sheson said:

Good enough.

 

 As you can see from the last lines of the log the esp saved to

"Saving: DynDOLOD.esp.save.2015_10_24_10_17_59"

This usually happens when another process prohibits write access to the esp. For example a second TES5Edit is started, or the game or CK etc is using it. If you find that file and rename it to DynDOLOD.esp and put it into the data folder that should fix dynamic LOD / MCM menu.

 

The objects *.bto and tree **btt files seem to be in order.

I see no reason why the game should not show you object and tree LOD. This is unrelated to the esp. Maybe the TerrainManager settings in SkyrimPrefs.ini got mixed up somehow. Memory problems usually result in ILS or CTD, but check memory blocks logs nonetheless.

So something is prohibiting access to write to the main .esp? When i ran the worlds script I made sure to close out of everything so nothing could conflict and ran TES5EDIT in admin mode. Ive searched all my files for anything resembling "DynDOLOD.esp.save.2015_10_24_10_17_59" but it doesnt seem to exist. I have no idea where to even start with this.

 

 

Heres my Skyrimprefs.ini file, i dont remember messing with any terrain settings in there

 

https://pastebin.com/r03UbBXV

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