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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
  On 10/31/2015 at 9:21 PM, grnchtr said:

Sorry if I keep asking stuff like a 5 year old, just one last quick question.

 

Regarding your first paragraph, how do i do that exactly? Simply choose cancel when prompted to update DynDOLOD.esp while running the worlds script? Replace my current esp with the stock one?

 

Thanks for keeping up with me btw (and almost everyone asking for help). 10/10 would give firstborn again

To build from scratch copy DynDOLOD.esp.bak to DynDOLOD.esp

  • 0
Posted (edited)
  On 11/1/2015 at 3:46 PM, darkside said:

@sheson

 JK LITE has released here https://www.nexusmods.com/skyrim/mods/71018/?

Does it need any special instruction?

I know that JK's Skyrim works out of the box with DynDOLOD.

Yes it does need something for 3 objects in Whiterun or you have random walls near the skyforge when outside the city. I already worked on it. If you can't wait until next update - whenever that will be - add these lines to TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_childworldlod_Tamriel.txt

 

With those lines it works out of the box  :)

 

JKs LITE - Whiterun.esp;00005A0B;WRWallCap01
JKs LITE - Whiterun.esp;00005A0C;WRWallStrUp128
JKs LITE - Whiterun.esp;00005A0D;WRWallStr01
JKs LITE - Riften.esp;00000DBA;RTWall03Outer
JKs LITE - Riften.esp;00000DB3;RTWall05Inner
JKs SuperLITE - Whiterun.esp;00005A0B;WRWallCap01
JKs SuperLITE - Whiterun.esp;00005A0C;WRWallStrUp128
JKs SuperLITE - Whiterun.esp;00005A0D;WRWallStr01
JKs SuperLITE - Riften.esp;00000DBA;RTWall03Outer
JKs SuperLITE - Riften.esp;00000DB3;RTWall05Inner
JKs LITE - Merged.esp;00005A0B;WRWallCap01
JKs LITE - Merged.esp;00005A0C;WRWallStrUp128
JKs LITE - Merged.esp;00005A0D;WRWallStr01
JKs LITE - Merged.esp;00000DBA;RTWall03Outer
JKs LITE - Merged.esp;00000DB3;RTWall05Inner
JKs LITE - Dawn of Merge.esp;00005A0B;WRWallCap01
JKs LITE - Dawn of Merge.esp;00005A0C;WRWallStrUp128
JKs LITE - Dawn of Merge.esp;00005A0D;WRWallStr01
JKs LITE - Dawn of Merge.esp;00000DBA;RTWall03Outer
JKs LITE - Dawn of Merge.esp;00000DB3;RTWall05Inner
JKs SuperLITE - Merged.esp;00005A0B;WRWallCap01
JKs SuperLITE - Merged.esp;00005A0C;WRWallStrUp128
JKs SuperLITE - Merged.esp;00005A0D;WRWallStr01
JKs SuperLITE - Merged.esp;00000DBA;RTWall03Outer
JKs SuperLITE - Merged.esp;00000DB3;RTWall05Inner

That should cover any possible installation option.

Edited by sheson
  • +1 3
  • 0
Posted

Hello, i got a problem...

 

i'm using dyndolod with high settings. Sometimes, when i fast travel(with the map), the lod objects(walls, rocks, mountains, houses) especially in towns and cities don't get unloaded. So they end up stuck in the real objects and glimmer through. 

When i walk/ride, there are never problems like that. Also when i use the carriage, this does also not happen. 

What could be the cause?

  • 0
Posted (edited)
  On 11/2/2015 at 7:27 PM, Zzyxzz said:

Hello, i got a problem...

 

i'm using dyndolod with high settings. Sometimes, when i fast travel(with the map), the lod objects(walls, rocks, mountains, houses) especially in towns and cities don't get unloaded. So they end up stuck in the real objects and glimmer through. 

When i walk/ride, there are never problems like that. Also when i use the carriage, this does also not happen. 

What could be the cause?

That is not supposed to happen. Are you using the latest version?

If you open console and then click with the mouse pointer on the stuck LOD objects do they have a form id? Type disable/enable to verify the correct object is selected.

Does it matter how far you traveled? Like from Whiterun to Solitude is far, but from Katlas farm or the Solitude docks to Solitude is near.

You could turn on papyrus logging and see if there are script problems.

Edited by sheson
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Posted (edited)

What i miss to mention, i dont use the dynamic option, only the static options

Did now some tests. Couldnt find any hints at the papyrus log related to dyndolod.

As it seems, they have no refID. Just found out, that they only appear, when i fast travel from a place with many objects

Falkreath to Riften stables https://steamcommunity.com/sharedfiles/filedetails/?id=546974200

Falkreath to Solitude https://steamcommunity.com/sharedfiles/filedetails/?id=546974561

Riften stables to Falkreath https://steamcommunity.com/sharedfiles/filedetails/?id=546974383

When i'm at riften stables and enter riften, those glitches continue (modded object heavy riften/ Dawn of Skyrim)

 

When i travel over/or to Whiterun stables, none of these glitches

 

I also tried to rise my fPostLoadUpdateTimeMS from 500 to 2000 and fUpdateBudgetMS from 1.2 to 3.2, but didnt help

Edited by Zzyxzz
  • 0
Posted (edited)
  On 11/2/2015 at 8:49 PM, Zzyxzz said:

What i miss to mention, i dont use the dynamic option, only the static options

Did now some tests. Couldnt find any hints at the papyrus log related to dyndolod.

As it seems, they have no refID. Just found out, that they only appear, when i fast travel from a place with many objects

Falkreath to Riften stables https://steamcommunity.com/sharedfiles/filedetails/?id=546974200

Falkreath to Solitude https://steamcommunity.com/sharedfiles/filedetails/?id=546974561

Riften stables to Falkreath https://steamcommunity.com/sharedfiles/filedetails/?id=546974383

When i'm at riften stables and enter riften, those glitches continue (modded object heavy riften/ Dawn of Skyrim)

 

When i travel over/or to Whiterun stables, none of these glitches

 

I also tried to rise my fPostLoadUpdateTimeMS from 500 to 2000 and fUpdateBudgetMS from 1.2 to 3.2, but didnt help

That simplifies things. That means it is static object LOD (they have no ref IDs) from the *bto files and not related to the papyrus scripting and the dynamic LOD (has ref IDs). That was what I wanted to determine. No need to look into anything papyrus.

The bad news is I have no idea what can cause static object LOD to not unload sometimes. If it would happen consistently every time it would indicate a problem in the BTO, but because it only happens sometimes it seems something trips up the engine.

 

What is the size of the Meshes\Terrain\Tamriel\Objects\ folder? How many files?

 

Do you have the DynDOLOD.esp loaded? The base elements of newly added static LOD objects have a flag set, regardless of the dynamic option. It should make no difference to the problem, but can you test either way?

 

Are the Skryim.ini and SkyrimPrefs.ini more or less default? Since this is related to fast travel check uExterior Cell Buffer and bPreemptivelyUnloadCells (not in default ini) - just a stab in the dark.

double check [TerrainManager] settings. Maybe best to back up the current ones and test with newly generated inis from the launcher?

 

Does it fix itself by walking outside the cells and walking back in?

 

When you open your load order in TES5Edit can you check / maybe screenshot Tamriel 0000003C, and for example 00037EDF SolitudeWorld and which mods are the highest overwrites (scroll to the far right)

Edited by sheson
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Posted (edited)

Wow............... it was related to my SkyrimPrefs.ini BUT you will never guess, what fixed it.

I also wouldn't call it a real fix.

 

bSaveOnTravel=0 was set in my ini. I deleted it, so it was set back to 1.

It worked! What!?

I turned it again off in the menu directly and reloaded my safe, same glitch. turned on reloaded, gone. O.O 

 

I tried to load my game without dyndoload.esp, didnt help. tried to change uExterior Cell Buffer to a higher value(64 from 36), but it also didnt help.  bPreemptivelyUnloadCells  also didnt help. 

I also tried to walk away a bit, until the lod are loaded, went back, problem persists. I'm also using the memory patch + enbboost with 7680 Memory (8gb RAM + 1536 VRAM)

Checked it with SPM, my ram goes to 2700ish and my VRAM is around 1500ish

 

TESVEDIT

https://steamcommunity.com/sharedfiles/filedetails/?id=547417029

https://steamcommunity.com/sharedfiles/filedetails/?id=547417494

 

Edit:

I used the ultra settings or the Terrain Manager
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
 
changed to high settings:
fTreeLoadDistance=40000.0000
fBlockMaximumDistance=150000.0000
fBlockLevel1Distance=40000.0000
fBlockLevel0Distance=25000.0000
fSplitDistanceMult=1.1000
 
Problem is also gone. But still, i can use the ultra settings + save on fast travel enabled
Edited by Zzyxzz
  • 0
Posted (edited)
  On 11/3/2015 at 4:36 PM, Zzyxzz said:

 

Wow............... it was related to my SkyrimPrefs.ini BUT you will never guess, what fixed it.

I also wouldn't call it a real fix.

 

bSaveOnTravel=0 was set in my ini. I deleted it, so it was set back to 1.

It worked! What!?

Actually now that you mention that, I have set it to 1 too because it fixed water flicker issues - basically the same problem that LOD water didn't unload - after fast travel (which happened despite vsync).

Should have remembered that. Well least now we know one cause/fix for future generations :)

Edited by sheson
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Posted

That's very interessting. Still wonder why that happens and save on travel fixes that... well at least it works, for now.

 

Thank you, for your help! :-)

  • 0
Posted (edited)
  On 11/4/2015 at 1:09 AM, DoubleYou said:

 

Does setting bSaveOnTravel=1 and then disabling all autosaves with the following INI tweak work without issues?

 

Skyrim.ini

[SaveGame]
bDisableAutoSave=1

No, that does not work, unfortunately.

Offtopic but still related:

I wonder.... there has been always a discussion about Autosaves, if they create corrupt saves. Do they edit existing saves? Do they delete and create? What happens when a mission critical script runs and gets interrupted and saved(this can also happen while doing a normal save, so this shouldn't be an explanation). Will it finish? Will it crash or create other problems like broken quest? Will it be cleared by SKSE and start from new?

Relying on Auto saves is bad, because when you install a mod and can't revert back, you are stuck on a maybe corrupted save. That's for sure

I also read, that they work like creating copies of a copy, which may lead to corruption. Which in my opinion is wrong, because every save is a copy of the current load. When the load is corrupted and saved, so will be the save.

Edited by Zzyxzz
  • 0
Posted (edited)
  On 11/4/2015 at 1:09 AM, DoubleYou said:

 

Does setting bSaveOnTravel=1 and then disabling all autosaves with the following INI tweak work without issues?

 

Skyrim.ini

[SaveGame]
bDisableAutoSave=1

That brings back my LOD water troubles, too.

 

As you know LOD is 4x4 cells, and the terrain/objects nifs are segmented to know in which quadrant vertices that need to be disabled are. Seems that a related routine gets confused for whatever reason and saving resets it.

Edited by sheson
  • 0
Posted (edited)

Hello,

 

i am using Dyndolod for some time now and am very happy with it. However, i found a minor issue and hope to get some insight on how to rectify this. Ice and icebergs dont seem to have lods made for them with dyndolod, even on High pre-settings. Here is a picture of it: https://i.imgur.com/x5EgOR0.jpg - If i go a little closer, it becomes the normal high res ice.

 

The affected objects have the base ID's: 

 

60D86

180E2

90942

C3817

 

(and probably some more i missed)

 

Thanks in advance.

Edited by snares
  • 0
Posted (edited)

a little update:

It's related to fBlockMaximumDistance. The highest value i can use, before i get those glitches is 160k. When i set it to 170k+ i get those glitches.

Maybe someday, there will be a fix(a real fix)... or TES VI

Edited by Zzyxzz
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