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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 11/8/2015 at 12:23 AM, kranazoli said:

I was in a hurry. Sorry! I wanted to write: Glow LOD

And as you put that image in Guide as a reference, I just wanted to ask is it good to choose every "World Records" from the box at the left side?

 

If you want consistent LOD you should use the same settings for all worldspaces. Tamriel worldspace is usually the most demanding in terms of size and objects, so performance wise there should be no reason either to skip worldspaces.

 

  On 11/8/2015 at 3:43 AM, darkside said:

I found some odd walls from Jk LITE near Riften. I added your new rules before creating DyDOLOD.esp. I used default low preset.

 

https://s15.postimg.org/tk0qgkql7/Wall_TES5_EDIT.jpg

 

TES5Edit records

 

https://s21.postimg.org/xocuyf4g7/Wall.jpg

 

Thanks

 

How did I miss that :)

 

It is actually two walls.

 

There is also a stray gate building xx000DC6 in the mod(s) itself. The mod author should remove that.

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
  • +1 1
  • 0
Posted (edited)

I had a version 1.45 build working just fine with Enhanced Landscapes.

 

I decided i wanted to add a few more things, and noticed there was a 1.46 version and proceeded to upgrade to the 1.46 version

 

Running the dyndo lod worlds script i keep running into an error: "Undeclared Identifier 'wbBuildAtlasFromTexturesList'."

 

here is the error report generated:

 

 

  Quote
date/time         : 2015-11-08, 02:28:24, 989ms
computer name     : JASON
user name         : Jason
registered owner  : Windows User
operating system  : Windows 8 x64 build 9200
system language   : English
system up time    : 1 day 5 hours
program up time   : 7 minutes 44 seconds
processors        : 8x Intel® Core i7-3770 CPU @ 3.40GHz
physical memory   : 8197/12248 MB (free/total)
free disk space   : (C:) 968.18 GB
display mode      : 1920x1080, 32 bit
process id        : $830
allocated memory  : 1.00 GB
executable        : TES5Edit.exe
exec. date/time   : 2015-03-22 06:53
version           : 3.1.1.0
compiled with     : Delphi XE
madExcept version : 4.0.5
callstack crc     : $d003c4a4, $98e374dd, $263a6a8b
exception number  : 1
exception class   : EJvInterpreterError
exception message : Error in unit 'create' on line 166 : Undeclared Identifier 'wbBuildAtlasFromTexturesList'.
 
main thread ($ce4):
0099c2c7 +01b TES5Edit.exe JvInterpreter          JvInterpreterErrorN
009a5a02 +242 TES5Edit.exe JvInterpreter          TJvInterpreterExpression.InternalGetValue
009a7d95 +05d TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretIdentifier
009a70fd +0e5 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7ecd +0b1 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretBegin
009a7144 +12c TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7f8c +054 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretIf
009a714d +135 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7ecd +0b1 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretBegin
009a6d96 +052 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InFunction
009ab2db +0c3 TES5Edit.exe JvInterpreter          TJvInterpreterUnit.ExecFunction
009ab026 +15e TES5Edit.exe JvInterpreter          TJvInterpreterUnit.GetValue
009a5924 +164 TES5Edit.exe JvInterpreter          TJvInterpreterExpression.InternalGetValue
009a7d95 +05d TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretIdentifier
009a70fd +0e5 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7f8c +054 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretIf
009a714d +135 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7ecd +0b1 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretBegin
009a7144 +12c TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7f8c +054 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretIf
009a714d +135 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7ecd +0b1 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretBegin
009a6d96 +052 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InFunction
009ab2db +0c3 TES5Edit.exe JvInterpreter          TJvInterpreterUnit.ExecFunction
009ab026 +15e TES5Edit.exe JvInterpreter          TJvInterpreterUnit.GetValue
009a5924 +164 TES5Edit.exe JvInterpreter          TJvInterpreterExpression.InternalGetValue
009a4499 +139 TES5Edit.exe JvInterpreter          Expression
009a4a8b +72b TES5Edit.exe JvInterpreter          Expression
009a4f70 +05c TES5Edit.exe JvInterpreter          TJvInterpreterExpression.Expression1
009a5049 +039 TES5Edit.exe JvInterpreter          TJvInterpreterExpression.Expression2
009a7f62 +02a TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretIf
009a714d +135 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7ecd +0b1 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretBegin
009a7144 +12c TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a84bb +1b3 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretFor
009a7168 +150 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7ecd +0b1 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretBegin
009a7144 +12c TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7fc3 +08b TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretIf
009a714d +135 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretStatement
009a7ecd +0b1 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InterpretBegin
009a6d96 +052 TES5Edit.exe JvInterpreter          TJvInterpreterFunction.InFunction
009ab2db +0c3 TES5Edit.exe JvInterpreter          TJvInterpreterUnit.ExecFunction
009ab589 +145 TES5Edit.exe JvInterpreter          TJvInterpreterUnit.CallFunctionEx
009ab40a +062 TES5Edit.exe JvInterpreter          TJvInterpreterUnit.CallFunction
00a5885e +226 TES5Edit.exe frmViewMain   6597 +43 TfrmMain.ApplyScript
00a59180 +104 TES5Edit.exe frmViewMain   6693 +13 TfrmMain.mniNavApplyScriptClick
00525e97 +0a7 TES5Edit.exe Menus                  TMenuItem.Click
00527393 +013 TES5Edit.exe Menus                  TMenu.DispatchCommand
00528572 +082 TES5Edit.exe Menus                  TPopupList.WndProc
005284c1 +01d TES5Edit.exe Menus                  TPopupList.MainWndProc
004c4e8c +014 TES5Edit.exe Classes                StdWndProc
7544a6db +00b user32.dll                          DispatchMessageW
005b2133 +0f3 TES5Edit.exe Forms                  TApplication.ProcessMessage
005b2176 +00a TES5Edit.exe Forms                  TApplication.HandleMessage
005b24a1 +0c9 TES5Edit.exe Forms                  TApplication.Run
00a89faf +05f TES5Edit.exe TES5Edit        77  +7 initialization
75607c02 +022 KERNEL32.DLL                        BaseThreadInitThunk
 
thread $10e8 (TWorkerThread):
76d52cc1 +b1 KERNELBASE.dll                      WaitForSingleObjectEx
76d52bfd +0d KERNELBASE.dll                      WaitForSingleObject
005d21e9 +19 TES5Edit.exe   VirtualTrees 6308 +3 TWorkerThread.Execute
00472cf7 +2b TES5Edit.exe   madExcept            HookedTThreadExecute
004c21c6 +42 TES5Edit.exe   Classes              ThreadProc
00407588 +28 TES5Edit.exe   System        148 +0 ThreadWrapper
00472bd9 +0d TES5Edit.exe   madExcept            CallThreadProcSafe
00472c43 +37 TES5Edit.exe   madExcept            ThreadExceptFrame
75607c02 +22 KERNEL32.DLL                        BaseThreadInitThunk
>> created by main thread ($ce4) at:
005d20d1 +19 TES5Edit.exe   VirtualTrees 6251 +1 TWorkerThread.Create
 
thread $a34:
75607c02 +22 KERNEL32.DLL  BaseThreadInitThunk
 
thread $12f0:
75607c02 +22 KERNEL32.DLL  BaseThreadInitThunk
 

 

 

 
Any help on the issue would be appreciated, Ive used dyndolod just fine before not sure whats causing this problem.
Edited by TGA
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Posted (edited)
  On 11/8/2015 at 10:40 AM, TGA said:

I had a version 1.45 build working just fine with Enhanced Landscapes.

 

I decided i wanted to add a few more things, and noticed there was a 1.46 version and proceeded to upgrade to the 1.46 version

 

Running the dyndo lod worlds script i keep running into an error: "Undeclared Identifier 'wbBuildAtlasFromTexturesList'."

 

here is the error report generated:

 

Any help on the issue would be appreciated, Ive used dyndolod just fine before not sure whats causing this problem.

Update xEdit to newer version as the update post instructs.

Edited by sheson
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Posted
  On 11/8/2015 at 10:27 AM, sheson said:

 

If you want consistent LOD you should use the same settings for all worldspaces. Tamriel worldspace is usually the most demanding in terms of size and objects, so performance wise there should be no reason either to skip worldspaces.

 

I must admit, I had to use Google Translator to translate these words for me...

So, in conclusion if I am right I can check everything from that box and use the setting you in the guide.

 

Right?

 

Thanks!

  • 0
Posted
  On 11/8/2015 at 4:34 PM, kranazoli said:

I must admit, I had to use Google Translator to translate these words for me...

So, in conclusion if I am right I can check everything from that box and use the setting you in the guide.

 

Right?

 

Thanks!

You can select as many worldspace as you like, the settings will work for all of them since LOD is all about the objects.

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Posted (edited)
  On 11/8/2015 at 6:38 PM, sheson said:

You can select as many worldspace as you like, the settings will work for all of them since LOD is all about the objects.

Ok, Thank you Sheson! :unworthy:

Edited by kranazoli
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Posted (edited)

Well, I guess no else has mentioned it, so Ill be the first..but..its USLEEP time.   https://www.nexusmods.com/skyrim/mods/71214/?

 

Dyndolod needs to point to a new master file....

 

Sure hope it doesnt require you to overhaul the whole thing. Been doing a little Xedit work to make a few mods compatible since the authors likely never will, but I don't think ill try to touch Dyndolod at all!

Edited by Mebantiza
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Posted
  On 11/9/2015 at 10:25 PM, Mebantiza said:

Well, I guess no else has mentioned it, so Ill be the first..but..its USLEEP time.   https://www.nexusmods.com/skyrim/mods/71214/?

 

Dyndolod needs to point to a new master file....

 

Sure hope it doesnt require you to overhaul the whole thing. Been doing a little Xedit work to make a few mods compatible since the authors likely never will, but I don't think ill try to touch Dyndolod at all!

DynDOLOD adds required masters when it scans your load order, if you remove mods that are masters you need to generate from scratch. Compatibility with USLEEP has already been tested when the beta came out and all is fine. :;):

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Posted (edited)

Theres a new WIP of TES5Edit up ..

 

Sheson .. Zilav has also said its probably time to up the next Relz of TES5Edit on Nexus, so linking the WIP for guides may no longer be needed ( although there is consistently nothing wrong with using the WIP )

Edited by alt3rn1ty
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Posted
  On 11/9/2015 at 11:29 PM, sheson said:

DynDOLOD adds required masters when it scans your load order, if you remove mods that are masters you need to generate from scratch. Compatibility with USLEEP has already been tested when the beta came out and all is fine. :;):

Neat, Its time for a new playthrough. Allready have one ESP that needed to go, and now USLEEP. Been w/o the Dyndold esp for a while now, even before USLEEP.. 

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Posted

Sheson I've been building a new save for a couple of days now (Frostfall 3.0 is just around the corner). However Dyndolod is giving me a lot of trouble. I've trough a lot of looking on this step forum finally gotten it to recognize all jsons, and it is no longer registering any errors (and i initialized). However, most lods are very low resoultion even at high, and it seems like it doesn't load them very far. Standing at the top of the falls from Riverwood, Whiterun isn't even loading although the glowmaps are. The last bit means I can see the lights of Whiterun at night, but the glowmap textures are floating by themselves (very obvious in day time, as the rest of Whiterun isn't loading. What might be causing this? It isn't missing, or unreadable jsons - I've fixed that. The information menu in Dyndolod registers them all with the same number.

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Posted

LODs are by definition low res in poly/triangle count and texture resolution. The low, medium and high of DynDOLOD Worlds.pas generally change the amount of LOD objects, not their quality.

 

If the buildings of Whiterun are missing that means there is a problem with static LOD. Static LOD are the *.bto files in Meshes\Terrain\Tamriel\Objects\*.bto

There should be about 686 of them generated by LODGen.exe to the output folder and the total size from 300MB to 1GB depending on low, medium or high setting. Obviously they need to be copied to the data folder or into a mod as well.

 

Check TES5Edit\LODGen_log.txt for errors, the last 2 lines should be like something like

LOD level 4 total triangles 13488688 reduced to 8216132
Log ended at 11:23

 

If they seem complete and in place, test new game with default INIs.

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Posted (edited)
  On 11/10/2015 at 5:47 PM, sheson said:

If the buildings of Whiterun are missing that means there is a problem with static LOD. Static LOD are the *.bto files in Meshes\Terrain\Tamriel\Objects\*.bto

There should be about 686 of them generated by LODGen.exe to the output folder and the total size from 300MB to 1GB depending on low, medium or high setting. Obviously they need to be copied to the data folder or into a mod as well.

 

Well that explains that - that folder is completely empty. Weird... so, so weird. It seems none were generated. How can that be? I should mention I haven't had this problem with version 1.33 that I used before this (been away from Skyrim awhile).

 

Also there is no LODgen.log generated for some reason.

 

Any idea what went wrong?

 

Edit: I should mention it is ONLY Tamriel world that hasn't had objects generated - all other (and there are quite a few) have had them generated.

Edited by Selfishmonkey
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