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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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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 2/14/2016 at 7:58 PM, Julle64 said:

I just installed the v3.2 of the papyrusutil over the one included by SexLab (it's almost too easy with the MO) and I still get the CTD if I disable the DynDOLOD in MCM, save and try to load that save. It's getting late here so I'll test the reactivation of the esp tomorrow. And if I have time I'll probably also reinstall DynDOLOD completely to my current save and see what happens.

Also try overwriting with 3.1 specifically. If a new generation changes anything I would assume it be something like nifs/textures changed in the meantime. We can try plenty of things over the next days/weeks no worries.

You could also try to continue troubleshooting by disabling other mods using dlls.

 

  On 2/14/2016 at 8:45 PM, aaltair said:

Just a quick question regarding SFO... because there are billboards for SFO, we do not need to split LOD tree textures, is this correct?

Correct

Edited by sheson
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Posted
  On 2/14/2016 at 8:58 PM, sheson said:

Also try overwriting with 3.1 specifically. If a new generation changes anything I would assume it be something like nifs/textures changed in the meantime. We can try plenty of things over the next days/weeks no worries.

You could also try to continue troubleshooting by disabling other mods using dlls.

I woke up a bit early and decided to test V3.1. SexLab complaints about wrong version but I can still load the save. So I disabled the DynDOLOD in the MCM, made a save  and this time there were no CTDs when I loaded that save. So it looks like V3.1 works but there are some issues with the V3.2.

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Posted
  On 2/15/2016 at 1:11 AM, Julle64 said:

I woke up a bit early and decided to test V3.1. SexLab complaints about wrong version but I can still load the save. So I disabled the DynDOLOD in the MCM, made a save  and this time there were no CTDs when I loaded that save. So it looks like V3.1 works but there are some issues with the V3.2.

I know (older?) PapyrusUtil can CTD if trying to access the json files to early the very first time at initialization - waiting a second or 2 fixed that.

Maybe the large co-save contributes back to a similar problem and something doesn't have enough time anymore. To narrow it down could you remove all Papyrus SHSESON_DynDOLOD_*.pex scripts and see if it works?

 

Then add one by one in the following order and test each time

SHESON_DynDOLOD_MCM.pex

SHESON_DynDOLOD_LODObject.pex

SHESON_DynDOLOD_Firstborn.pex

SHESON_DynDOLOD_Minion.pex

SHESON_DynDOLOD_Master.pex

If it crashes after adding one, remove it again and add the next. Let me know with which script it crashes and which seem fine.

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Posted (edited)
  On 2/15/2016 at 11:44 AM, sheson said:

I know (older?) PapyrusUtil can CTD if trying to access the json files to early the very first time at initialization - waiting a second or 2 fixed that.

Maybe the large co-save contributes back to a similar problem and something doesn't have enough time anymore. To narrow it down could you remove all Papyrus SHSESON_DynDOLOD_*.pex scripts and see if it works?

 

Then add one by one in the following order and test each time

SHESON_DynDOLOD_MCM.pex

SHESON_DynDOLOD_LODObject.pex

SHESON_DynDOLOD_Firstborn.pex

SHESON_DynDOLOD_Minion.pex

SHESON_DynDOLOD_Master.pex

If it crashes after adding one, remove it again and add the next. Let me know with which script it crashes and which seem fine.

I've done some tests and it seems that when the SHESON_DynDOLOD_MCM.pex and SHESON_DynDOLOD_Master.pex are installed I get corrupted saves causing CTDs when loading. When I had only the three others installed I couldn't get any CTDs during the time I tested. Removing the MCM.pex caused some other stability problems even with an uncorrupted save file and I can't test the MCM deinstallation without it so I'm not 100% sure about that one.

 

EDIT: As I mentioned earlier I have installed these files from another package. The date stamp on these pex files is 20.10.2015.

Edited by Julle64
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Posted (edited)
  On 2/15/2016 at 4:15 PM, Julle64 said:

I've done some tests and it seems that when the SHESON_DynDOLOD_MCM.pex and SHESON_DynDOLOD_Master.pex are installed I get corrupted saves causing CTDs when loading. When I had only the three others installed I couldn't get any CTDs during the time I tested. Removing the MCM.pex caused some other stability problems even with an uncorrupted save file and I can't test the MCM deinstallation without it so I'm not 100% sure about that one.

 

EDIT: As I mentioned earlier I have installed these files from another package. The date stamp on these pex files is 20.10.2015.

Can you check with the newer scripts dated 22.11.2015 from the update post?

 

I need to understand the exact steps. You are loading a clean save in interior which always works - then save while still in the interior or do you have to go outside first? Either way, the DynDOLOD MCM has registered.

Then trying to load the last save it CTDs (or not depending on the scripts/Papyrus Util version)

Edited by sheson
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Posted (edited)
  On 2/15/2016 at 4:39 PM, sheson said:

Can you check with the newer scripts dated 22.11.2015 from the update post?

 

I need to understand the exact steps. You are loading a clean save in interior which always works - then save while still in the interior or do you have to go outside first? Either way, the DynDOLOD MCM has registered.

Then trying to load the last save it CTDs (or not depending on the scripts/Papyrus Util version)

I load a save in interior (Breezehome) that always works (except when I had the *Master.pex uninstalled and *MCM.pex installed) and then I go outside and leave Whiterun. Then I move towards Rorikstead, making saves and trying to load them. The corrupted save usually occurs before halfway to Rorikstead.

 

EDIT:

I did some tests and have the same problem with these script files. I'll try to explain what happens.

 

- If I have all the scripts installed I can load the Breezehome interior save without any problems. When moving towards Rorikstead and making test saves I get the corrupted save before I'm halfway to Rorikstead.

 

- If I uninstall the *master.pex I have problems loading the Breezehome save. The game doesn't CTD during the loading, but usually quite soon after the loading.

 

- If I uninstall both *MCM.pex and *master.pex I can reach Rorikstead without a corrupted save.

 

I also tested with all scripts installed to deacrivate the DynDOLOD via MCM and the save I make after that is always corrupted.

 

If you are wondering about that Breezehome save it's pure luck that I have it. I saved the game just before the problem started and I played quite some time after that save before I noticed that I cannot load my saves anymore. When I went backwards to found a working save that was just minutes away from that CTD point.

Edited by Julle64
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Posted (edited)

No matter how many times I try to update or install from scratch, I can not get rid of the ".json does not belong to this DynDOLOD.esp" message.

I watched the GamerPoets video multiple times, looked through the documentation that comes with the download too, also googled and made sure that the esp and tes5edits are from the same generation. Deleted the scripts, deleted the output and esp, started over. It just doesn't go away no matter what I do.

 

Anybody able to help me out with this? The DynDOLODWorlds Output is available and activated in Mod Organizer. Are those "updated scripts" still relevant? 

Edited by n3x_us
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Posted (edited)
  On 2/15/2016 at 5:47 PM, Julle64 said:

I load a save in interior (Breezehome) that always works (except when I had the *Master.pex uninstalled and *MCM.pex installed) and then I go outside and leave Whiterun. Then I move towards Rorikstead, making saves and trying to load them. The corrupted save usually occurs before halfway to Rorikstead.

 

EDIT:

I did some tests and have the same problem with these script files. I'll try to explain what happens.

 

- If I have all the scripts installed I can load the Breezehome interior save without any problems. When moving towards Rorikstead and making test saves I get the corrupted save before I'm halfway to Rorikstead.

 

- If I uninstall the *master.pex I have problems loading the Breezehome save. The game doesn't CTD during the loading, but usually quite soon after the loading.

 

- If I uninstall both *MCM.pex and *master.pex I can reach Rorikstead without a corrupted save.

 

I also tested with all scripts installed to deacrivate the DynDOLOD via MCM and the save I make after that is always corrupted.

 

If you are wondering about that Breezehome save it's pure luck that I have it. I saved the game just before the problem started and I played quite some time after that save before I noticed that I cannot load my saves anymore. When I went backwards to found a working save that was just minutes away from that CTD point.

What happens if you just remove the MCM.pex and leave the others in place? That didn't work at all?

 

When you say "corrupted" save do you mean it doesn't even load when esp and all .pex are removed again - maybe they work with PapyrusUtil 3.1?

 

  On 2/15/2016 at 5:56 PM, n3x_us said:

No matter how many times I try to update or install from scratch, I can not get rid of the ".json does not belong to this DynDOLOD.esp" message.

I watched the GamerPoets video multiple times, looked through the documentation that comes with the download too, also googled and made sure that the esp and tes5edits are from the same generation. Deleted the scripts, deleted the output and esp, started over. It just doesn't go away no matter what I do.

 

Anybody able to help me out with this? The DynDOLODWorlds Output is available and activated in Mod Organizer. Are those "updated scripts" still relevant?

Use the latest papyrus scripts from the update post and if problem persists check the MCM Information page

Edited by sheson
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Posted (edited)

So I have been working on LODGen.exe to better support full model trees static LOD

 

SFO 2.3 full model trees as static LOD

 

 

3155782-1455587175.jpg

 

No problem loading and running around using SSD... it loads things Ok

 

8 GigaByte *.bto LOD files ...

 

Loading this save requires more than 1024 heap - which is the limit of SKSE. Use your own patch or SSME I guess

 

Also impressive display how 7.4m triangles is nothing as long as draw calls is low.

Edited by sheson
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Posted (edited)
  On 2/16/2016 at 3:06 AM, TechAngel85 said:

Looks nice. Maybe put in a request to up the heap in SKSE?

It rather shows how important it is to create optimized LOD versions. This one heavy snow tree full model is 400MB  40MB alone. Some pruning is needed...

 

3155782-1455593083.gif

Edited by sheson
  • 0
Posted
  On 2/15/2016 at 6:52 PM, sheson said:

What happens if you just remove the MCM.pex and leave the others in place? That didn't work at all?

 

When you say "corrupted" save do you mean it doesn't even load when esp and all .pex are removed again - maybe they work with PapyrusUtil 3.1?

Removing the *MCM.pex allows me to load the save, but with the *master.pex present I'll get the corrupted save.

 

The corrupted save is such that I cannot load it at all, no matter what I do. It cannot be opened with the "save game script cleaner" either.

  • 0
Posted
  On 2/16/2016 at 3:48 PM, Julle64 said:

Removing the *MCM.pex allows me to load the save, but with the *master.pex present I'll get the corrupted save.

 

The corrupted save is such that I cannot load it at all, no matter what I do. It cannot be opened with the "save game script cleaner" either.

 

Please edit SKSE.ini and add or change

[Debug]

WriteMinidumps=1

 

Then produce the crash. Find minidump in c:\Users\[username]\Documents\My Games\Skyrim\SKSE\Crashdumps\*.dmp

Go to https://www.osronline.com/page.cfm?name=analyze and upload it. Copy/paste the text of the result into spoiler tags here.

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