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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 (edited)
  On 2/19/2016 at 3:38 AM, Neovalen said:

Does the glow lod still cause flickering on ores with ENB? That's the only thing that stopped me from using them.

I thought I fixed it all, but there is a report of this still happening. So I am looking into that.

Edited by sheson
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Posted
  On 2/19/2016 at 3:31 AM, sheson said:

A mod uses a model but is missing the nif. The mod is 17 hex or 23 decimal in your load order (0 = Skyrim.esm).

It is a little bit weird that it didn't complain about the missing nif earlier. Can you tell me which mod it is?

 

In xEdit right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Load the record by entering the FormID 1700456F into the field top left, hit enter and check bottom for tab 'Referenced By'.

If the tab is missing the nif is not used by any references and this error can be ignored. If it is used, you need to install the missing nif or else the game might CTD when the mod wants to use the nif.

 

If it is not used by the mod try to fix my overly broad tree rule so DynDOLOD World.pas may hopefully skip over the nif:

Click through to advanced, scroll down the mesh rule list to the bottom until you see the second to last "tree" rule

Double click it and change "tree" to "\trees\", then OK to generate LOD. That *should* skip the object.

 

Let me know the mod regardless so I can test myself.

Just a quick FYI, I updated to 1.47 and got a similar warning to this, for a merged mod of Lazz's castles, which never reported any errors previously when making DynDoLod.  I ended up extracting the BSA and dropping the relevant files into the mod folder which fixed it and allowed the DynDoLod process to complete successfully. 

 

[00:23:20.309]        disabled NeverFade, replaced by static LOD for Merged Lazz.esp [REFR:4803A10D] (places SNineDivineCourt [sTAT:000E73A3] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -16,13)
[00:23:20.335]        disabled NeverFade, replaced by dynamic LOD for Merged Lazz.esp [REFR:4803A10E] (places LA_CC_DextTower01 [sTAT:48034FF4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -16,14)
[00:23:20.355] Warning: Missing file meshes\lazz\castle\la_dexttower01.nif
Warning: No model, can not create a dynamic LOD base record for LA_CC_DextTower01 [sTAT:48034FF4]
Exception in unit  line -1: Error in unit 'functions' on line 931 : Undeclared Identifier 'halt'
[Apply Script done]  Processed Records: 0, Elapsed Time: 24:02
[00:00] Saving: DynDOLOD.esp.save.2016_02_18_17_43_23
[00:00] Done saving.
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Posted (edited)
  On 2/20/2016 at 9:44 PM, kojak747 said:

 

Just a quick FYI, I updated to 1.47 and got a similar warning to this, for a merged mod of Lazz's castles, which never reported any errors previously when making DynDoLod.  I ended up extracting the BSA and dropping the relevant files into the mod folder which fixed it and allowed the DynDoLod process to complete successfully. 

 

[00:23:20.309]        disabled NeverFade, replaced by static LOD for Merged Lazz.esp [REFR:4803A10D] (places SNineDivineCourt [sTAT:000E73A3] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -16,13)
[00:23:20.335]        disabled NeverFade, replaced by dynamic LOD for Merged Lazz.esp [REFR:4803A10E] (places LA_CC_DextTower01 [sTAT:48034FF4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -16,14)
[00:23:20.355] Warning: Missing file meshes\lazz\castle\la_dexttower01.nif
Warning: No model, can not create a dynamic LOD base record for LA_CC_DextTower01 [sTAT:48034FF4]
Exception in unit  line -1: Error in unit 'functions' on line 931 : Undeclared Identifier 'halt'
[Apply Script done]  Processed Records: 0, Elapsed Time: 24:02
[00:00] Saving: DynDOLOD.esp.save.2016_02_18_17_43_23
[00:00] Done saving.

 

Let me guess: MO BSA management turned on... which means the BSA containing the mesh was not loaded by TES5Edit, because of the merge patch there was no esp of the same filename as the BSA to load it. Please let me know if that is the case, then I'll have to amend the FAQ answer with specific instructions for MO users...

Edited by sheson
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Posted

When I apply the script to the DynDOLOD esp, do I need to tick the box that says "Include scripts from subdirectories"?

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Posted

Suggestion for a feature that would imo, be very useful. Would it be possible to make a bat file to uninstall all Dyndolod generated content. For complete re-installs or updates with existing Dyndolod. Installing Dyndolod is not that hard at all, but updating it, if you remove a mod, can get quite tedious. An automated dyndolod cleaner would greatly ease the micromanagement involved. For my higher end pc, just generating a fresh D-lod on a clean install takes 45mins+(1.47). Trying to fix a Dynodod over one removed mod? Takes many many times longer. Or how about a xEdit script, something. I had to remove a major new-world space mod, having just did a complete new install and am looking over the update procedure...

 

If the process for generating a full D-lod is automated, how about offering the same ability to reverse one as well?

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Posted (edited)
  On 2/21/2016 at 2:57 PM, Mebantiza said:

Suggestion for a feature that would imo, be very useful. Would it be possible to make a bat file to uninstall all Dyndolod generated content. For complete re-installs or updates with existing Dyndolod. Installing Dyndolod is not that hard at all, but updating it, if you remove a mod, can get quite tedious. An automated dyndolod cleaner would greatly ease the micromanagement involved. For my higher end pc, just generating a fresh D-lod on a clean install takes 45mins+(1.47). Trying to fix a Dynodod over one removed mod? Takes many many times longer. Or how about a xEdit script, something. I had to remove a major new-world space mod, having just did a complete new install and am looking over the update procedure...

 

If the process for generating a full D-lod is automated, how about offering the same ability to reverse one as well?

I suggest to use a mod manager to deal with the source files from the archive and the files generated to the output folder.

 

Creating from scratch for a fresh install compared to creating from scratch for an existing install is the same so they require the same time!?

 

You could open the existing DynDOLO.esp in xEdit and remove the entire worldspace added by a mod from it manually. If after "Clean Masters" that mod is still listed as a master, find and remove overwrite records from DynDOLOD.esp for this mod from Tree, Container, Door, Furniture, Light, Moveable Static and Static - then clean masters again. Do the clean save cycle.

 

If certain type of records are removed from an esp there still needs to be a clean save to get rid of now orphaned persistent data in the save which will only happen if the belonging esp name is removed from load order. Generation from scratch is the safer course, because then you are certain no data from the removed mod is left in the esp.

 

I am actually working/testing such an update functionality since a while now. However, as you can see, the whole story is a bit more complex. The only sane way to perform such updates is to disable things instead of removing if possible, only remove if absolutely necessary and update records that used the mods overwrite data to create a new overwrite for a 3rd mod. However, if the safest way for removing a mod is to disable its data instead of removing its data from DynDOLOD.esp, it also means there is unused data in the esp - which serves no purpose but just wasting space. If a clean save has to be performed anyways the whole exercise becomes futile.

Edited by sheson
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Posted (edited)
  On 2/18/2016 at 2:40 PM, snares said:

I use MO and deleted the old versions of both DynDOLOD and the output folder before i installed the new version. Unless MO did something weird, i should have no old dyndolod meshes. But i am not 100% sure what you mean with the source meshes. I assume you mean the ones that are in the dyndolod installation folder.

 

EDIT: I disabled all texture/mesh mods except the ones that DynDOLOD made master files (SMIM, real roads, verdant) and the flicker is still there.

  On 2/19/2016 at 3:38 AM, Neovalen said:

Does the glow lod still cause flickering on ores with ENB? That's the only thing that stopped me from using them.

And anybody else who has texture flicker with Glow LOD and ENB Sunrays. I could not verify the problem on my end so far - which could be as simple as not having a certain mod in the load order. Please download this version of ../TES5EDit/Edit Scripts/LODGen.exe to replace the existing version and generate static LOD again to test if the newer version solves the problem.

 

You can update the existing static LOD *.bto files without having to worry about save game:

Edit ../TES5EDIT/Edit Scripts/DynDOLOD/DynDOLOD_TES5.ini in notepad and change from Expert=0 to Expert=1

Then start TES5Edit and apply the script DynDOLOD World.pas as always.

On the expert option window select the worldspace to update top left.

This should automatically select the correct LODGen export file like ../TES5Edit/Edit Scripts/LODGen_Tamriel.txt - or select it manually with [...] button

Once an existing export file has been selected, the "Execute LODGen.exe" button becomes enabled.

Click the "Execute LODGen.exe" button to update the static LOD for the worldspace with the existing data.

Plant a tree. Once it completed copy files from output path as before.

 

Please let me know the outcome either way.

Edited by sheson
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Posted
  On 2/21/2016 at 4:27 PM, sheson said:

I suggest to use a mod manager to deal with the source files from the archive and the files generated to the output folder.

 

Creating from scratch for a fresh install compared to creating from scratch for an existing install is the same so they require the same time!?

 

You could open the existing DynDOLO.esp in xEdit and remove the entire worldspace added by a mod from it manually. If after "Clean Masters" that mod is still listed as a master, find and remove overwrite records from DynDOLOD.esp for this mod from Tree, Container, Door, Furniture, Light, Moveable Static and Static - then clean masters again. Do the clean save cycle.

 

If certain type of records are removed from an esp there still needs to be a clean save to get rid of now orphaned persistent data in the save which will only happen if the belonging esp name is removed from load order. Generation from scratch is the safer course, because then you are certain no data from the removed mod is left in the esp.

 

I am actually working/testing such an update functionality since a while now. However, as you can see, the whole story is a bit more complex. The only sane way to perform such updates is to disable things instead of removing if possible, only remove if absolutely necessary and update records that used the mods overwrite data to create a new overwrite for a 3rd mod. However, if the safest way for removing a mod is to disable its data instead of removing its data from DynDOLOD.esp, it also means there is unused data in the esp - which serves no purpose but just wasting space. If a clean save has to be performed anyways the whole exercise becomes futile.

 

Yes, sorry, I figured out that method, of manually editing out an offending mod in xedit after I posted this-that problem solved. Maybe sometime you come up with a practical 'Dyndolod cleaner' of some sort. But now, I have know how to clean out a removed mod without a re-do $$$

 

1.47 looking great btw.  

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Posted (edited)

Hello guys

 

Could you please tell me what am I doing wrong?

I followed the instructions of this video: https://www.youtube.com/watch?v=c3zVK8PD3Vg

I have tried several mods that add the terrain HD textures, right now I'm using the https://www.nexusmods.com/skyrim/mods/68782/? 

But it doesn't really matter which one I use I always get some ugly results like the ones on the attached pics.

It doesn't even look similar to the Whiterun area screeshots that the DynDOLOD nexus page shows.

My distant terrain still looks disgusting and the rock formations and buildings doesn't even appear.

It looks like the vanilla lods with a bit different colours and that's all.

 

Gallery: https://postimg.org/gallery/20tzw3alu/b28dc0fc/

Edited by Tyrvordr
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Posted
  On 2/22/2016 at 10:17 AM, Tyrvordr said:

It looks like the vanilla lods with a bit different colours and that's all.

Because DynDoLOD doesn't generate terrain LOD, only objects and trees.

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Posted (edited)
  On 2/22/2016 at 10:17 AM, Tyrvordr said:

Hello guys

 

Could you please tell me what am I doing wrong?

I followed the instructions of this video: https://www.youtube.com/watch?v=c3zVK8PD3Vg

I have tried several mods that add the terrain HD textures, right now I'm using the https://www.nexusmods.com/skyrim/mods/68782/? 

But it doesn't really matter which one I use I always get some ugly results like the ones on the attached pics.

It doesn't even look similar to the Whiterun area screeshots that the DynDOLOD nexus page shows.

My distant terrain still looks disgusting and the rock formations and buildings doesn't even appear.

It looks like the vanilla lods with a bit different colours and that's all.

 

Gallery: https://postimg.org/gallery/20tzw3alu/b28dc0fc/

Screens look like the new LOD sources files from the DynDOLOD archive data folder are not installed. It seems it only has the vanilla source files to work with.

 

Check the ../TES5Edit/TES5EDit_log.txt for something like:

[00:00:00.570]    Looking for LOD nif files in BSA archives and in E:\SteamLibrary\steamapps\common\Skyrim\Data\

[...]

[00:00:16.735]      Found 5097 LOD files for 3928 unique LOD objects

 

If only vanilla+DLC LOD source are available it looks more like

[00:00:03.489]      Found 1025 LOD files for 629 unique LOD objects

 

If it actually detected the additional 4000 LOD source files then make sure the entire output folder containing meshes/skse/textures was copied to the game/mod folder correctly.

 

If all that is true, check in ../TES5Edit/LODGen_log.txt that LODGen.exe didn't end prematurely. Each "Log started at" should have an "Log ended at". It should have created 680 or more files in the output folder Meshes\Terrain\Tamriel\Objects\*.bto

 

DynDOLOD is about tree and object LOD. Terrain/Water LOD is a third type of LOD. Use something like High Quality LODs or Skyrim High Definition LODs to improve the terrain between objects or generate terrain meshes and/or textures with Oscape.

Edited by sheson
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Posted (edited)
  On 2/22/2016 at 10:57 AM, zilav said:

Because DynDoLOD doesn't generate terrain LOD, only objects and trees.

So it will never fix those terrain holes at all? And some parts of the mountain sides will look like trash too? :(

 

 

  On 2/22/2016 at 10:58 AM, sheson said:

Screens look like the new LOD sources files from the DynDOLOD archive data folder are not installed. It seems it only has the vanilla source files to work with.

 

From the "DynDOLOD 1.47-59721-1-47.7z" archive I've copied the contents of the "TES5Edit\Edit Scripts" folder into TES5Edit's "Edit Scripts".

So yes if I understand it correctly from these logs, TES5Edit detected those 4000 LOD Sources.

I'll link here the log files so I won't litter the forum by copy pasting all that trash.

https://www.filedropper.com/tes5editlog

https://www.filedropper.com/lodgenlog

 

The generated meshes/skse/textures folders are inside the D:\Program Files\Steam\steamapps\common\Skyrim\Mod Organizer\mods\DynDOLOD - Output.

And that folder is right there in the MO as you can see it on the screens.

 

Yeah I tried to use the Skyrim High Definition LODs but I had the same ugly terrain holes and low quality distant land everywhere.

So I switched to Enhanced Landscapes but you see the results.

Edited by Tyrvordr
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Posted (edited)
  On 2/22/2016 at 11:47 AM, Tyrvordr said:

So it will never fix those terrain holes at all? And some parts of the mountain sides will look like trash too? :(

 

 

From the "DynDOLOD 1.47-59721-1-47.7z" archive I've copied the contents of the "TES5Edit\Edit Scripts" folder into TES5Edit's "Edit Scripts".

So yes if I understand it correctly from these logs, TES5Edit detected those 4000 LOD Sources.

I'll link here the log files so I won't litter the forum by copy pasting all that trash.

https://www.filedropper.com/tes5editlog

https://www.filedropper.com/lodgenlog

 

The generated meshes/skse/textures folders are inside the D:\Program Files\Steam\steamapps\common\Skyrim\Mod Organizer\mods\DynDOLOD - Output.

And that folder is right there in the MO as you can see it on the screens.

 

Yeah I tried to use the Skyrim High Definition LODs but I had the same ugly terrain holes and low quality distant land everywhere.

So I switched to Enhanced Landscapes but you see the results. 

LODGen_log.txt shows "Skyrim Object LOD Generator v0.9"

 

You didn't update xEdit incuding latest LODGen.exe. Check requirements for DynDOLOD / update post.

 

Consequently it did not generate a single static object LOD *.bto file in the output folder in Meshes\Terrain\Tamriel\Objects\*.bto

Log started at 9:38

[...]

Error reading block textures\terrain\lodgen\skyrim.esm\tundradriftwood01_000b8f53.dds

Log ended at 9:38

Edited by sheson
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