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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

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Updating DynDOLOD

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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]

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DynDOLOD - Dynamic Distant Objects LOD - Sheson

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  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 3/1/2016 at 12:34 PM, markdf said:

So I've been having this same issue, and I've talked to a bunch of other people who are experiencing it. We are pretty sure we've tracked down the cause -- strCount in the Papyrus block of the save files.

 

https://www.uesp.net/wiki/Tes5Mod:Save_File_Format/Papyrus

 

The strCount field is only 16bit. What seems to happen is that in a heavily modded game, strCount gets quite large, and eventually overflows. DynDoLod just happens to add a lot of strings to this section (I think every single script instance's properties and variables get added, so 13 entries per LODObject!), so it is frequently the mod which pushes a save file over the edge and causes an overflow.

 

So it seems like there's no easy fix except to run fewer mods... unless someone makes a patcher for Skyrim that changes strCount to be 32bit.

Interesting, I was speculating about a 16bit overflow at some point. I will look into this.

 

  On 3/1/2016 at 1:29 PM, some_random_guy said:

Not sure why, but my DynDoLod generated meshes seem to suffer from terrible flicker-osis..

 

https://www.youtube.com/watch?v=nimkcsAD8o4&feature=youtu.be

It is called z-fighting. Why care about z-fighting in nifskope? Any trouble with those in the game?

Edited by sheson
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Posted
  On 3/1/2016 at 2:42 PM, sheson said:

Interesting, I was speculating about a 16bit overflow at some point. Maybe I can figure out how to limit the number of used strings.

 

Yeah, it's a weird bug. Probably a holdover from the Morrowind days. I thought it would be important to have an explanation of it here, since there's a decent chance you'll get complaints about this problem for the rest of your natural life... especially with gargantuan mods like Legacy of the Dragonborn becoming prevalent.

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Posted (edited)
  On 3/1/2016 at 3:07 PM, markdf said:

Yeah, it's a weird bug. Probably a holdover from the Morrowind days. I thought it would be important to have an explanation of it here, since there's a decent chance you'll get complaints about this problem for the rest of your natural life... especially with gargantuan mods like Legacy of the Dragonborn becoming prevalent.

I looked into this and can not verify. Can you show me a save which for some reason has several 10,000 unique strings from DynDOLOD?

 

I counted about 80 unique strings for DynDOLOD in my save. It doesn't matter how many script instances use the same unique string. It is a reference table...

The limit does exists and other mods may go crazy on unique strings, but there is nothing I can do about them.

 

If there is any issue there is always a way to work around. DynDOLOD is already using external json data files for a reason :)

The guys from SKSE could probably write a wrapper around the whole thing.

Edited by sheson
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Posted
  On 3/1/2016 at 2:42 PM, sheson said:

 

 

It is called z-fighting. Why care about z-fighting in nifskope?

 

Doesn't matter whether it's Nifskope or Skyrim, flickering is exactly the same.

 

I'm not a huge fan of flickering and had to get rid of quite a few distance overhaul mods as they were causing them, thought that DynDoLod would be better than this..

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Posted (edited)
  On 3/1/2016 at 4:36 PM, some_random_guy said:

Doesn't matter whether it's Nifskope or Skyrim, flickering is exactly the same.

 

I'm not a huge fan of flickering and had to get rid of quite a few distance overhaul mods as they were causing them, thought that DynDoLod would be better than this..

Since DynDOLOD is lightyears ahead of any other mod because it is a patcher use the settings to fix it yourself by removing the objects for example.

 

In my nifskope 2 pre alpha 4 and in my game these tundra stream LOD objects do not flicker. NVIDIA card, still using driver 361.75.

 

  Quote

DynDOLOD offers a plethora of settings and options, the visual result and performance impact is fully at the hands of the enthusiast modder. There is already a wealth of information how to fine tune every aspect in the included documents. Yes, that means if the game runs worse after using this you doing it wrong :p

Edited by sheson
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Posted (edited)
  On 3/1/2016 at 4:41 PM, sheson said:

Since DynDOLOD is lightyears ahead of any other mod because it is a patcher use the settings to fix it yourself by removing the objects for example.

 

In my nifskope 2 pre alpha 4 and in my game these tundra stream LOD objects do not flicker. NVIDIA card, still using driver 361.75.

 

That's exactly what i'm trying to figure out, how to get this awesome tool to work right.. i'm on my third day now. 

I'm looking at the separate mesh of the pond LOD (tundrapond01_lod) as supplied with DynDoLod and they don't flicker, but when combined inside a .bto, they start to flicker. 

 

However, the separate lod mesh consists of 3 parts, but when combined inside a .bto, the same mesh becomes a 1 part object which starts to flicker.. 

How can this be fixed on my end ?

 

Here is a video to illustrate what i mean

 

https://youtu.be/ebslzFPykwI

Edited by some_random_guy
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Posted (edited)
  On 3/1/2016 at 5:03 PM, some_random_guy said:

That's exactly what i'm trying to figure out, how to get this awesome tool to work right.. i'm on my third day now. 

I'm looking at the separate mesh of the pond LOD (tundrapond01_lod) as supplied with DynDoLod and they don't flicker, but when combined inside a .bto, they start to flicker. 

 

However, the separate lod mesh consists of 3 parts, but when combined inside a .bto, the same mesh becomes a 1 part object which starts to flicker.. 

How can this be fixed on my end ?

 

Here is a video to illustrate what i mean

 

https://youtu.be/ebslzFPykwI

Combining meshes into one large supermesh is the whole point of generating LOD...

 

You could disable use of the entire group of meshes by 2 mesh rules: 

Mesh = tundrastream

Mesh = tundrapond

LOD4/LOD8/LOD16/Grid = empty, VWD = checked, Reference = Unchanged

 

Or delete Meshes\lod\tundra\tundra*.nif (also in subfolders)

Or better, edit those source meshes in nifksope and remove the dirt patches by highlighting their NiTriShape and right click, Block, Remove Branch, then save.

 

However, you might want to spend some time investigating why there is the z-fighting to begin width. I have no idea why it is so bad for you. I have zero z-fighting, see:

 

 

 

 

Edited by sheson
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Posted
  On 3/1/2016 at 5:35 PM, sheson said:

Combining meshes into one large supermesh is the whole point of generating LOD...

 

You could disable use of the entire group of meshes by 2 mesh rules: 

Mesh = tundrastream

Mesh = tundrapond

LOD4/LOD8/LOD16/Grid = empty, VWD = checked, Reference = Unchanged

 

Or delete Meshes\lod\tundra\tundra*.nif (also in subfolders)

Or better, edit those source meshes in nifksope and remove the dirt patches by highlighting their NiTriShape and right click, Block, Remove Branch, then save.

 

However, you might want to spend some time investigating why there is the z-fighting to begin width. I have no idea why it is so bad for you. I have zero z-fighting, see:

 

 

 

 

 

This is very interesting indeed. 

 

The meshes I use are what comes with DynDoLod itself, there is nothing overwriting the meshes that are flickering and I have no _lod meshes except for vanilla ones that are stored in .bsa archives.

The only thing that I have modified are the textures that I generated with DynDoLOD TexGen script for my mods, is it possible that textures cause flickering ? I didn't think they could.

 

I have generated about 6 passes in total and they all had the same result, but I'm going to generate a few more now that I know it's a problem somewhere in my setup.

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Posted (edited)
  On 3/1/2016 at 5:59 PM, some_random_guy said:

This is very interesting indeed. 

 

The meshes I use are what comes with DynDoLod itself, there is nothing overwriting the meshes that are flickering and I have no _lod meshes except for vanilla ones that are stored in .bsa archives.

The only thing that I have modified are the textures that I generated with DynDoLOD TexGen script for my mods, is it possible that textures cause flickering ? I didn't think they could.

 

I have generated about 6 passes in total and they all had the same result, but I'm going to generate a few more now that I know it's a problem somewhere in my setup.

The z-fighting will has its reason beyond the meshes. We both have the same source meshes and consequently should have the same merge result in the LOD bto file.

If I had to hazard a guess it is related to any of  OS, DirectX, graphics drivers / hardware. But I have no idea why or how to address the issue.

Edited by sheson
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Posted

Changed ini settings could also affect z-fighting. I tried once recommended tweak in ini to lessen it, but on my PC it actually made it worse.

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Posted
  On 3/1/2016 at 8:28 PM, zilav said:

Changed ini settings could also affect z-fighting. I tried once recommended tweak in ini to lessen it, but on my PC it actually made it worse.

For this user it happens in nifskope and the game. @some_random_guy could you try the latest nifskope 2 pre alpha 4? If I remember correctly newer nifskope uses OpenGL now to render things and not DirectX anymore. Not sure exactly when the switch happened.

  • 0
Posted (edited)
  On 3/1/2016 at 9:22 PM, sheson said:

For this user it happens in nifskope and the game. @some_random_guy could you try the latest nifskope 2 pre alpha 4? If I remember correctly newer nifskope uses OpenGL now to render things and not DirectX anymore. Not sure exactly when the switch happened.

It doesn't matter whether I use nifskope 2.0.4 or 2.0.1 or run the model inside the game, the results are absolutely identical, I prefer using 2.0.1 because it's compatible with Zilav's billboard creator tool.

 

The only difference I notice is when I open any .bto mesh generated via a DynDoLod tool in Nifskope 2.0.4 , I receive this message:

 

hb25vKw.png

 

 

I have completely reinstalled DynDoLod yesterday, tried generating new LODS with no TexGen textures and no mods active in M.O. and ended up with the same result, not sure how this can be happening.

 

I use the latest nvidia drivers on a 970 gtx gpu, i will try reinstalling them today and i will try default .ini files instead of my modded ones. 

Edited by some_random_guy
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Posted

I think there is an issue in alpha4 regarding meshes from games prior to Fallout 4, it refuses to read some of my custom nifs which work fine in NifScope alpha3, CK and Skyrim itself.

By the way I updated billboard tool for the latest NifScope, will upload on nexus soon.

  • 0
Posted (edited)
  On 3/2/2016 at 8:27 AM, some_random_guy said:

It doesn't matter whether I use nifskope 2.0.4 or 2.0.1 or run the model inside the game, the results are absolutely identical, I prefer using 2.0.1 because it's compatible with Zilav's billboard creator tool.

 

The only difference I notice is when I open any .bto mesh generated via a DynDoLod tool in Nifskope 2.0.4 , I receive this message:

 

I have completely reinstalled DynDoLod yesterday, tried generating new LODS with no TexGen textures and no mods active in M.O. and ended up with the same result, not sure how this can be happening.

 

I use the latest nvidia drivers on a 970 gtx gpu, i will try reinstalling them today and i will try default .ini files instead of my modded ones.

You have the latest LODGen.exe 1.0 beta 4 from the FO4Edit download?

 

  On 3/2/2016 at 8:45 AM, zilav said:

I think there is an issue in alpha4 regarding meshes from games prior to Fallout 4, it refuses to read some of my custom nifs which work fine in NifScope alpha3, CK and Skyrim itself.

By the way I updated billboard tool for the latest NifScope, will upload on nexus soon.

:lol: I just created a new set of trunks for hybrid tree having to use old version.

 

 

 

 

 

  On 3/1/2016 at 12:34 PM, markdf said:

So I've been having this same issue, and I've talked to a bunch of other people who are experiencing it. We are pretty sure we've tracked down the cause -- strCount in the Papyrus block of the save files.

 

https://www.uesp.net/wiki/Tes5Mod:Save_File_Format/Papyrus

 

The strCount field is only 16bit. What seems to happen is that in a heavily modded game, strCount gets quite large, and eventually overflows. DynDoLod just happens to add a lot of strings to this section (I think every single script instance's properties and variables get added, so 13 entries per LODObject!), so it is frequently the mod which pushes a save file over the edge and causes an overflow.

 

So it seems like there's no easy fix except to run fewer mods... unless someone makes a patcher for Skyrim that changes strCount to be 32bit.

Based on this info, I went ahead and updated the papyrus scripts to use as few strings as possible. Comparing the total amount of strings before/after in the save files after a speedrun shows a couple thousand less strings in the table actually. I figured every bit helps for busy load orders...

 

To update an existing save, first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Disable DynDOLOD .esp and remove old scripts. Start game, load last save, wait a bit, save again. Install the updated BETA papyrus scripts, enable DynDOLOD.esp, start game, load the last save, go outside. DynDOLOD should initialize by itself.

Edited by sheson
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