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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

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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

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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 3/6/2016 at 6:31 PM, aaltair said:

Ok, sooo... this TES5edit is no longer what we need? So when I updated Tes5Edit I should have downloaded this FO4 one instead? Just making sure I understand you right. If that's the case GamerPoets video going to need an update.

The current requirements for DynDOLOD are stated on the first post, description page on nexus, the update posts, in DynDOLOD_QuickStart.html and in docs/DynDOLOD_Manual.html.

 

Both the description of the video and Michael in the video link/show and mention the dev version of TES5Edit with link to https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/, which has a post "All new builds will be uploaded to FO4Edit Nexus page for a while."

 

It seems really hard to miss :;):

Edited by sheson
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Posted

Hi sheson,

I've used this mod on all of my recent saves (approx 100 to 150 hours).  On my oldest, I started experiencing an issue where I would have thousands of instances of DynDOLOD scripts cluttering up the papyrus section of my saves, eventually causing all future saves to be unloadable.

 

I fixed this by removing only this mod from my last salvageable save and then doing a clean save - dropping my papyrus section from 17.5mb to 8.8mb.  All saves I make after removing DynDOLOD work fine.  Not really looking for an action here, just reporting the issue.

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Posted (edited)
  On 3/6/2016 at 9:28 PM, lnodiv said:

Hi sheson,

I've used this mod on all of my recent saves (approx 100 to 150 hours).  On my oldest, I started experiencing an issue where I would have thousands of instances of DynDOLOD scripts cluttering up the papyrus section of my saves, eventually causing all future saves to be unloadable.

 

I fixed this by removing only this mod from my last salvageable save and then doing a clean save - dropping my papyrus section from 17.5mb to 8.8mb.  All saves I make after removing DynDOLOD work fine.  Not really looking for an action here, just reporting the issue.

Since you are only reporting what you think is an issue and not looking for help, I guess there is no point telling you how script instances are not a problem whatsoever. A script instance is just data that doesn't do anything while it is not used. There could be millions of them stored in the save and all they do is use space without causing any problems. The point of performance friendly LOD is to pre-compute data in advance so it doesn't happen at run time. The data needs to be stored somewhere so it can be accessed when it is needed.

 

The most likely cause of your problem is the string table in the save which can only hold 65535 entries. The real issue is the total number of mods and their use of strings. You removed one mod that uses strings. You could have removed another mod and have the same effect. It depends on the mods and their settings how many strings they use, some use more, some use less. No point linking to this post to markdf or this thread [NSFW because ads] either I guess.

Edited by sheson
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Posted
  On 3/6/2016 at 9:06 PM, sheson said:

The current requirements for DynDOLOD are stated on the first post, description page on nexus, the update posts, in DynDOLOD_QuickStart.html and in docs/DynDOLOD_Manual.html.

 

Both the description of the video and Michael in the video link/show and mention the dev version of TES5Edit with link to https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/, which has a post "All new builds will be uploaded to FO4Edit Nexus page for a while."

 

It seems really hard to miss :;):

Yeah I probably just went to the TES5edit Nexus page out of habit. Or I might have forgotten one should never drink and mod. Or both.

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Posted (edited)
  On 3/6/2016 at 10:58 PM, sheson said:

The most likely cause of your problem is the string table in the save which can only hold 65535 entries. The real issue is the total number of mods and their use of strings. You removed one mod that uses strings. You could have removed another mod and have the same effect. It depends on the mods and their settings how many strings they use, some use more, some use less. No point linking to this post to markdf or this thread [NSFW because ads] either I guess.

I ended up being pointed that direction already, very interesting stuff.  Does DynDOLOD generate strings on the fly?  I ask because I use a completely static load order, have used the same mods for 100+ hours across five saves.  I've only experienced this issue on one of them, my longest, and only after I started running through the landscape at extremely high (VL base speed + 60%) speeds.

 

It's definitely the issue mentioned there, all of the symptoms are the same, I'm just curious as to how this arose in the middle of a save.

 

Side note:  A large number of the generated script instances were unattached.  Is this intended?

 

Edit:  I figured out the answer to my primary question by looking through your previous posts.  It does, and the new beta scripts you uploaded address that.  I didn't come here expecting a fix, but you've provided one before I even arrived, awesome work!

Edited by lnodiv
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Posted (edited)

Hi again Sheson, sorry to bother you.

 

But... is this normal?

 

2016-03-07_00001.jpg2016-03-07_00002.jpg

 

It seems that even though I have created a HIGH preset, things disappear. Very close by too.

 

These are the exported scripts/log files

 

The only errors I saw in the LodGen log are about tundradriftwood01 etc. Can you point me to the right direction to resolve this too?

 

Thanks in advance

 

PS: This is a new game, with a newly created .esp.

 

PS2: Don't know if it's any use, but the Worlds folder is less in size than the previous one, by around 80-100MB. I had to re-do the whole thing because I updated ELFX to v3.0 and it was missing the its DLC patches since it's legendary edition now.

Edited by SkulldozeR
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Posted
  On 3/4/2016 at 4:46 PM, Darkstorne said:

Yep, it's definitely not the same as other people's crashes, where it always occurs in the same places. I think you're right and it's just added VRAM strain pushing me over the edge, so I'm now tweaking things to balance it all out again. I just played for an hour without a crash so that's awesome, but all my exterior adventures were in a snowstorm so I have no idea if the road tweaks you suggested have worked or not yet ::P:  I managed to follow the documentation just fine though after you pointed me to it though, so thank you very much for that! Will keep you posted, but I think you've solved all the questions I had :^_^:  The crashing is 100% on me to figure out, and has nothing to do with a fault on DynDOLOD's end.

Just to follow up on this, the road textures now look perfect. The crashing was definitely VRAM related as well, so I've scaled back on a few larger textures in problem areas and got back to a stable game I can play for hours at a time, even with DynDOLOD and ENB. Thank you very much for your help! Encountered absolutely no issues at all with the setup of this mod - just needed advice on those road textures  :;):

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Posted (edited)
  On 3/7/2016 at 6:02 AM, lnodiv said:

I ended up being pointed that direction already, very interesting stuff. Does DynDOLOD generate strings on the fly? I ask because I use a completely static load order, have used the same mods for 100+ hours across five saves. I've only experienced this issue on one of them, my longest, and only after I started running through the landscape at extremely high (VL base speed + 60%) speeds.

 

It's definitely the issue mentioned there, all of the symptoms are the same, I'm just curious as to how this arose in the middle of a save.

 

Side note: A large number of the generated script instances were unattached. Is this intended?

 

Edit: I figured out the answer to my primary question by looking through your previous posts. It does, and the new beta scripts you uploaded address that. I didn't come here expecting a fix, but you've provided one before I even arrived, awesome work!

This problem affects every mod. I did not fix the problem. Removing any mod from the load order will free up "strings". In the linked thread a few mods that actually use a lot of "strings" are talked about. With the updated scripts I just made sure that DynDOLOD uses as few "strings" as possible. Other authors of certain mods should try to do the same. This is a principle problem in the architecture of the game. Some possible workarounds would require a lot of creative programming.

 

Do not confuse the term "string" with the content of string variables. Those are only a small number of everything that is a "string" in this context.

 

There only should be unattached scripts if you didn't follow the update procedure for example. No dynamic Forms are created. Forms in the esp do not go missing by themselves.

 

 

 

  On 3/7/2016 at 9:01 AM, SkulldozeR said:

Hi again Sheson, sorry to bother you.

 

But... is this normal?

 

PS2: Don't know if it's any use, but the Worlds folder is less in size than the previous one, by around 80-100MB. I had to re-do the whole thing because I updated ELFX to v3.0 and it was missing the its DLC patches since it's legendary edition now.

As mentioned in the update post, update to a newer xEdit/LODGen version. If the latest LODGEn.exe crashes take a screenshot please.

 

  On 3/7/2016 at 12:38 PM, Darkstorne said:

Just to follow up on this, the road textures now look perfect. The crashing was definitely VRAM related as well, so I've scaled back on a few larger textures in problem areas and got back to a stable game I can play for hours at a time, even with DynDOLOD and ENB. Thank you very much for your help! Encountered absolutely no issues at all with the setup of this mod - just needed advice on those road textures  :;):

Great news. If you ever have to update LOD or just the LOD atlas texture you could try to reduce the atlas tile size from 512 to 256 to test if a smaller LOD atlas texture for that worldspace helps.

Edited by sheson
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Posted
  On 3/7/2016 at 1:12 PM, sheson said:

 

As mentioned in the update post, update to a newer xEdit/LODGen version. If the latest LODGEn.exe crashes take a screenshot please.

 

 

OK I will try the new FO4Edit turn it into TES5Edit and check. Do you think that's the case? Because the previous times I didn't have the issue.

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Posted
  On 3/7/2016 at 1:42 PM, SkulldozeR said:

OK I will try the new FO4Edit turn it into TES5Edit and check. Do you think that's the case? Because the previous times I didn't have the issue.

The important part is to get a newer LODGen.exe from that download. The LODGen_log.txt should start with something like "Skyrim Object LOD Generator v1.0.0 beta" - v 0.9 will crash for sure.

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Posted

Hmm it seems LODGen.exe is indeed v0.9 but it didn't crash till now nor did I have this issue. It seems like something is blocking the visibility. Weird. Anyway I will get v1.0 and let you know tonight when I return from work.

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Posted
  On 3/7/2016 at 4:37 PM, lnodiv said:

How were you able to reduce the number of strings DynDOLOD uses?

Use external data types from PapyrusUtil instead of native variables. Use integers IDs.

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Posted
  On 3/7/2016 at 1:53 PM, sheson said:

The important part is to get a newer LODGen.exe from that download. The LODGen_log.txt should start with something like "Skyrim Object LOD Generator v1.0.0 beta" - v 0.9 will crash for sure.

Hey there,

 

so I did the High script/esp with the new LODGen.exe. No crashes, it finished just fine. The output folder however had a whopping 1,56GB size compared to the 400MB previously. I didn't see anything different though in-game. I guess it doesn't affect ALL meshes does it?

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Posted (edited)

On running DynDOLOD 'worlds' script, I get following error about 40 minutes into the process:

Exception in unit create line 1197: Invalid floating point operation

The last several lines on the TES5Edit_log.txt are:

 

[00:40:53.732] Found C:\Games\SkyrimUtils\TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TES5_manual_refr_Tamriel.txt
[00:40:53.746] Add 4 manual references for DynDOLOD
[00:40:53.754]   no DynDOLOD for WhiterunDragonsreachWorldFire01 00033DA4. Add a rule
[00:40:53.765]   no DynDOLOD for WhiterunDragonsreachWorldFire02 00033DA4. Add a rule
[00:40:53.773] Adding LOD objects data with 3160 entries
[00:40:54.272]   Saved C:\Games\SkyrimUtils\TES5Edit\TES5LODGenOutput2\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json
[00:40:54.285] Adding 10 child worlds using Tamriel for LOD
[00:40:54.293]   WindhelmPitWorldspace
[00:40:56.170]   KatariahWorld
[00:40:58.750]   WhiterunDragonsreachWorld
[DynDOLOD.esp] Adding master "Book Covers Skyrim.esp"
[00:40:59.209]   SolitudeWorld
[00:41:02.769]   WhiterunWorld
[00:41:05.060]   RiftenWorld
[00:41:10.800]   WindhelmWorld
[00:41:15.564]   AN_DruidGroveWorld
[00:41:15.748]   An_Lothlorien
[00:41:18.957]   An_SancreselWorld
Exception in unit create line 1197: Invalid floating point operation
[Apply Script done]  Processed Records: 0, Elapsed Time: 42:29
[00:00] Saving: DynDOLOD.esp.save.2016_03_08_14_45_11
[00:02] Done saving.

DynDOLOD version: 1.47

TES5Edit version should be the latest available:

TES5Edit 3.1.3 EXPERIMENTAL starting session 2016-03-08 13:44:44
Using Skyrim Data Path: C:\Games\SteamLibrary\steamapps\common\Skyrim\Data\

LODGen.exe I believe came with TES5Edit, the file is dated 17 FEB 2016 5:15 and file size is 242 KB (248 320 bytes)

 

I've tried the generation with both high and med settings as memory serves, with both 1024 and 512 textures for atlas.

 

Any thoughts on where I should look for the problem?

 

--- edit ---

Went further back on thread and found same issue posted earlier...

  Quote

 

I will check if this error can be caught and fixed at runtime. In the meantime just remove the empty worldspace An_SancreselWorld "Sancresel" [WRLD:0A08D671] from AnnaNPCs.esp

 

 I'll try that.

 

--- edit2 ---

That fixed the issue.  Also fixed the crash I was previously getting when trying to load that esp - not surprisingly.  Seems like everything's working fine now.

Edited by Nogitsune
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