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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

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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]

=======================================================================

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

  • +1 15

Recommended Posts

  • 0
Posted (edited)
  On 3/8/2016 at 11:08 AM, SkulldozeR said:

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?

The static LOD just for Legendary is about 700MB for medium and about 1 GB for high. It will be more depending on mods or mesh rules. That didn't really change. If it was lower it might have been low settings or something else caused it to stop *.bto generation prematurely.

 

  On 3/8/2016 at 1:04 PM, Nogitsune said:

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?

 

Good, you found the post. Next version will ignore the empty worldspace automatically.

Edited by sheson
  • 0
Posted

I have a strange problem with a few iron ore textures flickering, I am using 1.47 with the latest TES5Edit.

The iron ores are located at (around the Solitude area):
Cell -18,22    Block -4,2    SubBlock -3,2
Cell -20,23    Block -4,2    SubBlock -3,2
Cell -22,23    Block -4,2    SubBlock -3,2
Cell -25,23    Block 0,2    SubBlock -4,2

This happening on two computers, one running ENB, one is not. If I disable the DynDOLOD generated World objects, the flickering disappears.

I then rolled back to 1.46. regenerated both TexGen and World objects, no flickering.

No changes to the loaded mods were made during the test.

Any ideas?

 

PS:  As I am using the Legacy of the Dragonborn mod, is it OK to continue to use 1.46?
 

  • 0
Posted (edited)
  On 3/9/2016 at 1:44 AM, cybexgames said:

I have a strange problem with a few iron ore textures flickering, I am using 1.47 with the latest TES5Edit.

 

The iron ores are located at (around the Solitude area):

Cell -18,22    Block -4,2    SubBlock -3,2

Cell -20,23    Block -4,2    SubBlock -3,2

Cell -22,23    Block -4,2    SubBlock -3,2

Cell -25,23    Block 0,2    SubBlock -4,2

 

This happening on two computers, one running ENB, one is not. If I disable the DynDOLOD generated World objects, the flickering disappears.

 

I then rolled back to 1.46. regenerated both TexGen and World objects, no flickering.

 

No changes to the loaded mods were made during the test.

 

Any ideas?

 

PS:  As I am using the Legacy of the Dragonborn mod, is it OK to continue to use 1.46?

 

That is odd because somebody mentioned this happening with the older versions. When you installed 1.47 did you remove all old 1.46 source files that you copied from the download archive or did you just overwrite?

 

Are you using an ore replacer mod of any kind that changes the files in meshes\dungeons\mines\ore\*.nif or the textures textures\dungeons\mines\*.dds?

It only happens in that area and nowhere else? That is even more odd :)

 

I believe this has to do with glow LOD in static object LOD. Did you use Window Glow LOD?

I kind of hope you use MO and may still have the 1.47 generated files around. If that is the case could you hide the meshes folder and only keep the esp/skse/textures folders that you coped from the output path and see if the problem is gone?

 

If that is the case, could you overwrite with this /../TES5Edit/Edit Scripts/LODGen.exe and generate static object LOD with latest version and see if that fixes the problem?

It would help if you could generate once with and without Window Glow LOD - that is if you used that option in the first place.

 

LOD for will not look correct for latest Legacy of Dragonborn. Should only be a visual problem, though. But I would be better if we can find out the cause of the problem so I can fix it.

Edited by sheson
  • 0
Posted (edited)

Do not think I removed the 1.46 source files (memory loss), which folder should removed?

 

Do not know what Windows Glow LOD is, but am using Glowing Ore Veins 300, is that what you mean?

 

Yes, hiding the meshes folder removed the flickering.

 

Will try the LODGen download.

 

UPDATE:

Did a complete new install of the latest TES5EDit, and 1.47, copied the scripts and replaced the LodGen.exe.

Regenerated the TexGen objects, then generated the World object, just did Tamriel for quickness.

Opened my test save, no flickering, will now perform on all world spaces.

 

Thanks for the help.

Edited by cybexgames
  • 0
Posted (edited)
  On 3/9/2016 at 3:48 AM, cybexgames said:

Do not think I removed the 1.46 source files (memory loss), which folder should removed?

 

Do not know what Windows Glow LOD is, but am using Glowing Ore Veins 300, is that what you mean?

 

Yes, hiding the meshes folder removed the flickering.

 

Will try the LODGen download.

 

UPDATE:

Did a complete new install of the latest TES5EDit, and 1.47, copied the scripts and replaced the LodGen.exe.

 

Regenerated the TexGen objects, then generated the World object, just did Tamriel for quickness.

 

Opened my test save, no flickering, will now perform on all world spaces.

 

Thanks for the help.

Great. news, thanks. No need to worry about the other questions anymore since the newer LODGen.exe fixes it.

 

  On 3/9/2016 at 10:09 AM, Darth_mathias said:

ok this is getting a little annoying now: this happen everytime i run DynDoLod World i have versio 1.47 and only started when i updated to 1.47 too:

 

 

Is LODGen.exe still doing something or not? Is it using CPU? Which worldspace is it calculating?

Edited by sheson
  • 0
Posted

@Darth, I have had this for a couple of months already and I think it's because the processing of the Tamriel worldspace just takes a while. I guess it depends on the amount of mods you have installed that add objects and your modlist just tipped over that edge (the edge being the point at which the processing takes long enough for that message to appear). Usually it's one of the last worldspaces processed, so if you come back from whatever it is you do when the script runs you can just click 'yes' when it's done processing to start processing the final worldspace(s), which would be just Wyrmstooth for you I imagine. IMO it's not thát annoying :p

  • 0
Posted

I would agree 100% with Pretendeavor.

I have had this window popping up like the last 3-4 versions of DynDOLOD and from what it seems the reason is exactly wht Pretendeavor explains.

LodGen's command prompt window is still occupied witht the previous worldspace when the wolrd script calls it again whne running on the next worldspace.

Nothing too serious I guess...LODGen works just fine.

  • 0
Posted (edited)
  On 3/9/2016 at 2:57 PM, sheson said:

Is LODGen.exe still doing something or not?

yes it is running

 

it is doing what both Astkos and Pretendeavor discribe above i guess i'll just have to put up with it as it is not game breaking.

Edited by Darth_mathias
  • 0
Posted (edited)
  On 3/9/2016 at 2:59 PM, Darth_mathias said:

yes it is running

 

it is doing what both Astkos and Pretendeavor discribe above i guess i'll just have to put up with it as it is not game breaking.

Yes. If high resolution terrain LOD meshes are used it will take even longer to optimize the result.

 

If you are repeatedly testing different settings for a single worldspace, change to expert mode in DynDOLOD_TES5.ini and on the expert options uncheck Remove unseen faces. It will be faster but produce larger *.bto files which are fine for visual control but take longer to load/need more heap memory.

Edited by sheson
  • 0
Posted (edited)

Sheson, could i ask you an unrelated question please ?

 

Since you seem to know alot about scripting and papyrus vm and you knew enough about heap memory to produce a fix that solved crashes for 90% of Skyrim players, could you tell me for certain what effect increasing stack memory size has on the scripting overlay ? Since we have no tool that could track the stack memory usage, how do we know what an ideal memory size for our stack would be ? I can swear that increasing my papyrus stack size via ImaxAllocatedMemoryBytes has a positive effect on my game, and through testing I am now up to 1gb with no buffer overflow messages in papyrus log even on extremely long play sessions, and yet people are telling me that it's dangerous to have a value that high, but i've been playing with this setting for weeks and have seen no adverse effects, could you please settle this for me ?

Edited by some_random_guy
  • 0
Posted (edited)

Back with another weird problem, using 1.47.

 

What I am getting is a small number small black squares on the map, after pressing the M key. They tend to flicker/disappear when moving around the map.

 

If I hide Meshes\Terrain\Tamriel folder, there is no small black squares on the map.

 

I wanted to place a picture, but I do not know how to do it.

 

EDIT: using the LODGen.exe that you link in an earlier post.

Edited by cybexgames
  • 0
Posted (edited)
  On 3/10/2016 at 7:02 AM, some_random_guy said:

Sheson, could i ask you an unrelated question please ?

 

Since you seem to know alot about scripting and papyrus vm and you knew enough about heap memory to produce a fix that solved crashes for 90% of Skyrim players, could you tell me for certain what effect increasing stack memory size has on the scripting overlay ? Since we have no tool that could track the stack memory usage, how do we know what an ideal memory size for our stack would be ? I can swear that increasing my papyrus stack size via ImaxAllocatedMemoryBytes has a positive effect on my game, and through testing I am now up to 1gb with no buffer overflow messages in papyrus log even on extremely long play sessions, and yet people are telling me that it's dangerous to have a value that high, but i've been playing with this setting for weeks and have seen no adverse effects, could you please settle this for me ?

iMaxAllocatedMemoryBytes is a max limit. You can set it to such insane values because normal operations never need that much memory.

Giving it a bit more room certainly doesn't hurt when having a lot of concurrent scripts.

 

  On 3/10/2016 at 9:46 AM, cybexgames said:

Back with another weird problem, using 1.47.

 

What I am getting is a small number small black squares on the map, after pressing the M key. They tend to flicker/disappear when moving around the map.

 

If I hide Meshes\Terrain\Tamriel folder, there is no small black squares on the map.

 

I wanted to place a picture, but I do not know how to do it.

 

EDIT: using the LODGen.exe that you link in an earlier post.

https://encrypted.google.com/search?q=how+to+upload+a+picture+to+the+internet

Edited by sheson
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