Jump to content

Question

Posted

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

  • +1 15

Recommended Posts

  • 0
Posted (edited)
  On 3/10/2016 at 5:01 PM, sheson said:

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.

 

 

Thanks, i can rest easy now!

 

And another one from me for today since Zilav isn't responding

 

Could you tell me how LodGen and DynDoLod select the textures that get added to the atlas ? I've created some custom lod textures for the mountains and applied them to the lod.nif files, yet they wont get added to the texture atlas and as a result, when the .bto files are generated, the objects that I applied my custom textures to, get separated into a separate node, which obviously increases the size of the .bto file and makes them less efficient.

 

Is there like a fixed set of textures that get added to the atlas and nothing else is allowed ? I've looked at the manuals and can't see anything about this.

 

Actually, i've also edited the UV map in NifSkope for these objects as well to make them look a bit more upscaled, maybe that could have something to do with it as well, since the atlas gets split up by UV maps.

Edited by some_random_guy
  • 0
Posted (edited)
  On 3/10/2016 at 5:40 PM, some_random_guy said:

Thanks, i can rest easy now!

 

And another one from me for today since Zilav isn't responding

 

Could you tell me how LodGen and DynDoLod select the textures that get added to the atlas ? I've created some custom lod textures for the mountains and applied them to the lod.nif files, yet they wont get added to the texture atlas and as a result, when the .bto files are generated, the objects that I applied my custom textures to, get separated into a separate node, which obviously increases the size of the .bto file and makes them less efficient.

 

Is there like a fixed set of textures that get added to the atlas and nothing else is allowed ? I've looked at the manuals and can't see anything about this.

 

Actually, i've also edited the UV map in NifSkope for these objects as well to make them look a bit more upscaled, maybe that could have something to do with it as well, since the atlas gets split up by UV maps.

The UV of a mesh needs to be 0.0

 

Atlas textures can not tile. If 0.0 - tolerance

 

Vanilla LOD intentionally keeps mountainslap02 separated and uses the full texture. It can then also use tiling. That's fine because it used everywhere so you still end up with large merged meshed. It is fine if used here and there. If used a lot for lots of different textures, you will notice increased draw calls.

 

DynDOLOD will never add mountainslab01.dds or mountainslab02.dds to the atlas even if there are meshes that could use it. There are always mountain meshes that tile. There is no gain in having half the mountains use a (likely lowres) atlas texture and the other half use the full texture. So all mountains always use the full single textures.

Edited by sheson
  • 0
Posted
  On 3/10/2016 at 7:04 PM, sheson said:

The UV of a mesh needs to be 0.0 < u, v < 1.0 +/- AtlasTolerance (fixed value for DynDOLOD because I fixed all vanilla meshes that had broken UV) for its texture to be considered for the atlas.

Atlas textures can not tile. If 0.0 - tolerance < UV < 1.0 + tolerance, LODGen.exe will limited the UV to the atlas slot so it does not bleed into adjacent textures. If the UV of a shape is beyond that, LODGen.exe will not merge that shape with the other shapes in the atlas and keep it separate.

 

Vanilla LOD intentionally keeps mountainslap02 separated and uses the full texture. It can then also use tiling. That's fine because it used everywhere so you still end up with large merged meshed. It is fine if used here and there. If used a lot for lots of different textures, you will notice increased draw calls.

Well that explains it! Here I thought I was fixing the UV map, meanwhile making it unusable for the atlas and wasting my time.

 

So the sizes and renames for .dds files aren't a problem as long the UV map is set right, that's good to know ! 

  • 0
Posted
  On 3/10/2016 at 7:20 PM, cybexgames said:

Hi Sheson,

 

Here is the https://imgur.com/biZVeTi

 

That has the small number small black squares on the map

Are you sure the LOD atlas texture Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds belongs to the LOD meshes in Meshes\Terrain\tamriel\Objects\*.bto?

I guess this could also happen if you run out of VRAM.

  • 0
Posted (edited)

How would I check for the Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds belonging to the LOD meshes in Meshes\Terrain\tamriel\Objects\*.bto1

 

I have two computers on has 2GB VRAM the other has 4GB VRAM, running Windows 10 on both.

 

Have the following set in SKSE.ini

                DefaultHeapInitialAllocMB=768
                ScrapHeapSizeMB=256

 

EDIT: Should I run a test using 1.46?

Edited by cybexgames
  • 0
Posted (edited)

Been awhile since iv played Skyrim and I needed to update Dyndolod today. While doing so, about 40 minutes in the LODGen stopped responding, so I clicked to close the program thinking I had to redo the entire instilation process, but as-soon as the LODGen closed TES5Edit continued and was generating more LODs. This happened twice actually, but I cant remember when it stops responding, all I know is its always about 40 minutes in. Should I worry about the LOD? Do I need to try a third time, or should it be fine?

Edited by Snakestone
  • 0
Posted

Decided to roll back to 1.46, re-generated the TexGen textures and World objects for Tamriel only, the small black squares on the map, where not there.

 

Hope this helps narrow down the issue.

  • 0
Posted (edited)
  On 3/10/2016 at 9:09 PM, cybexgames said:

How would I check for the Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds belonging to the LOD meshes in Meshes\Terrain\tamriel\Objects\*.bto1

 

I have two computers on has 2GB VRAM the other has 4GB VRAM, running Windows 10 on both.

 

Have the following set in SKSE.ini

                DefaultHeapInitialAllocMB=768

                ScrapHeapSizeMB=256

 

EDIT: Should I run a test using 1.46?

Check the files date and time. The texture is created just before the first *.bto. Since you generated a new LOD atlas texture and meshes in the meantime I guess it doesn't matter anymore.

Use Skyrim performance monitor to check VRAM usage.

 

 

  On 3/10/2016 at 9:48 PM, Snakestone said:

Been awhile since iv played Skyrim and I needed to update Dyndolod today. While doing so, about 40 minutes in the LODGen stopped responding, so I clicked to close the program thinking I had to redo the entire instilation process, but as-soon as the LODGen closed TES5Edit continued and was generating more LODs. This happened twice actually, but I cant remember when it stops responding, all I know is its always about 40 minutes in. Should I worry about the LOD? Do I need to try a third time, or should it be fine?

If a program crashes it means it didn't finish its task. LODGen.exe is started once for every worldspace. There will be worldspaces with incomplete static object LOD. There is no point in trying the same thing for a third time without fixing the cause first.

Edited by sheson
  • 0
Posted
  On 3/10/2016 at 10:55 PM, sheson said:

Check the files date and time. The texture is created just before the first *.bto. Since you generated a new LOD atlas texture and meshes in the meantime I guess it doesn't matter anymore.

Use Skyrim performance monitor to check VRAM usage.

 

 

 

If a program crashes it means it didn't finish its task. LODGen.exe is started once for every worldspace. There will be worldspaces with incomplete static object LOD. There is no point in trying the same thing for a third time without fixing the cause first.

How would I go about finding the issue so I can fix it?

  • 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?

As mentioned in the update post, update to a newer xEdit/LODGen version. The LODGen_log.txt should start with something like "Skyrim Object LOD Generator v1.0.0 beta" - v 0.9 will crash for sure. If the latest LODGEn.exe crashes take a screenshot of the white on black command prompt window error message and post it here.

Edited by sheson
  • 0
Posted (edited)
  On 3/10/2016 at 11:31 PM, cybexgames said:

Will use Skyrim performance monitor to check VRAM usage.

 

Still do not understand why 1.46 was ok and 4.47 was not, or am I missing something important.

Since 1.47 was released about 3 weeks ago and nobody reported  a similar error I can confidently assume there is nothing wrong with it. I already suggested two likely things to check...

Make sure to read the update post as it details different update scenarios from 1.46.

Edited by sheson
  • 0
Posted

So I think I found the issues, was running an old version of TES5Edit aswell as the Papyrus mod. Re-installing Dyndolod but 40 minutes in I was generating LODs for something Folly, I think. It was taking a few minutes. After like 5 minutes a pop up came up saying that LOD.exe is still running black and white and that if I clicked ok it would generate lods for the next worldspace, if I hit cancel it wouldnt or something like that. I tried to take a screencap but I hit enter on accident and it clicked ok on me. Does anyone know what that was or what it means? Did the LODs get messed up again?

Sorry for all the questions, its been almost a year since iv done Dynodolod and it feelsl ike im doing it all over, again.

  • 0
Posted (edited)

Just completed the following:

 

DynDOLOD 1.46, using only World objects for Tamriel only: VRAM maxed out at 2040MB, no black/flickering small squares.

 

DynDOLOD 1.47, using only World objects for Tamriel only: VRAM maxed out at 2040MB, black/flickering small squares.

 

From your comments it appears that I may have stumbled upon a rare case. Looks like I will be living with the issue.

 

Thanks again for the input.

 

EDIT: The above results were performed an a new game.

Edited by cybexgames
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.