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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

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

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 3/16/2016 at 2:12 PM, Pylon said:

Yes I still have the error.

 

I can't upload functions.pas because it's too long. Is there a certain paragraph you want me to upload?

Replace it with this functions.pas and see if the error goes away.

 

  On 3/16/2016 at 2:22 PM, Pylon said:

Yeah, in LODGen_log.txt I have "Skyrim Object LOD Generator v0.9" still. But I re-downloaded TES5Edit from this link earlier today, deleted the old TES5Edit in Skyrim folder and copied the new one.

Lets just assume it because the new version didn't run yet to write its version to the logfile. Delete the logfile and check it once the new LODGen.exe was running.

Edited by sheson
  • 0
Posted

I just checked my version of LODGen.exe and saw that it was from 2015 so I just unpacked the new LODGen.exe from the new TES5Edit I downloaded earlier.

Everything worked fine this time, I have all the .bto files for Tamriel now.

 

Sorry for wasting your time Sheson. Thanks for the help.

  • 0
Posted
  On 3/16/2016 at 2:50 PM, Pylon said:

I just checked my version of LODGen.exe and saw that it was from 2015 so I just unpacked the new LODGen.exe from the new TES5Edit I downloaded earlier.

Everything worked fine this time, I have all the .bto files for Tamriel now.

 

Sorry for wasting your time Sheson. Thanks for the help.

Great, we got it to work

  • 0
Posted (edited)

Hi everyone

I've always used 1.46 without problems, some days ago i decided to generate everything from scratch since i changed my game setup removing and adding some mods, so i downloaded 1.47 to do it.

Well, i think 1.47 hates me, no matter which settings i chose, it doesn't take them in consideration, let me explain in details:

 

1) If i click on the High preset in the main screen, it generates everything (1.5 GB of resulting files in output folder) but it misses all the lighting and glows features.

 

2) If i enter the advanced screen, activate Candles, FXGlow, Windows, High, Fake Lights child worlds, then press the High preset and then OK, i'll have all the lighting and glows features but it generates everything on Low (i think, cause there are only 200 MB in the output folder)

 

3) I tried also to enter advanced, check everything i need and returning to the wizard screen, but the result is the same as point 1

 

I'm trying again and again, every time from scratch and empting the cache folder, so i decided to register and asking for help :D

As i said, it's strange, never had these problems before.

 

EDIT: Forgot to say i use FO4Edit 3.1.3 - 6883da3

Edited by Behelit
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Posted (edited)
  On 3/17/2016 at 1:33 PM, Behelit said:

(i think, cause there are only 200 MB in the output folder)

Most common case of very small output folder is that you closed xEdit before LODGen.exe could finish.

 

When you have this message

 

  Quote
LODGen.exe still seems to be running. Let it finish on its own. Then proceed as normal.

It doesn't mean that you can exit xEdit. Doing so will shut down the lodgen process leading to a very small output. You have to keep xEdit open until it finish by itself.

Edited by Kesta
  • 0
Posted (edited)
  On 3/17/2016 at 1:33 PM, Behelit said:

Hi everyone

I've always used 1.46 without problems, some days ago i decided to generate everything from scratch since i changed my game setup removing and adding some mods, so i downloaded 1.47 to do it.

Well, i think 1.47 hates me, no matter which settings i chose, it doesn't take them in consideration, let me explain in details:

 

1) If i click on the High preset in the main screen, it generates everything (1.5 GB of resulting files in output folder) but it misses all the lighting and glows features.

 

2) If i enter the advanced screen, activate Candles, FXGlow, Windows, High, Fake Lights child worlds, then press the High preset and then OK, i'll have all the lighting and glows features but it generates everything on Low (i think, cause there are only 200 MB in the output folder)

 

3) I tried also to enter advanced, check everything i need and returning to the wizard screen, but the result is the same as point 1

 

I'm trying again and again, every time from scratch and empting the cache folder, so i decided to register and asking for help :D

As i said, it's strange, never had these problems before.

 

EDIT: Forgot to say i use FO4Edit 3.1.3 - 6883da3

1) Wizard mode never has and never will use any of the advanced settings or additional features.

 

2) It will generate LOD based on the loaded rules. If the output folder seems too small and DynDOLOD World.pas completed successfully, the most common reason is that LODGen.exe was not able to completely generate static object LOD. Check the LODGen.exe logfile for errors ..\xEdit\LODGen_log.txt and check that LODGen.exe actually is a recent version by looking for "Skyrim Object LOD Generator v1.0.0 beta 6"

If LODGen.exe crashed it would be hard to miss the " ... stopped working" pop-up.

 

3) As pointed out in 1) that won't work.

Edited by sheson
  • 0
Posted
  On 3/17/2016 at 3:50 PM, sheson said:

1) Wizard mode never has and never will use any of the advanced settings or additional features.

 

2) It will generate LOD based on the loaded rules. If the output folder seems too small and DynDOLOD World.pas completed successfully, the most common reason is that LODGen.exe was not able to completely generate static object LOD. Check the LODGen.exe logfile for errors ..\xEdit\LODGen_log.txt and check that LODGen.exe actually is a recent version by looking for "Skyrim Object LOD Generator v1.0.0 beta 6"

If LODGen.exe crashed it would be hard to miss the " ... stopped working" pop-up.

 

3) As pointed out in 1) that won't work.

Perfect, with 1.46 i've always used the advanced settings, not beeing able to do it now i tried for the first times with the wizard, thanks for clarifying it.

 

Ok, i have this version of LODGen:

"Skyrim Object LOD Generator v1.0.0 beta 6

Created by Ehamloptiran and Zilav

Updated by Sheson"

 

Now i delete again output folder, clean the cache one and try again from scratch, then i'll check the LODGen.exe logfile for errors.

  • 0
Posted

I've been hours generating again and compared LODGen logs to try to understand, well... when generating using advanced settings with lighting and glows features options on, even if xEdit finished with "DynDOLOD Worlds completed successfully" message, there was an error in LODGen log preventing it to complete, but never seen any pop-up crash message, it simply stops to generate.

 

The error was caused by LODGen.exe scanning, and trying to use, the lod mesh of the optional "highhrothgarwindowglow" folder i put in a subfolder called DynDOLOD Optionals, in the Skyrim\Data dir.

Removing that folder solved everything, now i have again Lods created with the High profile and Light and Glowing feature.

 

Thank you for everything Sheson, both the mod and the help... and while i'm here i add thanks for the memory patch too :;):

  • 0
Posted

Sir, the "TES5Edit\Edit Scripts\LODGen.exe" packaged in FO4Edit PreRelease Alpha  is v0.9.9.9.  Shouldn't v1.0.0 beta 6 be included?

I did not want to post a silly question here, so I read the fun manuals twice, searched again, downled again, but I'm stumped trying to get the right version.

  • 0
Posted
  On 3/18/2016 at 12:48 PM, Tony_OQuinn said:

Sir, the "TES5Edit\Edit Scripts\LODGen.exe" packaged in FO4Edit PreRelease Alpha  is v0.9.9.9.  Shouldn't v1.0.0 beta 6 be included?

I did not want to post a silly question here, so I read the fun manuals twice, searched again, downled again, but I'm stumped trying to get the right version.

Download and check it again, it has the latest 1.0b6 version included.

  • 0
Posted
  On 3/18/2016 at 1:19 PM, zilav said:

Download and check it again, it has the latest 1.0b6 version included.

Thanks, for your quick reply.  I cleared my cached and downloaded again but got the same result.  Could you confirm?

When you extract "FO4Edit 3.1.3 - 6883da3-2737-3-1-3.7z" to a temporary folder, right-click LODGen.exe  and look at the Details Tab, the version still says 0.9.9.9 dated 3/11/2016.

I searched Mod Organizer\mods to be sure, I only have one file with that name.

"DynDOLOD TexGen.pas" worked fine, but when I run "DynDOLOD Worlds.pas", the command prompt crashes as if I had the wrong version of LODGen.exe.  Read the faq and ended up here with a silly question.

I'll generate another TES5 log in case you need to see it.

  • 0
Posted (edited)
  On 3/18/2016 at 1:59 PM, Tony_OQuinn said:

Thanks, for your quick reply.  I cleared my cached and downloaded again but got the same result.  Could you confirm?

When you extract "FO4Edit 3.1.3 - 6883da3-2737-3-1-3.7z" to a temporary folder, right-click LODGen.exe  and look at the Details Tab, the version still says 0.9.9.9 dated 3/11/2016.

I searched Mod Organizer\mods to be sure, I only have one file with that name.

"DynDOLOD TexGen.pas" worked fine, but when I run "DynDOLOD Worlds.pas", the command prompt crashes as if I had the wrong version of LODGen.exe.  Read the faq and ended up here with a silly question.

I'll generate another TES5 log in case you need to see it.

The executable properties still show 0.9.9.9 indeed, but if you run LODGen (run TES5Edit with the -lodgen argument is the fastest way), and then check LODGEN_log.txt it'll give the actual version, which is indeed v1.0.0 beta.

Edited by Kesta
  • 0
Posted
  On 3/18/2016 at 2:20 PM, Kesta said:

The executable properties still show 0.9.9.9 indeed, but if you run LODGen (run TES5Edit with the -lodgen argument is the fastest way), and then check LODGEN_log.txt it'll give the actual version, which is indeed v1.0.0 beta.

It seemed to work but my LODGen_log.txt is empty.  I'll go back through the DynDOLOD guide again because I obviously missed a step.

Thank you for confirming the file version and for the tip about -lodgen.

  • 0
Posted
  On 3/18/2016 at 2:47 PM, Tony_OQuinn said:

It seemed to work but my LODGen_log.txt is empty.  I'll go back through the DynDOLOD guide again because I obviously missed a step.

Thank you for confirming the file version and for the tip about -lodgen.

IIRC, when launched with this argument, the log generated is inside the "Edit Scripts" folder. the one right next to TES5Edit.exe is only updated when LODGen is run via "the inside" of xEdit. Don't take my word on that though, better wait for zilav's / sheson's confirmation.

  • 0
Posted
  On 3/18/2016 at 2:53 PM, Kesta said:

IIRC, when launched with this argument, the log generated is inside the "Edit Scripts" folder. the one right next to TES5Edit.exe is only updated when LODGen is run via "the inside" of xEdit. Don't take my word on that though, better wait for zilav's / sheson's confirmation.

I didn't have one there, but it created a TES5Edit_log.txt in my TES5Edit folder.  The log clearly states "D:\Apps\Steam\SteamApps\common\Skyrim\Data\ Not allowed! ... Set the output path to a dedicated directory."

Guess you have to use the -o when you run it that way.

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