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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

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 4/14/2016 at 3:36 AM, TechAngel85 said:

@Sheson,

Is there something specific worldspaces must have before they are picked up by DynDOLOD? The reason I ask is because I am creating a new mod with an exterior worldspace, but that worldspace is not listed when I run the DynDOLOD script. Right now there isn't much in the space besides some exterior buildings.

In addition to what Zilav said, they also need a persistent cell.

  On 4/14/2016 at 5:36 AM, MarkInMKUK said:

I'm attempting a STEP Extended setup on a brand new re-installation of Skyrim, following the v2.9.2.2 Wiki. I've finally fought my way down to the bottom of the installation, to fall at the last hurdle, it seems.

 

Mod organizer v1.3.11 being used to organise the mods.

 

I struggled a bit to get the STEP compilation to install the Extended version - despite all ESPs being present (I read every list I could find at least three times) it didn't want to let me install the Extended version but eventually seemed to. However, that may be a clue to the following. (It would be really helpful if the FOMOD installer could highlight what *IT* thought was missing when run).

 

When attempting to run the DynLOD Worlds script, I get the following error message in Tes5Edit:

 

"DynDOLOD Worlds 1.48 using TES5LODGen by Ehamloptiran, Sheson and Zilav, starting...

 

Exception in unit userscript line 332: Invalid argument to date encode"

 

The only thing that occurs to me is that, being British, it may be mis-reading my day and month fields for the date as they are swapped relative to the US ones, and it would get very confused by a "Month 13"...

 

Any suggestions?

what xEdit file name do you use? It should be "TES5Edit.exe"

Edited by sheson
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Posted (edited)

Since ETaC now supports a new Expanded Winterhold Ruins mod I had to update DyndoLOD. I did it like usual, step by step via the video provided on how to install DyndoLOD. Issue is when I load the game, DyndoLOD is obviously in effect, I have the LOD but DyndoLOD wont activate. It says the json isnt matching with the data. And it should, I even did it twice. So I decided maybe its time to update to 1.49 version of DyndoLOD and I ran into this error: PiIvAuH.png

 

Iv never ran into this error before, but I did recently change my skyrims ini file to [General] bBorderRegionsEnabled=0

 

Is that the culprit? Iv already deleted that line in my ini and saved it, gonna re-run DyndoLOD and see if I run into the issue again.

 

Edit: Nope that didnt work, got the same error.

Edited by Snakestone
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Posted (edited)
  On 4/14/2016 at 9:27 AM, Snakestone said:

Since ETaC now supports a new Expanded Winterhold Ruins mod I had to update DyndoLOD. I did it like usual, step by step via the video provided on how to install DyndoLOD. Issue is when I load the game, DyndoLOD is obviously in effect, I have the LOD but DyndoLOD wont activate. It says the json isnt matching with the data. And it should, I even did it twice. So I decided maybe its time to update to 1.49 version of DyndoLOD and I ran into this error: PiIvAuH.png

 

Iv never ran into this error before, but I did recently change my skyrims ini file to [General] bBorderRegionsEnabled=0

 

Is that the culprit? Iv already deleted that line in my ini and saved it, gonna re-run DyndoLOD and see if I run into the issue again.

 

Edit: Nope that didnt work, got the same error.

Changing that ini settins does not affect xEdit. I just noticed I have a typo in the line that records Dimensions... so it shows a wrong number for the second value which is probably the one larger than +- 128.

 

Anyhow, see if this helps you.

 

If DynDOLOD in the game prints a message that the files do not belong to each other it usually means the DynDOLOD.esp the game loaded does not match the data in the json files in the SKSE folder copied from the output path.

Use the DynDOLOD MCM Information page to verify the files reported bunch of numbers match. Check there are no loose files in MOs overwrite folder.

Edited by sheson
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Posted

Not sure if someone did something like this before, but I'm super lazy and didn't really feel like moving the DynDOLOD output back to MO every time I was testing a new mod, so I made this. It's a tiny app/macro that moves everything back to MO, you just to place the MO directory, the mod names you'll want inside MO and the output paths. It's just an executable file. 

 

If you guys like it, I'll update it tomorrow with a tiny help thingy and stuff. Oh and it'll save whatever you put there for the next time you use it, because I know how to be properly lazy.

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Posted

Hello,

 

i got a problem with the newest dyndolod version. I followed the tutorial to update the mod, but when i try to generate new lod i get an error message when tes5edit tries to generate lod for tamriel. I am not sure what to do since i didnt have this problem before. Here is what the script tells me:

 

[00:16:18.899] Doing LOD for Tamriel added by Skyrim.esm
[00:16:18.967]  Options 01000010011111010001000003010300
[00:16:18.984]  Dimensions -57, 51, -43, 51
[00:16:18.999] ERROR: Worldspace bounds of Tamriel outside +- 128 cells, please remove or fix the broken mod.
[Apply Script done]  Processed Records: 0, Elapsed Time: 16:32
 
It tells me about a broken mod, but i have absolutely no clue which mod it could be since it doesnt mention any. I hope someone can help me ^_^
  • 0
Posted (edited)
  On 4/14/2016 at 6:04 PM, Tacocat said:

 

Hello,

 

i got a problem with the newest dyndolod version. I followed the tutorial to update the mod, but when i try to generate new lod i get an error message when tes5edit tries to generate lod for tamriel. I am not sure what to do since i didnt have this problem before. Here is what the script tells me:

 

[00:16:18.899] Doing LOD for Tamriel added by Skyrim.esm
[00:16:18.967]  Options 01000010011111010001000003010300
[00:16:18.984]  Dimensions -57, 51, -43, 51
[00:16:18.999] ERROR: Worldspace bounds of Tamriel outside +- 128 cells, please remove or fix the broken mod.
[Apply Script done]  Processed Records: 0, Elapsed Time: 16:32
 
It tells me about a broken mod, but i have absolutely no clue which mod it could be since it doesnt mention any. I hope someone can help me ^_^

 

Look 2 posts up on this page, my answer to Snakestone.

Edited by sheson
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Posted (edited)
  On 4/14/2016 at 4:40 PM, Ganda said:

Not sure if someone did something like this before, but I'm super lazy and didn't really feel like moving the DynDOLOD output back to MO every time I was testing a new mod, so I made this. It's a tiny app/macro that moves everything back to MO, you just to place the MO directory, the mod names you'll want inside MO and the output paths. It's just an executable file. 

 

If you guys like it, I'll update it tomorrow with a tiny help thingy and stuff. Oh and it'll save whatever you put there for the next time you use it, because I know how to be properly lazy.

If you are super lazy and no output path was given by the user to your exe you could read it from x\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini - which is updated every time when clicking "OK" to run the patcher.

Not sure how to find current path to xEdit installtion though.

Edited by sheson
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Posted
  On 4/14/2016 at 6:38 PM, sheson said:

Look 2 posts up on this page, my answer to Snakestone.

When i come to the part where the values are, the last mod that modifies them is your hrothgar window glow.esp. I am not sooo deep into this tes5edit stuff (i was happy when i got dyndolod to generate lod ^_^, but all the numbers there are pretty much the same so i am not really sure what to change. Can you give us a small tutorial video/guide? 

  • 0
Posted (edited)
  On 4/14/2016 at 8:47 AM, sheson said:

what xEdit file name do you use? It should be "TES5Edit.exe"

Yes, it's correctly named and located in P:\Games\Steam\steamapps\common\Skyrim\TES5Edit\

 

The output of the script is apparently too long to post here in spoiler tags. I checked, and I did remember to press "Shift" when selecting the files at the start.

 

[spoiler=This is the output from TES5Edit_bugreport.txt]date/time : 2016-04-13, 23:35:06, 428ms

computer name : DAD-DESKTOP-X64

user name : marks

operating system : Windows 10 x64 build 10586

system language : English

system up time : 9 days 20 hours

program up time : 1 minute 10 seconds

processors : 2x AMD Processor model unknown

physical memory : 4184/8191 MB (free/total)

free disk space : (C:) 148.06 GB (P:) 756.61 GB

display mode : 1920x1080, 32 bit

process id : $c50

allocated memory : 805.14 MB

largest free block : 1.99 GB

command line : "P:\Games\Steam\steamapps\common\Skyrim\TES5Edit\TES5Edit.exe" -o:"P:\Games\Steam\steamapps\common\TES5LODGenOutput"

executable : TES5Edit.exe

exec. date/time : 2016-04-03 18:03

version : 3.1.3.0

compiled with : Delphi XE

madExcept version : 4.0.12

callstack crc : $564f81b2, $7c27e375, $7fc9ff8d

exception number : 1

exception class : EConvertError

exception message : Invalid argument to date encode.

 

main thread ($15bc):

004897a9 +011 TES5Edit.exe SysUtils ConvertError

0048f01d +021 TES5Edit.exe SysUtils EncodeDate

0048c7e4 +02c TES5Edit.exe SysUtils FileDateToDateTime

00b27f71 +011 TES5Edit.exe JvInterpreter_SysUtils JvInterpreter_FileDateToDateTime

00b19a6e +09e TES5Edit.exe JvInterpreter GetFun

00b1a1c7 +28b TES5Edit.exe JvInterpreter TJvInterpreterAdapter.GetValue

00b1df8c +064 TES5Edit.exe JvInterpreter TJvInterpreterExpression.GetValue

00b1ebb5 +09d TES5Edit.exe JvInterpreter TJvInterpreterFunction.GetValue

00b22b40 +01c TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue

00b1d580 +164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue

00b1c0f5 +139 TES5Edit.exe JvInterpreter Expression

00b1cbcc +05c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1

00b1d176 +112 TES5Edit.exe JvInterpreter TJvInterpreterExpression.ReadArgs

00b1d494 +078 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue

00b1c0f5 +139 TES5Edit.exe JvInterpreter Expression

00b1c3e1 +425 TES5Edit.exe JvInterpreter Expression

00b1cbcc +05c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1

00b1d176 +112 TES5Edit.exe JvInterpreter TJvInterpreterExpression.ReadArgs

00b1d494 +078 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue

00b1f9f1 +05d TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier

00b1ed59 +0e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement

00b1fb29 +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin

00b1e9f2 +052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction

00b22f37 +0c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction

00b231e5 +145 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunctionEx

00b23066 +062 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunction

00bd31d6 +226 TES5Edit.exe frmViewMain 7041 +43 TfrmMain.ApplyScript

00bd3c0e +15e TES5Edit.exe frmViewMain 7142 +15 TfrmMain.mniNavApplyScriptClick

0052825b +0a7 TES5Edit.exe Menus TMenuItem.Click

00529757 +013 TES5Edit.exe Menus TMenu.DispatchCommand

0052a936 +082 TES5Edit.exe Menus TPopupList.WndProc

0052a885 +01d TES5Edit.exe Menus TPopupList.MainWndProc

004c71cc +014 TES5Edit.exe Classes StdWndProc

744b62fb +00b user32.dll DispatchMessageW

005b44f7 +0f3 TES5Edit.exe Forms TApplication.ProcessMessage

005b453a +00a TES5Edit.exe Forms TApplication.HandleMessage

005b4865 +0c9 TES5Edit.exe Forms TApplication.Run

00c08268 +068 TES5Edit.exe TES5Edit 86 +8 initialization

769d38f2 +022 KERNEL32.DLL BaseThreadInitThunk

 

thread $4e8 (TWorkerThread):

7688e1cb +8b KERNELBASE.dll WaitForSingleObjectEx

7688e12d +0d KERNELBASE.dll WaitForSingleObject

005d45ad +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute

00474e47 +2b TES5Edit.exe madExcept HookedTThreadExecute

004c4506 +42 TES5Edit.exe Classes ThreadProc

00407588 +28 TES5Edit.exe System 1044 +0 ThreadWrapper

00474d29 +0d TES5Edit.exe madExcept CallThreadProcSafe

00474d93 +37 TES5Edit.exe madExcept ThreadExceptFrame

769d38f2 +22 KERNEL32.DLL BaseThreadInitThunk

>> created by main thread ($15bc) at:

005d4495 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Create

 

thread $1a78:

769d38f2 +22 KERNEL32.DLL BaseThreadInitThunk

 

thread $2b6c:

769d38f2 +22 KERNEL32.DLL BaseThreadInitThunk

 

thread $8bc:

7689a4e4 +104 KERNELBASE.dll WaitForMultipleObjectsEx

00474d29 +00d TES5Edit.exe madExcept CallThreadProcSafe

00474d93 +037 TES5Edit.exe madExcept ThreadExceptFrame

769d38f2 +022 KERNEL32.DLL BaseThreadInitThunk

>> created by main thread ($15bc) at:

76d3493b +000 combase.dll

 

thread $e0:

769d38f2 +22 KERNEL32.DLL BaseThreadInitThunk

 

thread $ae4:

769d38f2 +22 KERNEL32.DLL BaseThreadInitThunk

 

 

 

Edited by MarkInMKUK
  • 0
Posted (edited)
  On 4/14/2016 at 7:21 PM, MarkInMKUK said:

Yes, it's correctly named and located in P:\Games\Steam\steamapps\common\Skyrim\TES5Edit\

 

The output of the script is apparently too long to post here in spoiler tags. I checked, and I did remember to press "Shift" when selecting the files at the start.

 

Post ..\xEdit\TES5Edit_log.txt to pastebin or upload it somewhere

  On 4/14/2016 at 7:11 PM, Tacocat said:

When i come to the part where the values are, the last mod that modifies them is your hrothgar window glow.esp. I am not sooo deep into this tes5edit stuff (i was happy when i got dyndolod to generate lod ^_^, but all the numbers there are pretty much the same so i am not really sure what to change. Can you give us a small tutorial video/guide? 

Start xEdit with all plugins as always

 

open the Tamriel worldspace record by entering the FormID 3C of the worldspace into the FormID field top left. Hit the Enter key.

 

Scroll down to the rows for Objects Bounds / NAM0 - Min/ NAM9 - Max.

 

Scroll right to the column of the mod that adds values that are smaller than -128 or larger than +128. It can be any mod in the list.

 

Right click the value and select edit and enter a number

 

Save changed esp.

Edited by sheson
  • 0
Posted

How exactly do I do texpas without using MO again? I use NMM so how do I do this to make the roads less bright? I watched the video but im a lil confused and it says to re-run World.pas, so does this mean I gotta reinstall dyndolod again? Iv never really updated, I just deleted the files and uninstalled dnydolod and reinstalled everything.

  • 0
Posted
  On 4/14/2016 at 8:16 PM, sheson said:

Post ..\xEdit\TES5Edit_log.txt to pastebin or upload it somewhere

Start xEdit with all plugins as always

 

open the Tamriel worldspace record by entering the FormID 3C of the worldspace into the FormID field top left. Hit the Enter key.

 

Scroll down to the rows for Objects Bounds / NAM0 - Min/ NAM9 - Max.

 

Scroll right to the column of the mod that adds values that are smaller than -128 or larger than +128. It can be any mod in the list.

 

Right click the value and select edit and enter a number <= +- 128. Use the numbers from master mod (first row Skyrim.esm) as a guideline. Click OK or hit Enter.

 

Save changed esp.

Ok i think i got what to do but isnt it weird when EVERY mod with these values have the same? even the skyrim.esm got far lower values and after the skyrim.esm every other mod got the same values. Do i have to change it for every mod? I am confused.

  • 0
Posted (edited)
  On 4/14/2016 at 9:58 PM, Snakestone said:

How exactly do I do texpas without using MO again? I use NMM so how do I do this to make the roads less bright? I watched the video but im a lil confused and it says to re-run World.pas, so does this mean I gotta reinstall dyndolod again? Iv never really updated, I just deleted the files and uninstalled dnydolod and reinstalled everything.

These things are infinity easier to run without MO.

Make sure the link to start xEdit sets the -o paramater. Start xEdit and execute the script.

Afterwards copy the LOD texture created to the output folder to the game folder. Then either generate LOD anew of you added mods in the meantime that add new objects that should have LOD.

If you just want to update the existing texture atlas follow the instructions in the TexGen manual.

 

  On 4/14/2016 at 10:13 PM, Tacocat said:

Ok i think i got what to do but isnt it weird when EVERY mod with these values have the same? even the skyrim.esm got far lower values and after the skyrim.esm every other mod got the same values. Do i have to change it for every mod? I am confused.

You only need to change a value(s) if it is lower than -128 or higher than +128. Or remove the mod from the load order while generating LOD.

If you do not see a value outside -128, 128, post the list of mods you see listed for the Tamriel record.

Edited by sheson
  • +1 1
  • 0
Posted
  On 4/14/2016 at 10:25 PM, sheson said:

These things are infinity easier to run without MO.

Make sure the link to start xEdit sets the -o paramater. Start xEdit and execute the script.

Afterwards copy the LOD texture created to the output folder to the game folder. Then either generate LOD anew of you added mods in the meantime that add new objects that should have LOD.

If you just want to update the existing texture atlas follow the instructions in the TexGen manual.

 

You only need to change a value(s) if it is lower than -128 or higher than +128. Or remove the mod from the load order while generating LOD.

Ah ok i got it sorry i am a dummie :3 If someone got the same problem: for me the etac complete patch had a far too high number there. Thanks for your help sheson.

  • 0
Posted (edited)
  On 4/14/2016 at 10:25 PM, sheson said:

These things are infinity easier to run without MO.

Make sure the link to start xEdit sets the -o paramater. Start xEdit and execute the script.

Afterwards copy the LOD texture created to the output folder to the game folder. Then either generate LOD anew of you added mods in the meantime that add new objects that should have LOD.

If you just want to update the existing texture atlas follow the instructions in the TexGen manual.

 

You only need to change a value(s) if it is lower than -128 or higher than +128. Or remove the mod from the load order while generating LOD.

If you do not see a value outside -128, 128, post the list of mods you see listed for the Tamriel record.

What is the texture atlas? I just want to change the road lod to a darker road to match the texture I use for regular roads. Will chaning the texture atlas do that?

 

Also, how do I set -o paramater via NMM or without MO? I dont use MO only NMM and I cant seem to figure out how to set the -o paramater.

Edited by Snakestone
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