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
  On 7/4/2015 at 3:05 AM, Agnusthemagi said:

I had this happen before with those civil war camp tents when you generate a new DynDoLOD.esp and keep on playing without uninstalling the old one first (clean saving).

 

 

@Spear-flag-poles episode:

I did generate a new esp with the flags mod disabled and everything back to normal. Will generate a new one when you release next update. Just wanted to point out the issue if it was not already know.

Pretty sure I did a clean save (well update). Deleted all the correct folders, and even overwrote what stuff was left when I installed the updated files. None of them were tent files too, I think most were Beyond Reach and other New Land mods. Aside from the tents I also notice that windmill fans take a second or two to pop up when you fast travel close to one. With and without Skymills.

  • 0
Posted (edited)

OK, I'm screwing stuff up agains. :)

 

"FormID [1600DFE3] references a master which is not availiable in file [D6] DynDOLOD.esp"

 

Have not altered my lineup since the last time I ran this, and cleaned out and reinstalled DYNDOLOD from scratch. Ideas? I'm especially confused by this one since DynDOLOD doesn't HAVE masters yet - that's why it's building them in the script, right?

Edited by Shadriss
  • 0
Posted
  On 7/4/2015 at 12:25 AM, Snakestone said:

So I ran into a new odd glitch, if I fast travel to a place that has tent(s), for example stormcloak or Imperial outposts. The tent LOD wont vanish, but instead clip with the tent. If I travel by foot to the camp, the issue doesnt seem to happen. I don't know why this glitch happens, but it only happens when you fast travel to a place. Its more noticable on Stormcloak/bandit tents:

 

Out of place or oddly behaving LODs usually means a save game wasn't updated correctly. Test with a new game. 

 

  On 7/4/2015 at 4:35 AM, Shadriss said:

OK, I'm screwing stuff up agains. :)

 

"FormID [1600DFE3] references a master which is not availiable in file [D6] DynDOLOD.esp"

 

Have not altered my lineup since the last time I ran this, and cleaned out and reinstalled DYNDOLOD from scratch. Ideas? I'm especially confused by this one since DynDOLOD doesn't HAVE masters yet - that's why it's building them in the script, right?

Please upload TES5Edit\LODGen_log.txt 

  • 0
Posted
  On 7/4/2015 at 7:43 AM, sheson said:

Out of place or oddly behaving LODs usually means a save game wasn't updated correctly. Test with a new game. 

Come to think about it, I did not deactivate the plugin in-game before rerunning it. I'm about to have to rerun it again anyways for mods I've recently added.

  • 0
Posted (edited)

Howdy!  I assume i must be doing something wrong somewhere because DynDOLOD just won't work for me.  I've followed the video tutorial on the nexus page (and it was easy to follow - both in the clarity of the instructions and through a sense of terror I felt at the potential ramifications of NOT accurately following a set of instructions that sounded like they were being read by Tony Soprano!).

 

Here's a description:

 

1) I am using the most up to date versions of Mod organiser, TES5Edit, LOOT, Wrye BASH and DynDOLOD.  I also have all the DLC installed plus Falstaff Falskaar and Wyrmstooth

 

2) I did a clean DynDOLOD install, making sure the default DynDOLOD.esp was activated at the BOTTOM of the load list, and I did copy the correct files and folder from the DynDOLOD Archive over to the TES5Edit "Edit Scripts" folder.

 

3) I then ran LOOT and rebuilt my BASH patch to make sure the load order was recognised (and that DynDOLOD.esp was still at the bottom of the plugin list)

 

4) I made sure the relevant mods listed on the left hand panel were in the suggested order, i.e. (ignoring other non-relevant mods):

    ...(all basic texture and DLC .bsa files and texture patches)  

    ...Vanilla Billboards

    ...Skyfalls + SkyMills

    ...DynDOLOD installation

    ...DynDOLOD Output (an empty folder at the start as instructed)

    ...(a few other mods)

    ...SFO Basic v1.87

    ...Billboards for SFO Basic 1.87

    ...(the rest of my mods)

 

5) TES5Edit was run, script applied to DynDOLOD.esp, all worlds selected, right output folder selected, run on "Medium"

 

6) The DynDOLOD run appeared to run successfully (no error messages during whole TES5Edit run and folders output correctly to my DynDOLOD output folder on closing at the end).

 

HOWEVER, I get the red triangle "!" warning on Mod Organiser immediately, which when I click on says "There was an error reported recently - No guided fix"  The error details are as follows:

 

  Quote

 

DEBUG (13:35:34.0825): createfile w: c:\games\steamlibrary\steamapps\common\skyrim\data\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow_lod_flat_2.nif -> C:\Games\SteamLibrary\steamapps\common\Skyrim\mods\Dynamic Distant Objects LOD - DynDOLOD\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow_lod_flat_2.nif (80000000 - 3) = 000009F0 (0)
DEBUG (13:35:34.0826): createfile w: c:\games\steamlibrary\steamapps\common\skyrim\data\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow_lod_flat_2.nif -> C:\Games\SteamLibrary\steamapps\common\Skyrim\mods\Dynamic Distant Objects LOD - DynDOLOD\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow_lod_flat_2.nif (80000000 - 3) = 000008F4 (0)
DEBUG (13:35:34.0840): createfile w: c:\games\steamlibrary\steamapps\common\skyrim\data\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow01_lod_flat_2.nif -> C:\Games\SteamLibrary\steamapps\common\Skyrim\mods\Dynamic Distant Objects LOD - DynDOLOD\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow01_lod_flat_2.nif (80000000 - 3) = 000008F4 (0)
INFO (13:35:34.0853): Windows Exception (c0000005). Last hooked call: int __stdcall FindNextFileW_rep(void *,struct _WIN32_FIND_DATAW *)
ERROR (13:35:34.0853): This is a critical error, the application will probably crash now.
DEBUG (13:35:34.0859): hooks removed
DEBUG (13:35:34.0853): createfile w: c:\games\steamlibrary\steamapps\common\skyrim\data\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow01_lod_flat_2.nif -> C:\Games\SteamLibrary\steamapps\common\Skyrim\mods\Dynamic Distant Objects LOD - DynDOLOD\meshes\dyndolod\lod\trees\dlc2treepineshortheavysnow01_lod_flat_2.nif (80000000 - 3) = 00000A9C (0)
ERROR (13:35:34.0946): Crash dump created as C:\Games\SteamLibrary\steamapps\common\Skyrim\hook.dll.dmp. Please send this file to the developer of MO
----------- LOG END -----------
DEBUG (13:36:43.0921): get file attributes: C:\Games\SteamLibrary\steamapps\common\Skyrim\Data\meshes\dyndolod\lod\trees\tundradriftwood01_lod_flat_2.nif -> C:\Games\SteamLibrary\steamapps\common\Skyrim\mods\Dynamic Distant Objects LOD - DynDOLOD\meshes\dyndolod\lod\trees\tundradriftwood01_lod_flat_2.nif: 20

I can confirm that, when I load any save, I get an immediate CTD every time I exit a building for an inside savegame, or a CTD immediately if trying to load a savegame from an outdoor area.

 

I've repeated this process 2 or 3 times (completely cleaning out and reinstalling both DynDOLOD, the DynDOLOD Output folder and the "Edit Script" files each time) and I get this error every single time.

 

Any idea what might be going on here please?

 

I've enclosed the TES5Edit LODGen_log.txt file in case that helps, and a zip file containing the TES5Edit log.

 

LODGen_log.txtFetching info...

 

TES5Edit_log.7zFetching info...

Edited by Kalthorine
  • 0
Posted (edited)
  On 7/4/2015 at 1:29 PM, Kalthorine said:

Howdy!  I assume i must be doing something wrong somewhere because DynDOLOD just won't work for me.  I've followed the video tutorial on the nexus page (and it was easy to follow - both in the clarity of the instructions and through a sense of terror I felt at the potential ramifications of NOT accurately following a set of instructions that sounded like they were being read by Tony Soprano!).

 

Here's a description:

 

1) I am using the most up to date versions of Mod organiser, TES5Edit, LOOT, Wrye BASH and DynDOLOD.  I also have all the DLC installed plus Falstaff Falskaar and Wyrmstooth

 

2) I did a clean DynDOLOD install, making sure the default DynDOLOD.esp was activated at the BOTTOM of the load list, and I did copy the correct files and folder from the DynDOLOD Archive over to the TES5Edit "Edit Scripts" folder.

 

3) I then ran LOOT and rebuilt my BASH patch to make sure the load order was recognised (and that DynDOLOD.esp was still at the bottom of the plugin list)

 

4) I made sure the relevant mods listed on the left hand panel were in the suggested order, i.e. (ignoring other non-relevant mods):

    ...(all basic texture and DLC .bsa files and texture patches)  

    ...Vanilla Billboards

    ...Skyfalls + SkyMills

    ...DynDOLOD installation

    ...DynDOLOD Output (an empty folder at the start as instructed)

    ...(a few other mods)

    ...SFO Basic v1.87

    ...Billboards for SFO Basic 1.87

    ...(the rest of my mods)

 

5) TES5Edit was run, script applied to DynDOLOD.esp, all worlds selected, right output folder selected, run on "Medium"

 

6) The DynDOLOD run appeared to run successfully (no error messages during whole TES5Edit run and folders output correctly to my DynDOLOD output folder on closing at the end).

 

HOWEVER, I get the red triangle "!" warning on Mod Organiser immediately, which when I click on says "There was an error reported recently - No guided fix"  The error details are as follows:

 

I can confirm that, when I load any save, I get an immediate CTD every time I exit a building for an inside savegame, or a CTD immediately if trying to load a savegame from an outdoor area.

 

I've repeated this process 2 or 3 times (completely cleaning out and reinstalling both DynDOLOD, the DynDOLOD Output folder and the "Edit Script" files each time) and I get this error every single time.

 

Any idea what might be going on here please?

 

I've enclosed the TES5Edit LODGen_log.txt file in case that helps, and a zip file containing the TES5Edit log.

 

attachicon.gifLODGen_log.txt

 

attachicon.gifTES5Edit_log.7z

The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output and try again.

 

Then verify the nif not found errors are gone from LODGen_log.txt. Then there also shouldn't be any errors in MO.

Edited by sheson
  • 0
Posted (edited)

Hi there

I was wondering
how long do I have to keep pressing the shift key to get a mod to show up in the lodgenoptions when using it to split an atlas.

Having had no luck at all in getting SummerSolstheim mod (https://www.nexusmods.com/skyrim/mods/34570) to do it in MO - I opened a copy of the mod in my base game installed with NMM, unbsa'd as i thought that might make it easier but I still don't get the window show up where I can select Trees LOD and split the atlas.

Feeling a bit baffled as I assumed it was cos of MO that it wouldn't work but that doesn't seem to be the case. I've asked the mod author - Ichibu - today to upload billboards, but I hold out no great hope as he hasn't done anything with that mod for 2 years now.

Its not the end of my world as I will just leave Solstheim out of dyndolod generating, but I would like to understand whether its me making a mistake or something weird in the mod itself causing the problem.

I did mention in the tes5lodgen mod that I can't manage to get it to work for this mod, so hope someone can point out what I'm doing wrong here :)

Gen

Edited by Gentester
  • 0
Posted
  On 7/4/2015 at 1:54 PM, sheson said:

The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output and try again.

 

Then verify the nif not found errors are gone from LODGen_log.txt. Then there also shouldn't be any errors in MO.

Excellent advice, that was all that was needed.  Much obliged :)

 

One thing - it may be worth revisiting the Youtube video tutorial linked from the DynDOLOD Nexus homepage, as the reason I set the TES5Edit Output Folder to a dummy folder inside the Mod Organiser Mods folder was because that is exactly what the tutorial tells you to do (I did go back and re-check, and it does say to do that). 

 

Thanks again for your help.

 

Sir K

  • 0
Posted (edited)
  On 7/4/2015 at 4:58 PM, Gentester said:

Hi there

I was wondering

how long do I have to keep pressing the shift key to get a mod to show up in the lodgenoptions when using it to split an atlas.

 

Having had no luck at all in getting SummerSolstheim mod (https://www.nexusmods.com/skyrim/mods/34570) to do it in MO - I opened a copy of the mod in my base game installed with NMM, unbsa'd as i thought that might make it easier but I still don't get the window show up where I can select Trees LOD and split the atlas.

Feeling a bit baffled as I assumed it was cos of MO that it wouldn't work but that doesn't seem to be the case. I've asked the mod author - Ichibu - today to upload billboards, but I hold out no great hope as he hasn't done anything with that mod for 2 years now.

 

Its not the end of my world as I will just leave Solstheim out of dyndolod generating, but I would like to understand whether its me making a mistake or something weird in the mod itself causing the problem.

 

I did mention in the tes5lodgen mod that I can't manage to get it to work for this mod, so hope someone can point out what I'm doing wrong here :)

 

Gen

You only need to hold the shift key the moment you click on "Generate LOD" in the menu.

 

Make sure to right click on the mod that adds the worldspace to bring up the right click menu in the first place, for example right click Skyrim.esm for Tamriel

 

If the vanilla worldspace still doesn't show up then make sure that Skyrim.ini contains

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

If using MO check ...\ModOrganizer\profiles\[profile name]\skyrim.ini

 

If the worldspace is added by a mod make sure that it's BSA is loaded. Turn off MO archive management.

The worldspace needs to have a *.lod file in data\lodsettings folder (usually in the BSA)

 

Now, in a mod changing Solstheim, you still would have to right click on Dragonborn.esm in order to split the tree LOD texture of Solstheim, which may or may not be updated by another mod.

 

However, Summer Solstheim HD doesn't have a textures\terrain\dlc2solstheimworld\trees\dlc2solstheimworldtreelod.dds or its own generated tree LOD. So there is nothing to split with this mod.

It simply uses the vanilla tree LOD and splitting would just generate vanilla billboards again.

 

In order to have billboards to generate LOD for trees that the mod adds but failed to supply any LOD itself for will have to be created with a tool like Tree LOD billboard creator for xLODGen

Edited by sheson
  • 0
Posted (edited)

Hi Sheson, 

 

Please excuse me if this has been answered before. I've used DynDOLOD before without any hiccups except when I try to update it and this seems to happen everytime unless I do a full erase and reinstall which isn't that big of a deal but I'd like to see if I can avoid doing that. When I run the script for the second time to update with new mods, the script doesn't seem to generate any skse scripts. All I get in my output folder are meshes and texture folders where, when I run the script the first time, it generates the skse folder and respective files. I assumed it was something funky going on with MO and whatnot so I searched and searched to see if the skse folder went elsewhere but can't seem to find it. Any help would be appreciated.

 

Thanks in advance

Edited by Positron84
  • 0
Posted (edited)
  On 7/4/2015 at 6:35 PM, sheson said:

You only need to hold the shift key the moment you click on "Generate LOD" in the menu.

 

Make sure to right click on the mod that adds the worldspace to bring up the right click menu in the first place, for example right click Skyrim.esm for Tamriel

 

If the vanilla worldspace still doesn't show up then make sure that Skyrim.ini contains

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

If using MO check ...\ModOrganizer\profiles\[profile name]\skyrim.ini

 

If the worldspace is added by a mod make sure that it's BSA is loaded. Turn off MO archive management.

The worldspace needs to have a *.lod file in data\lodsettings folder (usually in the BSA)

 

Now, in a mod changing Solstheim, you still would have to right click on Dragonborn.esm in order to split the tree LOD texture of Solstheim, which may or may not be updated by another mod.

 

However, Summer Solstheim HD doesn't have a textures\terrain\dlc2solstheimworld\trees\dlc2solstheimworldtreelod.dds or its own generated tree LOD. So there is nothing to split with this mod.

It simply uses the vanilla tree LOD and splitting would just generate vanilla billboards again.

 

In order to have billboards to generate LOD for trees that the mod adds but failed to supply any LOD itself for will have to be created with a tool like Tree LOD billboard creator for xLODGen

hmm 

thats awkward isn't it lol.  I can see a tree atlas for it under texures\dlc2solstheimworld\trees so just assumed that was what I needed to split.   he hasn't added any different trees to the mod from ones in Tamriel but I assume I can't simply rename the Tamriel tree lod.

 

Thanks for answering, will see what I can work out from the tree lod billboard mod.   ::):

Edited by Gentester
  • 0
Posted (edited)
  On 7/4/2015 at 7:19 PM, Positron84 said:

Hi Sheson, 

 

Please excuse me if this has been answered before. I've used DynDOLOD before without any hiccups except when I try to update it and this seems to happen everytime unless I do a full erase and reinstall which isn't that big of a deal but I'd like to see if I can avoid doing that. When I run the script for the second time to update with new mods, the script doesn't seem to generate any skse scripts. All I get in my output folder are meshes and texture folders where, when I run the script the first time, it generates the skse folder and respective files. I assumed it was something funky going on with MO and whatnot so I searched and searched to see if the skse folder went elsewhere but can't seem to find it. Any help would be appreciated.

 

Thanks in advance

New json files will only be written if the update run found new dynamic LOD in the selected worldspace.

 

Check TES5Edit\TES5Edit_log.txt for where and which json files were generated

 

There should be a line like

[00:16:05.642] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_[worldspace]_Objects.json

 

If it says "No new active cells. No need to update NearGrids or FarGrids", then there is no need for a new DynDOLOD_[worldspace].json file

If it found new objects and needs to redo the grids there will a line like

[00:17:53.458] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_[worldspace].json

 

Near the very end there is a line for DynOLOD_Worlds.json

[00:17:53.494] Saved C:\Output\skse\plugins\StorageUtilData\DynOLOD_Worlds.json

 

 

In addition, the output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output.

To avoid any confusion make sure that c:\output is empty so everything is able to write new files.

Edited by sheson
  • 0
Posted (edited)
  On 7/4/2015 at 7:39 PM, Gentester said:

hmm 

thats awkward isn't it lol.  I can see a tree atlas for it under texures\dlc2solstheimworld\trees so just assumed that was what I needed to split.   he hasn't added any different trees to the mod from ones in Tamriel but I assume I can't simply rename the Tamriel tree lod.

 

Thanks for answering, will see what I can work out from the tree lod billboard mod.   ::):

Maybe from an additional download? Summer Solstheim HD file did not have that file.

 

Compare to default DLC texture DynDOLOD Archive\Docs\img\solstheimtreelodexample.jpg

If it is different then split with the additional advise about right click on Dragonborm.esm etc

Edited by sheson
  • 0
Posted (edited)

Hello again,

 

I as well have run into a problem (well three problems) again:

 

1) I had one occurence, where all lods (trees, roads, buildings...) didn't change from lod to the full meshes. That happend on the way from Riverwood to Whiterun. Don't know if this might be ralated, but before I had this problem I had a camera bug, when I tried to use the tanning rag in Riverwood, and instead of using the tanning rack I was stuck in first person camera and could walk around, but with odd movment control. When I clicked on the tanning rack again I could walk normally again and change from first to third person camera again as normal (using Enhanced Camera mod and had this bug for the first time and I don't know if this might have anything to do with the stuck-lod problem I had afterwards).

 

2) I'm using Skyrim Flora Overhaul 1.87 (again after trying 2.3, but I don't like those pines >.<) and there are several trees, that have a lod with a very orange looking trunk - the color is not matching the SFO 1.87 trees and thus the changing from lod to mesh becomes very noticable like a pop up. When generating tree-lods as you explained to me in this old post I noticed, that the tree lods are generated from Skyrim.esm and Dragonborn.esm. I couldn't find any reference to Skyrim Flora Overhaul.esp - might this be the cause for those orange trunks, whose color doesn't match the actual tree models of SFO?

 

3) One river foam lod glows white at night - from close up the "real foam" doesn't glow and looks normal - it's just the lod.

 

 

I feel sorry to terrorize you again Sheson with questions, because you seem to work so tirelessly and you always give feedback - I hope there comes a time, when your help isn't needed so much anymore. But the thing is I don't want to go back to my old LOD mods, cause after seeing Whiterun with high DynDOLOD lods I can't go back ... :innocent:

Edited by Griwildor
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.