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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

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

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

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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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Posted (edited)

With all the odd stuff happening lately, I figured i'd post this to be sure

 

I just generated objects for Skuldafn worldspace, and while it DID generate BTO files, it seems that it didn't add any of the scripted trickery to the worldspace like all the others as seen in the screenshot

 

 

Edited by DeathByDestiny
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Posted

Mine found 21 dynamic objects, waterfall stuff and a couple fires using 'high' settings, but of course there will be small worldspaces that don't have many things to begin with. 

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Posted (edited)
  On 11/8/2014 at 9:47 PM, DeathByDestiny said:

My preset is based on medium settings. Nothing to worry about then I assume?

It can certainly happen that there is no dynamic LOD to do for a worldspace. So nothing to worry about. As long as it looks and acts visually OK to you ... (minus the known LODGen issues)

You know, for all small worldspaces - and this basically means every worldspace but Tamriel, maybe Solstheim - I would suggest to try the high settings. Since processing them is a magnitude faster anyhow just give it a try.

 

 

It seems to me that for the most part this seems to work pretty well for most people? 

By the odd chance anyone without  problems reads this may I ask you to uploaded screenshots to https://www.nexusmods.com/skyrim/mods/addimage/?id=59721

 

And don't hesitate to point out objects that could use LOD and do not have it yet.

Edited by sheson
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Posted (edited)

Hi there. I have a few questions and one error to report on my end. First of all, I don't use Mod Organiser, so I had to do everything manually pretty much (using NMM which doesn't work as fluidly as shown in the video obviously).

 

Questions:

- During the Generate Tree LOD part of the video, do I need to load my whole load order? I assume I do since in the video, you do it as well (though the difference is that I have 200 esps so...)

- Still during the above section, I received small errors saying that certain files could not be found, seemingly things from Skyrim Flora Overhaul. Is it fine or did I miss a step I had to do in a previous part? SFO doesn't use BSA, so there was nothing to unpack.

- I also see in the video that you clicked on "High" in the settings. Do we have to, or is it based on what we want (for instance, clicking on "Medium" if we wish for a balance on performance and quality)?

 

Major Error:

- During the final phase where I have to Generate LOD in an Export Path, I get an error saying "Overflow" related to [LongWord]. I can't give the exact details yet, since I pretty much gave up earlier and uninstalled the whole thing, so now I have to reinstall in order to get the full report (which I will post here), along with a screenshot of the TES5Edit output (which I assume is all the lines written on the right after running the script). I load my entire load order during that part as well.

Edited by Mur4s4me
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Posted
  On 11/8/2014 at 10:34 PM, DeathByDestiny said:

Processing them during initial generation or in game?

 

I try and balance performance and quality as much as I can

I meant initial generation. The dynamic switching of LOD objects in game shouldn't affect performance as much as drawing any LOD objects static or dynamic themselves. But that was kind my idea, since generating static and dynamic LOD is only a couple minutes for a small worldspace you can check the performance impact of the settings pretty quickly.

 

  On 11/8/2014 at 10:41 PM, Mur4s4me said:

Hi there. I have a few questions and one error to report on my end. First of all, I don't use Mod Organiser, so I had to do everything manually pretty much (using NMM which doesn't work as fluidly as shown in the video obviously).

 

Questions:

- During the Generate Tree LOD part of the video, do I need to load my whole load order? I assume I do since in the video, you do it as well (though the difference is that I have 200 esps so...)

- Still during the above section, I received small errors saying that certain files could not be found, seemingly things from Skyrim Flora Overhaul. Is it fine or did I miss a step I had to do in a previous part? SFO doesn't use BSA, so there was nothing to unpack.

- I also see in the video that you clicked on "High" in the settings. Do we have to, or is it based on what we want (for instance, clicking on "Medium" if we wish for a balance on performance and quality)?

 

Major Error:

- During the final phase where I have to Generate LOD in an Export Path, I get an error saying "Overflow" related to [LongWord]. I can't give the exact details yet, since I pretty much gave up earlier and uninstalled the whole thing, so now I have to reinstall in order to get the full report (which I will post here), along with a screenshot of the TES5Edit output (which I assume is all the lines written on the right after running the script).

 

I am making a video with NMM... which is basically the same as doing all manually.

 

Generate tree LOD for the whole load order, because you want any trees added by mods to have tree LOD.

LODGen for trees will spit out errors about missing files for bushes and shrubs and other plants that never had LOD to begin with. Only newer versions do this.

 

Either choose, low, medium or high to populate the rules. Feel free to edit the rules to your liking.  :;):

 

i am really interested in that error. Please screenshot it so I know if it is TES5Edit or LODGen.exe. Yes the right window that  prints out all these lines while the script runs. We will figure it out. No worries.

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Posted

Here are some pictures of the error.

 

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Posted (edited)
  On 11/9/2014 at 2:23 AM, DeathByDestiny said:

I find that happens when you load your ENTIRE load order and then run the script. Don't do that :P

 

Just stuff that you might think add objects to the landscape and such

Hm I see. That makes sense. I guess I just did that without thinking. I will try again.

 

A question! What happens with mods that actually REMOVE items from the landscape? Is DynDOLOD made to recognize that so they will "permanently" remove the LODs from the landscape? I was suggested to go here by the author of this mod: https://www.nexusmods.com/skyrim/mods/59766/? , so I was wondering how it works here. Most of the mentions is how it "adds" but not how it "removes," even though it did say that it looks in your load order.

 

One more question. When exporting the LODs, I assume I have to do that for DG and DB as well if I want the LODs for that mod, despite the video not showing it, right?

 

EDIT: Another error popped up. "Error in unit 'process' on line 275: Missing operator or semicolon."

 

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Screenshot below. It seems to come from SFO Expanded Diversity so I'll try excluding that one from the list.

 

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EDIT 2: Excluding that single ESP worked! Now I'm currently exporting the LODs from Dawnguard and Dragonborn (their new locations) and add them to the Static LOD mod.

 

 

EDIT 3: Okay I THINK I've gotten it working, and it seems that the mod removing trees is also working because I can't see the lingering-late-disappearing tree LODs anymore, but I can't confirm it completely yet, which is why I asked the question above about how this mod handles tree-removal mods.

 

A little issue on my end though, and I'm thinking it's because I picked the "Medium" settings, but most of the trees' LODs seem to be scaled too small, and floating in space. I'm thinking it might be because I forgot to extract the trees LOD from SFO, but just in case, any ideas why?

 

Thanks for the help so far.

 

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EDIT 3: Nope, the LODs for trees weren't updated to be removed with the mod that removes the trees unfortunately...

Just a reminder of what mod I'm talking about: https://www.nexusmods.com/skyrim/mods/59766/?

Edited by Mur4s4me
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Posted (edited)
  On 11/8/2014 at 11:33 PM, Mur4s4me said:

Here are some pictures of the error.

Thanks it helped tremendously! Errors should be fixed in latest 0.42.11

 

 

  On 11/9/2014 at 2:23 AM, DeathByDestiny said:

I find that happens when you load your ENTIRE load order and then run the script. Don't do that :P

Just stuff that you might think add objects to the landscape and such

0.42.11 should work with entire load order. hopefully. Still good advice though to only load the mods that add objects or that you want to be scanned at all. 

 

  On 11/9/2014 at 3:24 AM, Mur4s4me said:

Hm I see. That makes sense. I guess I just did that without thinking. I will try again.

 

A question! What happens with mods that actually REMOVE items from the landscape? Is DynDOLOD made to recognize that so they will "permanently" remove the LODs from the landscape? I was suggested to go here by the author of this mod: https://www.nexusmods.com/skyrim/mods/59766/? , so I was wondering how it works here. Most of the mentions is how it "adds" but not how it "removes," even though it did say that it looks in your load order.

 

One more question. When exporting the LODs, I assume I have to do that for DG and DB as well if I want the LODs for that mod, despite the video not showing it, right?

 

EDIT: Another error popped up. "Error in unit 'process' on line 275: Missing operator or semicolon."

 

Screenshot below. It seems to come from SFO Expanded Diversity so I'll try excluding that one from the list.

 

 

EDIT 2: Excluding that single ESP worked! Now I'm currently exporting the LODs from Dawnguard and Dragonborn (their new locations) and add them to the Static LOD mod.

 

 

EDIT 3: Okay I THINK I've gotten it working, and it seems that the mod removing trees is also working because I can't see the lingering-late-disappearing tree LODs anymore, but I can't confirm it completely yet, which is why I asked the question above about how this mod handles tree-removal mods.

 

A little issue on my end though, and I'm thinking it's because I picked the "Medium" settings, but most of the trees' LODs seem to be scaled too small, and floating in space. I'm thinking it might be because I forgot to extract the trees LOD from SFO, but just in case, any ideas why?

 

Thanks for the help so far.

 

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EDIT 3: Nope, the LODs for trees weren't updated to be removed with the mod that removes the trees unfortunately...

Just a reminder of what mod I'm talking about: https://www.nexusmods.com/skyrim/mods/59766/?

"Error in unit 'process' on line 275: Missing operator or semicolon."

 

fixed in 0.42.11. Yes SFO related. Check the manual in the docs folder for the SFO section. However, it will be complaining about missing some vurts LOD flat files for trees. Any tree related oddities are to the third party tool LODGen for trees and mods. It can be all tamed somehow, it is just a matter of setting the right things and stuff. I will look into that some more and will have more updates to the manual in a future update. Because once we can handle all of SFO we can handle mostly anything :)

 

DynDOLOD, LODGen and LODgen for trees all respect the load order and will ignore objects that have been disabled.

 

However, when generating tree LOD for "The Pale Redux" the process only generates LOD files for the areas there are trees. It doesn't generate empty files for the spots where there are no trees. The empty spots will be filled by old tree LOD from Skyrim.bsa or any other mod...

 

If you export the original tree lod *.btt files from skyrim.bsa and compare them with the ones generated by LODGen for trees (with "The Pale Redux" loaded) you will notice that the original tree LOD has some extra files. You have to create empty files to overwrite them in your load order.

 

You can use notepad to create 0 file size empty files for these filenames:

tamriel.4.-4.24.btt

tamriel.4.0.20.btt

tamriel.4.0.24.btt

tamriel.4.0.8.btt

tamriel.4.12.20.btt

tamriel.4.12.24.btt

tamriel.4.16.12.btt

tamriel.4.16.8.btt

tamriel.4.4.16.btt

tamriel.4.4.20.btt

tamriel.4.4.24.btt

tamriel.4.4.28.btt

tamriel.4.8.24.btt

Make sure your notepad doesn't add hidden *.txt extension...

 

 

Once you do this the pale will look like this

3155782-1415566919.jpg

Which is actually kinda cool

Edited by sheson
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Posted (edited)

Screenshots of missing objects you say? Got one for you, and pretty noticeable too :P

 

This is with Medium settings and remove unseen faces. Take a guess what's missing from this picture

 

And I'm wondering if it has anything to do with no snow under the roof, which touches that mesh quite a bit

 

NpDQbcQ.jpg

Edited by DeathByDestiny
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Posted (edited)
  On 11/9/2014 at 9:04 PM, sheson said:

If you export the original tree lod *.btt files from skyrim.bsa and compare them with the ones generated by LODGen for trees (with "The Pale Redux" loaded) you will notice that the original tree LOD has some extra files. You have to create empty files to overwrite them in your load order.

 

I tried generating the trees LOD with the Hjaalmarch mod by the same author (https://www.nexusmods.com/skyrim/mods/30734/?), since you provided the list of the extra files already for The Pale (thank you by the way, it seems to work), but I haven't located the extra files you're talking about. Generating the LODs for trees on both case (first time with Skyrim.esm and Update.esm; second with Hjaalmarchredux.esp and its masters) resulted in the same 345 *.bbt files, so I can't locate the extra files and make them empty like I did with The Pale.

Edited by Mur4s4me
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Posted (edited)
  On 11/10/2014 at 6:54 AM, Mur4s4me said:

I tried generating the trees LOD with the Hjaalmarch mod by the same author (https://www.nexusmods.com/skyrim/mods/30734/?), since you provided the list of the extra files already for The Pale (thank you by the way, it seems to work), but I haven't located the extra files you're talking about. Generating the LODs for trees on both case (first time with Skyrim.esm and Update.esm; second with Hjaalmarchredux.esp and its masters) resulted in the same 345 *.bbt files, so I can't locate the extra files and make them empty like I did with The Pale.

 

For that mod there a no empty tree LOD quads as far as I can tell. All it needs is one tree somewhere. Just generate tree LOD and then object LOD and it should all work just fine.

 

It then looks like this:

3155782-1415628254.jpg

 

  On 11/10/2014 at 7:49 AM, DeathByDestiny said:

Lodgen freaking out again

 

This is generating for MarkarthWorld using high settings, happens right after lodgen starts or finishes, I can't tell as it's a small worldspace and takes no time to do

I could not reproduce with your load order and 0.42.11 I generated LOD for Markarth with empty DynDOLOD and then a second time. Since the screenshot says it found 6 new dynamic objects, what is that you changed between the first and second update run?

Edited by sheson
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