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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

  • +1 15

Recommended Posts

  • 0
Posted

Thanks again Sheson. Do you have a donation account or Amazon wish list for people to say thanks in a more materialistic manner? :-)

  • 0
Posted

trying to run the step guide.

I get no problem now when running the dyndolod texgen but when i try to run the dundolod worlds i get the following error

 

[00:00:00.153]    Error: Can not find tree LOD billboards required to create tree LOD.

  • 0
Posted (edited)
  On 7/10/2015 at 2:12 PM, wysiwyg said:

Thanks again Sheson. Do you have a donation account or Amazon wish list for people to say thanks in a more materialistic manner? :-)

I have none and require nothing of these worldly things. Donate to STEP instead, please.

 

 

  On 7/10/2015 at 2:26 PM, Snakestone said:

So unless we want the new farmhouse chimney LOD or use the developer version of xEdit we dont need to update/reinstall?

Correct.

Edited by sheson
  • +1 1
  • 0
Posted
  Quote

 

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

This gets posted in every update, is it actually true?

  • 0
Posted (edited)
  On 7/10/2015 at 5:26 PM, myztikrice said:

This gets posted in every update, is it actually true?

Look at the date time stamps of folders and files in the archive. The hours:minutes reflect the version.

No textures were updated.

 

Newly added mods to manual:

 

Towns and Villages Enhanced - Whiterun

Towns and Villages Enhanced - Riverwood

Aurora Village

Campsites in Skyrim

Embershard Cottage

Farmhouse Chimneys

Farmhouse Chimneys - Optional Stacks

Towns and Villages Enhanced - Riften

Towns and Villages Enhanced - Solitude

Towns and Villages Enhanced - Windhelm

Towns and Villages Enhanced - Villages

Towns and Villages Enhanced - Pro - Whiterun

Edited by sheson
  • 0
Posted (edited)

Hi,

 

I'm finishing my STEP Extented instalation with just à few modifications (SFO 2.3, vivid Landscapes All in one, Unique grass and ground covers, etheral clouds)

Everything was running nice until I begin the instalation of Dyndolod.

I've run every steps recommended and i've got ILS when loading my save, even begining a new game.

 

I've added the -forcesteamloader argument to SKSE in MO.

My SKSE.ini look like this :

[General]
ClearInvalidRegistrations=1

[Memory]
DefaultHeapInitialAllocMB=1280
ScrapHeapSizeMB=512]

This is my last papyrus log :

[07/10/2015 - 08:53:08PM] Papyrus log opened (PC)
[07/10/2015 - 08:53:08PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/10/2015 - 08:53:08PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/10/2015 - 08:53:13PM] Cannot open store for class "USKP_DA03StartLodScript", missing file?
[07/10/2015 - 08:53:14PM] Cannot open store for class "_arissa_inpc_behavior", missing file?
[07/10/2015 - 08:53:14PM] Cannot open store for class "chherdingquestscript", missing file?
[07/10/2015 - 08:53:23PM] warning: Property InventorUpgradeDefault on script KRY_TVPlayerAliasScript attached to alias PlayerAlias on quest KRY_TradingMCMStartupQuest (19001831) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:23PM] Error: Unable to bind script USKP_DA03StartLodScript to alias Lod on quest DA03Start (000D7939) because their base types do not match
[07/10/2015 - 08:53:23PM] warning: Property dunBthardamzQST on script QF_DA13_0008998D attached to DA13 (0008998D) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:23PM] warning: Property bashStart on script DualWieldParryingSKSEQuestScript attached to DualWieldParryingSKSEQuest (52000D62) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:23PM] Error: Property FiniteUse on script SoundTrap attached to  (00069F08) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:23PM] Error: Property FiniteUse on script SoundTrap attached to  (3203631B) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:23PM] Error: Property FiniteUse on script SoundTrap attached to  (3203631C) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:23PM] Error: Property FiniteUse on script SoundTrap attached to  (00069F07) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:23PM] warning: Property USKPDraugrEnableMarker on script QF_FreeformSoljundsSinkholeA_0006136B attached to FreeformSoljundsSinkholeA (0006136B) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:23PM] warning: Property T01ConclusionScene on script QF_T01_00023B6C attached to T01 (00023B6C) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:23PM] warning: Property InventorUpgradeDefault on script TV_MCMScript attached to KRY_TradingMCMStartupQuest (19001831) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:23PM] Error: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (2F440015) cannot be bound because <NULL form> (0003BDE9) is not the right type
[07/10/2015 - 08:53:25PM] VM is freezing...
[07/10/2015 - 08:53:25PM] VM is frozen
[07/10/2015 - 08:53:25PM] Reverting game...
[07/10/2015 - 08:53:26PM] Error: Unable to bind script USKP_DA03StartLodScript to alias Lod on quest DA03Start (000D7939) because their base types do not match
[07/10/2015 - 08:53:26PM] warning: Property dunBthardamzQST on script QF_DA13_0008998D attached to DA13 (0008998D) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:26PM] warning: Property InventorUpgradeDefault on script TV_MCMScript attached to KRY_TradingMCMStartupQuest (19001831) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:26PM] warning: Property bashStart on script DualWieldParryingSKSEQuestScript attached to DualWieldParryingSKSEQuest (52000D62) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:26PM] warning: Property InventorUpgradeDefault on script KRY_TVPlayerAliasScript attached to alias PlayerAlias on quest KRY_TradingMCMStartupQuest (19001831) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:26PM] Error: Property FiniteUse on script SoundTrap attached to  (3203631B) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:26PM] Error: Property FiniteUse on script SoundTrap attached to  (3203631C) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:26PM] Error: Property FiniteUse on script SoundTrap attached to  (00069F07) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:26PM] warning: Property USKPDraugrEnableMarker on script QF_FreeformSoljundsSinkholeA_0006136B attached to FreeformSoljundsSinkholeA (0006136B) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:26PM] warning: Property T01ConclusionScene on script QF_T01_00023B6C attached to T01 (00023B6C) cannot be initialized because the script no longer contains that property
[07/10/2015 - 08:53:26PM] Error: Property FiniteUse on script SoundTrap attached to  (00069F08) cannot be initialized because the value is the incorrect type
[07/10/2015 - 08:53:26PM] Error: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (2F440015) cannot be bound because <NULL form> (0003BDE9) is not the right type

and my last memorybloc log :

logging of blocks enabled
logging max values only
Timer disabled
Block1 Block2
256MB	256MB
85	8
85	8
85	9
85	10
85	11
85	12
85	13
85	14
85	15
85	16
85	17
85	18
85	19
85	20
85	21
85	22
85	23
85	24
85	25
85	26
85	27
85	28
85	29
85	30
85	31
85	32
85	33
85	34
85	35
85	36
85	37
85	38
85	39
85	40
85	41
85	42
85	43
85	44
85	45
85	46
85	47
85	48
85	49
85	50
85	51
85	52
85	53
85	54
85	55
85	56
85	57
85	58
85	59
85	60
85	61
85	62
85	63
85	64
85	65
85	66
85	67
85	68
85	69
85	70
85	71
85	72
85	73
85	74
85	75
85	76
85	77
85	78
85	79
85	80
85	81
85	82
85	83
85	84
85	85
94	85
94	86
95	86
95	87
96	87
96	88
97	88
98	88
98	89
98	90
98	91
98	92
98	93
98	94
98	95
98	96
98	97
98	98
98	99
98	100
98	101
99	101
120	101
120	102
123	102
123	103
123	104
123	105
123	106
123	107
123	108
123	109
123	110
124	110
125	110
126	110
127	110
127	111
128	111
129	111
130	111
131	111
142	111
143	111
144	111
145	111
146	111
147	111
148	111
149	111
150	111
151	111
152	111
153	111
154	111
155	111
156	111
157	111
158	111
159	111
160	111
161	111
162	111
163	111
164	111
165	111
166	111
167	111
168	111
169	111
170	111
171	111
172	111
173	111
174	111
175	111
176	111
177	111
178	111
179	111
181	111
182	111
183	111
184	111
185	111
186	111
187	111
188	111
189	111
190	111
191	111
192	111
193	111
194	111
195	111
196	111
197	111
198	111
199	111
200	111
201	111
202	111
203	111
204	111
205	111
206	111
207	111
208	111
209	111
210	111
211	111
213	111
214	111
215	111
216	111
217	111
218	111
219	111
220	111
221	111
222	111
224	111
225	111
226	111
227	111
228	111
229	111
230	111
231	111
232	111
233	111
234	111
235	111
236	111
237	111
238	111
239	111
240	111
241	111
242	111
243	111
244	111
245	111
246	111
247	111
248	111
249	111
251	111
253	111
254	111
255	111
256	111
256	112

I think my memorypatch is not working.

 

Any idears ?

 

ps : sory for my poor english, i'm a french frog :D

Edited by tontonbadou
  • 0
Posted

I don't believe ScrapHeapSize may be over 256.

The DefaultHeapInitialAllocMB is reduced by the ScrapHeapSize

 

DefaultHeapInitialAllocMB=1024
ScrapHeapSizeMB=256

 

This should result in 768 and 256 in the memory log. It does in mine at any rate.

  • 0
Posted (edited)
  On 7/10/2015 at 7:54 PM, tontonbadou said:

Hi,

...

I've added the -forcesteamloader argument to SKSE in MO.

My SKSE.ini look like this :

[General]
ClearInvalidRegistrations=1

[Memory]
DefaultHeapInitialAllocMB=1280
ScrapHeapSizeMB=512]

...

and my last memorybloc log :

logging of blocks enabled
logging max values only
Timer disabled
Block1 Block2
256MB	256MB
85	8
...     ...
256	112

I think my memorypatch is not working.

 

Any idears ?

Yes memory patch seems not to be active for you, because the memory block log shows the default 256/256 start sizes which you reach at the end of the logfile:

 

Block1 Block2

256MB    256MB   <--- default values, skse.ini not modified correctly or in the wrong place

...       ...

256    112            <--- Block1 full

 

First: There is a ] character the end of your 512 value for Block2. Make sure it is not inside your skse.ini file or I suppose this "invalid" entry will be ignored by SKSE and defaults are used.

 

Second: Update to the latest SKSE (currently 1.7.3) if not done so already. Make sure you edit the correct skse.ini file:

 

- inside your Skyrim installation folder (..\Data\skse\skse.ini)

- or the one Mod Organizer is using if you happen to use it for mod management

 

Third: Your values 1280/512 are quite high, especially for Block2. I would first try with the "recommended raised values" 768/256 and check block log again. If it is reaching those values or you have ILS / CTDs after applying DynDOLOD again I would try 1024/384.

 

Rule-of-thumb: Keep it as low as possible, but as high as needed for ILS / CTD free gaming. Raising memory blocks will reduce the amount of memory Skyrim has for all other things. It is bad to have it higher than needed and can trigger CTDs while you try to avoid them. With my STEP core/extended/revisited + custom addons and changes setup, it was working fine with 768/256 all the time. Only after adding DynDOLOD (high profile) I needed to raise it to 1024/384 to keep ILS / CTDs away. Also use ENBoost (with correct settings for your system) to raise the usable memory for Skyrim.

Edited by belinda
  • 0
Posted (edited)

[EDIT] :

 

OK, Thanks.

- the  ']' is not present in my skse.ini.

- I'm using MO.

- Loot say my SKSE is up to date.

- i've got only one skse.ini and it's located in ''SteamLibrary\steamapps\common\Skyrim\Mod Organizer\mods\SKSE Scripts''

 

thanks for the info on the values for block 1 and 2. Actualy i was using the default values, but i raised them the first time i got a ILS.

 

A question about dyndolod : Do i need to rebuild the bashed patch or fnis or DSR avec the dyndolod setup ?

 

 

[EDIT 2] :  i'm using enboost and here's my enblocal.ini :

[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=d3d9_smaa.dll

[GLOBAL]
UsePatchSpeedhackWithoutGraphics=true
UseDefferedRendering=false
IgnoreCreationKit=true
ForceFakeVideocard=false

[PERFORMANCE]
SpeedHack=true
EnableOcclusionCulling=true
EnableZPrepass=false

[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0

[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=128
VideoMemorySizeMb=7168
EnableCompression=true
AutodetectVideoMemorySize=false

[WINDOW]
ForceBorderless=false
ForceBorderlessFullscreen=false

[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=8
ForceLodBias=false
LodBias=0.0
AddDisplaySuperSamplingResolutions=false
EnableVSync=false
VSyncSkipNumFrames=0

[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=10.0

[INPUT]
//shift
KeyCombination=16
//f12
KeyUseEffect=123
//home
KeyFPSLimit=36
//num /       106
KeyShowFPS=106
//print screen
KeyScreenshot=44
//enter
KeyEditor=13
//f4
KeyFreeVRAM=115

[ADAPTIVEQUALITY]
Enable=false
Quality=1
DesiredFPS=20.0

[ANTIALIASING]
EnableEdgeAA=true
EnableTemporalAA=false
EnableSubPixelAA=true
EnableTransparencyAA=false

[FIX]
FixGameBugs=true
FixParallaxBugs=true
FixAliasedTextures=true
IgnoreLoadingScreen=true
IgnoreInventory=true
FixSsaoHairTransparency=true
FixTintGamma=true
RemoveBlur=false
FixSubSurfaceScattering=true
FixSkyReflection=true
FixCursorVisibility=true
FixParallaxTerrain=true
FixLag=false
[LONGEXPOSURE]
EnableLongExposureMode=false
Time=1.0
BlendMax=0.0

My config :

 

Q9450 @ 3,6ghz

6gb RAM

Radeon 280x 3gb

Skyrim on a SSD

Edited by tontonbadou
  • 0
Posted (edited)

I think using an invalid value for the ScrapHeapSizeMB might make it default to 512,256 (or 256/256 once it allocates). I started out with 768 and 256 in Skse.ini but had to increase it after I saw block1 going over 512 around Windhelm and the game did a CTD. Changing to 1024 and 256 in skse.ini fixed it for me but I have lots of memory.

 

No need to repatch DTS, rerun FNIS for users, or recreate the Wrye Bash patch after rerunning DynDOLOD.

Edited by wysiwyg
  • 0
Posted (edited)
  On 7/10/2015 at 12:20 PM, sheson said:

DynDOLOD 1.32

 

This update is needed if using the most recent developer version xEdit 100715 to stay compatible with updates to certain functions.

DynDOLOD 1.32 still works with TES5Edit 3.1.1

 

Finally found and fixed the DynDOLOD TexGen.pas exception thanks to belinda and also reported by various other people. No more need to use the alternative texture list.

Anyone who had this bug and created and used the generated LOD textures should probably update the textures and the texture atlas. No need to generate LOD again, just follow the "Update Texture Atlas" procedure.

 

Fixed wrong form ids added to json files when running in wine, reported and fixed by jd42

 

Added LOD meshes and rules for Farmhouse Chimneys requested by EssArrBee. This works out of the box with the original mod and the "Optional Stacks" update, any install option.

 

Only users of Farmhouse Chimneys need to generate LOD from scratch if they want the new LOD, there is no reason for anyone else to generate LOD again.

Great work sheason. Probably I won't be able to try it before monday, but I will report back.

 

Proposal 1: Maybe it makes sense to update the link from xEdit v3.1.1 to xEdit (developer version of TES5Edit) on the main DynDOLOD Nexus description page. On the "download manually" popup the developer version thread is already linked, but there may be users which do not notice the difference.

 

Proposal 2: Re-Add the "Download with manager" button for the DynDOLOD main file. For MO users it is more convenient to have NexusID and version taken automatically upon installing the mod part of it.

Edited by belinda
  • 0
Posted
  On 7/10/2015 at 8:41 PM, tontonbadou said:

A question about dyndolod : Do i need to rebuild the bashed patch or fnis or DSR avec the dyndolod setup ?

They all do different things and are independent of each other. For example if you update FINIS because of new animations or skeleton it doesn't matter to LOD, so there is no need to update DynDOLOD.

 

You need to create a new DynDOLOD.esp from scratch if you remove mods that have been added as masters to DynDOLOD.esp.

 

If you remove a mod that has static tree or object LOD, but no dynamic LOD (e.g. no master in DynDOLOD.esp) you only need to generate tree/static object LOD again. Use the advanced options.

 

If you add a mod that adds new objects that potentially have LOD, like a house mod, you do not have to update DynDOLOD in order for the game to work. Just like before DynDOLOD existed the objects simply won't have LOD until you update the existing DynDOLOD.esp and tree, static LOD or generate everything from scratch again.

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