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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
  On 7/10/2015 at 9:02 PM, belinda said:

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

 

Proposal: 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 does not notice it is different in the main description page.

At this time DynDOLOD 1.32 only requires 3.1.1 and not the latest developer just posted today.

DynDOLOD will notify to update if the version is too old or silently use newer non important features/methods if they are available.

  • 0
Posted

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

 

Ok so i managed to finaly load a saved game, in fact i was trying to load on an exterior save. my one save on iterior load perfectly...

 

But on my memorylog, my cells are still stuck on 256.

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Posted

Greetings All.

 

First off i'd like to say that this is an amazing mod. Love it. Thanks for all the work you put into making it and all the support your giving here.

 

I have a bit of a graphical glitch that occurs occasionally in my new game i just started. Certain close up textures lose their resolution, get blurry, go all white(snow). In the console when i click on the offending area it lists dyndolod in the locate/define. Only place i've noticed it was near helgen on the slope. I walked away from the area a ways and came back and the glitch had fixed itself. Just wanted to see if anyone else had experienced this or know what i might have done to have caused it. When I first installed DynDOLOD i tested it using a vanilla saved game located here. and this same glitch occured then. I started a new game through alternate start hoofed it over to this area and there were no issues. If you need any more info let me know.

 

Here are 3 screenshots.

 

road

IRNAkcU.jpg

 

snow

gkCQP9F.jpg

 

trees - hard to tell maybe in shot but tips of snowy trees are pixelated alot

QRaMSjc.jpg

 

Thanks!

 

Dranthos

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Posted (edited)
  On 7/10/2015 at 11:04 PM, Dranthos said:

Greetings All.

 

First off i'd like to say that this is an amazing mod. Love it. Thanks for all the work you put into making it and all the support your giving here.

 

I have a bit of a graphical glitch that occurs occasionally in my new game i just started. Certain close up textures lose their resolution, get blurry, go all white(snow). In the console when i click on the offending area it lists dyndolod in the locate/define. Only place i've noticed it was near helgen on the slope. I walked away from the area a ways and came back and the glitch had fixed itself. Just wanted to see if anyone else had experienced this or know what i might have done to have caused it. When I first installed DynDOLOD i tested it using a vanilla saved game located here. and this same glitch occured then. I started a new game through alternate start hoofed it over to this area and there were no issues. If you need any more info let me know.

 

Here are 3 screenshots.

 

Thanks!

 

Dranthos

FAQ: Skyrim: Out of place objects

Make sure Meshes, Textures and SKSE (which includes the *.json files) from the output directory and DynDOLOD.esp are in sync from the same generation process. Updating of save game with old DynDOLOD.esp gone wrong. Test with new game. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM.

Edited by sheson
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Posted (edited)

Sheson

Thanks for the quick reply. I reread my post and I see I did a piss poor job of explaining. Here is a more detailed filled account:

I ran through the instructions and videos multiple times to make sure I was doing all the steps correctly. Your vids and Poets. I've had the same issue everytime ive done this whole scenario(4 times i guess) Same exact textures at the same exact spot. Everything else is working fine, just these 4 textures. Didn't post picture but there is a rock that glitches out also.

This is from a brand new run of dyndolod.

This Char & Pics are from a new game. The previous save game i mentioned was a previous test runthrough.

Newly installed dyndolod,tesedit(3.1.1) & billboards(deleted contents of MO folders so no files carried over.

Output folder is on the desktop and not within MO virtual folder.  

Dyndolod Output/esp/skse are from the same run of dyndolod and at bottom of the order with no overwrites on them.

MO -  followed instructions on disabling archives.

 

 

I see there is a new version so I'll just nuke it from orbit and try a new go at it. :)

Sorry, should of supplied way more info 1st time.

Thanks

 

edited to clean up the message, my phone typing skills are subpar

Edited by Dranthos
  • 0
Posted (edited)
  On 7/11/2015 at 1:25 AM, Dranthos said:

Sheson

 

Thanks for the quick reply. I reread my post and I see I did a piss poor job of explaining. Here is a more detailed filled account:

 

I ran through the instructions and videos multiple times to make sure I was doing all the steps correctly. Your vids and Poets. I've had the same issue everytime ive done this whole scenario(4 times i guess) Same exact textures at the same exact spot. Everything else is working fine, just these 4 textures. Didn't post picture but there is a rock that glitches out also.

This is from a brand new run of dyndolod.

This Char & Pics are from a new game. The previous save game i mentioned was a previous test runthrough.

Newly installed dyndolod,tesedit(3.1.1) & billboards(deleted contents of MO folders so no files carried over.

Output folder is on the desktop and not within MO virtual folder.  

Dyndolod Output/esp/skse are from the same run of dyndolod and at bottom of the order with no overwrites on them.

MO -  followed instructions on disabling archives.

 

 

I see there is a new version so I'll just nuke it from orbit and try a new go at it. :)

 

Sorry, should of supplied way more info 1st time.

 

Thanks

 

edited to clean up the message, my phone typing skills are subpar

Did you test with a new game? For example, coc riverwood. or use Alternate Start, "I am camping in the woods". If the LOD objects are gone then, the save game update procedure was not followed.

If the objects are still there then, the json files do not belong to the esp.

Edited by sheson
  • 0
Posted
  On 7/11/2015 at 9:04 AM, sheson said:

Did you test with a new game? For example, coc riverwood. or use Alternate Start, "I am camping in the woods". If the LOD objects are gone then, the save game update procedure was not followed.

If the objects are still there then, the json files do not belong to the esp.

Thanks again taking the time to help me with this.

 

Yes, this was tested with a new game. I use alternate start. The first time i checked all the textures were fine. After I entered & exited helgen the textures were glitched again. (I changed nothing with the setup between this time). I have tested with a clean install with only the DLC, Hires texture packs, Alternate Start and the same issue is still there. I have been using tes5edit 3.1.1. Guess I'll give the latest dev version from afkmods today. Could a corrupted Hires texture pack have anything to do with this? Could redownloading that help?

 

The skse folder created by the DYNDOLOD output that have the json files are freshly created and belong to the same run as the esp. I delete everything(dyndolod, dyndolod output folder,dyndolod MO folders, tes5edit) and reinstall from archive to start with a clean slate. The last 3 times I've even redownloaded everything again including Papyrus,skse just to make sure.

 

Thanks

Dranthos

  • 0
Posted
  On 7/11/2015 at 3:38 PM, Dranthos said:

Thanks again taking the time to help me with this.

 

Yes, this was tested with a new game. I use alternate start. The first time i checked all the textures were fine. After I entered & exited helgen the textures were glitched again. (I changed nothing with the setup between this time). I have tested with a clean install with only the DLC, Hires texture packs, Alternate Start and the same issue is still there. I have been using tes5edit 3.1.1. Guess I'll give the latest dev version from afkmods today. Could a corrupted Hires texture pack have anything to do with this? Could redownloading that help?

 

The skse folder created by the DYNDOLOD output that have the json files are freshly created and belong to the same run as the esp. I delete everything(dyndolod, dyndolod output folder,dyndolod MO folders, tes5edit) and reinstall from archive to start with a clean slate. The last 3 times I've even redownloaded everything again including Papyrus,skse just to make sure.

 

Thanks

Dranthos

The newer TES5Edit version will not make a difference. I will post a new DynDOLOD 1.33 in a bit. Wait for that one before trying again.

  • 0
Posted
  On 7/11/2015 at 4:02 PM, sheson said:

The newer TES5Edit version will not make a difference. I will post a new DynDOLOD 1.33 in a bit. Wait for that one before trying again.

Your the best, thanks kindly

 

I just now realized I have never offered up my first born to bless the install. So there I did, lets see how it goes this time around.   ;>  

  • 0
Posted (edited)

DynDOLOD 1.33

 

 

Updated beehive LOD texture. Only if you noticed broken beehive LOD, generate LOD textures with DynDOLOD TexGen.pas again or just update Textures\lod\beehivelod.dds from archive and then update the texture atlas by following the "Update Texture Atlas" procedure in DynDOLOD_TexGen.html

 

Added rules for Tiny Shack, Myrheim - Tiny Swamp House and Dovahkiin's Vault.

Generate again if you use any of these mods and now want LOD for them.

 

 

[spoiler=Changelog]DynDOLOD Worlds.pas - Create texture atlas _n.dds without alpha channel since it is not used

DynDOLOD Worlds.pas - added write/read 'next object id' into/from a file so using a default DynDOLOD.esp will not reuse formids from former generations - this does not change save game update procedure

DynDOLOD TexGen.pas - moved beehivelod.dds to DynDOLOD_TexGen_noalpha.txt

DynDOLOD_Manual.html - added information about STEP texture pack

DynDOLOD_Manual.html - updated compatibility information for several mods

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

 

 

DynDOLOD 1.32

Edited by sheson
  • 0
Posted
  On 7/11/2015 at 4:02 PM, sheson said:

The newer TES5Edit version will not make a difference. I will post a new DynDOLOD 1.33 in a bit. Wait for that one before trying again.

Ok, update on whats going on with my build.

 

Ran a fresh new DYNDOLOD(1.33) from a clean slate. New game with Alternate Start with the camping in woods near helgen. Went to the offending textures and they were all good. Zoned into and out of Helgen. Initially when i zoned out some of the fort was out of focus/glitched then it turned normal in a sec or so, really fast. Went to area and the snow and small rocks were glitched, the road and trees were fine. I ran around a bit down the mountain (=5 min) and came back and all the textures were fine. 

 

So, I did this test on my Play build which is sitting at 230 esp and lots of textures, and i'm sure lots of scripty goodness going on. Could the script lag/high mod count be slowing down the implementaion of DYNOLOD somehow? This same issue did occur with a bare bones dlc build though earlier. Maybe something in my INI settings/enb ini's?

 

I can deal with this delayed onset of textures since they seem to be confined to these few ones. I'll jump back into game and check out more world locations after zoning out from an instance.

  • 0
Posted
  On 7/11/2015 at 6:58 PM, Dranthos said:

Ok, update on whats going on with my build.

 

Ran a fresh new DYNDOLOD(1.33) from a clean slate. New game with Alternate Start with the camping in woods near helgen. Went to the offending textures and they were all good. Zoned into and out of Helgen. Initially when i zoned out some of the fort was out of focus/glitched then it turned normal in a sec or so, really fast. Went to area and the snow and small rocks were glitched, the road and trees were fine. I ran around a bit down the mountain (=5 min) and came back and all the textures were fine. 

 

So, I did this test on my Play build which is sitting at 230 esp and lots of textures, and i'm sure lots of scripty goodness going on. Could the script lag/high mod count be slowing down the implementaion of DYNOLOD somehow? This same issue did occur with a bare bones dlc build though earlier. Maybe something in my INI settings/enb ini's?

 

I can deal with this delayed onset of textures since they seem to be confined to these few ones. I'll jump back into game and check out more world locations after zoning out from an instance.

When you fast travel dynamic LOD always takes a brief second to adjust.

 

Turn on debugging in Skyrim.ini setting these 3 entries to 1

[Papyrus]

bEnableLogging=1

bEnableTrace=1

bLoadDebugInformation=1

 

Then do your thing in the game and check c:\Users\[username]e\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log

 

If you see lines with "dumping stack" there is a problem. This happens when there is not enough time for scripts to run. This is a combination of number of scripts, how process heavy they all are, made worse by low fps = less time for scripts.

 

If this happens in a new game you need to take a good look at all the (script heavy) mods and general setup.

Start with default ini settings. You could look up info about raising fUpdateBudgetMS and fExtraTaskletBudgetMS a bit, but again I would be worried if this already needs to be done for a new game, it will only get worse.

 

The DynDOLOD scripts are light weight and only execute when crossing a cell border or when fast traveling. However together with other CPU intensive scripts, all scrips suffer equally nonetheless.

 

You should obviously try DynDOLDs low preset, or simply disable DynDOLOD.esp and just keep the generated static and tree LOD without the dynamic LOD and no scripting at all.

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