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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.

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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

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

  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

The GamerPoets installation guide video mentions to press Shift-Click on OK in the TES5Edit Master/Plugin Selection screen. This is supposed to save a lot of time by avoiding TES5Edit to prepare stuff which is not actually needed for DynDOLOD at all. I did not find anything about it in the official DynDOLOD documentation (sorry if I just missed it) and I did not find anything useful regarding the TES5Edit implications of clicking Shift-OK there. Can this really savely be used to save time for TexGen.pas and Worlds.pas runs, or is this only advisable for Worlds.pas runs, or not advisable at all?

  • 0
Posted

Holding shift is a TES5Edit shortcut to skip building references when loading mods.

The time saving is in the loading times of TES5Edit until the message "Background loader finished" is reached.

 

Neither script uses the reference information so neither scripts cares if it is there or not.

  • 0
Posted
  On 7/11/2015 at 8:32 PM, sheson said:

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.

Thanks for the troubleshooting tips!

 

Here's what I have so far:

 

I used default and custom(my playthrough) INI's and they both glitched. On the custom INI's I logged papyrus and received no mentions of dumping stack.

here is the log: https://pastebin.com/VWFU3zH2

The saved game at 223 is right before entering helgen. i ran back out to the glitched area which was glitched.

 

I tried to repeat the issue with a handful of instanced zones in the riverwood/whiterun area and could not reproduce the bug. I'll try a few more around the world to see the results. Helgen area being glitched a tiny bit is well worth the huge sack of awesome that DYNDOLOD brings to the table.

 

Thanks for all the assistance.

 

Dranthos

  • 0
Posted

I noticed on the advanced menu that there is a small spacing issue for the text that is over all the mesh rules.

d320f0f177.png

 

Also, if I mess with those NearGridToLoad and FarGridToLoad settings what kind of performance drop/increase am I looking at?

  • 0
Posted (edited)
  On 7/12/2015 at 7:39 PM, EssArrBee said:

I noticed on the advanced menu that there is a small spacing issue for the text that is over all the mesh rules.

 

 

Also, if I mess with those NearGridToLoad and FarGridToLoad settings what kind of performance drop/increase am I looking at?

will be fixed next version.

 

Honestly, I haven't changed the grid sizes in a year. They seem kind of optimal to me with ugrid 5.

 

Upping near grid to 13 probably has only a small effect, since not that many more objects will show. If raising near grids consider moving objects form far grid to near grid to compensate.

Instead of upping far grid consider creating mesh rules for select objects with Reference set to NeverFade LOD, which is the traditional neverfade setting.

 

While the main impact on fps is the number of active (full model) objects also keep in mind that each "cell" that changes state in both grids is activated, turning their objects on or off. In the worst case it  is 121 near grid cells and 441 far grid cells when fast traveling. It is basically 2 loops that run each time the player changes cells. While the loop and activating cells is no problem, each activated cell then activates all dynamic LOD object. So the more dynamic objects in the cell it puts additional work on the system.

 

When crossing a cell border the worst case is 22 + 42 cells change state. Fast travel from one side of the map to the other for testing purposes. I mentioned it once before I could only get this to break (stack dumping) when speed running with over 2000 and over 10,000 LOD objects being switched. Now save guards are in place: every 100 cells that change state it will pause a second. Only one cell update loop will run at a time, so if you cross multiple cells in the meantime, it will finish updating the list of cells from the first cell crossing, before starting the the next update loop catching up.

 

The area around Helgen adds quite a few dynamic objects including mountain rocks even. I think they are just turned off for the intro sequence for better performance.

So to stress test fast travel back and forth to Helgen.

 

So having explained all that, the biggest performance impact comes from the number of objects currently active in both grids. At some point you may notice in the distance objects lagging being switch on or off because of the larger amount of cells that change state.

Edited by sheson
  • 0
Posted

I was mostly just curious about it and running it just to see what would happen, but an error popped up when I tried 9 and 17.

 

Exception in unit prepare line 170: Invalid pointer operation

 

When I reopened the Advanced Menu the NearGrids value had reset itself to 15, but FarGrids was still 17.

  • 0
Posted
  On 7/12/2015 at 8:31 PM, EssArrBee said:

I was mostly just curious about it and running it just to see what would happen, but an error popped up when I tried 9 and 17.

 

Exception in unit prepare line 170: Invalid pointer operation

 

When I reopened the Advanced Menu the NearGrids value had reset itself to 15, but FarGrids was still 17.

 

The 2 error are unrelated. Did you work with a default esp? Exception in unit prepare line 170: is a really odd thing to happen. It is a very random error when freeing up a list after everything for the current world is already successfully done. Couldn't figure out yet what causes it. Just try again. Do a single world space if needed.

 

The resetting to 15 is a fail safe. Next version will fix the fail safe kicking in erroneously.

  • 0
Posted
  On 7/12/2015 at 10:15 PM, DoubleYou said:

I use ugridstoload=3. Should I change these settings to accommodate that tweak?

I doubt that  :woot:

 

open console, type

tll

tb

tfc

close console, use mouse 1 to fly up and count the squares separated by the yellow lines. If it is truly 3x3 please make a screenshot. I could never get it to work.

 

You should set near, far grid or whatever other settings based on your personal preference for visuals/performance. Check the manual section 'Performance'.

  • 0
Posted (edited)
  On 7/9/2015 at 10:13 PM, zilav said:

This actually means that the weather mod you are using has wrong settings for "Effect Color" for certain weathers and times. It is a common mistake for unexperienced modders who try to tweak weathers, they modify one value without updating others to reflect those changes.

But don't worry, you can fix it yourself. Install Status mod which allows you to see the current weather FormID. Save when trees look wrong and write down the current weather FormID.

Then open TES5Edit and find that weather using FormID field in the upper left corner. If FormID starts with 00 this means it is a vanilla weather modified by weather mod, in this case you can load only this mod into TES5Edit to speed things up. In you case it should be TAZ obviously unless you use something else that affects weathers.

 

So you'll see this

 

image.png

 

Right click on TAZ header in the right pane and select Jump To, it will select that weather record in TAZ mod. Now press Ctrl+W to call Weather Editor script and switch to colors page

 

image.png

 

You need to modify Effect Lighting color for appropriate time span when it looks wrong (make it brighter or darker). Click Apply Changes, close weather editor, exit TES5Edit and save plugin. Check in game, tweak again until it looks fine. Might be slow when you do this for the first time, but this is not a rocket science :lol:

 

You are right, this requires explicit typecast in "real" pascal. Unfortunately pascal interpreter in TES5Edit tolerates such types usage and it becomes hard to notice and spot possible issues.

Thank you very much Zilav for your answer!

 

I have lots of respect for your work and please excuse this very late response!

Haven't had time to give it a try till now.

 

I haven't installed "Status" yet, and was using the ENB Menu Weather Pannel to check the Form-ID. On my first check I found one weather which produced the dark tree lod.

 

sv28f8.jpg

 

 

You were right in assuming, that only TAZ_lightingDLC.esp "is winning" the weather IDs - only in two cases there is the esp from Mindflux SnowFlakes winning over TAZ_lightingDLC.esp.

When I looked up the weather in TAZ_lightingDLC.esp in TES5Edit I noticed, that the "Effect Lighting" color settings for day and sunset are already really bright.

The screenshot above was taken shortly before sunset and if you look at the color of the tree lods, they don't seem to resemble the corresponding colors in the row "Effect Lighting" of TES5Edit's Skyrim Weather Editor :ermm:

 

4uxy5j.jpg

 

Shall I proceed and make them brighter even more?

The Sunset setting is already at 220/240 brightness. :cool:

 

Or is Effect Lighting the wrong row to modify? :dry:

Edited by Griwildor
  • 0
Posted (edited)

DynDOLOD 1.34

 

This updates signs the json files and DynDOLOD.esp with a bunch of numbers. If they are out of sync, an error messages will notify the user about the mismatch.

 

Accordingly this update requires to update the papyrus script together with a new DynDOLOD.esp generated from scratch.

 

Do not update only the papyrus scripts without generating a new DynDOLOD.esp from scratch.

Follow the update procedure with the clean save required when updating with a new DynDOLOD.esp from scratch.

 

The papyrus scripts from DynDOLOD 1.33 will continue to work with a DynDOLOD.esp and json files generated by DynDOLOD Worlds.pas 1.34, just not the other way around.

 

Fixed near grid number resetting reported by EssArrBee and a couple other issues.

 

 

[spoiler=Changelog]DynDOLOD Worlds.pas - added a helpful message about sResourceArchiveList in skyrim.ini in case Tamriel is not found

DynDOLOD Worlds.pas - added a bunch of numbers to 'sign' json files and the esp

DynDOLOD Worlds.pas - fixed not being able to set near grid to values

Papyrus Scripts - added a message if a bunch of numbers are different

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

DynDOLOD 1.33

Edited by sheson
  • 0
Posted

I'm having some issues with SFO regular edition. I can't seem to get the correct billboards from the mod no matter what I do. There is type of tree missing from the billboards no matter what. I know that I'm doing the Split Atlas correctly, but there are trees missing every time. It's actually like I'm doing the vanilla trees over again or something. I don't know if it's the way he added them to the game or what, but the bent pines, maple, dead trees, and heavy snow pines aren't coming up.

 

Would zilav be better to ask about this since it's more of a LODGen issue?

 

EDIT: NVM, I'm a f***ing idiot.

  • 0
Posted
  On 7/12/2015 at 10:27 PM, sheson said:

I doubt that  :woot:

 

open console, type

tll

tb

tfc

close console, use mouse 1 to fly up and count the squares separated by the yellow lines. If it is truly 3x3 please make a screenshot. I could never get it to work.

 

You should set near, far grid or whatever other settings based on your personal preference for visuals/performance. Check the manual section 'Performance'.

Haha. I always wondered why it never seemed to make a difference. This is useful for the Skyrim INI guide.

  • 0
Posted (edited)

Hi sheson,

 

I experienced an instant CTD every time I used/opened the map in Shumer (using New World's resources). I tracked an issue down to DynDOLOD (even on a new save and on a different computer). I decided to test on a new save with only Shumer/New World, DynDOLOD (along with SKSE and PapyrusUtil) and LAL installed, and I experienced an instant CTD every time I used the map in Shumer. I don't have any issue with using the map when I am in Skyrim.

 

I wonder if it (CTD) happens because there is no support for New World/Shumer and DynDOLOD?

 

My apologizes for my English (it's my second language) in advance.

 

Cheers,

Dakkon

 

Edited: I'm using DynDOLOD 1.33

Edited by Dakkon
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