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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

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Recommended Posts

  • 0
Posted
  On 7/12/2015 at 10:49 PM, Griwildor said:

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

Since you use ENB, I heard that it has it's own weather settings. So first try to switch it off.

If the reason is not ENB, then this gets more complicated. Color of trees LOD is also affected by ambient colors (third tab in weather editor), but if you try to tweak those, they will in turn affect other visuals. All weather settings are tightly coupled in Skyrim and require a lot of tweaking to look good.

You can try the opposite - upper brightness of trees LOD when generating LOD and then even lower Effect Lighting brightness if needed.

  • 0
Posted (edited)
  On 7/13/2015 at 1:37 AM, Dakkon said:

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

FAQ: Skyrim: ILS or CTD

 

More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings.

 

If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause.

 

  On 7/13/2015 at 2:07 AM, EssArrBee said:

I may have messed up the SFO Regular Edition Billboards I gave you a while back. I forgot to do the Diversity Plugin which had a few extra trees. Here's the update: https://copy.com/tIcAYO4vwk1Dvurm

Thanks. Updated.

Edited by sheson
  • 0
Posted
  On 7/9/2015 at 7:30 AM, sheson said:

I edited the answer after looking for the root cause. Instead of removing the entry, get the newest version of Enhanced Lighting for ENB (ELE) - LITE ELE_Legendary_Lite.esp, then start TES5Edit again and check the Blackreach record to see if the error message in the field is gone. If all is fine run DynDOLOD Worlds.pas with a default DynDOLOD.esp

 

Since the original records had the field empty and it relates to lighting there won't be any harm removing the entry.

If it can't resolve in TES5Edit it can't resolve in-game either, so whatever the setting it won't work anyways.

Sorry for taking a while to respond, I deleted the entry for ELE and I ran Worlds.pas BEFORE you edited your response (so I have not downloaded the new version of ELE, as you said deleting the problematic entry should be harmless I have not bothered) without great errors (although at first it gave me an error about not enough parameters? It works fine now though for some reason) HOWEVER, it now says this:

"LODGen.exe still seems to be running. Giving up waiting for it.

DynDOLOD Worlds completed successfully."

 

It took less than an hour to complete (I have a very good computer), so I am basically asking if this error needs correction or whether I am good to go and play the game.

 

Once again, thank you very much for your timely and detailed responses and continued willingness to help and fix problems. I again thank you greatly for any further help you may give me.

  • 0
Posted (edited)
  On 7/13/2015 at 6:54 AM, TacitusofArnor said:

Sorry for taking a while to respond, I deleted the entry for ELE and I ran Worlds.pas BEFORE you edited your response (so I have not downloaded the new version of ELE, as you said deleting the problematic entry should be harmless I have not bothered) without great errors (although at first it gave me an error about not enough parameters? It works fine now though for some reason) HOWEVER, it now says this:

"LODGen.exe still seems to be running. Giving up waiting for it.

DynDOLOD Worlds completed successfully."

 

It took less than an hour to complete (I have a very good computer), so I am basically asking if this error needs correction or whether I am good to go and play the game.

 

Once again, thank you very much for your timely and detailed responses and continued willingness to help and fix problems. I again thank you greatly for any further help you may give me.

LODGen.exe is the white on black command prompt window that opens in the background. It creates the static LOD.

 

If it takes really long to complete you may see that message. If it completed eventually by itself without errors then everything is fine.

 

You can check its logfiles at TES5Edit\LODGen_log.txt. It completed (the last worldspace) OK if the last few lines look like this:

 

Finished LOD level 4 coord [xx, xx] [xxxxx/xxxxx]

LOD level 4 total triangles xxxxxxx reduced to xxxxxxx

Log ended at 08:49

Edited by sheson
  • 0
Posted
  On 7/13/2015 at 8:33 AM, sheson said:

LODGen.exe is the white on black command prompt window that opens in the background. It creates the static LOD.

 

If it takes really long to complete you may see that message. If it completed eventually by itself without errors then everything is fine.

 

You can check its logfiles at TES5Edit\LODGen_log.txt. It completed (the last worldspace) OK if the last few lines look like this:

 

Finished LOD level 4 coord [xx, xx] [xxxxx/xxxxx]

LOD level 4 total triangles xxxxxxx reduced to xxxxxxx

Log ended at 08:49

Alright, the log looks like that, so I guess I'm good to go! I just thought ~50 minutes was a bit short for the whole process but everything else looks good. The output folder is 1.55gb.

  • 0
Posted

I could only get NearGrids 9 and FarGrids 17 to work if I ran one worldspace at a time and started with Tamriel. I tried starting on some of the smaller world spaces and they just gave me that same error 

 

Exception in unit prepare line 171: Invalid pointer operation

 

except on line 171 this time. The Grids settings didn't reset though, just takes a lot longer to each individually.

  • 0
Posted (edited)
  On 7/13/2015 at 6:23 PM, EssArrBee said:

I could only get NearGrids 9 and FarGrids 17 to work if I ran one worldspace at a time and started with Tamriel. I tried starting on some of the smaller world spaces and they just gave me that same error 

 

Exception in unit prepare line 171: Invalid pointer operation

 

except on line 171 this time. The Grids settings didn't reset though, just takes a lot longer to each individually.

I do not get that error... I saw it once or twice randomly a wile ago.

 

You get it when using advanced and selecting multiple worlds? The grids value should have nothing to do with it. Any other settings you could think of?

Post the TES5Edit\TES5Edit_log.txt

Edited by sheson
  • 0
Posted (edited)

Thanks Zilav again for your answer!

  On 7/13/2015 at 5:39 AM, zilav said:

Since you use ENB, I heard that it has it's own weather settings. So first try to switch it off.

When I switch the ENB off tree lods for those few specific weather types are fine:

With ENB:

2v3sks2.jpg

 

Without ENB:

jz8vew.jpg

 

As next step, I raised brightness of the "Effect Lighting" value in TES5Edit as you showed me in your last post - the result didn't show any difference to the original setting.

Therefore I tried some really noticable colors for "Effect Lighting":

2r3ctxc.jpg

 

and ingame I noticed a change but not with the tree lods - but the river foam (ignore the white one - that one is another problem I still have when using DynDOLOD - some of those river foams are static and glow ... but that's another topic >.<):

11ue36c.jpg

 

So I guess "Effect Lighting" is the wrong value... :unsure:

 

Edit: Thanks again for helping me with this, now that it's obviously ENB related and NOT a problem with DynDOLOD!

For everybody, who reads this without knowing the previous posts:

DynDOLOD works great :)

Edited by Griwildor
  • 0
Posted
  On 7/13/2015 at 9:03 PM, Griwildor said:

Thanks Zilav again for your answer!

When I switch the ENB off tree lods for those few specific weather types are fine:

With ENB:

2v3sks2.jpg

 

Without ENB:

jz8vew.jpg

 

As next step, I raised brightness of the "Effect Lighting" value in TES5Edit as you showed me in your last post - the result didn't show any difference to the original setting.

Therefore I tried some really noticable colors for "Effect Lighting":

2r3ctxc.jpg

 

and ingame I noticed a change but not with the tree lods - but the river foam (ignore the white one - that one is another problem I still have when using DynDOLOD - some of those river foams are static and glow ... but that's another topic >.

11ue36c.jpg

 

So I guess "Effect Lighting" is the wrong value... :unsure:

 

Edit: Thanks again for helping me with this, now that it's obviously ENB related and NOT a problem with DynDOLOD!

For everybody, who reads this without knowing the previous posts:

DynDOLOD works great :)

 

Can you post the form id (and mod name if not Skyrim) of those non animated foams?

 

Bright foam is another ENB thing. We mentioned the particle patch before, right but there also is a ENB setting that adjust how bright the foam is.

  • 0
Posted

I thought I followed the manual to the letter, but something must have gone wrong since wherever I go I get DynDOLOD missing data errors that keep popping up every other five seconds. I tried looking up if anyone else had ended up getting these codes but I haven't found anything, nor anything that would indicate why it's happening or what the error codes mean - maybe it's just because I'm incompetent  :confused:

  • 0
Posted
  On 7/14/2015 at 12:56 AM, teremol said:

I thought I followed the manual to the letter, but something must have gone wrong since wherever I go I get DynDOLOD missing data errors that keep popping up every other five seconds. I tried looking up if anyone else had ended up getting these codes but I haven't found anything, nor anything that would indicate why it's happening or what the error codes mean - maybe it's just because I'm incompetent  :confused:

There are only error messages no code. Please post what they say exactly.

 

FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

 

Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game.

  • 0
Posted
  On 7/14/2015 at 1:12 AM, sheson said:

There are only error messages no code. Please post what they say exactly.

 

FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

 

Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game.

Well that's the thing, all they say is "DynDOLOD Missing data Fxxxx" with the xxxx changing each time - I don't know what the Fxxxx codes mean.

  • 0
Posted
  On 7/13/2015 at 6:34 AM, sheson said:

FAQ: Skyrim: ILS or CTD

 

More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings.

 

If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause.

Heap memory is not the cause of CTD. It's way below block 1's heap memory usage limit before every instant CTD.

 

Followed the instruction in Readme.txt, I disabled nif models based on several logs/tests until it stopped listing the nif models, and I still experienced an instant CTD when attempted to open the map in Shumer. I'm at a loss on this one. To make it easier for myself, I decided to disable DynDOLOD (since it caused an instant CTD every time I attempt to use the map in Shumer) for now. I definitely will try every new version of DynDOLOD whenever it comes out in the hope of one of them would fix the map (in Shumer) = instant CTD issue somehow.

 

Thanks for the response tho.

 

Cheers,

Dakkon

  • 0
Posted
  On 7/13/2015 at 9:03 PM, Griwildor said:

So I guess "Effect Lighting" is the wrong value... :unsure:

It just means that ENB's own weather settings took control over LOD lighting in your case, so you need to tweak it first or disable it somehow.

Effect Lighting from my experience affects a lot of visuals like tree LOD, grass, particles. As I said, weather colors are coupled in Skyrim and changing only one of them leads to oddities in another places. But it is fun when you get used to :woot:

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