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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

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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 7/12/2015 at 10:49 PM, Griwildor said:

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:

You'll need to edit the overcast_rain.ini for your ENB Preset to edit that specific weather. It will be found in the ENBSeries folder.

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Posted (edited)
  On 7/14/2015 at 1:34 AM, teremol said:

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.

xxxx is the id for the cell you are currently in. What DynDOLOD version did you use? I assume you are in Tamriel worldspace?

 

  On 7/14/2015 at 2:52 AM, Dakkon said:

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

I have no problem opening the map for this worldspace with DynDOLOD.esp. Try default inis.

Can you post a mod list and a list of SKSE plugins?

 

If only a single worldspace gives you an error just do not select it when generating LOD. Keep it for the others.

 

Double check it works with the static and tree LOD only. Disable only the esp, but keep the meshes/texture folder. Vice versa?

 

 

  On 7/14/2015 at 5:20 AM, EssArrBee said:

Okay, so I used the Advanced menu and got the error with all the worldspaces ticked. 

 

https://pastebin.com/YFXib9nb

 

Then with just Blackreach ticked.

 

https://pastebin.com/tJBTwCM7

So it doesn't matter if you check one or more world. And you do not have this problem with default grids. This is really odd.

Edited by sheson
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Posted
  On 7/14/2015 at 10:07 AM, sheson said:

xxxx is the id for the cell you are currently in. What DynDOLOD version did you use? I assume you are in Tamriel worldspace?

I use the latest version from the Nexus, it does occur in Tamriel worldspaces but also in any city I enter - I don't know enough to know if this is considered part of the Tamriel worldspace or not.

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Posted
  On 7/14/2015 at 5:20 AM, EssArrBee said:

Okay, so I used the Advanced menu and got the error with all the worldspaces ticked. 

 

https://pastebin.com/YFXib9nb

 

Then with just Blackreach ticked.

 

https://pastebin.com/tJBTwCM7

 

I think I found the cause. Please test with DynDOLOD 1.35 as soon as it is available.

 

  On 7/14/2015 at 1:02 PM, teremol said:

I use the latest version from the Nexus, it does occur in Tamriel worldspaces but also in any city I enter - I don't know enough to know if this is considered part of the Tamriel worldspace or not.

The major cities are childworld of Tamriel and use the same data. Generate from scratch with DynDOLOD 1.35 once it is available.

If the problem persists, make sure the json files in the SKSE folder from the output directory were generated at the same time as the DynDOLOD.esp you are using in game.

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Posted (edited)

DynDOLOD 1.35

Added a bunch of new textures for DLC01Soulcairn. There is typically no dynamic LOD for this worldspace, so just generate static LOD from advanced options to update only the bto and texture atlas files.

No need to update the esp, simply discard any changes to it if there are any.

 

Fixed/updated a couple other things to fix exception reported by EssArrBee, hopefully.

 

 

[spoiler=Changelog]DynDOLOD Worlds.pas - fixed a list re-assigment causing exception
DynDOLOD Worlds.pas - added automatically using _far.nif if every other method failed
DynDOLOD Worlds.pas - added support for PassThru material for future releases
DynDOLOD Worlds.pas - some cosmetic updates to the forms
DynDOLOD Worlds.pas - removed a function to use native TES5Edit function instead
DynDOLOD TexGen.pas - added generation for dlc01soulcairndirt01lod.dds, dlc01soulcairndirt02lod.dds, dlc01soulcairndirt05lod.dds and dlc01soulcairnrock01lod.dds
Meshes/Textures - added new texture variants for better compatibility with DLC01

 

 

DynDOLOD 1.34

Edited by sheson
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Posted

It appears to be working so far. It was weird because if I tried starting with Tamriel worldspace only, it would work and then I could do all the rest of the worldspaces. If I tried ticking all of them first, or just one of the non-Tamriel worldspaces it wouldn't work.

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Posted (edited)
  On 7/14/2015 at 12:43 AM, sheson said:

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.

 

Hey Sheson, thank you for asking me to post this!

The non animated foam is from DynDOLOD.esp. When I disable it via console there is another texture beneath it which belongs to Skyrim.esm and which looks good and is animated. I tested this with a new game (played through Helgen and saved indoors in Riverwood - that save is the one I used for these tests), so I don't think it has some relation to save game update...

I checked this for several locations, all draw the same picture (apart from the different Form-IDs).

 

To not spam you with too many pictures of the same problem I post below only screenshots of Form-ID "95005a96" (which belongs to DynDOLOD) and of corresponding Skyrim.esm Form-ID (0001ccc8):

 

  Reveal hidden contents

 

 

  On 7/14/2015 at 5:52 AM, zilav said:

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:

Well, I'm glad that it is the ENB and therefore hopefully not so complicated to solve!

Disabling the weather of TAZ.esp is a little too adventurous for me, since I know that tristan1974, the author of TAZ put alot of work and thought into the weather settings of TAZ. So I'd rather edit the Weather Effect colors in TES5Edit like you showed me before or play around with ENB-settings from the ingame ENB Menu or via the weather ini files like sugested by TechAngel (see below).

But I'm not so sure what parameters to play with in the ENB Menu. Do you have a notion about which values to start with or a link to an up-to-date guide that covers those settings (as you say changing something "here" might change something "there" and it would be good to be prepared and know where to look to, before trying around blindly).

I found only 2 weather types with this tree lod problem so far (I'll check all weather types, that I have in Skyrim.esm till tomorrow ... maybe there are more than two), so the changings will need to effect only those specific weather types.

 

  On 7/14/2015 at 6:00 AM, TechAngel85 said:

You'll need to edit the overcast_rain.ini for your ENB Preset to edit that specific weather. It will be found in the ENBSeries folder.

Hello TechAngel!

I feel flattered to get so much prominent help here - thank you very much :unworthy:

I had a first look at my overcast_rain.ini and searched for lines with "lod" or "tree", but couldn't find any and I have no idea which values to start messing around with :rolleyes:

Edited by Griwildor
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Posted (edited)
  On 7/14/2015 at 7:34 PM, Griwildor said:

Hey Sheson, thank you for asking me to post this!

The non animated foam is from DynDOLOD.esp. When I disable it via console there is another texture beneath it which belongs to Skyrim.esm and which looks good and is animated. I tested this with a new game (played through Helgen and saved indoors in Riverwood - that save is the one I used for these tests), so I don't think it has some relation to save game update...

I checked this for several locations, all draw the same picture (apart from the different Form-IDs).

 

To not spam you with too many pictures of the same problem I post below only screenshots of Form-ID "95005a96" (which belongs to DynDOLOD) and of corresponding Skyrim.esm Form-ID (0001ccc8):

 

  Reveal hidden contents

 

Great detailed report. It led me straight to the problematic nif

 

Update for Meshes\DynDOLOD\lod\effects\fxrapidsrocks01_dyndolod_lod.nif, then the foam will play animation again. Will be inluded in 1.36 obviously.

Edited by sheson
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Posted (edited)
  On 7/14/2015 at 9:36 PM, sheson said:

Great detailed report. It led me straight to the problematic nif

 

Update for Meshes\DynDOLOD\lod\effects\fxrapidsrocks01_dyndolod_lod.nif, then the foam will play animation again. Will be inluded in 1.36 obviously.

Wow, thanks Sheson for the very quick update!

So it was just the "1 BSXFlags" entry in the nif?

I put your updated mesh into "Meshes\DynDOLOD\lod\effects", overwriting the old nif and even without regenerating DynDOLOD the close-up river foam is fixed (close-up is not glowing and not static anymore, but moving as it should)! :dancingbanana:

Only the distant lod is still glowing (see screenshot), but I guess this glow will disappear as well, when I regenerate DynDOLOD anew. Didn't have time to try this out tonight and will probabely wait for v1.36 before doing so - don't have so much spare time atm.

1z2nn6u.jpg

 

Thank you again for fixing this so quickly!

And I'm really proud to have found something that will be included in the next update!

Now I can go out and brag to my friends!!!

2iaar03.jpg

Edited by Griwildor
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Posted

Yes it needs the flags of the BSX entry to animate. I removed it by accident when removing the particles.

 

That glow should be fixed in 1.36 as well.

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Posted (edited)

So perhaps I have missed it, but I have read through the documents in DynDOLOD, I have searched the STEP site, Google, and Redit, and have spent nearly eight hours trying to solve the issue, and have found little to nothing. When I load Skyrim with a STEP Extended setup, I get messages in the upper left that DynDOLOD is "missing data f(insert reference number). DynDOLOD starts de-activated, but is able to be turned on. No one seems to mention this, except a comment in the .doc section of the mod saying some of these are normal. However, seeing as they start from the very beginning of the game during the cart ride, and do not stop the entire time, I am fairly certain this is not normal, nor should it go ignored. Any help is GREATLY appreciated. Please and thank you.

Edited by Hillistine
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Posted

Hi Hillistine, I can relate to that.  I also use the STEP guide, have 382 installed mods on the left pane of my Mod Organizer, 226 with esps on the right pane, running on Fedora 22 (KDE) with Wine and let me just tell you how glad I am that someone out there like Sheson and the other fellows were able to fix this game.  I had to use mods like Grass on Steroids with iMinGrassSize=128 so I could play this game.

 

I've also tried the TES5LODGen, which is also used in DynDoLOD, but DynDoLOD looks more organized.  It also looks like it would create an LOD out a lot more things, but like any new tool out there, there's a time for creation and a time to take a step back and analyse what you have.

 

I believe this is the case when we all have to give Sheson and his team a space to regroup and analyse whats missing.

 

To be honest I don't use STEP Extended although I've got the whole enchilada.  I prefer the Combined Patch because sometimes I like to deviate from the STEP Guide, for example I use version 2.3 of Skyrim Flora Overhaul (I like it better).  And in the STEP Guide for me there are some missing steps like using the Vanilla Skyrim LOD Billboards or the Vurt SFO 2.3 LOD Billboards, those I had to add by myself (and in the correct load order for it to work).

 

So you see, these guys have a lot to think about and tinker, some problems solved create new ones.  To me is like DynDoLOD is trying to create everything it can and finds in your load order that can produce an LOD.

 

Those "missing data for f33324" or similar are not that frequent that they can stop the game (if they are, it's probably something else, another mod perhaps in your load order).  I just hope you manage to get it running.

 

And for Sheson, I hope you get everything you desire in life, I'm gonna certainly enjoy this mod.  Cheers  ...  ::D: :woot: :cool: :wallbash:  :gnome: 

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Posted

 

hh2ohexhh, I appreciate your thoughts on the situation and agree with your sense of gratitude toward Sheson and everyone else involved in this wonderful project. However, I have made the attempt to get STEP: Extended working, as a baseline of sorts. I hope to primarily use STEP packs with VERY few additions, but i am concerned that I can't seem to get even this core mod functioning properly. I am hoping that by solving the issue, I might help others who struggle with the issue as well. That to ask, does anyone else have any thoughts, or ideas as to what would likely cause the error I have described? I am more then happy to provide more information if needed. Again, any help is greatly appreciated.

 

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Posted (edited)

Are you using the latest version 1.35? If not try generating with it from scratch first.

Remember about the save game update procedure. Test with new game. Open console at main menu and type coc whiterun

 

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.

 

If problem persists, please post what windows version and language/region settings you are using.

Upload

TES5Edit\TES5Edit_log.txt

skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

Edited by sheson
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Posted (edited)

Hi,

 

If I start a new game under the first quest I notice some strange texture flickering at Helgen. Just under Alduin attacks while we(you) try to escape from Helgen. Flickering issues on walls and roads. Later I will try to upload screens somewhere. After we leave Helgen and coming back these issues they are gone. No issue at all. Every textures look as they should. My DynDOLOD works well, everything else work fine. So, these issues just while you try to escape from Helgen, under the attack.

Edited by kranazoli
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