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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 (edited)

Thank you Sheson for the the suggestions. I tried a new game, tried coc whiterun, re ran the STEP guide for DynDOLOD installation two more times, and manually copied everything into the skyrim directory, yet the error persists. The files you requested are attached to this post. All help thus far, and any further aid is appreciated. :)

 

Windows 8 64 bit United States/English

 

TES5Edit\TES5Edit_log.txt

https://s000.tinyupload.com/?file_id=00280153566396042022

DynDOLOD_Tamriel.json

https://s000.tinyupload.com/?file_id=75259688945986569608

DynDOLOD_Tamriel_Objects.json

https://s000.tinyupload.com/?file_id=02470354204419890864

DynDOLOD_Worlds.json

https://s000.tinyupload.com/?file_id=63066303334523177270

Edited by Hillistine
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Posted

Okay so now I have an issue where I can play normally in dwellings and cities, but when I go to exit a town to skyrim I get an infinite loading screen when I use this mod. Has anyone else ever had this issue?

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Posted
  On 7/17/2015 at 2:19 AM, Eliian said:

Hello :) I am having a strange issue where the tree lods are a different, and brighter green than they are supposed to be. I installed STEP in the order that I was supposed to and followed the directions as far as I know. We are not supposed to download anything from TES5LODGen right? Skyrim revisited does I know that.

 

Here is an example. I am using Pure Weather if that affects anything. I am also using the basic version of Vurt's Flora Overhaul as suggested.

 

https://i.imgur.com/ctVCbBs.jpg

Zilav already answered and was talking about adjusting tree LOD brightness, here is how you do it: Start TES5Edit, apply DynDOLOD Worlds.pas, but then click on the advanced button.

Select worldspace on top, but now at the bottom you have a dropdown for tree LOD brightness. You can just update tree LOD without having to update static and dynamic LOD.

 

Simply uncheck all "Generate static LOD", "Create texture atlas" and "Generate DynDOLOD". The start process with clicking OK. After it is done, then the output folder will have only meshes and textures folders for tree LOD. You can overwrite the older too bright tree LOD with it. Done. Start game and check new brightness level.

 

  On 7/17/2015 at 2:41 AM, urielz said:

Just wanted to say thank you developers for all the hard work. I tried it on my long load order and it's working perfectly.

 

Also, not sure if there's a better place to report this but DynDOLOD handles the missing LODs of The Watchtowers perfectly. This mod is not on the compatible list.

Thanks. I will give this a quick look and then add it to the list.

 

  On 7/17/2015 at 3:33 AM, KLWaster said:

 

Hello. I am having a problem upgrading from 1.33 to 1.35. I followed the instructions in the MCM about disabling, saving indoors, etc. Since upgrading, the check box for reactivating the mod remains greyed out. 
 
Up in the top corner it says "DynDOLOD_Tamriel_objects.json does match dyndolod.esp", and the mod status in the MCM says "DynDOLOD_Tamriel.json does match dyndolod.esp" (note: that is not a typo on my part: it says "does" not "doesn't".) but then it says that there is no data for the location. I have gone outside repeatedly, and I am in the Falkreath area so there definitely should be worldspace info available. I have tried fast travelling and entering / exiting dungeons. Nothing triggers it to work. 
 
I have rebuilt the LODs 3 times so far this evening, including completely deleting the existing files and copying only the ones from the 1.35 package into them, but without success. I also have tried creating a new game, but again no success.
 
The maddening thing about this is it was working just fine in 1.33. I just figured "hey, 1.35 will have some cool new stuff, lets upgrade" and it just refuses to work for me.
 
Using Mod Organizer 1.3.8, and on Windows 8.1 64 bit. 

 

 

Ops it is supposed to say "does not". And it means that: The DynDOLOD.esp needs to be in sync with the json files from the SKSE folder in the output directory. Either the active DynDOLOD.esp is from an other generation or the json files are. Double check that there is no old files overwriting the new ones.

 

Error message will be fixed next version :)

  On 7/17/2015 at 7:10 AM, kOfSk said:

Okay so now I have an issue where I can play normally in dwellings and cities, but when I go to exit a town to skyrim I get an infinite loading screen when I use this mod. Has anyone else ever had this issue?

 

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.

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Posted
  On 7/17/2015 at 6:06 AM, Hillistine said:

Thank you Sheson for the the suggestions. I tried a new game, tried coc whiterun, re ran the STEP guide for DynDOLOD installation two more times, and manually copied everything into the skyrim directory, yet the error persists. The files you requested are attached to this post. All help thus far, and any further aid is appreciated. :)

 

Windows 8 64 bit United States/English

 

TES5Edit\TES5Edit_log.txt

https://s000.tinyupload.com/?file_id=00280153566396042022

DynDOLOD_Tamriel.json

https://s000.tinyupload.com/?file_id=75259688945986569608

DynDOLOD_Tamriel_Objects.json

https://s000.tinyupload.com/?file_id=02470354204419890864

DynDOLOD_Worlds.json

https://s000.tinyupload.com/?file_id=63066303334523177270

Thanks for posting this! Helps tremendously to find the bug. I am onto the cause of the error and it will be fixed next version. Soon-ish

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Posted (edited)

Thank you VERY much Sheson. I figured the logs would be a huge help as they often have been in my trouble shooting. I just wanted to see if it was a simple fix before going to such lengths. If there is any other data I could provide to help with the process, please let me know. Also, any info on the particular "bug" or "error" would be appreciated. Even if it isn't something I can fix on my end, learning a bit more is always fun :) Thank you again for the time you have put into resolving my issue, and the much greater amount of time and effort you have put into making such an great tool.

Edited by Hillistine
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Posted (edited)

Thank you both!! I was wondering if Pure Weather may be the issue. I saw that someone released billboards for Purity and since Pure Weather does not have a similar mod I figured everything would be fine. 

 

Also, thank you especially for the detailed instructions. They are greatly appreciated! :) I will try it out and tweak until I get it right. 

Edited by Eliian
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Posted

Have anyone made extensive test regarding modified NearGridToLoad / FarGridToLoad ? Both for stability/performances, and for the final result in game ?

 

FarGridToLoad seems allright to me, you can't see further anyway while in game (except from atop of a mountain, but since everyone is using skimpy outfits, they don't look at the landscape from there, because it's too cold... :p), but does an increase of NearGridToLoad make things even smoother ?

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Posted (edited)
  On 7/17/2015 at 10:14 AM, Hillistine said:

Thank you VERY much Sheson. I figured the logs would be a huge help as they often have been in my trouble shooting. I just wanted to see if it was a simple fix before going to such lengths. If there is any other data I could provide to help with the process, please let me know. Also, any info on the particular "bug" or "error" would be appreciated. Even if it isn't something I can fix on my end, learning a bit more is always fun :) Thank you again for the time you have put into resolving my issue, and the much greater amount of time and effort you have put into making such an great tool.

There is more of the pointer/integer conversion troubles we discovered recently on wine. Seems your windows 8 plus something else uncovers a similar error. I am not able to reproduce on 7 or 10, but with the file you uploaded I know where to look and what to do. Hopefully :)

 

  On 7/17/2015 at 11:56 AM, Kesta said:

Have anyone made extensive test regarding modified NearGridToLoad / FarGridToLoad ? Both for stability/performances, and for the final result in game ?

 

FarGridToLoad seems allright to me, you can't see further anyway while in game (except from atop of a mountain, but since everyone is using skimpy outfits, they don't look at the landscape from there, because it's too cold... :p), but does an increase of NearGridToLoad make things even smoother ?

Increasing either value will lower performance, lowering values will in crease performance. I rather suggest to change mesh rules for select objects to change their grid settings and/or their default LOD4, LOD8 and LOD16 settings. That is part of what low, medium, high presets do anyways. Check the "Performance" section on the manual. I guess EssArrBee may soon know more as he is testing those settings right now based on discussions we just had days ago.

Edited by sheson
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Posted

Has anyone else had problems with this when in the (I think it's called this.) FalmerValley from Dawnguard? All in all things seem to work fine but the one big thing I noticed is that the wayshrines are invisible, the only things that show up are the basin and the portals.

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Posted
  On 7/17/2015 at 6:12 PM, Crimson13 said:

Has anyone else had problems with this when in the (I think it's called this.) FalmerValley from Dawnguard? All in all things seem to work fine but the one big thing I noticed is that the wayshrines are invisible, the only things that show up are the basin and the portals.

That has been fixed a couple versions ago.

The way Bethesda did the wayshrines script is incompatible with the neverfade flag, while SWIFT implements the same models in a compatible way, it is a bit odd.

Recent versions leave them alone.

 

You can fix it without having to generate again, by removing the overwrite records in the world space from DynDOLOD.esp.

In TES5Edit, left pane click [+]DynDOLOD.esp, [+]Worldspace, [+]03000BB5 DLC01FalmerValley, [+] 03000EA6 Cell

right on top (default sort by form id) there should be a handful green wayshrine records, remove by right clicking each in the left pane and selecting remove

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Posted (edited)
  On 7/17/2015 at 7:54 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.

I may have found the issue. When I implemented those settings I created my own SKSE.ini and put it in the appropriate folder because I could not find one. I was poking around in Mod Manager in the data tab and found that mod manager keeps it's own SKSE.ini. The problem now is I cannot find it anywhere in the Mod Manager filesystem. Under the mod column it just says "data".

 

Nevermind, it just shows up there. It is the same file. Will do the .nif test and get back with yall.

Edited by kOfSk
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Posted

Great mod. But...

Updated from 1.29 to 1.35 today and reran the output generator but I keep CTDing now when opening the map. Tamriel worldspace I think. Inside and outside. Tried with my save and a new game. Deactivating dyndolod I can access the map again. 

So I setup for debug mode in DynDOLOD_Worlds.json but there are no errors from dyndolog in the papyrus logs. No mention of "error" in the tesedit log either. Script applied successfully. 

I'm not using SKSE memory patch but instead using SSME + safety load. SKSE mem patch doesn't work for me though I had no problem opening maps with 1.29. 

Is there any way to disable the map part of the generator ?

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Posted (edited)

Actually the memoryblocks log showed the problem. It says my max for the first block is still 256 although I am positive I followed the instructions to change it. At least now I know that is for sure the issue and not a load order thing. It maxes right as I freeze. I'll poke around and see what I did wrong.

 

EDIT: Aaaand I didn't follow the directions to the letter after all. Sorry to waste yall's time.

Edited by kOfSk
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Posted (edited)
  On 7/17/2015 at 8:14 PM, Bcsp said:

Great mod. But...

Updated from 1.29 to 1.35 today and reran the output generator but I keep CTDing now when opening the map. Tamriel worldspace I think. Inside and outside. Tried with my save and a new game. Deactivating dyndolod I can access the map again. 

So I setup for debug mode in DynDOLOD_Worlds.json but there are no errors from dyndolog in the papyrus logs. No mention of "error" in the tesedit log either. Script applied successfully. 

I'm not using SKSE memory patch but instead using SSME + safety load. SKSE mem patch doesn't work for me though I had no problem opening maps with 1.29. 

Is there any way to disable the map part of the generator ?

Safety load is unstable and also obsolete when the memory patch is applied correctly.

Disable safety-to-load, verify with memory block log that the memory patch is applied correctly and you do not hit a new limit. Set ExpandSystemMemoryX64=false in enblocal.ini.

 

Invalid nifs cause crash the second the model is loaded, which will be before you can open the map usually.

 

There is a chance that the bug Hillistine reported and I am fixing right now may have to do something with it. So double check the memory stuff and then test with next version if problem persists

Edited by sheson
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Posted (edited)

Ok. Disabled safety load. Changed that setting in enblocal.ini. Installed memory block log and started a new game. Waited a min or two in the abandoned prison and opend the map. CTD. This is with version 1.34 of DynDoLod though (reverted to see if it would help).

Mem block log:

 

  Reveal hidden contents

 
Edit: Disabled SSME (deleted files from skyrim folder) and re-enabled skse mem patch. Still getting map ctd
Edited by Bcsp
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