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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

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

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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 7/17/2015 at 9:48 PM, Bcsp said:

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:

 

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

You get the CTD while still in the prison? That is bad... Please test again with next version.

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Posted
  On 7/17/2015 at 7:54 AM, sheson said:

 

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 :)

 

Thanks. That helped point me in the right direction. It was pilot error on my part -- I was only looking at the mods in MO, and I neglected to copy the TES5Edit Scripts from 1.3.5 into my TES5Edit folder.  :ermm:  Works beautifully if you do *all* the steps....

  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. 

 

In case anyone in future has this problem, the cause in my case is I did not replace the "TES5Edit\Edit Scripts" contents in my TES5Edit folder, so it was still using the scripts from 1.33 when I regenerated the LODs. 

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Posted (edited)

DynDOLOD 1.36

 

Fixed a pointer/integer conversion error based on the report by Hillistine causing missing fxxxx message in game.

Apparently windows 8 is even more picky than wine in some cases...

In addition some housekeeping with related objects. Somewhat flying blind since I can't reproduce the error, so feedback is appreciated.

Generate LOD from scratch with default DynDOLOD.esp if you had this error with older versions.

 

Fixed typo in message in the papyrus scripts. Simply overwrite scripts with new version. This is plug and play and doesn't need any special updating steps.

 

Added mesh rules for Routa.

In case you use this mod, updating the existing DynDOLOD.esp for Tamriel worldspace and then overwriting existing meshes/ske/textures with newly generated files from output folder should work. Then just continue the game.

May be a good idea to back-up those files beforehand just in case.

 

 

[spoiler=Changelog]DynDOLOD Worlds.pas - fixed pointer to integer conversions sometimes causing wrong ids

DynDOLOD Worlds.pas - optmized discovery of _far.nif

DynDOLOD Worlds.pas - assume disabled references with z = -300000 to be "Deleted" regardless of XESP

DynDOLOD Worlds.pas - updated a couple more cases to use a native TES5Edit function

Papyrus Scripts - fixed an error message

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

DynDOLOD 1.35

Edited by sheson
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Posted

Hmm.

1.36 Script is throwing errors for me now. 

 

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Posted
  On 7/18/2015 at 1:38 AM, Bcsp said:

 

Hmm.

1.36 Script is throwing errors for me now. 

 

  Reveal hidden contents

I got same error as well after adding Watercolor_for_ENB_RWT.esp

 

 

  Reveal hidden contents

 

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Posted (edited)

DynDOLOD 1.37

 

Fixed exception reported by Bcsp and stickman1024

 

Just update TES5Edit folder.

 

[spoiler=Changelog]DynDOLOD Worlds.pas - fixed an exception for mod # > 128

 

 

DynDOLOD 1.36

Edited by sheson
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Posted

Your ultra tree settings says "Delete TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_skyrim-tamriel_trees.txt or just delete all files TES5Edit\Edit Scripts\DynDOLOD\cache\"

 

Does that include deleting the becauseofreasons.txt file?

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Posted
  On 7/18/2015 at 9:03 AM, myztikrice said:

Your ultra tree settings says "Delete TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_skyrim-tamriel_trees.txt or just delete all files TES5Edit\Edit Scripts\DynDOLOD\cache\"

 

Does that include deleting the becauseofreasons.txt file?

Delete all files in TES5Edit\Edit Scripts\DynDOLOD\cache\ seems pretty unambiguous to me :)

It is a cache folder, you can delete all files safely.

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Posted (edited)

Cheers sheson.

 

Script exception is fixed. 

Map crashing is fixed. 

And incidentally, I believe you solved the problem I was having with the SKSE mem patch. It must have been ExpandSystemMemoryX64=false. Because I've tried everything else. 

Triple kudos to you!

Edited by Bcsp
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Posted (edited)

Hi,

 

I would like just ask, do I have to run DynDOLOD Texgen and Worlds if I change between these mods?

 

High Quality LODs

https://www.nexusmods.com/skyrim/mods/4834/?

 

- High Res. Meshes (without water LOD problem)

- Medium Res. Meshes (without water LOD problem)

 

"Install the HQLODs - Meshes Hi-Res main file. Do not install the normals. For slightly better performance at slightly less quality, the medium-resolution meshes can be used."

 

and

 

STEP Optimized Vanilla Textures

https://www.nexusmods.com/skyrim/mods/11/?

 

- Performance or

- Standard

 

... or they are don't matter. (?)

 

Thanks!

Edited by kranazoli
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Posted (edited)
  On 7/18/2015 at 10:58 AM, Bcsp said:

Cheers sheson.

 

Script exception is fixed. 

Map crashing is fixed. 

And incidentally, I believe you solved the problem I was having with the SKSE mem patch. It must have been ExpandSystemMemoryX64=false. Because I've tried everything else. 

Triple kudos to you!

This is great news. Thanks!

 

 

  On 7/18/2015 at 12:33 PM, kranazoli said:

Hi,

 

I would like just ask, do I have to run DynDOLOD Texgen and Worlds if I change between these mods?

 

High Quality LODs

https://www.nexusmods.com/skyrim/mods/4834/?

 

- High Res. Meshes (without water LOD problem)

- Medium Res. Meshes (without water LOD problem)

 

"Install the HQLODs - Meshes Hi-Res main file. Do not install the normals. For slightly better performance at slightly less quality, the medium-resolution meshes can be used."

 

and

 

STEP Optimized Vanilla Textures

https://www.nexusmods.com/skyrim/mods/11/?

 

- Performance or

- Standard

 

... or they are don't matter. (?)

 

Thanks!

High Quality LODs is doing landscape LOD, so there is zero overlap with DynDOLOD. You can add/change/remove it as you like it without having to worry about DynDOLOD.

 

AFAIK STEP Optimized Vanilla Textures is still all vanilla textures just optimized for file size/format, so they should look the same as the vanilla game and the default LOD textures shipping with DynDOLOD.

 

You only "need" to run DynDOLOD TexGen.pas to update the source LOD textures when using a texture mod that alters the look of textures which are also use for LOD. Mostly landscapes, farms and imperial forts and nordic ruins.

 

There is no need to run the entire DynDOLOD Worlds.pas process again just because the source LOD textures were updated by DynDOLOD TexGen or from a texture replacer mod for example.

Read "Update Texture Atlas" in Docs\DynDOLOD_TexGen.html how to update the texture atlas only.

Edited by sheson
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Posted
  On 7/18/2015 at 1:19 PM, sheson said:

"High Quality LODs is goind landscape LOD, so there is zero overlap with DynDOLOD. You can add/change/remove it as you like it without having to worry about DynDOLOD." ...

Thank you Sheson. I was uncertain because it has LOD in it's name so that one confused me. I'll read the Update Textures Atlas from the manual. :unworthy:

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Posted (edited)

Hi Sheson,

 

I think the IgnoreModFileName option should include LoS and RE patch. This replaces the TAVE Riverwood mod and still has the "dumplings" issue I mentioned earlier. You suggested deactivating it. The floating tree has already been removed but I never was able get rid of the odd LODs there. The disable LOD console command (tll) shows fairly clearly the issues. I never did find another way to avoid those artifacts most obviously seen just outside the southern entrance to riverwood. A clean uninstall/reinstall didn't do anything.

 

Edit: These things show up point blank but aren't LODs about long distance? Is there a minimum distance for seeing LODs?

Edited by wysiwyg
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Posted (edited)
  On 7/18/2015 at 8:42 PM, wysiwyg said:

Hi Sheson,

 

I think the IgnoreModFileName option should include LoS and RE patch. This replaces the TAVE Riverwood mod and still has the "dumplings" issue I mentioned earlier. You suggested deactivating it. The floating tree has already been removed but I never was able get rid of the odd LODs there. The disable LOD console command (tll) shows fairly clearly the issues. I never did find another way to avoid those artifacts most obviously seen just outside the southern entrance to riverwood. A clean uninstall/reinstall didn't do anything.

 

Tree LOD is done by TES5Edit. DynDOLOD just executes the built-in command. The IgnoreModFileName doesn't have any effect on it. All the rules and settings are for static and dynamic LOD.

You would have to remove mods from the load order that you don't want to generate tree LOD for.

 

I only get stuck tree LOD when using both mods together. This order has it in Riverwood.

LoS and TaVE patch.esp

LoS and RE patch.esp

If I switch the order Riverwood is fine, but then I see it in Rorikstead.

 

So I would advise to remove both mods from load order when generating LOD.

 

A workaround would be to use the advanced options to generate only tree LOD first run without the mods, then on a second run generate static and dynamic LOD with the mods. This will add their trees as static LOD and it should work properly.

Edited by sheson
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