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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

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Updating DynDOLOD

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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]

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DynDOLOD - Dynamic Distant Objects LOD - Sheson

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  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)

Thanks for the big help, and for initially suggesting me to come here to report anything I encounter when I was about to give up. I appreciate it! I will test this last one out and see how it works.

Edited by Mur4s4me
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Posted (edited)

Well, it did work once with those settings and load order and then i started from scratch to fix the missing Bleak Falls Barrow from my earlier post, and then thats when it happened

 

I'll see if I can clear it out again and see

 

Edit: Yep, it's good now not sure what happened. I'm going to be generating on high settings for everything now to see if that will help with my other issue as stated above :p

 

Edit 2: It;s refusing to generate for Skuldafn again, this is on high settings now

 

Edit 3: I'm starting to wonder if the order at which I generate worlds matters, I restarted again and generated Skuldafn first and it worked fine

Edited by DeathByDestiny
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Posted
  On 11/10/2014 at 3:27 PM, Mur4s4me said:

Thanks for the big help, and for initially suggesting me to come here to report anything I encounter when I was about to give up. I appreciate it! I will test this last one out and see how it works.

 

You welcome :)

 

  On 11/10/2014 at 5:58 PM, DeathByDestiny said:

Well, it did work once with those settings and load order and then i started from scratch to fix the missing Bleak Falls Barrow from my earlier post, and then thats when it happened

 

I'll see if I can clear it out again and see

 

Edit: Yep, it's good now not sure what happened. I'm going to be generating on high settings for everything now to see if that will help with my other issue as stated above :p

 

Edit 2: It;s refusing to generate for Skuldafn again, this is on high settings now

 

Edit 3: I'm starting to wonder if the order at which I generate worlds matters, I restarted again and generated Skuldafn first and it worked fine

Good observation, could be possible. I will do some tests too in that direction.

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Posted

So, good news. I'm about 90% certain I found the cause of the vanishing Bleak Falls Barrow issue

 

My first test to generate everything on high almost melted my computer when I ran Skyrim, ILS and what-not. I'm sure now I wont be able to test with those settings :)

 

My second test was to remove No snow under the roof, that for sure fixed the problem. I suspect some special trickery will need to be put in place for that

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Posted (edited)

BBBBBUG REPORT TIME

 

This is an odd one, because I think your dynamic trickery script is doing more than just making LOD object pop in and out. It's making non-lod objects do the same. As you can see, there is something missing from this picture. They seem to pop in and out, but mostly out. :p Medium settings as usual

 

It looks like when it should be popping in, it doesn't and so we are left with a windmill without it's most important functioning part

 

Edit: A note, this is using the second option for skymills and skyfalls. I have since switched to the first option which works as expected

 

lfkkeNp.jpg

Edited by DeathByDestiny
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Posted (edited)

In the meantime I tested updating worldspaces up and down the list and had no troubles so far. I would be interested if you changed rules or removed/added mods in-between?

 

 

  On 11/11/2014 at 4:24 AM, DeathByDestiny said:

So, good news. I'm about 90% certain I found the cause of the vanishing Bleak Falls Barrow issue

 

My first test to generate everything on high almost melted my computer when I ran Skyrim, ILS and what-not. I'm sure now I wont be able to test with those settings :)

 

My second test was to remove No snow under the roof, that for sure fixed the problem. I suspect some special trickery will need to be put in place for that

Not sure why high setting are so problematic for your system...  :) 

See if not generating DynDOLOD (or just not loading DynDOLOD.esp when starting game) makes a difference, but I am pretty sure that the static LOD is the bigger hog. You may need to increase heap memory.

 

Good find about no snow under the roof. It adds its own snowy version of some structures. Next update addresses it.

 

  On 11/11/2014 at 6:58 AM, DeathByDestiny said:

BBBBBUG REPORT TIME

 

This is an odd one, because I think your dynamic trickery script is doing more than just making LOD object pop in and out. It's making non-lod objects do the same. As you can see, there is something missing from this picture. They seem to pop in and out, but mostly out. :p Medium settings as usual

 

It looks like when it should be popping in, it doesn't and so we are left with a windmill without it's most important functioning part

 

Edit: A note, this is using the second option for skymills and skyfalls. I have since switched to the first option which works as expected

DynDOLOD does more than just LOD objects. It also makes animated objects visible in the distance. Check the mesh rules... :) 

 

When testing let DynDOLOD initialize in game before moving around.

 

If the sail is still missing you need to double check the settings shown in the manual. They do work, but you need to make sure the order is correct and the names match etc. As far as I can tell either option in the manual are both working as they should.

 

With DynDOLOD SkyFalls/SkyMills kind of becomes obsolete because it only covers a subsection of what DynDOLOD can do.  Also SkyFalls/Mills won't automatically work for new worldspaces... I am still very thankful for that mod, because it broke ground and its distant meshes may look better. So if your time permits may be you can double check option two, it may be my instructions are wrong or confusing.

Edited by sheson
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Posted (edited)

Are you saying my heap settings set in skse.ini should be higher than default? I can give it a shot. It wont fix the problem really, it wont make my weak gaming laptop any faster :p Hell, before starting my newest game, I had stack dumps from Dyndolod and other mods in my papyrus logs. Not the fault of the mod but my weak cpu can't keep up at all.

 

If you didn't find anything with your order testing, I guess I was wrong on that. I'm not really sure, it seems random

 

I followed the first set of rules to the letter, I'm not really sure what happened. I'm using option two right now and I will report how it works for me.

 

I think I will opt to drop Skymills the next time I generate. As you say it is obsoleted by it

Edited by DeathByDestiny
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Posted
  On 11/11/2014 at 5:07 PM, DeathByDestiny said:

Are you saying my heap settings set in skse.ini should be higher than default? I can give it a shot. It wont fix the problem really, it wont make my weak gaming laptop any faster :p Hell, before starting my newest game, I had stack dumps from Dyndolod and other mods in my papyrus logs. Not the fault of the mod but my weak cpu can't keep up at all.

 

If you didn't find anything with your order testing, I guess I was wrong on that. I'm not really sure, it seems random

 

I followed the first set of rules to the letter, I'm not really sure what happened. I'm using option two right now and I will report how it works for me.

Only tweak memory for ILS troubles, it won't help much for weak CPU. Scripts starting to dump, ouch :( This already happened before right?

Or you don't have this / you have it less with low/medium?

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Posted (edited)

Not sure if it did before. I only happened to check the logs for an unrelated reason. The dumps happened on medium settings, and only at the start of a new game when all my mods scripts barrel through to getting setup. It didn't happen anymore after that point in the game.

 

No worries, playing a game like Skyrim on a weak computer puts hair on your chest. And for a female that is quite a feat!. I played Oblivion on an even older computer than this, same thing.

Edited by DeathByDestiny
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Posted (edited)

Default medium settings, generated without skymills. No windmills again.

 

So it's not the instructions themselves, something else is going on

 

Edit: I think it's SMIM, it adds windmill meshes, going to test this further

 

Edit 2: Confirmed, I think it will need some special trickery for SMIM too

Edited by DeathByDestiny
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Posted

Sorry to post for the forth time in a row, this is getting awkward :P

 

More observations: I have witnessed this behavior with waterfalls too now, so I don't think it's SMIM anymore. The way they pop in and out of appearance at almost random distances and times, it's as if it can't decide to display them or not or something is interfering with the dynamic scripts ability to do it's job. At least for me anyways.

 

I seem to have fully committed myself to testing this now, so if you have anything for me to test or do, I seem to be the one to make these odd things happen.

  • 0
Posted

Everybody likes chest hair, right?

 

  On 11/11/2014 at 6:44 PM, DeathByDestiny said:

One last try at the Skuldafn issue. Try generating on medium in this order:

 

Tamriel

Sovngard

Skuldafn

 

It pooped out when I did this

 

Just to make sure, you get an error message not just the 'no cells changed' message?

If you get an error message wait for next version I upload soon-ish and if you still get an error like index out of bounds etc, please send me the tes5edit.log.

 

  On 11/11/2014 at 10:55 PM, DeathByDestiny said:

Default medium settings, generated without skymills. No windmills again.

 

So it's not the instructions themselves, something else is going on

 

Edit: I think it's SMIM, it adds windmill meshes, going to test this further

 

Edit 2: Confirmed, I think it will need some special trickery for SMIM too

SMIM only changes the mesh of the sail not its base element data, so it should not matter.

 

  On 11/12/2014 at 4:32 AM, DeathByDestiny said:

Sorry to post for the forth time in a row, this is getting awkward :P

 

More observations: I have witnessed this behavior with waterfalls too now, so I don't think it's SMIM anymore. The way they pop in and out of appearance at almost random distances and times, it's as if it can't decide to display them or not or something is interfering with the dynamic scripts ability to do it's job. At least for me anyways.

 

I seem to have fully committed myself to testing this now, so if you have anything for me to test or do, I seem to be the one to make these odd things happen.

just edit the existing post, either way works for me :)

 

Make sure not to use tcl no clipping or player speeds over 500 when running in Skyrim. You wait until you see DynDOLOD initialized before moving.

 

 

It may be possible that the stack dumps you reported earlier when all mods try do startup for the first time may cause problems. I will try to verify that somehow.

 

 

So I know I am testing with the same settings: it is always 'medium' settings and you always start with a fresh DynDOLOD.esp when doing different tests?

  • 0
Posted
  On 11/12/2014 at 1:43 PM, sheson said:

Everybody likes chest hair, right?

 

 

Just to make sure, you get an error message not just the 'no cells changed' message?

If you get an error message wait for next version I upload soon-ish and if you still get an error like index out of bounds etc, please send me the tes5edit.log.

 

SMIM only changes the mesh of the sail not its base element data, so it should not matter.

 

just edit the existing post, either way works for me :)

 

Make sure not to use tcl no clipping or player speeds over 500 when running in Skyrim. You wait until you see DynDOLOD initialized before moving.

 

 

It may be possible that the stack dumps you reported earlier when all mods try do startup for the first time may cause problems. I will try to verify that somehow.

 

 

So I know I am testing with the same settings: it is always 'medium' settings and you always start with a fresh DynDOLOD.esp when doing different tests?

For Skaldafn, no error message, just the no cells changed message. But that's the thing though it SHOULD be adding stuff right? I mean it does when I generate it any other way.

 

I always make sure to see that message when I load, actually, for easy testing on new games I use Live Another Life to quickly get me to where I need to be. It starts me in an interior cell.

 

My latest logs do not have any stack dump related spew, I think it could have been a one time thing. Then again I am using Live Another Life instead of the vanilla start as well for now to test. Though I'm not sure if that matters.

 

I have trimmed the mods I use for generating a bit, I have not added anything new. Always medium with remove unseen faces on Tamriel and Solstheim. HQ Hi Rez Lods and textures for Tamriel. I remove all generated object BTO files and all DynDOLOD related cache before generating and use a fresh esp.

  • 0
Posted (edited)

Uploaded new version 0.43.12 beta

With patch for for Climates Of Tamriel - Winter Edition...

 

  On 11/12/2014 at 8:02 PM, DeathByDestiny said:

For Skaldafn, no error message, just the no cells changed message. But that's the thing though it SHOULD be adding stuff right? I mean it does when I generate it any other way.

 

I always make sure to see that message when I load, actually, for easy testing on new games I use Live Another Life to quickly get me to where I need to be. It starts me in an interior cell.

 

My latest logs do not have any stack dump related spew, I think it could have been a one time thing. Then again I am using Live Another Life instead of the vanilla start as well for now to test. Though I'm not sure if that matters.

 

I have trimmed the mods I use for generating a bit, I have not added anything new. Always medium with remove unseen faces on Tamriel and Solstheim. HQ Hi Rez Lods and textures for Tamriel. I remove all generated object BTO files and all DynDOLOD related cache before generating and use a fresh esp.

 

It does add static stuff for Skaldafin, but there are just no animated or dynamic objects in that tiny world with the default medium settings. So the no cells changed message is OK.

If I look hard enough there probably may be an animated thing we can add to the rules so it has something to find... :)

 

I updated the papyrus scripts to be more reliable when stacks are dumped and whatnot. I wonder if you can try stress testing with the coc command again. I did it by using grass mods to make my framerate drop to 10.

Doing some more testing right now actually, just to be extra sure.

 

Using live another live sure will help to ease the initial script load when starting up a new game. Also, you should be able to move right away with no consequence for DynDOLOD, it was just to make sure not to add additional stress.

Edited by sheson
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