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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

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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

I keep getting this error message:

 

 

  Reveal hidden contents

 

 

I find this confusing because it happened after the most recent upgrade of Dyndolod. So what I did was delete Dyndolod, save the game without it, reinstall it, run the TES5Edit script, paste the output into Mod Organizer and start up the game again. But I'm getting the error messages.

 

With the output my LoDs look great if I disable Dyndolod.esp but I'm assuming the whole "dynamic" part of the program doesn't work without out so here I am.

 

Also with this error message it takes 10 seconds to open my map which really sucks.

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Posted
  On 7/18/2015 at 10:33 PM, sheson said:

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.

I wonder why does it happen, maybe a bug in Skyrim or such cases need special FormID indexes in BTT files.

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Posted (edited)
  On 7/18/2015 at 11:48 PM, wysiwyg said:

On the workaround, should Generate The Texture Atlas be on the first or second run?

 

Check generate Textures atlas when doing the second run.

 

  On 7/19/2015 at 4:51 AM, vram1974 said:

I keep getting this error message:

 

 

  Reveal hidden contents

 

 

I find this confusing because it happened after the most recent upgrade of Dyndolod. So what I did was delete Dyndolod, save the game without it, reinstall it, run the TES5Edit script, paste the output into Mod Organizer and start up the game again. But I'm getting the error messages.

 

With the output my LoDs look great if I disable Dyndolod.esp but I'm assuming the whole "dynamic" part of the program doesn't work without out so here I am.

 

Also with this error message it takes 10 seconds to open my map which really sucks.

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.

 

This can also happen when you generate LOD with an older version of DynDOLOD World.pas while already using newer Data and papyrus script folders.

 

You should upgrade everything to 1.37

 

 

  On 7/19/2015 at 6:28 AM, zilav said:

I wonder why does it happen, maybe a bug in Skyrim or such cases need special FormID indexes in BTT files.

Now that I have 2 mods here that affect each other I will try to narrow it down. The usual suspect Deleted flag is not the case with these 2 mods and nothing else weird with the tree references on first glance.

Edited by sheson
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Posted (edited)

Hi,

 

I really would like to know how the load order should look like if I use dynamic patches. The problem is, that all suggestions are only based on normal mods and exclude things like merged patches and so on.

I am not sure where to place the DynDOLOD.esp. In my opinion the game is crashing more often with the current load order, but this could also be related to an old and very mod-changing save game.

 

So this is my complete load order: LINK

 

On the one hand my question to the load order is only related to the buttom of the load order, but feel free to highlight other issues with the order if you will find some inconsistencies in general.

 

SNAP!
  • DovahBlingJewelryUniques.esp
  • DovahBlingBraceletsScr.esp
  • DovahBlingJewelryStandalone.esp
  • DovahBlingJewelrySignetRings.esp
  • BCS - CCOR Patch.esp
  • BetterQuestObjectives-AFTPatch.esp
  • BetterQuestObjectives-PerMaPatch.esp
  • 12FemaleBrows.esp
  • TES5Merged.esp
  • Bashed Patch, 0.esp
  • ASIS-Dependency.esp
  • ASIS.esp
  • PatchusMaximus.esp
  • Dual Sheath Redux Patch.esp
  • DynDOLOD.esp
  • Warburg's 3D Paper World Map - Texture 2.esp
  • Warburg's 3D Paper World Map - Dragonborn.esp
  • warburg's 3d paper world map - dawnguard.esp

Ok. I highlighted the different blocks in different colors. So all normal mods are highlighted in CYAN. They will be followed by the TES5Merged and the Bashed Patch in PLUM and by the dynamic patches in yellow. The big question is highlighted in orange.

So where to put DynDOLOD? The recent order was to put this file before TES5Merged..

Edited by Estebanium
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Posted
  On 7/19/2015 at 10:51 AM, Estebanium said:

Hi,

 

I really would like to know how the load order should look like if I use dynamic patches. The problem is, that all suggestions are only based on normal mods and exclude things like merged patches and so on.

I am not sure where to place the DynDOLOD.esp. In my opinion the game is crashing more often with the current load order, but this could also be related to an old and very mod-changing save game.

 

So this is my complete load order: LINK

 

On the one hand my question to the load order is only related to the buttom of the load order, but feel free to highlight other issues with the order if you will find some inconsistencies in general.

 

SNAP!

  • DovahBlingJewelryUniques.esp
  • DovahBlingBraceletsScr.esp
  • DovahBlingJewelryStandalone.esp
  • DovahBlingJewelrySignetRings.esp
  • BCS - CCOR Patch.esp
  • BetterQuestObjectives-AFTPatch.esp
  • BetterQuestObjectives-PerMaPatch.esp
  • 12FemaleBrows.esp
  • TES5Merged.esp
  • Bashed Patch, 0.esp
  • ASIS-Dependency.esp
  • ASIS.esp
  • PatchusMaximus.esp
  • Dual Sheath Redux Patch.esp
  • DynDOLOD.esp
  • Warburg's 3D Paper World Map - Texture 2.esp
  • Warburg's 3D Paper World Map - Dragonborn.esp
  • warburg's 3d paper world map - dawnguard.esp
Ok. I highlighted the different blocks in different colors. So all normal mods are highlighted in CYAN. They will be followed by the TES5Merged and the Bashed Patch in PLUM and by the dynamic patches in yellow. The big question is highlighted in orange.

So where to put DynDOLOD? The recent order was to put this file before TES5Merged..

 

From the Manual

 

"Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created. Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters."

 

I would not know what else to recommend. Most of the data that is added to DynDOLOD only exists in and for DynDOLOD.

 

DynDOLOD sets a flag on base elements that now have static LOD. Nothing bad can happen when that flag is cleared by another mod later. There may only be visual oddities.

 

In case DynDOLOD modifies an original reference directly which then gets overwritten by another mod should only result in visual oddities.

 

DynDOLOD tries to work with copies of records that only exists in DynDOLOD as much as possible otherwise. The papyrus script checks the status of the source object when needed. If another mod changes it the status query will still work accordingly.

 

The only way another mod can ever overwrite data that DynDOLOD overwrites is when that mod was added to the load order later / not present when generating LOD. The only consequence should be visual oddities - if at all.

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Posted
  On 7/19/2015 at 8:14 AM, sheson said:

 

Check generate Textures atlas when doing the second run.

 

...

 

Now that I have 2 mods here that affect each other I will try to narrow it down. The usual suspect Deleted flag is not the case with these 2 mods and nothing else weird with the tree references on first glance.

 

I did that and the workaround did the job. Thanks again!

 

Applestormy must have some habit in modifying existing cells that is particularly problematic for tree LODs since this doesn't seem to happen in anyone else's mods that we know of. Some original trees were moved around to coordinates like z -30000 and disabled if that matters.

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Posted (edited)
  On 7/19/2015 at 12:31 PM, wysiwyg said:

I did that and the workaround did the job. Thanks again!

 

Applestormy must have some habit in modifying existing cells that is particularly problematic for tree LODs since this doesn't seem to happen in anyone else's mods that we know of. Some original trees were moved around to coordinates like z -30000 and disabled if that matters.

The z -30000 and disabled is fine. That is the preferred method over using the the "Deleted" flag.

Using "deleted flag" on trees can create stuck tree LOD and all kind of other problems. Fixed by the undelete and disable step when cleaning a mod.

Removing a mod from load order that had LOD trees and not updating tree LOD creates stuck tree LOD as well.

Then there is the stuck tree LOD in the child worlds when trees are placed in the same area into the parent world.

 

Now this case is a different issue, which seems to be another engine limitation.

Edited by sheson
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Posted

Hey, I've got a weird issue.

Since I have generated DynDOLOD the last time, I installed some new mods along Weather & Lighting Pack of STEP.

Now, deleted DynDOLOD, got the latest version of every requisite, no errors while generating, but with DynDOLOD worlds' output activated, there's

some rock LOD textures mid to far range missing, as if they were not generated at all. I only have STEP - Texture Compilation installed, but with billboards,

it still won't work. I had thought, that it could be caused by pure weathers, which replaces some rock textures. But deactivating it would not work either.

I hope someone can help me :/

 

Greez

Altair

  • 0
Posted
  On 7/19/2015 at 8:14 AM, sheson said:

 

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.

 

This can also happen when you generate LOD with an older version of DynDOLOD World.pas while already using newer Data and papyrus script folders.

 

You should upgrade everything to 1.37

 

I removed all my billboards and LoD output, deleted dyndolod, saved the game without any of the data. Then I installed the billboard, ran Tamriel for trees and terrains with Dyndolod worlds in TE5Edit, merged it all into one file in Mod Organzier.

 

Loaded the save game and I get the nag update in the left corner again.

 

Could it be possible that it's just data stored in my save file? Can I turn the warning off?

  • 0
Posted
  On 7/20/2015 at 2:42 AM, vram1974 said:

I removed all my billboards and LoD output, deleted dyndolod, saved the game without any of the data. Then I installed the billboard, ran Tamriel for trees and terrains with Dyndolod worlds in TE5Edit, merged it all into one file in Mod Organzier.

 

Loaded the save game and I get the nag update in the left corner again.

 

Could it be possible that it's just data stored in my save file? Can I turn the warning off?

I also have this problem. I followed the directions regarding updating and updated to 1.37 but now I get the same message on screen.

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Posted (edited)
  On 7/20/2015 at 12:50 AM, Altair194 said:

Hey, I've got a weird issue.

Since I have generated DynDOLOD the last time, I installed some new mods along Weather & Lighting Pack of STEP.

Now, deleted DynDOLOD, got the latest version of every requisite, no errors while generating, but with DynDOLOD worlds' output activated, there's

some rock LOD textures mid to far range missing, as if they were not generated at all. I only have STEP - Texture Compilation installed, but with billboards,

it still won't work. I had thought, that it could be caused by pure weathers, which replaces some rock textures. But deactivating it would not work either.

I hope someone can help me :/

 

Greez

Altair

This looks like the atlas textures Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds and _n.dds created to the output folder are missing in the game folder.

 

If the atlas textures are there, check TES5Edit\TES5Edit_log.txt for the line "Creating atlas textures [C:\Output\]Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds"

Check if there are any complains about textures not found before the log line "Executing LODGen..."

 

 

  On 7/20/2015 at 2:42 AM, vram1974 said:

I removed all my billboards and LoD output, deleted dyndolod, saved the game without any of the data. Then I installed the billboard, ran Tamriel for trees and terrains with Dyndolod worlds in TE5Edit, merged it all into one file in Mod Organzier.

 

Loaded the save game and I get the nag update in the left corner again.

 

Could it be possible that it's just data stored in my save file? Can I turn the warning off?

  On 7/20/2015 at 5:44 AM, Crimson13 said:

I also have this problem. I followed the directions regarding updating and updated to 1.37 but now I get the same message on screen.

This data is not stored in the save file. The message shows because there is something wrong.

Technically this is between the DynDOLOD.esp and the json files in the Skse folder. Tree and static object LOD, meshes and textures are fine.

 

Update/Overwrite TES5Edit\Edit Scripts\DynDOLOD Worlds.pas and all files in TES5Edit\Edit Scripts\DynDOLOD\ with the new version from the DynDOLOD 1.37 archive.

Best to first delete the entire TES5Edit\Edit Scripts\DynDOLOD\ folder and all files in it, then copy new version from archive.

 

Update/Overwrite Data\DynDOLOD.esp and Data\DynDOLOD.esp.bak with the new version from the DynDOLOD 1.37 archive (MO will report the DynDOLOD.esp version as 1.34)

 

Generate LOD from scratch with DynDOLOD Worlds.pas 1.37 which creates the folders Meshes, Skse and Textures to the selected output folder.

These folders and all their files need to be copied to the game folder or a mod and not be overwritten by older versions or by other mods.

 

DynDOLOD Worlds.pas 1.37 also updates DynDOLOD.esp, save it when exiting TES5Edit. Make sure it is not overwritten by older versions.

 

Make sure to follow the update procedure of existing save games. RTFM, watch the video or check DynDOLOD SkyUI MCM.

Edited by sheson
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Posted

Atlas_Tamriel.dss and *_n.dds are not missung inside the generated folder.

Down from "Doing LOD for Tamriel" to Executing LODGen... there are only these messages:

<Note: TreeFloraDeathBell01 "Deathbell" [TREE:000BB94B] LOD not found Textures\Terrain\LODGen\Skyrim.esm\FloraDeathBell01_000BB94B.dds>

 

for all kinds of trees, including SFO.

 

But no hint that some mountainslab.dds or anything like that is missing.

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Posted (edited)
  On 7/20/2015 at 10:06 AM, Altair194 said:

Atlas_Tamriel.dss and *_n.dds are not missung inside the generated folder.

Down from "Doing LOD for Tamriel" to Executing LODGen... there are only these messages:

 

 

for all kinds of trees, including SFO.

 

But no hint that some mountainslab.dds or anything like that is missing.

When the atlas is there, then a single texture is missing. Static LOD generated by LODGen uses both texture atlas and single textures.

Make sure you still have all dds files installed from the DynDOLOD archive Data\textures folder (and any other folders of course)

 

You could go close to the LOD models that have missing textures, and once it changed to full models and looks OK, open the SkyUI DynDOLOD MCM / You are here.

Find the name of the current static object LOD file, for example Tamriel.4.12.16.bto.

 

Then open Meshes\Terrain\Tamriel\Objects\Tamriel.4.12.16.bto in nifskope and simply open the tree view items until you find BSShaderTextureSet. It will show you the path and filename to the textures it is looking for. For example textures\dyndolod\lod\dyndolod_atlas_tamriel.dds or textures\landscape\mountains\mountainslab02.dds

 

Do this for each BSMultiBoundNode, as each of them has a BSShaderTextureSet. There should be typically 4 to 6 BSMultiBoundNode. Some may have the same texture, one with snow shader and one without snow shader.

 

Make sure that all those textures either exist as loose files or are in the BSA files that are loaded when the game runs.

Edited by sheson
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Posted (edited)

Sheson, I have great news! The update did indeed fix the missing data fxxxxx error I was having, and now works beautifully! Thank you VERY much for your time and effort. May you find success in all your put your mind too. :)

Edited by Hillistine
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