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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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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)
  On 7/20/2015 at 5:17 PM, Hillistine said:

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. :)

Great news indeed. Thanks again for uploading the files and providing the crucial clue to fix this bug.

Edited by sheson
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Posted (edited)
  On 7/20/2015 at 9:06 PM, TechAngel85 said:

Does DynDOLOD allow for different water LODs for the different water types or are we still stuck with the ocean water LOD for all water?

All LOD water in the game is baked into the terrain LOD and based on water XCLW water height of a cell. e.g. a water plane the size of a cell that has no references.

 

DynDOLODs dynamic LOD adds the Water1024 and similar ACTI baselements used for some rivers and creeks, e.g water that has references.

This could be extended to the few other ACTI waters meshes, but I found the 1024 covers almost all the bodies of water.

 

To add the other water nifs to the automatic discovery just copy Data\meshes\water\water2048.nif (in meshes bsa) to Data\Meshes\DynDOLOD\lod\water\water2048_dyndolod_lod.nif

I remove the collision with nifskope, but it is not necessary for it to function as dyanmic LOD.

 

A mod that replaces the cell water planes with ACTI baselements should be picked up automatically, but I never checked this in depth with the water mods, yet.

 

A static water plane can be added to static LOD bto, but it can not be animated and probably won't reflect the sky or lighting correctly. Once I am done with adding glowing LOD (no ETA) I plan to look more into this. The water plane in the terrain files can be easily removed. Until then dynamic LOD it is.

 

3155782-1432943716.jpg3155782-1433042907.jpg

Edited by sheson
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Posted

I checked for one area, there were three .bto's, all the textures referenced (only atlas_tamriel, mountainslab_01 and 02, dyndolodtreelod) are contained in loaded .bsa (pure weather) plus in other texture mods with lower priority in .bsa or loose version (e.g. skyrimHD 2k textures).

 

I noticed that the link to atlas_tamriel was "textures\textures\dyndolod\..." instead of "textures\dyndolod\...".
I put the whole path down in nifskope (C:\...\Skyrim\data\textures\..., models had no textures in nifskope before, now had their texture dummies in the program's 3D window), but ingame, that wouldn't work.
I extracted the Pure Weather.bsa (placed latest in texture mods) to put its meshes and textures directly into skyrim\data directory, and linked those again in nifskope, corrumping MO. wouldn't work either.

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Posted (edited)
  On 7/20/2015 at 11:46 PM, Altair194 said:

I checked for one area, there were three .bto's, all the textures referenced (only atlas_tamriel, mountainslab_01 and 02, dyndolodtreelod) are contained in loaded .bsa (pure weather) plus in other texture mods with lower priority in .bsa or loose version (e.g. skyrimHD 2k textures).

 

I noticed that the link to atlas_tamriel was "textures\textures\dyndolod\..." instead of "textures\dyndolod\...".

I put the whole path down in nifskope (C:\...\Skyrim\data\textures\..., models had no textures in nifskope before, now had their texture dummies in the program's 3D window), but ingame, that wouldn't work.

I extracted the Pure Weather.bsa (placed latest in texture mods) to put its meshes and textures directly into skyrim\data directory, and linked those again in nifskope, corrumping MO. wouldn't work either.

Full path will not work. There is a setting in nifksope under options/settings/resources where to look for textures.

 

This is wrong "textures\textures\dyndolod\..." and the cause of the missing textures. This is correct "textures\dyndolod\..."

 

I am not sure how or why this happened. Can you please upload a copy of these files

TES5Edit\LODGen_log.txt

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_textures_used.txt

 

This will help me to figure out why this happened, hopefully.

 

 

 

If you open TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt you should see lines like

textures\lod\ash01lod.dds 256 256 2816 0 Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds 4096 2048

 

If it says Textures\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds you can fix the static LOD right now without having to redo the whole generation process:

 

1) With something like notepad search and replace all of the Textures\Textures\ to Textures\ in TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt and save

 

2) Set Expert=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini

 

3) Start TES5Edit and apply script DynDOLOD World.pas, it is now in export mode.

 

4) Click on the first [...] button for LODGen export

Find the file TES5Edit\Edit Scripts\LODGen_Tamriel.txt (or very similar name)

 

5) Click on the second [...] button to select the output path

 

6) Click the button "Execute LODGen.exe"

This will create the static LOD bto files in Meshes\Terrain\Tamriel\Objects\ now with the correct texture path from TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt

 

7) Repeat from step 4 for other worlds if needed

 

8) Copy meshes from output folder to game or mod folder

Edited by sheson
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Posted

Until water is working with DynDOLOD; Is there anything I can do about the waterline 30 yards out, where my dark Pure Water becomes a plain light blue, aside from changing Ugrids? 

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Posted (edited)
  On 7/21/2015 at 3:45 AM, Aggrumon said:

Until water is working with DynDOLOD; Is there anything I can do about the waterline 30 yards out, where my dark Pure Water becomes a plain light blue, aside from changing Ugrids?

This seems like a question that is probably better answered by a water mod author.

 

Water reflection/colors changes gradually based on distance and usually before the LOD water, no?

In a vanilla game with vanilla water or a water mod I have no visible seam between water in loaded cells and LOD water, unless I start using tcl.

 

I believe these 3 things can influence the water planes reflection/color: Weather settings, ENB Water/Weather settings

Skyrim.ini

[Water]

bReflectSky=0/1

Edited by sheson
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Posted (edited)
  On 7/21/2015 at 12:55 AM, sheson said:

If you open TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt you should see lines like

textures\lod\ash01lod.dds 256 256 2816 0 Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds 4096 2048

 

If it says Textures\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds you can fix the static LOD right now without having to redo the whole generation process:

 

1) With something like notepad search and replace all of the Textures\Textures\ to Textures\ in TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt and save

 

 

This worked, thanks a lot.

 

Here are the three files you requested :)

LODGen_log.txtFetching info...

DynDOLOD_atlas_map_tamriel.txtFetching info...

DynDOLOD_tamriel_textures_used.txtFetching info...

Edited by Altair194
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Posted (edited)

I am getting CTDs at the main menu with DYNDOLOD. I thought I found the fix by removing my testing saves as I was able to play through Helgen and save right outside of the cave. Went to play again and CTD on main menu. If I disable the dyndolod.esp I am able to load. I even tried removing all the saves and it still CTDs. I tried reinstalling several times with no luck. Any assistance you can provide would be greatly appreciated as I really would like to use this mod. Also MO is not showing any missing masters. Thanks. 

 

Enabled logging as suggested in the readme. I dont see any dyndolod error messages. When loading the game with the logging enabled I got the main menu but then ILS. I also wanted to note that I am using the memory patch with skse

Edited by eternaldevastation
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Posted (edited)
  On 7/21/2015 at 1:38 PM, Altair194 said:

This worked, thanks a lot.

 

Here are the three files you requested :)

Thanks, this helps!

 

 

  On 7/21/2015 at 2:52 PM, eternaldevastation said:

I am getting CTDs at the main menu with DYNDOLOD. I thought I found the fix by removing my testing saves as I was able to play through Helgen and save right outside of the cave. Went to play again and CTD on main menu. If I disable the dyndolod.esp I am able to load. I even tried removing all the saves and it still CTDs. I tried reinstalling several times with no luck. Any assistance you can provide would be greatly appreciated as I really would like to use this mod. Also MO is not showing any missing masters. Thanks. 

 

Enabled logging as suggested in the readme. I dont see any dyndolod error messages. When loading the game with the logging enabled I got the main menu but then ILS. I also wanted to note that I am using the memory patch with skse.

Your CTD report is confusing so I am covering all bases

 

 

 

1) If it CTD before the main menu it is missing masters. The latest SKSE beta can show you a message about which master is missing.

 

 

2) If it CTD after the main menu loads, before loading a save game or starting a new game I have no idea, maybe a main menu replacer

 

 

3) If it CTD or ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Log and adjust memory settings in skse.ini

Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

 

4) If it CTD in game shortly after the message "DynDOLOD successfully initialized" it can be an invalid nif. It could also happen when arriving in a new area for the first time. Verify 3) too.

Edited by sheson
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Posted (edited)
  On 7/21/2015 at 4:33 PM, sheson said:

Thanks, this helps!

 

 

 

Your CTD report is confusing so I am covering all bases

 

 

 

1) If it CTD before the main menu it is missing masters. The latest SKSE beta can show you a message about which master is missing.

 

 

2) If it CTD after the main menu loads, before loading a save game or starting a new game I have no idea, maybe a main menu replacer

 

 

3) If it CTD or ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Log and adjust memory settings in skse.ini

Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

 

4) If it CTD in game shortly after the message "DynDOLOD successfully initialized" it can be an invalid nif. It could also happen when arriving in a new area for the first time. Verify 3) too.

Sheson,

 

User error. I reinstalled Dyndolod and noticed when in Tes5Edit that it didnt select all of the esp files. Specifically the Bethesda HD textures. I selected all and completed the install and loaded to Main menu and my saves. I guess that isnt technically a master issue but more of dyndolod not able to recognize all the textures which im sure would create issues. Hopefully my mistake will help others if they do the same. Thank you though for your quick response. Much appreciated and thank you for the mod!

 

 

Edit: Ok. Now I am really confused. I tried to load the game after playing for awhile and another CTD. Seems like its almost random. Im going to keep working on it. When I was playing DYNDOLOD was working just fine. Verified through MCM. I made sure expandsystemmemoryx64=false. Also the main menu isnt fully loading. I dont get the new, load,exit options. It CTD before that. Not sure why it is loading some of the time. 

Edited by eternaldevastation
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Posted (edited)
  On 7/21/2015 at 4:54 PM, eternaldevastation said:

 

 

Edit: Ok. Now I am really confused. I tried to load the game after playing for awhile and another CTD. Seems like its almost random. Im going to keep working on it. When I was playing DYNDOLOD was working just fine. Verified through MCM. I made sure expandsystemmemoryx64=false. Also the main menu isnt fully loading. I dont get the new, load,exit options. It CTD before that. Not sure why it is loading some of the time. 

 

I would then suggest to make sure to use default inis

 

Check esps for errors with TES5Edit.

 

Then maybe disable everything *.dll, like enb or skse plugins. Also look at things that modify the main menu, like interface\startmenu.swf or meshes\interface\logo\logo.nif or intro sequence

Edited by sheson
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Posted (edited)

Ok. Reverted back to vanilla ini = no change. Removed ENB/SKSE=no change. Removed Warburgs 3d Paper Map= No change. (I remember somewhere that the map might load at main menu). I have figured out that have running dyndolod world script in TES5Edit it loads the game the first time after that. Then if I quit and try loading the game it CTDs. Only disabling dyndolod seems to get it to load again or running dyndoload world script. Any ideas on what would cause it to load the first time but not any time other than that?

 

Im looking into possible errors like you said but figured I would present more of my findings. 

 

 

EDIT: Ok found this workaround to having to reinstall DynDoLod each time. If I deactivate dyndolod.esp and load a save (which has dyndolod installed on it) then I exit the game without saving. I activate the dyndolod.esp and load the game. It loads and I can load any save without issue. Its basically treating as a first time install of dyndolod if I am understanding this correctly. If I try again it wont load to the main menu. Any idea what could be occurring that wont allow dyndolod to work besides the first time.

 

(I tried just deactivating the esp, loading the main menu and quitting, and then trying to load to main menu. Doesn't work. I have to load a save game with dyndolod.esp deactivated) 

Edited by eternaldevastation
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Posted (edited)
  On 7/22/2015 at 4:13 PM, eternaldevastation said:

Ok. Reverted back to vanilla ini = no change. Removed ENB/SKSE=no change. Removed Warburgs 3d Paper Map= No change. (I remember somewhere that the map might load at main menu). I have figured out that have running dyndolod world script in TES5Edit it loads the game the first time after that. Then if I quit and try loading the game it CTDs. Only disabling dyndolod seems to get it to load again or running dyndoload world script. Any ideas on what would cause it to load the first time but not any time other than that?

 

Im looking into possible errors like you said but figured I would present more of my findings. 

 

 

EDIT: Ok found this workaround to having to reinstall DynDoLod each time. If I deactivate dyndolod.esp and load a save (which has dyndolod installed on it) then I exit the game without saving. I activate the dyndolod.esp and load the game. It loads and I can load any save without issue. Its basically treating as a first time install of dyndolod if I am understanding this correctly. If I try again it wont load to the main menu. Any idea what could be occurring that wont allow dyndolod to work besides the first time.

 

(I tried just deactivating the esp, loading the main menu and quitting, and then trying to load to main menu. Doesn't work. I have to load a save game with dyndolod.esp deactivated) 

1) You start the game with DynDOLOD.esp and it won't load to the main menu

2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving

3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game?

 

Wow!?

 

AFAIK the only files that change regardless of saving are the inis. Are you using some kind of an in-game save manager?

Can you try what happens when you start the game without SKSE? Just for the sake of testing loading the game w/wo the esp...

 

Are you using MO? Are there any files in the overwrite folder?

 

Please post a list of the masters in DynDOLOD.esp

Edited by sheson
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Posted (edited)
  On 7/22/2015 at 10:19 PM, sheson said:

1) You start the game with DynDOLOD.esp and it won't load to the main menu

2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving

3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game?

 

Wow!? I know right. I know it has something to do with dyndolod running the first time. I get the same results as the above if I do a fresh install of dyndolod but only on the first load to main menu. Normally, at this point I would say cool Mod but not worth the trouble. However, the mod is really cool and the problem is bugging me from a troubleshooting standpoint. None of the mod files get cached after loading for the first time? Do you know if the lod gets loaded when the game starts?

 

AFAIK the only files that change regardless of saving are the inis. Are you using some kind of an in-game save manager? No save manager. 

Can you try what happens when you start the game without SKSE? Just for the sake of testing loading the game w/wo the esp...

I will test when I get home. I am also going to test with a save inside. See if I get any different experience. 

Are you using MO? Are there any files in the overwrite folder?

Nothing in the overwrite. Yes using MO

Please post a list of the masters in DynDOLOD.esp I will post when I get home. 

 

 

EDIT: I also want to point out that if I move my saves out of the save folder (save folder is empty) It still CTDs. So it doesnt seem bound to my saves. Reading through the forums it seems my workaround is very close to your rule for updating the dyndolod.esp. Maybe im cleaning the esp in order to get it to work. If so then something is corrupting it either after when I load the main menu or when I load a save game with the mod enabled. 

Edited by eternaldevastation
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