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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

Makes no mention of what vanilla script, makes no mention of what 'issues' it 'can' cause, makes no mention of what 'key edits' are needed from Hearthfire and why they are 'key', and makes no reference to 'other things' the mod supposedly edits since the only conflicts between it and Hearthfires are Worldspace edits. You should do more than 'I heard from a guy' and 'it needs to be cleaned', which if are your only two criteria every mod and even the official game files would be unfit to play the game with.

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Posted (edited)
  On 7/29/2015 at 12:01 AM, sheson said:

The warning about bashed patch was always already there. It usually is fine.

 

Read this thread a couple pages back, posts between eternaldevastation and me about finding out about birdshfclean. Also see Masterlist : Dangerous, Outdated and Superseded Mods

 

Generate LOD without it and then it is up to you if you want to keep the mod in the game.

Warning? Always? I don't think so. In STEP Guide the patches sequence is:

 

STEP (for instance Extended)

Wrye Bash

Dual Sheat Redux

FNIS

DynDOLOD

 

I've done it several times, and never ever noticed this warning. I don't mind, and I'm sure this is, how it should work, but it wasn't always there.

 

I use BirdsHFclean.esp because it is used in STEP and I trust those guys, but of course and you as well. But these two stuff looks new for me, but I keep this mod, yet in my load order. ;)

 

And also thank you for the site, you mentioned. I didn't know that. :unworthy: Checked the mods, and fortunately I do not use any of them, just that BirdsHFclean.esp from STEP.

 

I would be very curious, how others think about that mod? Really!

Edited by kranazoli
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Posted
  On 7/29/2015 at 4:01 AM, kranazoli said:
I would be very curious, how others think about that mod? Really!

We're already reviewing dropping this mod from STEP for the next release. We have several old mods that have been in STEP for a long time which we will eventually review if necessary. For example, SFO versions will be getting a review as well as the grasses.

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Posted
  On 7/25/2015 at 2:26 PM, Muladhara86 said:

I'm getting the missing master error.  At first I thought it was pointing to RaceMenuPlugin, so I disabled that.  Now it's pointing to Trade & Barter.

 

I re-ran the script, without renewing the dynDOLOD esp or exiting TES5Edit, and it seems to be working now, which is weird.

Turns out the problem was the STEP Extended Patch.  It said:

 

There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1600DFE3] < Error: Could not be resolved >

 

I checked my STEP Extended Patch for errors in TES5Edit and got the following:

 

  Reveal hidden contents

 
Could this be from following the MMO instructions on removing EBT references?
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Posted (edited)
  On 7/29/2015 at 4:01 AM, kranazoli said:

Warning? Always? I don't think so. In STEP Guide the patches sequence is:

...

I would be very curious, how others think about that mod? Really!

 

DynDOLOD World.pas prints a line about ignoring bashed patch in the load order since version 1.14. It just moves by too quickly.   :;):

 

There is quite a few posts and discussion about the bird mods being problematic. The mod author refused to address reported problems. I am done wasting time with it.

 

Just don't load it when generating LOD so nothing from it gets picked up by the script. Then enable it again or not when using the game. That is up to you.

 

  On 7/29/2015 at 6:18 AM, Muladhara86 said:

 

Turns out the problem was the STEP Extended Patch.  It said:

 

There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1600DFE3]

 

I checked my STEP Extended Patch for errors in TES5Edit and got the following:

 

 
Could this be from following the MMO instructions on removing EBT references?

 

Lucky for you we already had this problem in this thread a while back. If I remember right updating Enhanced Lighting for ENB (ELE) - LITE to the latest version fixed it.

Edited by sheson
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Posted (edited)

Thank you Angel and Sheson,

 

Okay, they looked new to me. :) But as I said, you are the masters. I believe both of you!

 

  On 7/29/2015 at 4:38 AM, TechAngel85 said:

We're already reviewing dropping this mod from STEP for the next release. We have several old mods that have been in STEP for a long time which we will eventually review if necessary. For example, SFO versions will be getting a review as well as the grasses.

 

  On 7/29/2015 at 10:00 AM, sheson said:

DynDOLOD World.pas prints a line about ignoring bashed patch in the load order since version 1.14. It just moves by too quickly.   :;):

 

There is quite a few posts and discussion about the bird mods being problematic. The mod author refused to address reported problems. I am done wasting time with it.

 

Just don't load it when generating LOD so nothing from it gets picked up by the script. Then enable it again or not when using the game. That is up to you.

Pressing SHIFT + OK is not enough? As I remember you said before that pressing SHIFT + OK for loading mods without unnecessary scripts, or something like that. (?)

 

Now, I have another question. I am still gathering mods, trying them out, check how stable my mod list and so on. I really like that Bird mod. What is the main problem with it?

 

"Birds and Flocks - Both versions - Rating: Two (2)
This warning applies to both Birds and Flocks vanilla and Birds and Flocks Hearthfires Version
This mod uses a vanilla script to increase the frequency of already in game features, however the way it applies this effect is unstable and problematic, especially given that it relies on one of the buggier vanilla scripts which can cause issues in your game. While the mod claims to be Hearthfires compatible it does not carry over a few key edits that Hearthfires makes to the world space and other things, and the 'cleaned' version is still riddled with unnecessary edits. Some of the scripting problems with this mod do get fixed by having SkyBirds installed, however SkyBirds you can find listed above, as such I do not consider installing another buggy mod a fix for this buggy mod, and it has landed itself a place here.
There is no direct replacement for this mod."

 

It has caused CTDs, or ILS or what? I'm sure you are right, and those lines above, and so on...

 

What do you suggets for a new gameplay? Should I remove, drop this mod?

If yes, should I run all the patches again? Generate new Wrye Bash, Dual Sheath Redux, FNIS, and DynDOLOD as well?

 

To tell íou the truth, I am really sorry for that mod. Damn it! :/

"Good old stuff"...

 

Thanks!

 

PS: I am sorry Sheson about that little off topic thing in this thread.

Edited by kranazoli
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Posted
  On 7/29/2015 at 10:55 AM, kranazoli said:

 

Pressing SHIFT + OK is not enough? As I remember you said before that pressing SHIFT + OK for loading mods without unnecessary scripts, or something like that. (?)

 

Pressing shift + OK prevents TES5Edit from building the reference index. Uncheck undesirable mods in the Master/Plugin Selection list before clicking OK.

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Posted
  On 7/29/2015 at 10:00 AM, sheson said:

 

Lucky for you we already had this problem in this thread a while back. If I remember right updating Enhanced Lighting for ENB (ELE) - LITE to the latest version fixed it.

Thank you, sir.  I've been having problems with chrome lately; tabs/windows will crash half the time when loading a page, and forum searches here always come back empty.

 

Anywhoo, I'm trying to use the Weather and Lighting pack, which calls for ELE Lite v0.95a.  v0.95b and the BETA release aren't recognized by the STEP Extended patch.  Should I just change the name of those esps?

 

Last night I thought that I had narrowed this problem down to having improperly removed references to EBT from my STEP Extended patch using the instructions in the MMO pack.  I found the reference that wasn't covered in those instructions and think I've done it right this time.

 

I'll post an update when I get a chance to run DynDOLOD again.

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Posted
  On 7/29/2015 at 4:52 PM, Muladhara86 said:

Thank you, sir.  I've been having problems with chrome lately; tabs/windows will crash half the time when loading a page, and forum searches here always come back empty.

 

Anywhoo, I'm trying to use the Weather and Lighting pack, which calls for ELE Lite v0.95a.  v0.95b and the BETA release aren't recognized by the STEP Extended patch.  Should I just change the name of those esps?

 

Last night I thought that I had narrowed this problem down to having improperly removed references to EBT from my STEP Extended patch using the instructions in the MMO pack.  I found the reference that wasn't covered in those instructions and think I've done it right this time.

 

I'll post an update when I get a chance to run DynDOLOD again.

I can't say which esp version requires which exactly as I do not use this setup currently. 

 

 

You can check yourself quickly right after starting TES5Edit  before having to run any DynDOLOD Worlds.pas script: Enter 0001EE62 into the FormID field top left and hit enter to bring up the worldspace record for Blackreach

 

 

In the right pane, look for the row called LTMP - Interiors Lighting, scroll to the right so you can see the column for STEP Extended Patch.esp. As long as it says '[1600DFE3] ' you have the wrong ELE_Legendary_Lite.esp

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Posted

If you're going to customize your setup outside of STEP, you're going to have to learn how to do some custom patching. There is no way around that. You can use the STEP Extended Patch as a base and create your custom patch from it. This requires learning xEdit which we are, with the help of the community, making a Guide for. We're trying to get out users more comfortable using xEdit as it's an essential tool for stability and really isn't too difficult to learn.

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Posted (edited)
  On 7/29/2015 at 5:28 PM, TechAngel85 said:

If you're going to customize your setup outside of STEP, you're going to have to learn how to do some custom patching. There is no way around that. You can use the STEP Extended Patch as a base and create your custom patch from it. This requires learning xEdit which we are, with the help of the community, making a Guide for. We're trying to get out users more comfortable using xEdit as it's an essential tool for stability and really isn't too difficult to learn.

Thank you.  I think I've got it; been using xEdit and making custom patches for years now.  I managed to work out the issues with my edited STEP Extended patch; there was one record that wasn't covered by the instructions I was using.

 

I'm still getting errors from DynDOLOD.  "Error in unit 'process' on line 780: Missing operator or semicolon."

 

Google-fu brought me to one of the earlier pages in this thread, and it was stated that this was caused by SFO.  I was trying to use v2.3, so I switched back to v1.87 to no avail.  

 

I am trying to layer the REGS and WaL packs on top of STEP Extended, as was recommended here.  I've merged the ETaC files and patches (which I've detailed here; I got it down to 4 esps: ETaC, ETaC Patches, Imm. Set., Imm. Set. Patches; no errors).  DynDOLOD seems to be bothered by my merge of the Immersive Settlements Patches.

 

Is there something I'm missing?

Edited by Muladhara86
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Posted (edited)
  On 7/29/2015 at 7:01 PM, Muladhara86 said:

 

I'm still getting errors from DynDOLOD.  "Error in unit 'process' on line 780: Missing operator or semicolon."

 

 

Errors like this mean I didn't pay attention when updating code. Sorry, my bad.

 

You can open TES5Edit\Edit Scripts\DynDOLOD\lib\process.pas in notepad  and change line #780 from

 

  MyMessage(' Get a newer TES5Edit version in case there are LOD trees in loaded cells. ' + Name(Element) + ' same form id as + ' Name(ObjectToElement(olDupeTreeFormID.Objects)));

 

to

 

  MyMessage(' Get a newer TES5Edit version in case there are LOD trees in loaded cells. ' + Name(Element) + ' same form id as ' + Name(ObjectToElement(olDupeTreeFormID.Objects)));

 

 

 

 

Since the message tells you to get a newer TES5Edit, please download xEdit 280715. If generating with this dev version the message shouldn't trigger my coding typo error at all.

Edited by sheson
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Posted (edited)

DynDOLOD 1.39

 

Fixed typo reported by Muladhara86

This is just a TES5Edit script update. No need to generate new LOD or update anything else.

 

If updating from a version older than 1.38 make sure to check the DynDOLOD 1.38 update notes

 

[spoiler=Changelog]DynDOLOD Worlds.pas - fixed a typo causing error in process line 780

DynDOLOD Worlds.pas - updated the helpful error message in case an overwrite record links to a non-existent form id to be even more helpful

DynDOLOD Worlds.pas - made a distinction between superseded mods that are replaced and other mods that should simply not be in the load order while generating LOD

DynDOLOD Worlds.pas - changed mod warning message to sound less dramatic

 

 

DynDOLOD 1.38

Edited by sheson
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Posted (edited)

I apologize if this has been asked/answered before but is it normal for game saves to be larger in size with DynDOLOD installed?

For example with eleven hours of game play in a new game with DynDOLOD installed I have a ESS File at 11,636 kb and SKSE File 69 kb.

New game without DYNDOLOD ESS File 6,503 kb and SKSE File 12 kb after eleven hours of play.

For testing I tried to syncronize gameplay between both saves  as much as possible. (Riverwood - Whiterun - Ivarstead - High Hrothgar - Whiterun)

 

Mainly I ask As I've never had a ESS File get to that size so quickly in a playthrough and I think my OCD is kicking into overdrive.

Edited by BlackDragon66
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Posted

Hello! I apologize if this has been asked before, but I couldn't find anything using search. I was able to get DynDOLOD to generate with an output for the first time using Gamer Poet's tutorial video (though I do use NMM rather than MO). However, I have since installed mods that require an update to my LOD's. I've followed the process that was outlined to update the LOD's, however I cannot seem to get any output. No matter where I try to save the output, the folder is always empty after I get the "completed" message in TES5edit and save the .esp. I've tried removing everything having to do with DynDOLOD and reinstalling from scratch to no avail. Any help would be greatly appreciated. Thank you!

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