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Posted

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

So the thought is that the dumping may have something to do with the dynamic portion not functioning for me?

 

Breaking it shouldn't be too hard, after all it's done it without me even trying :p I'll see what I get

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Posted
  On 11/13/2014 at 10:00 PM, DeathByDestiny said:

So the thought is that the dumping may have something to do with the dynamic portion not functioning for me?

 

Breaking it shouldn't be too hard, after all it's done it without me even trying :p I'll see what I get

 

yes, when papyrus starts to dump scripts don't run properly anymore and then it would not know anymore what is on/off. I hope to have fixed that so it won't get confused anymore when it happens.

  • 0
Posted (edited)

Question, would building all worlds tax the script more than just having Tamriel? I wonder if that has anything to do with it not dumping for me lately as well.

Edited by DeathByDestiny
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Posted (edited)
  On 11/13/2014 at 10:22 PM, DeathByDestiny said:

Question, would building all worlds tax the script more than just having Tamriel? I wonder if that has anything to do with it not dumping for me lately as well.

No. The only thing other worlds do is use a bit of storage memory for the data, but that data is ignored if not in the same world.

 

Edit: high uGrids , insane amount of grass and then spawn 50 Imperials and 50 Stormcloaks fighting each other, while speed running with 500... FPS hitting 5 at times, that did it.

Happy to tell that it continued to work for me. Dynamic object LOD switching didn't get confused when to turn things on/off.

Edited by sheson
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Posted (edited)

DUN DUN DUN

 

Good News! I tested out 13 and 2 out of 3 of the windmills are WORKING outside Whiterun as are the waterfalls coming from Riverwood! What happened to the other windmill? It blew away!

The one at Chillfurrow farm is missing even if I stood against it it's not there. So, progress :D

 

Now I generated Tamriel first before anything, I'm not sure if my theory about the order of them matters still but doing it first seemed to do something.

 

I tested with Live Another Life, no stack dumps at all. I don't have time right now to test on a normal new game at the moment so I'll get back to you on that

Edited by DeathByDestiny
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Posted

2 out of 3, wth :) mysterious. We are still talking about the sail right, not the building?

 

I still have your load order. Obviously you added alternate life and I believe you took out skyfalls/mills right? Any other esp changes to what you sent me a while ago? I want to see if I can reproduce with medium settings. You start with "camping in the woods"? Not that the start type should matter at all, but who knows.

 

The cause will most likely straight coding errors / oversights on my part and thus it won't matter in what order you generate worldspaces.

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Posted (edited)

Oh yes, the sail. The building I have no issues with

 

https://pastebin.com/tfy46kfJ

This is the log from my most recent generation. I removed some mods from the load order I use for DynDOLOD

Notably Skyfalls and no snow under the roof are gone. Make sure to remove Skyfalls compat from SMIM if you are still working with my stuff.

 

I don't use Live another life to generate, but I do use it in play, I pick the house option for Whiterun and just go outside and see what it did. I'll have some time tomorrow afternoon to test more though.

 

It makes me wonder, if this could happen to a simple windmill, what could happen if I were to build a Hearthfire house. DynDOLOD would start showing it in LOD at that point right? I wonder if it would be invisible to me too.

Edited by DeathByDestiny
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Posted
  On 11/15/2014 at 1:11 AM, DeathByDestiny said:

Oh yes, the sail. The building I have no issues with

 

https://pastebin.com/tfy46kfJ

This is the log from my most recent generation. I removed some mods from the load order I use for DynDOLOD

Notably Skyfalls and no snow under the roof are gone. Make sure to remove Skyfalls compat from SMIM if you are still working with my stuff.

 

I don't use Live another life to generate, but I do use it in play, I pick the house option for Whiterun and just go outside and see what it did. I'll have some time tomorrow afternoon to test more though.

 

It makes me wonder, if this could happen to a simple windmill, what could happen if I were to build a Hearthfire house. DynDOLOD would start showing it in LOD at that point right? I wonder if it would be invisible to me too.

tremendously helpful, thanks!

 

Uploaded 0.43.14 which fixes indeed a bug that mixed worldspace data when re-reading esp to generate another worldspace. Your hunch was right!

Also fixed plenty other stuff. Hopefully that fixes all missing/disappearing "anything" for you. As it should have been all along of course.

 

So yeah, I can see my house from *here*, so you should too and it should not vanish at all  :)

 

The windmills (and waterwheels) are special because the default rules replace the original object because of the animation.

Any other original object in the cell is not touched/changed. DynDOLOD creates an independend LOD copy for them. Exactly to have as few problems as possible like this :)

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Posted

I really like the idear or your mod and tried it out today. The first problem i had was with a mod called "Winterhold Destruction".)I dont remember the error message but i just disabled the mod. But now i have the proplem that the script stops with the error-message:

"[DynDOLOD.esp] Adding master "Blacksmithforge water fix Vanilla.esp"
[00:15:05.969]    Add 1 manual references for DynDOLOD
[00:15:06.038]      no Firstborn for -147249_252
List index out of bounds (-1)
[Apply Script done]  Processed Records: 0, Elapsed Time: 15:11"

How can i fix this?

  • 0
Posted (edited)
  On 11/18/2014 at 8:57 PM, snsmac said:

I really like the idear or your mod and tried it out today. The first problem i had was with a mod called "Winterhold Destruction".)I dont remember the error message but i just disabled the mod. But now i have the proplem that the script stops with the error-message:

"[DynDOLOD.esp] Adding master "Blacksmithforge water fix Vanilla.esp"

[00:15:05.969]    Add 1 manual references for DynDOLOD

[00:15:06.038]      no Firstborn for -147249_252

List index out of bounds (-1)

[Apply Script done]  Processed Records: 0, Elapsed Time: 15:11"

How can i fix this?

Disable that mod too, see if it gets further. Post any other mod that may cause problems.

I will test those 2 mods myself to see what the problem is and fix it.

 

Verified and found the bug with Winterhold Destruction. Will be fixed in upcoming version 0.43.15

It seems that Blacksmithforge water fix Vanilla is not the cause for the error, it just happens to be the last esp added to masters, however I have a pretty good idea what the problem is and will fix it.

Edited by sheson
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Posted (edited)

New version 0.43.15 beta uploaded that fixes issues with Winterhold Destruction and most likely will fix the no firstborn error.

 

None of the firstborns I got really get lost, ever. The message actually indicates that a firstborn was in danger to get too far away and it was stopped from wandering out of my control.

Edited by sheson
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