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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

=======================================================================

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

  • +1 15

Recommended Posts

  • 0
Posted (edited)
  On 8/6/2015 at 6:32 PM, kranazoli said:

Hi Sheson,

 

Thanks all of effort, but I it's very complicated for me I have a feeling I do not want be a Tamriel Doctor or Professor. ;)

But, really-really thanks. I am the stupid one, I admit. :innocent:

Don't give up now, checking a log file takes 10 seconds ;)

After installing nifskope, checking a nif takes not much longer...

 

  On 8/6/2015 at 7:11 PM, zilav said:

Actually Sheson could possibly add a check for missing textures in generated LOD files right into DynDoLOD script. Just scan all BTOs, get used textures and check if they exist :innocent:

Already in there:  "1) Check TES5Edit\TES5Edit_log.txt for 'Can not find [filename].dds for texture atlas'"

probably should stop execution at that point :)

Edited by sheson
  • 0
Posted
  On 8/6/2015 at 7:21 PM, sheson said:

Already in there:  "1) Check TES5Edit\TES5Edit_log.txt for 'Can not find [filename].dds for texture atlas'"

probably should stop execution at that point :)

Nah, you don't simply stop the LOD generation :lol:

  • 0
Posted (edited)
  On 8/6/2015 at 7:21 PM, sheson said:

Don't give up now, checking a log file takes 10 seconds ;)

After installing nifskope, checking a nif takes not much longer...

 

Already in there:  "1) Check TES5Edit\TES5Edit_log.txt for 'Can not find [filename].dds for texture atlas'"

probably should stop execution at that point :)

As far as I had time, I tried it. Believe me!

 

I didn't find any "Can not find" string in the log files. After that I checked one smelter, wrote down the .bto files, and so on, but I give it up, when I found out it is different at any smelter. Okay, weekend is approaching. So, if I have enough sparetime I'll continue. Approx. for a month I do not do anything else just preparing my Skyrim setup. :teehee:

 

I am preparing for the autumn, so I have left time. I have already learned a lots of thing. Combine STEP + REGS + Legendary + Custom mods from earlier. I have a strange feeling that modding the game is better than playing it.  :wub: 

Edited by kranazoli
  • 0
Posted

Hey Sheson,

 

Not a dire issue but I found this out my accident and thought it was worth mentioning. It seems that dyndolod generation adds more masters to the patch than it should be. Running clean masters from tes5edit gets rid of them fine but it might be worth doing some kind of cleanup at the end.

  • 0
Posted (edited)
  On 8/6/2015 at 8:07 PM, kranazoli said:

As far as I had time, I tried it. Believe me!

 

I didn't find any "Can not find" string in the log files. After that I checked one smelter, wrote down the .bto files, and so on, but I give it up, when I found out it is different at any smelter. Okay, weekend is approaching. So, if I have enough sparetime I'll continue. Approx. for a month I do not do anything else just preparing my Skyrim setup. :teehee:

 

I am preparing for the autumn, so I have left time. I have already learned a lots of thing. Combine STEP + REGS + Legendary + Custom mods from earlier. I have a strange feeling that modding the game is better than playing it.  :wub:

You don't play Skyrim, you prepare Skyrim eternally.

 

But it is LOD smelters right? They *should* all be the same in regards to the texture. Must maybe you run our of VRAM. You use ENBoost?

 

If all fails, you could also remove the smelter_lod.nif before generating LOD.

 

 

  On 8/6/2015 at 8:13 PM, DeathByDestiny said:

Hey Sheson,

 

Not a dire issue but I found this out my accident and thought it was worth mentioning. It seems that dyndolod generation adds more masters to the patch than it should be. Running clean masters from tes5edit gets rid of them fine but it might be worth doing some kind of cleanup at the end.

ATM it intentionally adds ITMs for a bunch of cells and thus their masters are required while adding them. I guess that is what you are seeing.

Currently that is the only way it can securely reset persistent objects, which seems counter intuitive, since persistent objects are in the persistent cell.

 

If you remove them there might be a chance of missing objects in cells that were former neverfades. Just remember that... If you ever encounter missing objects that show when you remove DynDOLOD, it is because you removed ITMs :)

 

I am still checking if there is another way without the ITMs, because they *shouldn't* be needed *ever*

Edited by sheson
  • 0
Posted
  On 8/6/2015 at 10:03 PM, sheson said:

You don't play Skyrim, you prepare Skyrim eternally.

 

But it is LOD smelters right? They *should* all be the same in regards to the texture. Must maybe you run our of VRAM. You use ENBoost?

 

If all fails, you could also remove the smelter_lod.nif before generating LOD.

It is summer time. Go out! I really tend to play Skyrim again, but just after summer...

Yes, of course I do use ENBoost. Maybe, I run out of VRAM but I doubt it.

 

One thing I wanted to ask. Gamerpoet said in his video, he waited if I'm not mistaken 10 days ingame when he updated DynDOLOD. It is still necessary to wait 10 days? :o :O

 

You can see my actual rig at my signature, and these are my enblocal.ini setting right now. I do not notice any big issue at all. Just that stupid smelter bug.

What is the most important for me to make my setup as stable as I can, so I often make "stress test" and I don't think I run out of VRAM.

 

[MEMORY]

ExpandSystemMemoryX64=false

ReduceSystemMemoryUsage=true

DisableDriverMemoryManager=false

DisablePreloadToVRAM=false

EnableUnsafeMemoryHacks=false

ReservedMemorySizeMb=768

VideoMemorySizeMb=8192

EnableCompression=true

AutodetectVideoMemorySize=false

 

But if anybody know a better settings, please share with me.

 

I'll continue my investigation...

  • 0
Posted
  On 8/6/2015 at 10:21 PM, kranazoli said:

It is summer time. Go out! I really tend to play Skyrim again, but just after summer...

Yes, of course I do use ENBoost. Maybe, I run out of VRAM but I doubt it.

 

One thing I wanted to ask. Gamerpoet said in his video, he waited if I'm not mistaken 10 days ingame when he updated DynDOLOD. It is still necessary to wait 10 days? :o :O

 

You can see my actual rig at my signature, and these are my enblocal.ini setting right now. I do not notice any big issue at all. Just that stupid smelter bug.

What is the most important for me to make my setup as stable as I can, so I often make "stress test" and I don't think I run out of VRAM.

 

[MEMORY]

ExpandSystemMemoryX64=false

ReduceSystemMemoryUsage=true

DisableDriverMemoryManager=false

DisablePreloadToVRAM=false

EnableUnsafeMemoryHacks=false

ReservedMemorySizeMb=768

VideoMemorySizeMb=8192

EnableCompression=true

AutodetectVideoMemorySize=false

 

But if anybody know a better settings, please share with me.

 

I'll continue my investigation...

I would guess if you really run out of VRAM there would be much more visual problems :)

 

That 10 days it just so cell reset. It is not really needed, it just that the typical "clean" save step include it. If push comes to shove use a save game clear to remove any remaining artifacts.

  • 0
Posted
  On 8/6/2015 at 10:21 PM, kranazoli said:

You can see my actual rig at my signature, and these are my enblocal.ini setting right now. I do not notice any big issue at all. Just that stupid smelter bug.

What is the most important for me to make my setup as stable as I can, so I often make "stress test" and I don't think I run out of VRAM.

 

[MEMORY]

ExpandSystemMemoryX64=false

ReduceSystemMemoryUsage=true

DisableDriverMemoryManager=false

DisablePreloadToVRAM=false

EnableUnsafeMemoryHacks=false

ReservedMemorySizeMb=768

VideoMemorySizeMb=8192

EnableCompression=true

AutodetectVideoMemorySize=false

 

But if anybody know a better settings, please share with me.

 

I'll continue my investigation...

There's no reason your ReservedMemorySizeMb should be set so high. That right there is using up just under a GB of VRAM just for texture swapping...meaning the game doesn't have access to it.
  • 0
Posted
  On 8/7/2015 at 2:51 AM, TechAngel85 said:

There's no reason your ReservedMemorySizeMb should be set so high. That right there is using up just under a GB of VRAM just for texture swapping...meaning the game doesn't have access to it.

Hey TechAngel,

 

What value(s) do you recommend than?

 

Thank you!

  • 0
Posted
  On 8/7/2015 at 8:21 AM, Nozzer66 said:

512 would be plenty. 256 if you can manage it.

What do you exactly mean on "256 if you can manage it" ?

 

Thanks!

 

Ps: And what's wrong if it is set to 768? Tried to search via Google, read topics here as well, and saw some fellow use 768.

  • 0
Posted (edited)

Hey,

 

Just in general about my adored smleter issue. I am trying to do my best, but I guess it is not really enough. :)

Made some screens to show, exactly which object looks faulty, purple, illuminating, but(!) just from distance. If I am front of a smelter everything works well, if I notice issue important not the whole smelter is buggy, just a special part of it, but I don't know the exact english word for that. (hole, that's all I know)

 

KZHrWmH.jpg

 

FUfaMv7.jpg

 

r7zXbzY.jpg

 

At this moment I have absolutely have no idea what to do in NifSkope, but as you see I'm trying to do "my best".

 

And one more thing, I use DynDOLOD just like this:

(is it okay? I guess yes. So, I create a rar file one for STEP LOD Textures and one for DynDOLOD Worlds and place them, import these rar file to MO one under the other.

 

l3jaBQR.jpg

 

SFO for Skyrim Flora Overhaul;

RAT for Realistic Aspen Trees and;

DFO for Dark Fantasy Overhaul LOD Billboards file.

 

Just I give them detailed name. Every mod I use, because it's easier to me remember later what I've done and what for...

 

Now, I have done all the DynDOLOD process again from the first step and I guess I'll start a new game which is free from for instance some kind of DynDOLOD update issue, which I had done before.

 

Important Ps:

 

Tried something else. SMIM

 

It looks like if I disable SMIM'ed smelter I do notice this issue, if I enable SMIM'ed smelter issue happens. I'm not really sure (100%), but made some test and I have strong feeling some has gone wrong with SMIM'ed smelter. I'll do more test...

 

Tried it. I am 90% sure without SMIM'ed version of smelter I do not notice any issue at all. It should have been happen, yet. I'll do more test without SMIM'ed smelter. If it is 100% sure, the most funny thing is, I have never ever used smelter at all. :o :O

I was a mage character with bow, so tell you do truth it close enough I have almost no idea, how to use a smelter. If this whole story is true, funny enough, isn't it? :) I have a trololo felling... :///

Edited by kranazoli
  • 0
Posted (edited)
  On 8/6/2015 at 8:13 PM, DeathByDestiny said:

Hey Sheson,

 

Not a dire issue but I found this out my accident and thought it was worth mentioning. It seems that dyndolod generation adds more masters to the patch than it should be. Running clean masters from tes5edit gets rid of them fine but it might be worth doing some kind of cleanup at the end.

Here is a better answer

 

When DynDOLOD adds LOD objects to a world/cell, it copies the highest overwrite record for that world/cell.

 

Technically that mod is not required as a master for DynDOLOD if it doesn't link to any other of its own records by form ids. Still, it may have changed data values of the record that is copied and thus it is added as a master.

 

While you are able to clean masters and then remove such a mod from load order, its changes will still be merged in DynDOLOD.esp.

 

If your intentions are to remove a mod and its changes you will have to generate a new DynDOLOD.esp for your load order from scratch.

 

  On 8/7/2015 at 12:42 PM, kranazoli said:

Hey,

 

Just in general about my adored smleter issue. I am trying to do my best, but I guess it is not really enough. :)

Made some screens to show, exactly which object looks faulty, purple, illuminating, but(!) just from distance. If I am front of a smelter everything works well, if I notice issue important not the whole smelter is buggy, just a special part of it, but I don't know the exact english word for that. (hole, that's all I know)

 

At this moment I have absolutely have no idea what to do in NifSkope, but as you see I'm trying to do "my best".

 

And one more thing, I use DynDOLOD just like this:

(is it okay? I guess yes. So, I create a rar file one for STEP LOD Textures and one for DynDOLOD Worlds and place them, import these rar file to MO one under the other.

 

l3jaBQR.jpg

 

SFO for Skyrim Flora Overhaul;

RAT for Realistic Aspen Trees and;

DFO for Dark Fantasy Overhaul LOD Billboards file.

 

Just I give them detailed name. Every mod I use, because it's easier to me remember later what I've done and what for...

 

Now, I have done all the DynDOLOD process again from the first step and I guess I'll start a new game which is free from for instance some kind of DynDOLOD update issue, which I had done before.

 

Important Ps:

 

Tried something else. SMIM

 

It looks like if I disable SMIM'ed smelter I do notice this issue, if I enable SMIM'ed smelter issue happens. I'm not really sure (100%), but made some test and I have strong feeling some has gone wrong with SMIM'ed smelter. I'll do more test...

 

Tried it. I am 90% sure without SMIM'ed version of smelter I do not notice any issue at all. It should have been happen, yet. I'll do more test without SMIM'ed smelter. If it is 100% sure, the most funny thing is, I have never ever used smelter at all. :o :O

I was a mage character with bow, so tell you do truth it close enough I have almost no idea, how to use a smelter. If this whole story is true, funny enough, isn't it? :) I have a trololo felling... :///

Well there is your problem, of course you first need to learn how to use a smelter so its textures can show properly. What were you thinking?  :;):

 

Honestly, I quite don't get how it could "miss" a texture there while all rest of it has it... Love it, we will figure it out!

 

Using SMIM or not should have no effect on the LOD at all, as it use a complete unique set of textures that do not overwrite the vanilla texture which is used for LOD.

 

Maybe a screenshot would be helpful after all.

 

start game, open console, type "coc windhelmexterior01"

after it loaded, open console, type "tfc" to have the free flight camera

fly south to the smelter from them mine at Kyngrove

 

Here is how it should look

59721-0-1438962346.jpg

 

 

 

The load order you screenshotted is perfectly fine.

Edited by sheson
  • 0
Posted (edited)
  On 8/7/2015 at 3:47 PM, sheson said:

Here is a better answer

 

When DynDOLOD adds LOD objects to a world/cell, it copies the highest overwrite record for that world/cell.

 

Technically that mod is not required as a master for DynDOLOD if it doesn't link to any other of its own records by form ids. Still, it may have changed data values of the record that is copied and thus it is added as a master.

 

While you are able to clean masters and then remove such a mod from load order, its changes will still be merged in DynDOLOD.esp.

 

If your intentions are to remove a mod and its changes you will have to generate a new DynDOLOD.esp for your load order from scratch.

 

Well there is your problem, of course you first need to learn how to use a smelter so its textures can show properly. What were you thinking?  :;):

 

Honestly, I quite don't get how it could "miss" a texture there while all rest of it has it... Love it, we will figure it out!

 

Using SMIM or not should have no effect on the LOD at all, as it use a complete unique set of textures that do not overwrite the vanilla texture which is used for LOD.

 

Maybe a screenshot would be helpful after all.

 

start game, open console, type "coc windhelmexterior01"

after it loaded, open console, type "tfc" to have the free flight camera

fly south to the smelter from them mine at Kyngrove

 

Here is how it should look

59721-0-1438962346.jpg

 

 

 

The load order you screenshotted is perfectly fine.

This is close enough and not right part of the smelter. I have no idea what is in a smelter, but the good part is, where it has the "fire" or what is in.

Okay, I'll try to make screenshot with SMIMed version. But honestly: If this issue has gone the smelter without SMIMed, I guess I'll use vanilla smelter. I doesn't matter for me, how a smelter look like. But okay, I'll what you wrote above. I say, while we turn to autumn hopefully I'll manage my Skyrim setup. :)

Edited by kranazoli
  • 0
Posted (edited)

Hey Sheson,

 

Please forgive me, but this is a different place but this issue is independent where I am. It was hard to make screenshots, because as I said issue happens not always and when I wnat to happen of course not, but fortunately it happened. As I wrote it above with SMIMed smelter this issues should have happen. And yes.

 

Here are the pics:

 

 

rc63sMR.png

 

j2cNaio.png

 

Notice: If it happens it took max. 1-2 sec when glowing happens, and after has gone away. So, it could be a right LOD, but like this it is not.

 

And the last picture, as you see everything works well:

(no glowing issue)

 

WG8YyWE.png

 

The smelter is there, but I had to change my 1080p res by 50% for pics upload faster. But believe me, the smelter is there, but hard to see, because of foggy wheater. :/

 

I do not miss the glowing LOD issues at all.

Still don't know what is in at a smelter. (lava, I'm sure not lava, but I call it lava; molten iron; ... have no idea...)

 

Now, I'll it without SMIMed smelter and it will be okay, I will not use SMIMed smelter, at all.

 

Trying, trying, but now I am going to loose my temper.

 

Thanks, if you will have managed to find out anything and also thanks all of your effort.

 

Ps: The only smelter* at my MO mods folder just in:

 

- SMIM;

- DynDOLOD and;

- STEP LOD Textures.

Edited by kranazoli
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