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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

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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 8/15/2015 at 12:49 PM, sheson said:

For game play I would use 4 and 8 and just hide 16 then. 

 

Can you verify the tests if you just load the bare minimum of mods? Skyrim and Falskaar?

Are you loading an existing save game or start a new one?

You tried default inis right?

Sheson,

 

Please write me, or if you can post screens about for instance what will I loose, miss, etc... if I do not use those 170 bto files at all?

Animated distant waterfall, or bugs, issues, ...

 

For me the main point are: If I can play Falskaar without those 170 bto files without CTDs or ILS, I am satisfied. Or loose some minor visual stuff, I will try live with them.

Edited by kranazoli
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Posted

Is there a way to see which masters dyndolod.esp will use before generating lods? I ask because my gpu is a potatoe and it takes 1.5h to run it and I dont want audio overhauls or bodyslide presets as masters. Doesnt make any sense to me.

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Posted (edited)
  On 8/15/2015 at 1:42 PM, shurah said:

Ok, my mistake.

The reason I suggested -64, -64, 64, 64 is because the Falskaar.lod lodsetting file has those values (and the file I uploaded has the -32, -32, 32, 32 values) Yet neither helped :(

 

  On 8/15/2015 at 1:44 PM, kranazoli said:

Sheson,

 

Please write me, or if you can post screens about for instance what will I loose, miss, etc... if I do not use those 170 bto files at all?

Animated distant waterfall, or bugs, issues, ...

 

For me the main point are: If I can play Falskaar without those 170 bto files without CTDs or ILS, I am satisfied. Or loose some minor visual stuff, I will try live with them.

 

You can safely play without them. It will then use the default static LOD. That is the mountains, rocks and buildings. So you will miss additional rocks, dirtcliffs, roads etc.

I would love to figure out the problem though. But I understand if you want to continue with something else. No problem.

 

  On 8/15/2015 at 8:15 PM, Fiewiel said:

Is there a way to see which masters dyndolod.esp will use before generating lods? I ask because my gpu is a potatoe and it takes 1.5h to run it and I dont want audio overhauls or bodyslide presets as masters. Doesnt make any sense to me.

It only adds mods that modify worlds, cells or add refrerences. When DynDOLOD adds dynamic LOD objects in these worlds and cell the latest overwrite is copied to preserve its data.

 

As the manual already explains, you can remove any mod you do not wish to be used from the load order before starting TES5Edit.

Once DynDOLOD.esp is generated, enable those mods again and let LOOT sort its position in the load order and/or sort it manually so that other mods that modify the worlsspaces or cells are loaded after it and all should be well.

Edited by sheson
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Posted (edited)
  On 8/15/2015 at 8:27 PM, sheson said:

It only adds mods that modify worlds, cells or add refrerences. When DynDOLOD adds dynamic LOD objects in these worlds and cell the latest overwrite is copied to preserve its data.

 

As the manual already explains, you can remove any mod you do not wish to be used from the load order before starting TES5Edit.

Once DynDOLOD.esp is generated, enable those mods again and let LOOT sort its position in the load order and/or sort it manually so that other mods that modify the worlsspaces or cells are loaded after it and all should be well.

Thanks, thats what I am doing atm.

Another strange question: I noticed that dyndolod created 26k script instances in my savegame. Its not affecting my gameplay in any way, im crashing as often with dyndolod as without. Nonetheless Im one of the fools which tries hard to get the modload as stable as possible and this sadly too often ends in me disabling/enabling mods for hours. If I disable one of the masters of dyndolod I also have to disable dyndolod itself. Am I right that, loading a save with a missing dyndolod, puts some serious strain on the papyrus compiler and increases the probability that I ctd because of the many errors being written in the log?

I ask as I may have to adjust/create MO profiles to take this in account and I have no clue how script instances are handled by the compiler. I dont expect an indepth explanation a simple "yeah, this is probable" or "no, you noob" and Im satisfied.

Edited by Fiewiel
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Posted (edited)

You should

  On 8/15/2015 at 8:49 PM, Fiewiel said:

Thanks, thats what I am doing atm.

Another strange question: I noticed that dyndolod created 26k script instances in my savegame. Its not affecting my gameplay in any way, im crashing as often with dyndolod as without. Nonetheless Im one of the fools which tries hard to get the modload as stable as possible and this sadly too often ends in me disabling/enabling mods for hours. If I disable one of the masters of dyndolod I also have to disable dyndolod itself. Am I right that, loading a save with a missing dyndolod, puts some serious strain on the papyrus compiler and increases the probability that I ctd because of the many errors being written in the log?

I ask as I may have to adjust/create MO profiles to take this in account and I have no clue how script instances are handled by the compiler. I dont expect an indepth explanation a simple "yeah, this is probable" or "no, you noob" and Im satisfied.

If everything is setup and done right the game shouldn't crash at all.

I guess people will tell you this is not really recommended and it may cause more stability problems than solves them...

 

What happens if you disable a mod is that its currently active data stays in the save. Most of it gets removed when you start the game without the mod and save again later.

 

It doesn't remove data for things that currently have scripts running mid process. So you should enter an interior space and then disable DynDOLOD which will make sure there are (almost?) no active instances and as much as possible gets removed.

 

However, in your case, if you turn on the very same mod later again it will simple reuse any left over data as it matches exactly and pick up were it left.

 

 

You may want to consider to create the dynamic LOD (waterfalls, windmills, fires) just for a bare minium of mods that you know you are keeping all the time. Dynamic LOD is the stuff in the esp.

 

The tree and static LOD is just the bto and btt and textures files that work independent of load order, masters and their data is not part of saves files.

If you remove a mod which house was added as static LOD you can just generate only the static LOD again without having to worry about master, save files or script instances.

Edited by sheson
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Posted
  On 8/15/2015 at 8:27 PM, sheson said:

You can safely play without them. It will then use the default static LOD. That is the mountains, rocks and buildings. So you will miss additional rocks, dirtcliffs, roads etc.

I would love to figure out the problem though. But I understand if you want to continue with something else. No problem.

Hey Sheson,

 

I know and understand you would like to know what is behind that issue. I knew that, and this is also was a reason why I did all of these stuff. But now I am tired, so please forgive if I "gave it up" at this point.

 

Really-really thanks all of your effort and support! :unworthy:

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Posted

I've a problem regarding DynDOLOD, TES5Edit and the LODGeneratorCMD.exe. After updating to the current version of DynDOLOD (1.43) everytime I try to build the patch this happens: Unbenannt.png

This happens ~10 times while building the patch. To process I have to click on "close program" and so it continues to build the patch. As this never happened with the previous version I have to ask: Is this meant to happen or did I do something wrong while installing the script/data folder of DynDOLOD?

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Posted

Hi There And Thanks For The Mod First....i installed The Mod And Generated lods 4 Times Before But In The Last Time After I Gone To Generate lod I Got ''Invalid Nif File Signature''.......

I Dont Know Why.....I Almost Tried Everything Nothing Helped Mid.....(from installing and uninstalling some last mods,updating tes5edit to last version,reinstalling dyndolod and done everything......)

I Will Happy If U Guys Help Me......

Thanks

  • 0
Posted
  On 8/17/2015 at 6:47 PM, sgt_bitterroot said:

I've a problem regarding DynDOLOD, TES5Edit and the LODGeneratorCMD.exe. After updating to the current version of DynDOLOD (1.43) everytime I try to build the patch this happens: Unbenannt.png

This happens ~10 times while building the patch. To process I have to click on "close program" and so it continues to build the patch. As this never happened with the previous version I have to ask: Is this meant to happen or did I do something wrong while installing the script/data folder of DynDOLOD?

LODGen with TeS5Edit 3.12 gives me the same error message.

 

You might want to try 3.11 from https://github.com/TES5Edit/TES5Edit/releases

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Posted

Hi guys.


 


I've made an esp to go over the New World modder's resource. I can manage to LOD the landscape with Oscape and some fooling about, but I have not yet once gotten the object LODs to work by any method.


 


When I try to do it with dyndolod, I can get it to complete but it reads the New World worldspace only from the ESM and not taking my ESP into account, so that I just get a new LOD of the "vanilla" space. I wonder is it likely that I'm doing something wrong or is the whole plan just faulty from the outset? Will I be able to generate static lods for this space?


 


I've also been having the CMD line crash during the process, but dyndolod completes anyway. I have tried various suggestions I found online to remedy this but have had no luck.


 


If anyone could point me in any useful direction I'd be very grateful.

  • 0
Posted (edited)
  On 8/17/2015 at 10:11 PM, Ilkob said:

LODGen with TeS5Edit 3.12 gives me the same error message.

 

You might want to try 3.11 from https://github.com/TES5Edit/TES5Edit/releases

Yeah sorry about that. The latest xEdit dev is for DynDOLOD 1.44 and later which I will release soon. Use the xEdit from github that is linked in the docs.

  On 8/17/2015 at 9:55 PM, iriarsham said:

Hi There And Thanks For The Mod First....i installed The Mod And Generated lods 4 Times Before But In The Last Time After I Gone To Generate lod I Got ''Invalid Nif File Signature''.......

I Dont Know Why.....I Almost Tried Everything Nothing Helped Mid.....(from installing and uninstalling some last mods,updating tes5edit to last version,reinstalling dyndolod and done everything......)

I Will Happy If U Guys Help Me......

Thanks

You recently added a mod that comes wit a lod nif that TES5Edit doesn't like. To narrow it down, unselect the worldspace(s) this error happens in. The nif is most likely not used in every worldspace. That may hint at the mod. Post back here what you find for further steps.

 

  On 8/17/2015 at 10:19 PM, MurderClan said:

Hi guys.

 

I've made an esp to go over the New World modder's resource. I can manage to LOD the landscape with Oscape and some fooling about, but I have not yet once gotten the object LODs to work by any method.

 

When I try to do it with dyndolod, I can get it to complete but it reads the New World worldspace only from the ESM and not taking my ESP into account, so that I just get a new LOD of the "vanilla" space. I wonder is it likely that I'm doing something wrong or is the whole plan just faulty from the outset? Will I be able to generate static lods for this space?

 

I've also been having the CMD line crash during the process, but dyndolod completes anyway. I have tried various suggestions I found online to remedy this but have had no luck.

 

If anyone could point me in any useful direction I'd be very grateful.

Did you make a childworld and used the other worldspace as parent? That would be the only reason why it won't see any new references. See above for the crash.

Edited by sheson
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Posted (edited)

{HELP} I have done everything to donwload this, finally i pull up tesvedit and click to apply scripts to this mod, and i can pull up the worlds, but then i cant slect any worlds. The Worlds just do not show up for me. Thanks

Edit: Also using NMM

Edited by BoarBalls
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Posted
  On 8/17/2015 at 10:52 PM, sheson said:

Did you make a childworld and used the other worldspace as parent? That would be the only reason why it won't see any new references. See above for the crash.

Thanks for the speedy reply mate. Big fan of your mods.

 

I got that fix for the CMD crash. Thanks. Sorted there.

 

I did not make a child world. I just made modifications to the existing worldspace, but my mountains are still popping out of sight when I walk away from them, unfortunately. 

 

It should work, though, I take it, so that's good news. I'll keep at it, then.

  • 0
Posted (edited)
  On 8/17/2015 at 10:52 PM, sheson said:

 You recently added a mod that comes wit a lod nif that TES5Edit doesn't like. To narrow it down, unselect the worldspace(s) this error happens in. The nif is most likely not used in every worldspace. That may hint at the mod. Post back here what you find for further steps.

 

Thanks For Fast Reply ,i've done this before......even selected tamriel only .....My Last Mods= i reinstalled some of my mods again 1- Three tree mods(sfo,realistic aspen trees,dark fantasy) 2- mountain and rocking stones two  3- elfx

 

[DynDOLOD.esp] Adding master "ELFXEnhancer.esp"
[00:07:33.560]      4590 of 4592 done
[00:07:33.601]        disabled NeverFade, replaced by DynDOLOD LOD for SkyFalls + SkyMills + DG + DB + FS + WT.esp [REFR:310151C6] (places FXSFWaterfallBodyTallDistant [MSTT:310150D3] in GRUP Cell Persistent Children of [CELL:0002D4E0] (in Blackreach "Blackreach" [WRLD:0001EE62]) at 3,4)
[00:07:33.615] Saving objects LOD data to F:\Program Files\The Elder Scrolls Skyrim\Edit Scripts\LODGen_Blackreach.txt
[00:07:33.629] LOD references: 1511, unique LOD objects: 151
[00:07:33.641] Gathering textures for atlas creation
Exception in unit create line 122: Invalid nif file signature
[Apply Script done]  Processed Records: 0, Elapsed Time: 07:56
Edited by iriarsham
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