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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

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Recommended Posts

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Posted (edited)
  On 8/25/2015 at 11:26 AM, sheson said:

It seems the latest versions are all fixed now according to https://forums.bethsoft.com/topic/1525110-wrye-bash-thread-104/page-4?do=findComment&comment=24273052

 

Good job finding out. I will have a look at that mod and see what I can find out.

Thanks for all the time and effort you've put in to helping me with this!  The problem turned out to be something I never would have found.

 

I should add that I'm using the "for translator" version of the Vigilant esp for v025 alpha.  It's had all the speech google translated, but I haven't compared it to the original esp to see if anything else has changed.

Edited by MrKrupples
  • 0
Posted (edited)

When I click on the DYNDOLOD.esp in NMM it says in the right window that it's version 1.38 even when I try with the 1.45 version

Edited by spambot3000
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Posted
  On 8/25/2015 at 12:34 PM, spambot3000 said:

When I click on the DYNDOLOD.esp in NMM it says in the right window that it's version 1.38 even when I try with the 1.45 version

That is correct and by design.

  • 0
Posted (edited)
  On 8/25/2015 at 11:55 AM, MrKrupples said:

Thanks for all the time and effort you've put in to helping me with this!  The problem turned out to be something I never would have found.

 

I should add that I'm using the "for translator" version of the Vigilant esp for v025 alpha.  It's had all the speech google translated, but I haven't compared it to the original esp to see if anything else has changed.

Yeah that mod uses the wrong way using modified meshes in different folders without renaming the mesh files themselves. Bethesda always renames meshes in different folder so there is never a duplicate file name. Few mod authors are aware of that convention creating all kinds of problems for people like me :)

 

DynDOLDO picks some of them up based on file name alone and uses them. I will add a workaround for next version.

Edited by sheson
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Posted

Hi,

 

Just now noticed an issue at Windhelm, and I can't decide wheter could it be any relation with DynDOLOD. But, maybe. And I know lot of clever fellows are here.

 

Ps: Honestly, I am not sure where should I exactly sign, notice, ask, etc... about my problem. :/

 

So, I just put a link here: https://forum.step-project.com/topic/8359-step-v2291-official-bug-reports/?p=138400

 

Every supoort I would be really greatful!

 

Thanks!

  • 0
Posted

I'm very confused about my current attempts to use DynDOLOD, and I hope anybody has a clue of what is going on. First of all, I think I have a pretty good understanding of how to use MO, TES5Edit and so on, and I have all the latest versions of all mods and tools.

 

So here's the thing. I've wanted to add Enhanced Landscapes + DynDOLOD to my current load order, for a new playthrough. I start up a game (Alternate Start) prior to installing the new stuff and everything seems to work fine. Then I follow the installation instructions for EL+DynDOLOD - or at least I think I do. After some time I get roughly 1,8 GB of DynDOLOD output, which I load into MO. I fire up the game and the starting dungeon still works perfectly. DynDOLOD gets loaded and appears in the MCM, but when I start to load an exterior location the game always CTDs after a few seconds of loading screen (I've tried different starting options and some COC's).

Now initially I thought, okay, I have probably done something wrong with the LOD generation. So I uncheck all new mods (the billboards, Papyrus Utils, DynDOLOD, Enhanced Landscapes and the DynDOLOD output) to re-check that my initial load order was working correctly. But to my surprise, now even without any DynDOLOD stuff loaded (according to MO at least), I get CTDs as soon as I want to load an exterior location... What is going on? What changed? Isn't the whole purpose of MO to be able to quickly revert to a previous/different load order without anything left behind? And why doesn't that work in this case? ... any clues?

  • 0
Posted (edited)
  On 8/25/2015 at 5:16 PM, kranazoli said:

Hi,

 

Just now noticed an issue at Windhelm, and I can't decide wheter could it be any relation with DynDOLOD. But, maybe. And I know lot of clever fellows are here.

 

Ps: Honestly, I am not sure where should I exactly sign, notice, ask, etc... about my problem. :/

 

So, I just put a link here: https://forum.step-project.com/topic/8359-step-v2291-official-bug-reports/?p=138400

 

Every supoort I would be really greatful!

 

Thanks!

 

 

open console, click on object, use disable/enable to mke sure you got the right one. What the form id and mod? If it is DynDOLOD.esp, open it in TES5Edit, and check its Editor ID.

 

 

  On 8/25/2015 at 6:33 PM, Robaa said:

I'm very confused about my current attempts to use DynDOLOD, and I hope anybody has a clue of what is going on. First of all, I think I have a pretty good understanding of how to use MO, TES5Edit and so on, and I have all the latest versions of all mods and tools.

 

So here's the thing. I've wanted to add Enhanced Landscapes + DynDOLOD to my current load order, for a new playthrough. I start up a game (Alternate Start) prior to installing the new stuff and everything seems to work fine. Then I follow the installation instructions for EL+DynDOLOD - or at least I think I do. After some time I get roughly 1,8 GB of DynDOLOD output, which I load into MO. I fire up the game and the starting dungeon still works perfectly. DynDOLOD gets loaded and appears in the MCM, but when I start to load an exterior location the game always CTDs after a few seconds of loading screen (I've tried different starting options and some COC's).

Now initially I thought, okay, I have probably done something wrong with the LOD generation. So I uncheck all new mods (the billboards, Papyrus Utils, DynDOLOD, Enhanced Landscapes and the DynDOLOD output) to re-check that my initial load order was working correctly. But to my surprise, now even without any DynDOLOD stuff loaded (according to MO at least), I get CTDs as soon as I want to load an exterior location... What is going on? What changed? Isn't the whole purpose of MO to be able to quickly revert to a previous/different load order without anything left behind? And why doesn't that work in this case? ... any clues?

FAQ: Skyrim: ILS or CTD

 

More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause.

 

 

However, if you crash with everything DynDOLOD turned off the cause may be something else. You just got lucky. If you truely turned off all the mods and files in MO they are not loaded, it is just a random CTD - most likely memory related.

You still loading the old save that never saw the new LOD files, right?

Edited by sheson
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Posted

Thank you Sheson for the quick reply! The Memory Blocks log is a nice addition for problem analysis :-)

There was no memory problem, nor a conflicting nif. Safety-load was not in use, and ExpandSystemMemoryX64 was already false.

 

The problem only disappears when I completely remove the ENB preset I use (VandB ENB Nature). If I only set UsePatchSpeedhackWithoutGraphics=true while keeping the files in enbseries intact still gives CTDs. Very curious... 

Switching to a different ENB (e.g. TAZ Visual Overhaul) gives no problems whatsover. So in the end... a compatibility issue with an ENB? Have you heard that before?

  • 0
Posted (edited)
  On 8/25/2015 at 7:51 PM, Robaa said:

Thank you Sheson for the quick reply! The Memory Blocks log is a nice addition for problem analysis :-)

There was no memory problem, nor a conflicting nif. Safety-load was not in use, and ExpandSystemMemoryX64 was already false.

 

The problem only disappears when I completely remove the ENB preset I use (VandB ENB Nature). If I only set UsePatchSpeedhackWithoutGraphics=true while keeping the files in enbseries intact still gives CTDs. Very curious... 

Switching to a different ENB (e.g. TAZ Visual Overhaul) gives no problems whatsover. So in the end... a compatibility issue with an ENB? Have you heard that before?

Compatibility issue between an ENB preset and what exactly? There sure is many ways to make ENB CTD with *.fx files and settings and whatnot. I see it comes with an esp as well that changes weathers and things. Actually, that is beyond my scope and knowledge of things.

Edited by sheson
  • 0
Posted
  On 8/25/2015 at 6:45 PM, sheson said:

open console, click on object, use disable/enable to mke sure you got the right one. What the form id and mod? If it is DynDOLOD.esp, open it in TES5Edit, and check its Editor ID.

You are more clever, how I thought. :)

It's form ID is: 000bac8f

 

I searched via Google for that and found others also have this issue. They releated some kind of Trees in Cities mod, which I do not use. What's more, haven't heard of it, yet. Maybe Dawn Of Skyrim use something similar. These infos I found interesting:

Windhelm cemetery Snow shader error

https://www.afkmods.com/index.php?/tracdown/issue/15581-windhelm-cemetery-snow-shader-error/

affected IDs: 000bac8f, 000e8ec1 and 000bac55

 

https://forums.nexusmods.com/index.php?/topic/1824280-trees-in-cities-the-complete-pack/page-5

 

"Here's a screenshot of static object WHlanddead2 (000BAC8F) to hopefully get your attention" https://i.imgur.com/4yeSHiu.jpg

 

4yeSHiu.jpg

 

Object: WHlanddead2 (000BAC8F)

 

Exactly the same, I have. So it looks like I am not the only one.

 

Or could be Skyrim Flora Overhaul, maybe. I just guess. I have no idea how can I solve issues like that. The only option I can do just disable the object at all. :/

 

Tried it without dyndolod.esp and behave the same way. So it's not related to DynDOLOD, looks like.

 

It looks to me it is an issue the game itself. Some kind of shader issue or what...

Confirmed Issues (AFK Mods topic)

https://www.afkmods.com/index.php?/tracdown/categories/20-meshes/?tab=confirmed&st=10

"Object: WHlanddead2 (000BAC8F) Info: Static vines/roots overlay has been moved away from the wall and is floating."

 

But I am sure I do not use Trees in Cities mod, but maybe some other "tree" mods also buggy there.

 

That's all for now. If you or anybody else have some idea how can I solve that issue, please share with me.

 

Thanks!

  • 0
Posted (edited)
  On 8/25/2015 at 8:40 PM, kranazoli said:

You are more clever, how I thought. :)

It's form ID is: 000bac8f

 

I searched via Google for that and found others also have this issue. They releated some kind of Trees in Cities mod, which I do not use. What's more, haven't heard of it, yet. Maybe Dawn Of Skyrim use something similar. These infos I found interesting:

Windhelm cemetery Snow shader error

https://www.afkmods.com/index.php?/tracdown/issue/15581-windhelm-cemetery-snow-shader-error/

affected IDs: 000bac8f, 000e8ec1 and 000bac55

 

https://forums.nexusmods.com/index.php?/topic/1824280-trees-in-cities-the-complete-pack/page-5

 

"Here's a screenshot of static object WHlanddead2 (000BAC8F) to hopefully get your attention" https://i.imgur.com/4yeSHiu.jpg

 

4yeSHiu.jpg

 

Object: WHlanddead2 (000BAC8F)

 

Exactly the same, I have. So it looks like I am not the only one.

 

Or could be Skyrim Flora Overhaul, maybe. I just guess. I have no idea how can I solve issues like that. The only option I can do just disable the object at all. :/

 

Tried it without dyndolod.esp and behave the same way. So it's not related to DynDOLOD, looks like.

 

It looks to me it is an issue the game itself. Some kind of shader issue or what...

Confirmed Issues (AFK Mods topic)

https://www.afkmods.com/index.php?/tracdown/categories/20-meshes/?tab=confirmed&st=10

"Object: WHlanddead2 (000BAC8F) Info: Static vines/roots overlay has been moved away from the wall and is floating."

 

But I am sure I do not use Trees in Cities mod, but maybe some other "tree" mods also buggy there.

 

That's all for now. If you or anybody else have some idea how can I solve that issue, please share with me.

 

Thanks!

Are you saying neither  000BAC72 or 000BAC8F have any mod changing the data (which you can check in TES5Edit obviously) and yet one of them shifted its position? Then have a look at either mesh being changed by a mod.

Edited by sheson
  • 0
Posted
  On 8/25/2015 at 9:47 PM, sheson said:

Are you saying neither  000BAC72 or 000BAC8F have any mod changing the data (which you can check in TES5Edit obviously) and yet one of them shifted its position? Then have a look at either mesh being changed by a mod.

I don't know which one is: 000BAC72

My problem is: 000BAC8F

 

"(which you can check in TES5Edit obviously) and yet one of them shifted its position? Then have a look at either mesh being changed by a mod."

 

Do you think I am understand that lines? :) Sadly, noooo.

Sheson! Never mind! It has, not related to DynDOLOD. I do not want off topic here and what I can do, disable that object. Skyrim is so buggy, ... And 2nd, my knowledge is too small.

  • 0
Posted (edited)
  On 8/25/2015 at 8:32 PM, sheson said:

Compatibility issue between an ENB preset and what exactly? There sure is many ways to make ENB CTD with *.fx files and settings and whatnot. I see it comes with an esp as well that changes weathers and things. Actually, that is beyond my scope and knowledge of things.

Compatibility between an ENB preset and the result from the use of DynDOLOD.

I did some more testing with other ENB presets, and I think I found the main cause of the CTD. My two test cases (VandB ENB Nature and Natural Lighting and Atmospherics) both use _mist_anchors.xml, which provides a list of worldspace coordinates, probably to place some special effects there (honestly I can only guess). Could it be thinkable that this conflicts with generated LODs?

 

Edit1: To be precise, my testcase: having ENB but no *.xml with DynDOLOD and related mods enabled = no CTD, having ENB with *.xml and DynDOLOD enabled = CTD.

And as I explained before, the curious case: if I have a working load order, with an ENB that uses the *.xml, and then run DynDOLOD, it CTDs afterwards. If I then remove all DynDOLOD content in MO, it still CTDs, unless I remove the *.xml - as I just found out.

 

Edit2: For Natural Lighting and Atmospherics there are two *.xml files (_mist_anchors.xml and volumetric_mist_anchors.xml) but only the presence of _mist_anchors.xml causes a CTD. Not sure how that helps, but it's an observation :-)

Edited by Robaa
  • 0
Posted
  On 8/25/2015 at 11:01 PM, Robaa said:

Compatibility between an ENB preset and the result from the use of DynDOLOD.

I did some more testing with other ENB presets, and I think I found the main cause of the CTD. My two test cases (VandB ENB Nature and Natural Lighting and Atmospherics) both use _mist_anchors.xml, which provides a list of worldspace coordinates, probably to place some special effects there (honestly I can only guess). Could it be thinkable that this conflicts with generated LODs?

 

Edit1: To be precise, my testcase: having ENB but no *.xml with DynDOLOD and related mods enabled = no CTD, having ENB with *.xml and DynDOLOD enabled = CTD.

And as I explained before, the curious case: if I have a working load order, with an ENB that uses the *.xml, and then run DynDOLOD, it CTDs afterwards. If I then remove all DynDOLOD content in MO, it still CTDs, unless I remove the *.xml - as I just found out.

 

Edit2: For Natural Lighting and Atmospherics there are two *.xml files (_mist_anchors.xml and volumetric_mist_anchors.xml) but only the presence of _mist_anchors.xml causes a CTD. Not sure how that helps, but it's an observation :-)

if you remove DynDOLOD.esp meshes/textures/skse and still CTD aftwarrds starting a new game or coc to a location for testing, then anything from DynDOLOD is not part of the reason you CTD. If you load an existing save game then left over data should be removed.

 

It would be quite something if ENB mist anchors conflict with anything in the game. That is very unlikely if not impossible.

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