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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)

Question here! If i remove a static item from one of the master files for Dyndolod.esp do I have to recompile the whole thing again? If I do, do I have to follow the update steps?
 

For example, Skyrim Bridges (Etac Version) for some reason adds a floating scaffold behind the College of Winterhold. I realized it was a problem when I started crashing whenever getting near the area.

Edited by RokDark
  • 0
Posted
  On 8/31/2015 at 2:07 AM, RokDark said:

Question here! If i remove a static item from one of the master files for Dyndolod.esp do I have to recompile the whole thing again? If I do, do I have to follow the update steps?

 

For example, Skyrim Bridges (Etac Version) for some reason adds a floating scaffold behind the College of Winterhold. I realized it was a problem when I started crashing whenever getting near the area.

That is still not fixed?

If it is static LOD you only have to generate for Tamriel again. On advanced, check Tamriel, check "Generate static LOD", you can uncheck everything else, click OK.

  • 0
Posted

Great mod, thanks for your amazing work! Just run into a problem where I can see a floating tower in solitude from the distance. The same thing happens to LOD for the Dragonborn Gallery if I leave the .esp activated while running Dyndolod. If not, I get the normal static lod for the museum, but i still get the floating tower in solitude.

Thanks for any help in advance, keep up the good work :)

post-7823-0-52474000-1441019637_thumb.jpg

post-7823-0-30042900-1441019656_thumb.jpg

  • 0
Posted (edited)
  On 8/31/2015 at 11:15 AM, draecat said:

Great mod, thanks for your amazing work! Just run into a problem where I can see a floating tower in solitude from the distance. The same thing happens to LOD for the Dragonborn Gallery if I leave the .esp activated while running Dyndolod. If not, I get the normal static lod for the museum, but i still get the floating tower in solitude.

Thanks for any help in advance, keep up the good work :)

The screenshots indicate that the data/meshes folder from the archive with the 1000s of new/updated LOD meshes was not installed correctly before LOD was generated.

Edited by sheson
  • 0
Posted (edited)
  On 8/31/2015 at 9:59 AM, sheson said:

That is still not fixed?

If it is static LOD you only have to generate for Tamriel again. On advanced, check Tamriel, check "Generate static LOD", you can uncheck everything else, click OK.

Nope, no biggie just fixed it myself in the CK. Thanks for the help!

 

However, there's nothing wrong if I redid the entire thing right? I'm really paranoid when it comes to doing things like things and I always start a new game, but I really don't want to this time.

Edited by RokDark
  • 0
Posted (edited)

I've been using this for just over a month now and its great.....except for how long it takes each time I update other mods that are linked as masters to this one :|

even just redoing the esp took over 25 minutes to do it. If i redid the whole world it takes just over 50 minutes on Medium settings.

Edited by brsingr11
  • 0
Posted (edited)

Hello, and thanks for that cretion.

 

I'm experiencing an issue, the game may freeze at loading screen, when going outdors. And I know that the amount of pre-allocated memory is enough big (768 & 256 mb preallocated) - and peak usage is ~256 and ~128. Any way to somehow solve this (not by uninstalling it) or find out why it happens ?

Edited by Earen
  • 0
Posted (edited)
  On 8/31/2015 at 10:43 PM, Earen said:

Hello, and thanks for that cretion.

 

I'm experiencing an issue, the game may freeze at loading screen, when going outdors. And I know that the amount of pre-allocated memory is enough big (768 & 256 mb preallocated) - and peak usage is ~256 and ~128. Any way to somehow solve this (not by uninstalling it) or find out why it happens ?

ILS is always that heap memory block 1 is full. I have never seen/read about any other cause. Double check with memory blocks. If you are certain this is not the cause check VRAM usage.

 

If it truly peaks around 256 you should not set more than maybe 300 for block1. The reserved memory can not be used by other things, so that would mean wasting 512 for no reason.

Edited by sheson
  • 0
Posted

Hi, great work. I have been using with no issue for over two months now.

Yesterday I updated to 1.45 also added Enhanced Landscapes by following instructions. Then I got this ctd issue after Dyndolod initialized in new game.

After some troubleshooting I cannot fix the problem.

Here's my two papyrus log after ctd

 

1)

[sHESON_DynDOLOD_LODObject < (E903C257)>] base element [Form < (E9034F16)>] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif
[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject < (E903C25C)>] base element [Form < (E9034F16)>] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif
[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject < (E903C258)>] base element [Form < (E9034F16)>] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif
[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject < (E903C25A)>] base element [Form < (E9034F16)>] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif
[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject < (E903C388)>] base element [Form < (E9036531)>] using dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif
[09/01/2015 - 11:50:10PM] RNPC: Periodic update check.
​

2)

[sHESON_DynDOLOD_LODObject < (E903CD16)>] base element [Form < (E9039CF7)>] using lod\mine\minewoodplanks01_lod_0.nif
[09/01/2015 - 11:19:15PM] [sHESON_DynDOLOD_LODObject < (E903CD18)>] base element [Form < (E9039CF7)>] using lod\mine\minewoodplanks01_lod_0.nif
[09/01/2015 - 11:19:15PM] [sHESON_DynDOLOD_LODObject < (E903CD17)>] base element [Form < (E9039CF7)>] using lod\mine\minewoodplanks01_lod_0.nif
[09/01/2015 - 11:19:15PM] [sHESON_DynDOLOD_LODObject < (E903C6EB)>] base element [Form < (E9035E6D)>] using dyndolod\lod\clutter\campfire01landburning_dyndolod_lod.nif
[09/01/2015 - 11:19:21PM] [sHESON_DynDOLOD_LODObject < (E903C251)>] base element [Form < (E9034F20)>] using Effects\FXrapidsFallsTop.nif
[09/01/2015 - 11:19:21PM] [sHESON_DynDOLOD_LODObject < (E903C248)>] base element [Form < (E9036531)>] using dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif
[09/01/2015 - 11:19:21PM] [sHESON_DynDOLOD_LODObject < (E903C249)>] base element [Form < (E9036531)>] using dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif
​

Does this mean the invalid nif files come from DynDOLOD itself?

Please help!

  • 0
Posted (edited)
  On 9/1/2015 at 12:06 PM, Skywalker123 said:

Hi, great work. I have been using with no issue for over two months now.

Yesterday I updated to 1.45 also added Enhanced Landscapes by following instructions. Then I got this ctd issue after Dyndolod initialized in new game.

After some troubleshooting I cannot fix the problem.

Here's my two papyrus log after ctd

 

1)

[sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif

[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif

[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif

[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif

[09/01/2015 - 11:50:07PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif

[09/01/2015 - 11:50:10PM] RNPC: Periodic update check.

​

2)

[sHESON_DynDOLOD_LODObject ] base element [Form ] using lod\mine\minewoodplanks01_lod_0.nif

[09/01/2015 - 11:19:15PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using lod\mine\minewoodplanks01_lod_0.nif

[09/01/2015 - 11:19:15PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using lod\mine\minewoodplanks01_lod_0.nif

[09/01/2015 - 11:19:15PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\clutter\campfire01landburning_dyndolod_lod.nif

[09/01/2015 - 11:19:21PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using Effects\FXrapidsFallsTop.nif

[09/01/2015 - 11:19:21PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif

[09/01/2015 - 11:19:21PM] [sHESON_DynDOLOD_LODObject ] base element [Form ] using dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif

​

Does this mean the invalid nif files come from DynDOLOD itself?

Please help!

I just have to assume you are certain memory patch works and block 1 is fine.

 

You used DynDOLOD before and all those meshes haven't changed since 1.27 (check time stamp of the files). They didn't cause CTD before, why should they now? Why only for you?

 

Log one shows a line 3 seconds after the meshes were activated. So none of them can be the cause of CTD.

Check Effects\FXrapidsFallsTop.nif it is not from DynDOLOD archive. However I doubt any of them is the cause of CTD. If you can't find it, it is in a BSA. Usually the vanilla Skyrim Meshes.bsa, then it is fine.

 

Follow the instructions of the readme, that tell you to remove/disable the meshes. But if that is the complete list of meshes I doubt invalid mesh is the cause of CTD.

Edited by sheson
  • 0
Posted (edited)

Greetings sheson!  ::):

I heard about your mod and wanted to try it out.

I followed your instructions but in one of the last steps I get this error: assertion failure

In the DynDOLOD Worlds script I selected all worlds:

aaaWereBalokDungeonWorld

Blackreach

DeepwoodRedoubtWorld

Dimfrost

DLC01FalmerValley

DLC01SoulCairn

DLC1HunterHQWorld

DLC2ApocryphaWorld

DLC2SolstheimWorld

Falskaar

JaphetsFollyWorld

LabyrinthianMazeWorld

MarkarthWorld

NecroDragontailMountains

SkuldafnWorld

Sovngarde

Tamriel

WyrmstoothWorld

 

After that and clicking on "high" the process started but after a while I get the error from above.

I don't remember the line and details but if you want I will edit them inhere. 

I hope I can use your mod!  ::D:

Edited by truggel
  • 0
Posted
  On 9/1/2015 at 2:04 PM, truggel said:

Greetings sheson!  ::):

I heard about your mod and wanted to try it out.

I followed your instructions but in one of the last steps I get this error: assertion failure

In the DynDOLOD Worlds script I selected all worlds:

aaaWereBalokDungeonWorld

Blackreach

DeepwoodRedoubtWorld

Dimfrost

DLC01FalmerValley

DLC01SoulCairn

DLC1HunterHQWorld

DLC2ApocryphaWorld

DLC2SolstheimWorld

Falskaar

JaphetsFollyWorld

LabyrinthianMazeWorld

MarkarthWorld

NecroDragontailMountains

SkuldafnWorld

Sovngarde

Tamriel

WyrmstoothWorld

 

After that and clicking on "high" the process started but after a while I get the error from above.

I don't remember the line and details but if you want I will edit them inhere. 

I hope I can use your mod!  ::D:

 

FAQ: TES5Edit / TES5Edit\TES5Edit_log.txt: Any other script error while running DynDOLOD Worlds.pas

 

Is DynDOLOD.esp last in load order? Try again with default DynDOLOD.esp? Delete all old files in TES5Edit\Edit Scripts\ DynDOLOD\ and install only new files from latest DynDOLOD archive. If problem persists post error report with contents of TES5Edit\TES5Edit_log.txt to https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod

  • 0
Posted (edited)
  On 9/1/2015 at 2:13 PM, sheson said:

FAQ: TES5Edit / TES5Edit\TES5Edit_log.txt: Any other script error while running DynDOLOD Worlds.pas

 

Is DynDOLOD.esp last in load order? Try again with default DynDOLOD.esp? Delete all old files in TES5Edit\Edit Scripts\ DynDOLOD\ and install only new files from latest DynDOLOD archive. If problem persists post error report with contents of TES5Edit\TES5Edit_log.txt to https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod

Yes I read the FAQ.

DynDOLOD is last in load order, checked in Loot and TES5Edit.

This was my second try to install it, so I already tried with the default esp.  :confused:

 

Edit: Tried again with medium instead of high.

Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 4013).

But my chosen save path was Desktop\test.  ::|:

 

Edit2: Processed Records: 0 Elapsed Time: 04:01

Edited by truggel
  • 0
Posted
  On 9/1/2015 at 2:29 PM, truggel said:

Yes I read the FAQ.

DynDOLOD is last in load order, checked in Loot and TES5Edit.

This was my second try to install it, so I already tried with the default esp.  :confused:

 

Edit: Tried again with medium instead of high.

Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 4013).

But my chosen save path was Desktop\test.  ::|:

 

Edit2: Processed Records: 0 Elapsed Time: 04:01

 

If problem persists post error report with contents of TES5Edit\TES5Edit_log.txt

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