Jump to content

Question

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

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

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
  On 9/23/2015 at 12:38 AM, sheson said:

Apart from tree LOD (which we have an automatic workaround) or dynamic LOD from DynDOLOD (then it has a form id) I have no idea what can cause terrain or object LOD to show in loaded cells. I never had that here so far.

 

I am pretty sure that neither EL or DynDOLOD add or modify what the screenshot shows. It doesn't look like object LOD at all. Pinegrove adds updated terrain LOD, you could unpack the BSA and remove the *.btr from its meshes\terrain\Tamriel\ folder to see if anything changes.

 

I am generating with Pinegrove and EL right now to see if I get the error.

 

Edit: Looks all fine here with Pinegrove and EL

59721-0-1442970299.jpg

 

Try default INIs, new game with coc whiterun see if that makes a difference.

You can also try removing/renaming tamriel.4.20.-12.bto / tamriel.4.20.-8.bto static object LOD generated by LODGen, so it falls back to the default bto for that area.

 

Default inis and removing the .bto files didn't work - but uninstalling and reinstalling Pinegrove Lodge removed the LOD blob. I've no idea what caused it, maybe something wonky just happened, but I'm just glad a simple mod reinstall fixed the issue. And thanks again for helping me out with ideas and pointing me in the right direction.

  • 0
Posted (edited)
  On 9/23/2015 at 2:17 AM, soupdragon said:

Hello, thanks for all the work (my firstborn will be heading your way the instant he's born)

 

I'm having some troubles with DynDoLOD I have the dreaded purple patches i.e. missing textures. They're definitely LOD's the nearest one you can see in the picture is a fir Tree LOD (I know because it "pops in" when the Ugrid loads) and as you can see there are some others in the far distance (some of which are the dead tree model TreeTundraDriftWood02 [sTAT:0003E4AE] i.e. form i.d.'s 3e4af, c9cbf etc). I have fir tree LOD purple 'un's all over Skyrim too.

 

I don't suppose you have any ideas? I've tried regenerating LODs twice now with exactly the same result. The big purple one is next to Elysium Estate which is a mod house.. probably something to do with that I imagine.

 

I also have missing sails on all windmills even on loaded Ugrids but have SkyMills/SkyFalls etc so something to do with that I expect. I could probably fix that but the purple textures are a killer as I have no idea how to fix those.

 

Its not a big deal I can live without DynDoLOD but it is puzzling.

 

https://imgur.com/2FZcwHM

 

some others:

https://imgur.com/4pKmKCr

https://imgur.com/vDhveM6

 

p.s. is it possible to just generate landscape/mountain LOD's minus the Tree LOD's? Because I have a mod that overhauls the tree LOD's and they're way better than the awful vanilla ones but alas they have no BillBoards associated with them. Static LOD's would be fine I can live without DynDoLOD's scripts as mentioned to a previous poster (although I'd prefer not to)

 

EDIT: ok I think I've fixed the crappy tree lod textures by simply deleting the LODgen generated ones from the Output folder, now I just need to find a way to fix the purple squares and I'll be good to go

Looks like you didn't copy some files from the DynDOLOD archive like data\Textures\DynDOLOD\lod\dyndolodtreelod.dds

If you are missing windmills fans after generating it may be related to not copying all files from the archive data folder or that DynDOLOD.esp is not active when starting the game.

The sails on widnmill fans are part of SMIM which you should install with the SkyMills option before generating LOD.

 

Click through to advanced and chose LOD options. But fix the underlying issues instead of messing up the game more :)

If there is a tree LOD atlas, it can be split to create billboards.

 

 

  On 9/23/2015 at 2:27 AM, magicgraduate said:

Hello, I've recently reinstalled and updated STEP following the 2.2.9.1 changes and installed this mod following the STEP wiki instructions. I started up a new game and ran into some issues in Helgen:

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00001.jpg

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00002.jpg

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00003.jpg

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00004.jpg

I then tried "coc Riverwood" and ran back to Helgen and everything looked fine. So I'm just trying to figure out if this is just a LOD loading glitch or if I've installed DynDOLOD incorrectly.

I'm using the latest version of MO. I've got the latest versions of SKSE, TES5Edit and PapyrusUtil. There were no errors thrown in TES5Edit when I was running the scripts on the esp. I've got the TexGen and DynDOLOD outputs installed and activated in MO, they're at the bottom of the load list and are not being overwritten. I only have STEP mods installed currently and I'm using most of STEP Core and some mods from STEP Extended. I've the STEP Texture Compliation mods and I've sorted my load order with LOOT.

There was an earlier report about that, everything will be fine afterwards once in the game. The intro scene disables a large bunch of objects for that time, which seems to cause this sometimes.

Edited by sheson
  • 0
Posted
  On 9/19/2015 at 6:19 PM, Mr777Nick said:

So, I am currently using Skyrim Revisited + PerMa + some of my favorite mods and apart from having such a nice and smooth experience, I can't on any way install DynDOLOD correctly. I followed the instructions on the DynDOLOD page and also on SR page, but still failed to install it on DynDOLOD Worlds script.

 

Here's the picture of the error: https://i1237.photobucket.com/albums/ff479/Mr777Nick/DynDOLOD.png

 

The LOD generation process (or what it is called) works if I only select small worlds on 'Select Worlds' section. That error happened when I choose Tamriel, Blackreach, Solstheim, etc.

 

Any help would be greatly appreciated. Thanks.

  On 9/19/2015 at 11:01 PM, sheson said:

Looks like something bad happened to Meshes\lod\dwemer\dwefacadetower1x2_lod_2.nif

Can you try unpacking it again from the DyDOLOD archive overwriting the file. See if  you can open it in nifskope without error. If it still complains, simply delete it and see if you can get further.

Sorry for long reply. Apparently it was just a problem with my HDD (Bad Sector), a mod reinstall seems to fix it.

Thanks!

 

  • 0
Posted
  On 9/23/2015 at 8:52 AM, sheson said:

There was an earlier report about that, everything will be fine afterwards once in the game. The intro scene disables a large bunch of objects for that time, which seems to cause this sometimes.

Okay thanks!

  • 0
Posted (edited)
  On 9/23/2015 at 8:52 AM, sheson said:

Looks like you didn't copy some files from the DynDOLOD archive like data\Textures\DynDOLOD\lod\dyndolodtreelod.dds

If you are missing windmills fans after generating it may be related to not copying all files from the archive data folder or that DynDOLOD.esp is not active when starting the game.

The sails on widnmill fans are part of SMIM which you should install with the SkyMills option before generating LOD.

 

Downloaded the archive again, extracted the files again, run the thing again... nope, still got purple texures everywhere. I'm going to disable mods in my list one by one by one and rerun until the issue goes away... looks like its going to be a long night.

Edited by soupdragon
  • 0
Posted (edited)
  On 9/23/2015 at 4:49 PM, soupdragon said:

Downloaded the archive again, extracted the files again, run the thing again... nope, still got purple texures everywhere. I'm going to disable mods in my list one by one by one and rerun until the issue goes away... looks like its going to be a long night.

Purple textures means missing textures files, not quite sure how disabling mods is supposed to make the textures appear :)

 

Double check these are in the load order:

Textures\DynDOLOD\lod\dyndolodtreelod.dds from the DynDOLOD download archive data folder

Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds from the output folder after generation

Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from the output folder after generation

 

If those file exist and loaded check if the created texture atlases miss LOD textures. Look in TES5Edit\TES5Edit_log.txt for

"Can not find [filename].dds for texture atlas"

 

If all of the above seems in order then the LOD meshes might not be the ones generated by DynDOLOD when those texture atlases were generated.

Edited by sheson
  • 0
Posted (edited)
  On 9/23/2015 at 5:00 PM, sheson said:

 

Double check these are in the load order:

Textures\DynDOLOD\lod\dyndolodtreelod.dds from the DynDOLOD download archive data folder

Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds from the output folder after generation

Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from the output folder after generation

 

If those file exist and loaded check if the created texture atlases miss LOD textures. Look in TES5Edit\TES5Edit_log.txt for

"Can not find [filename].dds for texture atlas"

 

If all of the above seems in order then the LOD meshes might not be the ones generated by DynDOLOD when those texture atlases were generated.

 

Yes all of those things are fine. I've rerun it more times than I care to now but now the purple patches are a different dead tree this time, still the purple fir near Solitude. Still can't get any windmill sails to appear under any circumstances. Installed SMIM meshes... yes. I've spent far too much time on it already might try a run on a completely vanilla Skyrim to see if I can make something of that otherwise I'm done its simply too buggy.  I'll stick with the static showcase files those at least seem to work. Thanks.

 

 

p.s: if anyone can generate some high quality static lods and feels like sharing them that would be great.

Edited by soupdragon
  • 0
Posted (edited)

Q: is there some kind of BlockList feature for DynDoLOD or should we just exclude some mods in TES5Edit on load?

 

Yesterday I wanted to check Skyrim without Mitigate HDR Eye Adaptation and disable Bloom. Unfortunatly Skyrim crashes on startup, because the esp is needed for DynDoLOD.esp to load and I would now need to rebuild the DynDoLOD.esp just to check.

 

I mean you really only need to process mods with buildings, landscape or landscape textures, right?

 

p.s. Nevermind, page 7:  https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=103859

 

  Quote
It scans load order and anything that there is a lod mesh

. Apparently it contains some lod meshes...

Edited by disi
  • 0
Posted (edited)
  On 9/24/2015 at 4:35 AM, soupdragon said:

Yes all of those things are fine. I've rerun it more times than I care to now but now the purple patches are a different dead tree this time, still the purple fir near Solitude. Still can't get any windmill sails to appear under any circumstances. Installed SMIM meshes... yes. I've spent far too much time on it already might try a run on a completely vanilla Skyrim to see if I can make something of that otherwise I'm done its simply too buggy.  I'll stick with the static showcase files those at least seem to work. Thanks.

 

 

p.s: if anyone can generate some high quality static lods and feels like sharing them that would be great.

See this post how to find a BTO file with a missing texture and how to check it in nifskope for the texture path. There is nothing buggy with DynDOLOD. This is just meshes and texture files and not rocket science :)

Upload content of TES5Edit\TES5Edit_log.txt

 

  On 9/24/2015 at 9:23 AM, disi said:

Q: is there some kind of BlockList feature for DynDoLOD or should we just exclude some mods in TES5Edit on load?

 

Yesterday I wanted to check Skyrim without Mitigate HDR Eye Adaptation and disable Bloom. Unfortunatly Skyrim crashes on startup, because the esp is needed for DynDoLOD.esp to load and I would now need to rebuild the DynDoLOD.esp just to check.

 

I mean you really only need to process mods with buildings, landscape or landscape textures, right?

 

p.s. Nevermind, page 7:  https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=103859

 

. Apparently it contains some lod meshes...

From TES5Edit loading screen uncheck mods that should not be scanned or used when generating. Mitigate HDR Eye Adaptation and disable Bloom modifies 'imagespace' which is used by cell records which are copied for dyanmic LOD objects.

You can right click DynDOLOD.esp in TES5Edit and "Clean Masters" and it will remove all masters that are no specifically required through linked records. If data values were copied from now removed masters the values will still be in DynDOLOD even if the master is not loaded anymore. It can probably make for weird results, so if anything behaves odd you still should generate again without the esp in question loaded.

Edited by sheson
  • +1 1
  • 0
Posted (edited)
  On 9/24/2015 at 10:48 AM, sheson said:

From TES5Edit loading screen uncheck mods that should not be scanned or used when generating. Mitigate HDR Eye Adaptation and disable Bloom modifies 'imagespace' which is used by cell records which are copied for dyanmic LOD objects.

You can right click DynDOLOD.esp in TES5Edit and "Clean Masters" and it will remove all masters that are no specifically required through linked records. If data values were copied from now removed masters the values will still be in DynDOLOD even if the master is not loaded anymore. It can probably make for weird results, so if anything behaves odd you still should generate again without the esp in question loaded.

This is brilliant and would save a lot of time!

Edited by disi
  • 0
Posted

Hi sheson,

 

I was wondering if you can assist me with an issue that i have been facing for some time regarding 'Pines of Whiterun" mod.

I have merged this mod (well, what I will describe also happens without merging it) with a number of other mods.

Every time I run DynDOLOD there are awful 2D trees inside Whiterun and also trees clipping with buildings etc. This is not the case if I do not run DynDOLOD at all.

 

I remember back in time zilav had posted a very useful info of why this is happening (or at least part of it)

  On 7/10/2015 at 6:47 AM, zilav said:

That's why there are no trees inside child worldspaced towns in vanilla game that you can see from afar (part of trees LOD) because game doesn't switch it off from parent worldspace. Bethesda gracefully "avoided" their own bug.

High walls around those towns, you think they made it on austhetic purpose? Nope, it is again to hide engine limitations in most cases, especially ugly parent worldspace LODs up close. Go inside Solitude for example in vanilla unmodded game, type tcl and fly above to see the real glory of ugly trees LOD just outside of city walls which you normally can't see.

So in order to get rid of this bug and still use PoW, I decided to built two merges...one without PoW nad one with.

So far I am running DynDOLOD using the merged version without PoW and after DynDOLOD finishes its magic I swap esp (same name esps) and use the merged one with Pow>

So the issue with clipping, nasty 2D tree models is gone and PoW mod is working as it should.

 

Lately I started looking at the rules module of DynDOLOD, especially for Enhanced Landscapes, and this made me think if there is a way, via a rules ini, to only use my merged version that includes PoW to achieve the same results without having to go back-and-forth on swapping esps.

What do you think please?

 

Also your reply above regarding Darkend...

 

  On 9/21/2015 at 1:22 PM, sheson said:

The object LOD will be missing pieces and some have wrong texture. There will be gaping holes here and there, compared to no object LOD...

ATM I would keep tree and dynamic LOD and not use static LOD.

Excuse a bit my ignorance but I am getting a little bit overwhelmed by the terminology here...how can I achieve this?

 

Thanks a lot for your time and assistance!  ::):

  • 0
Posted (edited)
  On 9/24/2015 at 11:06 AM, Astakos said:

Hi sheson,

 

I was wondering if you can assist me with an issue that i have been facing for some time regarding 'Pines of Whiterun" mod.

I have merged this mod (well, what I will describe also happens without merging it) with a number of other mods.

Every time I run DynDOLOD there are awful 2D trees inside Whiterun and also trees clipping with buildings etc. This is not the case if I do not run DynDOLOD at all.

 

I remember back in time zilav had posted a very useful info of why this is happening (or at least part of it)

So in order to get rid of this bug and still use PoW, I decided to built two merges...one without PoW nad one with.

So far I am running DynDOLOD using the merged version without PoW and after DynDOLOD finishes its magic I swap esp (same name esps) and use the merged one with Pow>

So the issue with clipping, nasty 2D tree models is gone and PoW mod is working as it should.

 

Lately I started looking at the rules module of DynDOLOD, especially for Enhanced Landscapes, and this made me think if there is a way, via a rules ini, to only use my merged version that includes PoW to achieve the same results without having to go back-and-forth on swapping esps.

What do you think please?

 

Also your reply above regarding Darkend...

 

Excuse a bit my ignorance but I am getting a little bit overwhelmed by the terminology here...how can I achieve this?

 

Thanks a lot for your time and assistance!  ::):

You can create your own rules file in TES5Edit\Edit Scripts\DynDOLOD\rules\ or  data\DynDOLOD\ (use the second option when it is its own mod in MO so it survives DynDOLOD updates) for your merged mod. Just name the file DynDOLOD_[mergedesp].ini

[mergedesp] is the file name of your merged esp with the . and any spaces removed

 

Copy the content of an other rule file to have a template or copy and paste

[skyrim LODGen]

LODGen1=[merged.esp];00XXXXXX,,,,,Enable,0

LODGen2=[merged.esp];00XXXXXX,,,,,Enable,0

LODGen3=[merged.esp];00XXXXXX,,,,,Enable,0

 

in this file the merged mod filename stays as it is, with . etc

Then add the form ids 00XXXXXX of the trees, one line per tree. The first 2 digits do not matter as they are automatically replaced by the load order ID at running time. "Enable" means to set an enable parent for the trees, which makes LODGen for trees skip them.

 

Make sure the numbering after LODGenX= starts at 1 and is continuously counting upwards

 

Regarding Darkened, click to advanced and uncheck "Generate static LOD" and leave the rest unchanged.

Edited by sheson
  • 0
Posted (edited)

How does one even begin to fix this on the horizon? Or is there no real fix for it, and i should get a distant fog veil mod? any suggestions? 2363268-2012_08_16_00002.jpg

Edited by vex714
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.