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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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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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59721-1-1427470235.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

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  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
  On 12/10/2015 at 12:51 PM, sheson said:

Do not have claralux esp enabled in the load order for generating LOD. The next update will deal with it properly.

Thanks so much u are AWESOME!! 

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Posted (edited)

Hello Sheson,

 

I have a couple of question concerning the optional tree.ultra feature.... I think its a brilliant idea, preventing lod-popin of trees at ugrids 5.... transition between hybrid model and full model ist hardly noticeable.... I have set it up with success, and I have some questions about how much it can be modified...

 

1. The boarder between hybrid-tree-model and 2D-LOD-model is given by the fBlockLevel0Distance of SkyrimPrefs when I set it up as you describe it in the manual. Here is the problem: I think this distance is kind of overkill, I want the hybrid trees far away, but not that far away. OK, so you say solution is simple reduce fBlockLevel0Distance. But with that I decrease the quality of LOD-landscape aswell. I want to keep high fBlockLevel0Distance (or high [TerrainManager]-settings in general) to have nice landscape, while reducing max distance of hybrid trees to save some HeapSpace in Memory and in general hardware ressources. Is there any way to decouple the hybrid tree range from fBlockLevel0Distance?? ...IDK, by mesh rules or something??? Im really not good at this :(

 

2. The Tree LOD that gets drawn beyond the hybrid tree radius... It looks kind of weird (its more visible when I reduce fBlockLevel0Distance). How do these LOD models get created? Is it the same as normal TES5LODGen creation? Can I influence those models with billboards? Or are these fixed models from your mod?

 

3. Can I use the hybrid trees with a mod like Skyrim Bigger Trees? I think Skyrim Bigger Trees doesn't replace tree meshes but works by editing tree sizes manually for every tree record.... how does the size of hybrid trees (or 2D-LOD trees in general) get determined? Does the LOD/ hybridtree size get derivated from the treesize-entry of the individual tree record or do I need special Billboard / Hybrid trees for this mod?

 

4. Unfortunatly the feature doesn't seem to be very popular so far and there are no people making hybrid tree models for alternative tree meshes like Skyrim flora overhaul. Any way to build such hybrid tree model myself, or ist to hard for newb-user? A tutorial for making Skyrim-meshes anywhere maybe?

But I guess I need understanding in special tools to do this, like Blender or 3DS max right? I only have blender and nif scope, but dont really know what to do with them at all ^_^

 

Thanks in advance for taking the time to read through the questions and maybe answering them! And thanks for DynDoLOD...:)

 

Cheers,

Dammal19

Edited by Dammal19
  • 0
Posted (edited)
  On 12/11/2015 at 4:32 PM, Dammal19 said:

Hello Sheson,

 

I have a couple of question concerning the optional tree.ultra feature.... I think its a brilliant idea, preventing lod-popin of trees at ugrids 5.... transition between hybrid model and full model ist hardly noticeable.... I have set it up with success, and I have some questions about how much it can be modified...

 

1. The boarder between hybrid-tree-model and 2D-LOD-model is given by the fBlockLevel0Distance of SkyrimPrefs when I set it up as you describe it in the manual. Here is the problem: I think this distance is kind of overkill, I want the hybrid trees far away, but not that far away. OK, so you say solution is simple reduce fBlockLevel0Distance. But with that I decrease the quality of LOD-landscape aswell. I want to keep high fBlockLevel0Distance (or high [TerrainManager]-settings in general) to have nice landscape, while reducing max distance of hybrid trees to save some HeapSpace in Memory and in general hardware ressources. Is there any way to decouple the hybrid tree range from fBlockLevel0Distance?? ...IDK, by mesh rules or something??? Im really not good at this :(

 

2. The Tree LOD that gets drawn beyond the hybrid tree radius... It looks kind of weird (its more visible when I reduce fBlockLevel0Distance). How do these LOD models get created? Is it the same as normal TES5LODGen creation? Can I influence those models with billboards? Or are these fixed models from your mod?

 

3. Can I use the hybrid trees with a mod like Skyrim Bigger Trees? I think Skyrim Bigger Trees doesn't replace tree meshes but works by editing tree sizes manually for every tree record.... how does the size of hybrid trees (or 2D-LOD trees in general) get determined? Does the LOD/ hybridtree size get derivated from the treesize-entry of the individual tree record or do I need special Billboard / Hybrid trees for this mod?

 

4. Unfortunatly the feature doesn't seem to be very popular so far and there are no people making hybrid tree models for alternative tree meshes like Skyrim flora overhaul. Any way to build such hybrid tree model myself, or ist to hard for newb-user? A tutorial for making Skyrim-meshes anywhere maybe?

But I guess I need understanding in special tools to do this, like Blender or 3DS max right? I only have blender and nif scope, but dont really know what to do with them at all ^_^

 

Thanks in advance for taking the time to read through the questions and maybe answering them! And thanks for DynDoLOD...:)

 

Cheers,

Dammal19

 

1. The terrain LOD distance is decoupled from the object LOD distance by fSplitDistanceMult. If you lower fBlockLevel0Distance increase fSplitDistanceMult or vice versa. Get these updated scripts from the update post, then you can change the LOD ini values from DynDOLOD MCM "live"

 

2. Yes there are not optimal because they are 2D flat surface almost like tree LOD, but have normals (data how to react to light) which tthe good old tree LOD doesn't have. They are premade nifs you can find in Data\Meshes\DynDOLOD\lod\trees\*_lod_flat_2.nif

the _lod_flat_2.nif are the billboard versions for far distance, while the _lod.nif are the hybrid trees.

 

I am working on an update to DynDOLOD Worlds.pas and LODGen.exe that will create the 2D flat version from the tree LOD billboards dds on the fly when generating static object LOD in LODGen. They will have better lighting options (for 2D flat and hybrid) and no-normals/other normals for 2D flat that match the traditional tree LOD better. No eta though.

 

3. Each object you see in game has a so called reference entry (that you can look up with its form id). A reference has data like x, y, z position and scale among other things.

SBT updates the scale setting on tree references and DynDOLOD Worlds.pas will read the last overwrite data from the SBT esp and use the bigger scale. It should work without a problem, no matter what type of LOD trees are used.

 

4. Yes, just start looking at nifs in nifksope to get a feal how they work in general and then maybe change shapes in blender or 3dsmax. There certainly are some good posts scattered here and there how to do things in those programs. LOD meshes are pretty easy in fact, since they are simple static models with no collision.

 

The hybrid trees could be created with nifskope only. They are just a 2D flat X mesh for the trunk with the original leafs copy pasted (any animation info removed), though I did work on the texture in Photoshop because of alpha and also pre-atlassed them (which may change in the upcoming update I mentioned above). LOD can only have on/off alpha and because of this work may be needed on the alpha channel of textures, or things may appear too thin in the distance.

 

Download latest nifskope and just look at the files. Data branches in the nif can be removed or added with copy paste (right click "block"). Nifskope is the xEdit for nifs and I can not praise it / niftools and the work everyone did/does on them enough.

 

While I rendered the trunks in 3dsmax they could just be screenshot in nifksope with Tree LOD billboard creator for xLODGen

 

I may write down the steps or other things I picked up on in the past couple years -  but no promises :)

Edited by sheson
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Posted

Thanks alot for your in-depth reply!

 

 

So regarding my first question.. I think I formulated it quite washy because I wasn't really aware of the difference of landscape and object LOD... So let me gather my thoughts together and see if i get it right (sorry, im just getting into all that stuff):

 

What I wanted to decouple is the hybrid trees and the remaining static object LOD.... So I guess a distant waterfall, some fort building parts, rocks and a hybrid tree are all static Object LOD and get influenced by fblockdistances right? fSplitDistanceMult just does the terrain (large water/landscape bodies which do not get touched by DynDoLOD -> I use OScape for that). I want to have shorter range for trees than for other objects because of performance... is that possible? 

 

Mesh rules seem to tell objects when to get displayed based on the default Skyrim grids system (LOD level 4, 8 & 16). So when I set the hybrid tree (aka "Static LOD4) to the LOD 4 level, it will be bound to fBlockLevel0Distance just like other static Object LOD. Beyond FBlockLevel0 the 2D flat.nif model is used.

 

Can trees be treated differently? If I'm correct here - still struggling to understand how your mod works - You seem to be able to attach cells to the player (like an expanded uGridsToLoad, you call them NearGrids and FarGrids) and make appear objects in them by using scripts. You did this so you can display stuff from mods (which have no static LOD model) as neverfades and switch those Neverfade-objects off when they are too far away (because performance impact would be severe if they wouldnt be switched off). 

 

Can you attach such a grid (with customizable size?!) to the player only for trees and tell the game to use hybrid trees in that grid (and 2D model beyond it)? Or maybe, a bit simpler, not create an extra grid for trees, but just use the Near- or FarGrid which are already present in the mod for this task... This would give a good tree scenery without heapSpace spiking to 600-800 when loading game in certain area.

 

Sorry if I'm asking too much/my question is dumb hehe :)

 

 

As for the mesh editing.. I would love to get myself familiar with the tools a little bit and maybe be able to create something (hybrid trees?) with it.. Hope I will find some time for that stuff in the holidays.. though I think its a long learning process to get into a program like blender. 3DS max I have no access to as I believe its rather expensive for a hobby modder :E

Best Regards,

Dammal19

 

 

 

 

 

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Posted (edited)

Hi Sheson,

 

Pardon my ignorance, but I am wondering about the Unofficial High Resolution Patch. I looked through the manual, but it has no specific mention (all of the other Unofficial Patches are mentioned).

 

I run a STEP Extended setup. Using Mod Organizer, I normally have the .esp's unticked for the Bethesda High Resolution packs and the Unofficial High Resolution patch (MO managing archives). I understand that I can (perhaps should?) leave the Bethesda High Resolution Packs unticked when running DynDOLOD, as you have already taken them into account. However, I am wondering if I can (or should) leave the Unofficial High Resolution Patch.esp unticked as well.

 

I just want to verify I am not screwing something up (or if DynDOLOD is missing the UHRP changes) by leaving them all unticked in the plugin pane (as I normally would). I'm also curious if it would screw something up to have them all ticked anyway (if somehow having duplicate references could cause issues). 

 

Anyway, thank you for your time. DynDOLOD is one of the key pillars that make a modded Skyrim special. :-)

Edited by Nebulous112
  • 0
Posted (edited)
  On 12/12/2015 at 1:50 AM, Dammal19 said:

Thanks alot for your in-depth reply!

 

 

So regarding my first question.. I think I formulated it quite washy because I wasn't really aware of the difference of landscape and object LOD... So let me gather my thoughts together and see if i get it right (sorry, im just getting into all that stuff):

 

What I wanted to decouple is the hybrid trees and the remaining static object LOD.... So I guess a distant waterfall, some fort building parts, rocks and a hybrid tree are all static Object LOD and get influenced by fblockdistances right? fSplitDistanceMult just does the terrain (large water/landscape bodies which do not get touched by DynDoLOD -> I use OScape for that). I want to have shorter range for trees than for other objects because of performance... is that possible? 

 

Mesh rules seem to tell objects when to get displayed based on the default Skyrim grids system (LOD level 4, 8 & 16). So when I set the hybrid tree (aka "Static LOD4) to the LOD 4 level, it will be bound to fBlockLevel0Distance just like other static Object LOD. Beyond FBlockLevel0 the 2D flat.nif model is used.

 

Can trees be treated differently? If I'm correct here - still struggling to understand how your mod works - You seem to be able to attach cells to the player (like an expanded uGridsToLoad, you call them NearGrids and FarGrids) and make appear objects in them by using scripts. You did this so you can display stuff from mods (which have no static LOD model) as neverfades and switch those Neverfade-objects off when they are too far away (because performance impact would be severe if they wouldnt be switched off). 

 

Can you attach such a grid (with customizable size?!) to the player only for trees and tell the game to use hybrid trees in that grid (and 2D model beyond it)? Or maybe, a bit simpler, not create an extra grid for trees, but just use the Near- or FarGrid which are already present in the mod for this task... This would give a good tree scenery without heapSpace spiking to 600-800 when loading game in certain area.

 

Sorry if I'm asking too much/my question is dumb hehe :)

 

 

As for the mesh editing.. I would love to get myself familiar with the tools a little bit and maybe be able to create something (hybrid trees?) with it.. Hope I will find some time for that stuff in the holidays.. though I think its a long learning process to get into a program like blender. 3DS max I have no access to as I believe its rather expensive for a hobby modder :E

Best Regards,

Dammal19

 

Ah I see. You can not separate objects within static object LOD of the same level. Dynamic LOD objects should stay as low as possible. Tamriel has over 40,000 trees with LOD. While adding them all into dynamic LOD does work actually, things really get wonky :) The major problem is, that those objects can not be merged into single big meshes like static LOD to reduce draw calls.

 

I think the solution is to assign the hybrid trees "Static LOD4" to "LOD4", "Static LOD8" to "LOD8", "Static LOD16" to "LOD16" as already done. Then decrease fBlockLevel0Distance

Update the mesh rules of (all or select) other landscape/structure objects to use "Static LOD4" in both "LOD4" and "LOD8" to compensate and adjust fBlockLevel1Distance as well.

I probably would leave LOD16 alone, since it is also used for the map, but if fBlockLevel1Distance was decreased maybe add a couple more objects that are only in 4/8 to 16 as well.

 

A first quick proof of concept would be to change last slash "/" rule. But most likely you need to create new mesh rules for certain model groups / folders for a good balance between static LOD overall file size and triangle count.

 

 

  On 12/12/2015 at 6:35 AM, Nebulous112 said:

Hi Sheson,

 

Pardon my ignorance, but I am wondering about the Unofficial High Resolution Patch. I looked through the manual, but it has no specific mention (all of the other Unofficial Patches are mentioned).

 

I run a STEP Extended setup. Using Mod Organizer, I normally have the .esp's unticked for the Bethesda High Resolution packs and the Unofficial High Resolution patch (MO managing archives). I understand that I can (perhaps should?) leave the Bethesda High Resolution Packs unticked when running DynDOLOD, as you have already taken them into account. However, I am wondering if I can (or should) leave the Unofficial High Resolution Patch.esp unticked as well.

 

I just want to verify I am not screwing something up (or if DynDOLOD is missing the UHRP changes) by leaving them all unticked in the plugin pane (as I normally would). I'm also curious if it would screw something up to have them all ticked anyway (if somehow having duplicate references could cause issues). 

 

Anyway, thank you for your time. DynDOLOD is one of the key pillars that make a modded Skyrim special. :-)

The Unofficial High Resolution Patch is just textures and dummy esp. It doesn't  matter if they are there or not when generating LOD.

Edited by sheson
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Posted
  On 12/12/2015 at 2:20 PM, sheson said:

 

I think the solution is to assign the hybrid trees "Static LOD4" to "LOD4", "Static LOD8" to "LOD8", "Static LOD16" to "LOD16" as already done. Then decrease fBlockLevel0Distance

Update the mesh rules of (all or select) other landscape/structure objects to use "Static LOD4" in both "LOD4" and "LOD8" to compensate and adjust fBlockLevel1Distance as well.

I probably would leave LOD16 alone, since it is also used for the map, but if fBlockLevel1Distance was decreased maybe add a couple more objects that are only in 4/8 to 16 as well.

 

A first quick proof of concept would be to change last slash "/" rule. But most likely you need to create new mesh rules for certain model groups / folders for a good balance between static LOD overall file size and triangle count.

 

 

Thanks.. think I got it.

 

So in theory when I change the LOD8 entry in the "/" rule to "Static LOD4", put the tree mesh rule for the hybrid trees below the "/" rule and adjust fBlockLevel0Distance+fBlockLevel1Distance accordingly I will get my desired result. Only problem will be the "small" distance of the lower poly LOD 16 stuff and if I want to compensate this visual penalty I have to do some manual mesh rules that put "Static LOD4/8" stuff into LOD16 entry. How much work is it to make such manual mesh rules? Is it necessary to make a separat rule for every single mesh or is it possible to group nifs up into a single mesh rule? Do I have to remake the rules everytime I update the mod?

 

This approach sounds like a good balance between reducing ugly Tree popin and performance. (hell, I could even use the full 3D model on LOD4 when setting a rather small fBlockLevel0Distance, but I guess hybrid trees are way more performance friendly.) 

It will be more aesthetic of course once you will incorporate the billboard-based 2D flat LOD generation into the static object LOD generation. Looking forward to that :)

I really appreciate the work you put in to make the mod that cusomizable for the user. I think many user might not even see the mods potential because its 

 

  Quote

 

******* rocket science

;) 

 

Cheers,

Dammal19

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Posted
  On 12/12/2015 at 4:01 PM, Dammal19 said:

Thanks.. think I got it.

 

So in theory when I change the LOD8 entry in the "/" rule to "Static LOD4", put the tree mesh rule for the hybrid trees below the "/" rule and adjust fBlockLevel0Distance+fBlockLevel1Distance accordingly I will get my desired result. Only problem will be the "small" distance of the lower poly LOD 16 stuff and if I want to compensate this visual penalty I have to do some manual mesh rules that put "Static LOD4/8" stuff into LOD16 entry. How much work is it to make such manual mesh rules? Is it necessary to make a separat rule for every single mesh or is it possible to group nifs up into a single mesh rule? Do I have to remake the rules everytime I update the mod?

 

This approach sounds like a good balance between reducing ugly Tree popin and performance. (hell, I could even use the full 3D model on LOD4 when setting a rather small fBlockLevel0Distance, but I guess hybrid trees are way more performance friendly.) 

It will be more aesthetic of course once you will incorporate the billboard-based 2D flat LOD generation into the static object LOD generation. Looking forward to that :)

I really appreciate the work you put in to make the mod that cusomizable for the user. I think many user might not even see the mods potential because its 

 

;) 

 

Cheers,

Dammal19

No need to change the order of rules, in fact the / rule alwats needs to be last.

 

The mesh rule matches the path / filenames of the full model meshes ... so the / rule always matches every mesh, but since the VWD checkbox is checked it only matches meshes for which a _lod.nif exists. (if you happen to forget the VWD checkbox on the / rule everything will be added to static/dynamic LOD ... and the process will run for days :)

 

So, if you add the mesh rule "tree" it will match every mesh that has the letters "tree" in the path or filename. The full model trees are usually in

Data\meshes\landscape\trees\*.nif, so the path already matches regardless of nif filename.

 

I suggest to go with the folders names in the DynDOLOD archive Data\meshes\lod\ for the grouping.

 

If you need to fine tune for performance use TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_mesh_count.txt to see which LOD meshes are used a lot. Typically rocks are on top of the list, but the smaller ones for example like meshes\lod\rocks\rockl01_lod_0.nif may not be needed in LOD8.

Address them with a mesh rule "rockl0" and only assigning them to LOD4 will match

meshes\lod\rocks\rockl01_lod_0.nif

meshes\lod\rocks\rockl02_lod_0.nif

meshes\lod\rocks\rockl03_lod_0.nif

etc

  • 0
Posted (edited)

I have followed the latest STEP guide and have all of the mods , used the Step contemplation  patch , yet the DynDOLOD has never worked , game just sits at the loading screen or CTD
 
My game is running fine without DynDOLOD , with all the STEP mods True storms COT Supreme Storms , with only the occasionally  CTD or freeze

(game bugs or Mods no-idea) Given I have not started a new game and ran a save from lvl 12 after installing the STEP Guide an using the old save, now lvl 19, that's not so bad, was just testing see if it all works, so just kept playing with that old save:)
I did use Save tools for that old save when there was a lot of CTD  just use Fixallinstance  then saved :) since then been working well.
 
Also the ini , guides , in my opinion is all over the place. Step ini videos versus Step guide versus Phinix Natural ENB ini setting
who wins here ? Phinix Natural ENB is recommend on the ENB section of the STEP guide , which is why I also have COT , and then other weather
mods which work with COT.
 
I used Skyrim Project INI to reset my ini , as I was sure after all of the above it was a mess , just choose the ultra setting with textures at medium , with grass at 7, once again have posted about this for best setting using Skyrim Project INI, and following the Step guild with all of the mods , yet to receive a reply
 
So next step is Dynolod, if I can get that working with this "save" , may start a new game , once I know it will work,  or with luck just keep going with current save...lol :)
 
My Question;
given the bash & merge.esp,  I have both in my load order ( the merge was not in the guide , but in the STEP videos have posted about this , Do I need it ?, but have received no reply) and SUM , RSPatch , FNIS . What are the steps , what needs to be unchecked placed last , re-run, when making the Dynolod.
 
Also the Step Guide is saying tick ( select all ) everything ( the main box up top) when about to choose the Medium button , but in the Nexus page , most are unchecked
 
If someone could explain all this. that would be great.... cheers
 
My current LOAD ORDER using MO , from loot

 

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lol

Edited by sutex
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Posted

I can only answer questions related directly to DynDOLOD
 
DynDOLOD 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.
 

  Quote

given the bash & merge.esp,

QuickStart: Select all mods that potentially add objects to the worldspace you want to create LOD for. If in doubt check all.

 

Checked mods that add objects without LOD may still end up as masters in DynDOLOD if they are the last overwrite for a worldspace or cell, which can be a hassle if load order changes a lot.

Bashed patch is usually not adding objects - remove if DynDOLOD Worlds.pas doesn't complete successfully.

SUM/Merged mods depends on what mods were used - but see "Dealing with merged Mods" in the manual. FNIS is about animations so it shouldn't matter. RealShelter doesn't change objects so it doesn't need to be checked.
 
Manual: Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created. Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters.
 

  Quote

Also the Step Guide is saying tick ( select all ) everything ( the main box up top) when about to choose the Medium button , but in the Nexus page , most are unchecked

Check the worldspaces you want to create LOD for. Do not check the worldspace you do not want to create LOD for.

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Posted (edited)

Ok , lots of this is assumed knowledge , so thanks  but until there is more explanation is step with arrows pictures :), I assume by the STEP Guide ppl , then I'll have to wait , as most of what your saying is, as I said is assumed knowledge, eg "add objects without LOD"  as I have no idea what objects are , or what their doing, or even what mods I have are object ..lol 

 

I will spent hour googling all this lol . but again thanks will endeavor to try to decipher it all ,

Edited by sutex
  • 0
Posted
  On 12/13/2015 at 12:56 PM, sutex said:

Ok , lots of this is assumed knowledge , so thanks  but until there is more explanation is step with arrows pictures :), I assume by the STEP Guide ppl , then I'll have to wait , as most of what your saying is, as I said is assumed knowledge, eg "add objects without LOD"  as I have no idea what objects are , or what their doing, or even what mods I have are object ..lol 

 

I will spent hour googling all this lol . but again thanks will endeavor to try to decipher it all ,

Memory Blocks Log

 

This is a link to a discussion how to install and use Memory Blocks Log. Once it is installed and enabled, play the game until you reproduce the CTD, then post the log in spoiler tags in a new thread and we'll go from there.

  • 0
Posted (edited)

Hi, I've been trying to install this mod for some days now, without success. I follow this method to the point 

 

 

Everything goes smoothly, the whole process. The mod activates in the game without errors, but i don't see any LOD. I see no effect. 

 

 

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By now i've tried various things like remaking the whole thing 5 times, starting new games etc. But it doesn't work.

 

I don't get any black screen or crashes, and typing tll in console only makes the mountains disappear, nothing more than that.

 

 

 

I have a very heavy mod install, but apart from this mod everything works perfectly, i get 50+fps on 1080p with my rig.

 

Can someone help?

Edited by I_Am_Nova
  • 0
Posted (edited)
  On 12/13/2015 at 2:43 PM, Greg said:

Memory Blocks Log

 

  Quote
This is a link to a discussion how to install and use Memory Blocks Log. Once it is installed and enabled, play the game until you reproduce the CTD, then post the log in spoiler tags in a new thread and we'll go from there.

 

 

Ok cheers , I don't have DynDOLOD install as yet , as still working out the correct method in how to go about it ,given my load order ,( and waiting for Supreme storms version for COT ver 5 , if it happens soonish) also I'm on a USB mobile stick here for the internet so U tube videos , are not happening , all mods where downloaded from a library 3 hours away , fun times lol

As Ive said the game is real stable at the moment , 3 hours of play , maybe a crash maybe not. ,BUT , saves can sometime not load, which is weird

 

I'll read up on that memory block ,  and install it  , and post what happens cheers

Edited by sutex
  • 0
Posted (edited)

Sorry Sheson, I have one more question.. When I want to replace hybrid trees by full models (I proceed exactly like you described in the tree.ultra readme, I just set Full model instead of "Static LOD4" in the LOD4 entry of the tree mesh rule), the tree meshes - which should show up in the fBlockLevel0Distance - are not displayed at all ingame. No matter what tree mesh is used (SFO, vanilla trees, .. ).

Did you try this setting, did it work for you? Or is it untested? I know the performance impact is big with the full models but I want to try it out... Do I have a faulty ini setting that makes the trees not appearing?

Maybe tree meshes not working because they are special? (with the leaf movement animation..)

Edited by Dammal19
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