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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

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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

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Updating DynDOLOD

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

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

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

DynDOLOD - Dynamic Distant Objects LOD - Sheson

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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 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 ,

Just use the traditional dictionary explanation: "object" - a material thing that can be seen and touched

 

An object with  LOD means a full hi-res 3D model for close-up like rocks, trees, houses, wooden structures or whatever that a LOD low-res 3D model exists for.

An object without  LOD means a full hi-res 3D model for close-up like small structures, books, baskets, weapons or sweetrolls or whatever that a LOD low-res 3D model does not exist for.

 

To know which mod adds what object in the game, go close to the object, open console, click with the mouse on the object and note the first two hex digits of the form id number that shows up (see). That number is the load order ID of the esm/esp, with is the same number as in the "Mod Index" column in MO plugins window to the right.

 

AFAIK my memory patch that is build into SKSE is part of the STEP installation. Together with my Memory Blocks Log SKSE plugin it is basically in every guide how to setup a stable Skyrim, typically in the SKSE section or about memory related ILS and CTD.

 

 

  On 12/13/2015 at 9:46 PM, I_Am_Nova said:

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. 

 

 

  Reveal hidden contents

 

 

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?

The second screenshot shows all LOD working as it should, so I am not sure what the problem is?

 

Roads in the distance are the easiest way to tell the static LOD is updated and working.

 

The windmill fans and the Gildergeen tree in Whiterun are the easiest way to tell the dynamic LOD is working.

 

I am also sure I see the giant campfire in Bleakwind Basin, which is also dynamic LOD.

 

I can also tell you are using a mod (JK's?) that adds additional objects to Whiterun

 

  On 12/14/2015 at 3:29 AM, Dammal19 said:

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..)

Yes, you need to convert full meshes trees into static trees by removing any extraneous data from the nif. See if these instruction help.

 

I quickly threw it together, so if something seems unclear let me know so i can refine before adding it to the next version.

Edited by sheson
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Posted
  On 12/14/2015 at 1:58 PM, sheson said:

 

 

Yes, you need to convert full meshes trees into static trees by removing any extraneous data from the nif. See if these instruction help.

 

I quickly threw it together, so if something seems unclear let me know so i can refine before adding it to the next version.

I think these instructions are as clear as it can get. Thanks alot, I really appreciate your dedicated support! I might not be able to try it out immidiatly as im busy the next 2 days, but I will try to get this to work as soon as I can and give feedback.

 

Cheers

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Posted

I have a question, zilav told me that LODGen has issues with bsa reading in MO with bsa management on, do I need to disable that when generating LOD?

 

Everything seems to work great if I do that except I'm having an issue with Tree LOD and Vurts SFO 2.3, I have installed the billboards for it and they have priority but I am getting incorrect treelod. Also I am getting the error about the json not matching the dyndolod esp, I for sure have the latest scripts as it says to use in the FAQ. I don't know how to solve this issue and if that is why my treelod is broken.

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Posted (edited)
  On 12/14/2015 at 9:46 PM, RoyBatty said:

I have a question, zilav told me that LODGen has issues with bsa reading in MO with bsa management on, do I need to disable that when generating LOD?

 

Everything seems to work great if I do that except I'm having an issue with Tree LOD and Vurts SFO 2.3, I have installed the billboards for it and they have priority but I am getting incorrect treelod. Also I am getting the error about the json not matching the dyndolod esp, I for sure have the latest scripts as it says to use in the FAQ. I don't know how to solve this issue and if that is why my treelod is broken.

When you start TES5Edit it will list every bsa it loads.

[00:00] Background Loader: starting...

[00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources.

[00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources.

etc...

 

Most likely it is not the cause of your tree LOD troubles, as the LOD tree billboards you download are all loose files. Is the tree LOD looking like just wrong trees or are the LOD trees really weird, like shifted or cut-off?

 

The first means the billboards are not in the right overwrite order or just wrong for the mods/trees in question.

 

The second usually means that the tree LOD texture the game loads from Data\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is not the one created with the tree LOD meshes the game loads from Data\Meshes\Terrain\Tamriel\Trees\*.btt

 

When you say latest script from FAQ did you mean the scripts from the update post?

Edited by sheson
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Posted

Some of the tree's are cut off and others are just the wrong ones. I have the billboards last in the left past just before the DynDOLOD assets. I re-installed them to make sure.

 

I seemed to have missed the functions.pas file, I installed it now. I'll disable and delete everything, wait 10 days and try again.

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Posted (edited)
  On 12/15/2015 at 12:47 AM, RoyBatty said:

Some of the tree's are cut off and others are just the wrong ones. I have the billboards last in the left past just before the DynDOLOD assets. I re-installed them to make sure.

 

I seemed to have missed the functions.pas file, I installed it now. I'll disable and delete everything, wait 10 days and try again.

just to make sure, also get the updated papyrus scripts

Since DynDOLOD has no billboards included, nothing should overwrite them. Make sure you have billboards installed in this order

Vanilla Skyrim LOD Billboards

Vurts SFO 2.3 LOD Billboards

 

Once LOD is generated move files in the folders meshes/textures/skse from output folder to a mod that is last in the load order and nothing gets overwritten by anything.

Edited by sheson
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Posted (edited)

Everything is up to date and installed as per instructions. I'm still getting the DynDOLOD_Tamriel_Objects.json does not belong error, and the tree's are still the wrong ones in places. Everything else appears to be working including skymills and skyfalls LOD (esp disabled). MCM registers the menu, but DynDOLOD never activates.

 

I think part of the problem might be LODGen doesn't work correctly when things like SLEEP overrides tree records as it looks like only some of the tree's are out of place or wrong type but not all of them, it has this problem with New Vegas also when the index is not the same as the plugin the edit is in. I'm using the vanilla LOD pack from Nico coiN from AFK Mods, followed by the Vurts SFO 2.3 billboard pack. Papyrus scripts are up to date as this is a fresh install not even a week old.

 

Is there an easy way to regenerate the billboards or do I have to do that manually with the billboard maker and nifskope? I think I might just uninstall Vurts and use the vanilla tree's at this point.

Edited by RoyBatty
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Posted

Looks like you are not installing generated LOD files correctly, "cut" trees is always 100% sign of wrong atlas, tree LODGen by definition can't create those when using separate billboard images. *.LST, *.BTT files and atlas image must all be from the same LOD generation. If some mods override TREE records, only the change of model's name affects tree LOD generation, nothing else.

"DynDOLOD_Tamriel_Objects.json does not belong error" kind of confirms that you are not installing generated files all together. Unfortunately since I don't use MO myself I can't say what to do.

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Posted (edited)

I'm not entirely sure what could be wrong, the instructions are clear and easy to follow. I took a screenshot of MO, if you could tell me what I've done wrong I would greatly appreciate it.

 

The generated files are ~ 1.6GB uncompressed and 646MB when 7zip'd.

 

[spoiler=MO Screenshot]PuZQaDf.png

 

Edited by RoyBatty
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Posted (edited)
  On 12/15/2015 at 12:18 PM, RoyBatty said:

I'm not entirely sure what could be wrong, the instructions are clear and easy to follow. I took a screenshot of MO, if you could tell me what I've done wrong I would greatly appreciate it.

 

The generated files are ~ 1.6GB uncompressed and 646MB when 7zip'd.

 

[spoiler=MO Screenshot]PuZQaDf.png

 

 

LOD textures generated by DynDOLOD TexGen should overwrite the ones from the DynDOLOD archive.

 

Check the MO overwrite folder for stray files overwriting things.

 

If the tree LOD looks weird make sure that the tree LOD texture the game loads from Data\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is the correct one created at the same time with the tree LOD meshes the game loads from Data\Meshes\Terrain\Tamriel\Trees\*.btt

you can double check the source for these folders/files in the right window "Data" tab of MO.

 

The latest DynDOLOD papyrus scripts have an MCM page called "Information" that shows a bunch of numbers for each of the esp/json files currently in use. The same number is written to the esp/json files when they are generated by DynDOLOD Worlds.pas and they  need to match. If they do not match, it is because a file is from another generation and outdated.

 

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Edited by sheson
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Posted (edited)
  On 12/15/2015 at 8:15 PM, RoyBatty said:

OK getting somewhere now. Checked overwrite folder again, nothing there. It appears that the scripts and not getting created or are missing?

 

2h6QCch.jpg

Looks like an interior which can not have LOD, Go outside to a worldspace that LOD was generated for, then the empty data should fill with values.

Edited by sheson
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Posted (edited)

Ah OK I didn't know how that worked. So I generated again after removing everything and redownloading plus putting the new scripts in the package by hand and I'm not getting the error anymore.

 

I think I've got the issue solved now, Trees HD had 3 meshes interfering, plus I needed to place the vanilla LOD's before Vurts and Verdant.

 

Thanks for your help. :)

 

:EDIT:

 

Finally figured it out, the LOD billboards for SFO are out of date, vurt made an update in june which changed the Fir trees and the billboards are from May. Is there a video tutorial on how to make billboards?

Edited by RoyBatty
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Posted (edited)
  On 12/16/2015 at 2:52 AM, RoyBatty said:

Ah OK I didn't know how that worked. So I generated again after removing everything and redownloading plus putting the new scripts in the package by hand and I'm not getting the error anymore.

 

I think I've got the issue solved now, Trees HD had 3 meshes interfering, plus I needed to place the vanilla LOD's before Vurts and Verdant.

 

Thanks for your help. :)

 

:EDIT:

 

Finally figured it out, the LOD billboards for SFO are out of date, vurt made an update in june which changed the Fir trees and the billboards are from May. Is there a video tutorial on how to make billboards?

Check "TES5LODGen for trees LOD" in DynDOLOD_Manual.html. It explains with text/video how to split an existing tree LOD atlas texture into billboards.

 

Best to create a new profile in MO that only has the tree mod active so no other mods/textures interfere.

 

 

EDIT: just checked the 2.3b update, it doesn't ship with a new tree LOD atlas texture, which is the reason there are no newer billboards. You need to create new billboards with something like Tree LOD billboard creator for xLODGen or edit the existing ones with Photoshop for example.

Edited by sheson
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Posted (edited)
  On 12/14/2015 at 1:58 PM, sheson said:

 

The second screenshot shows all LOD working as it should, so I am not sure what the problem is?

 

Roads in the distance are the easiest way to tell the static LOD is updated and working.

 

The windmill fans and the Gildergeen tree in Whiterun are the easiest way to tell the dynamic LOD is working.

 

I am also sure I see the giant campfire in Bleakwind Basin, which is also dynamic LOD.

 

I can also tell you are using a mod (JK's?) that adds additional objects to Whiterun

 

Yes, you need to convert full meshes trees into static trees by removing any extraneous data from the nif. See if these instruction help.

 

I quickly threw it together, so if something seems unclear let me know so i can refine before adding it to the next version.

This is a picture from your mod page.

 

  Reveal hidden contents

 

This is mine.

 

  Reveal hidden contents

 

Can you upload the instruction file on somewhere like medafire? Mega.nz seems to be blocked by my ISP.

My game seems to have much fewer rocks. Or is it because of the lighting/angle? It's hard for me to say.

Also my grassfield appears patchy(though i believe this is because of the grass mod i have(verdant))

I have a few more question now:-

 

1) I have an i5 3570k and a GTX 970. How much fps loss can i expect with high LOD settings compared to medium?

 

2) I use texture replacer mods like SHD 2k and Beth HD DLC, do i need to use texgen?

 

3) A bit off topic here, but i need someone knowledgeable to answer - my cpu usage never increases above 60%, while my gpu usage stays at 99%, but my fps still drops. Is this because of bad game optimization, or my gpu bottlenecking the cpu?

 

Thanks!

Edited by I_Am_Nova
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