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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
  On 12/16/2015 at 7:00 PM, I_Am_Nova said:

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!

The instructions how to create static 3D trees for the optional ultra trees setting were for another user. You sure you need them?

They will be included in the next version.

 

Screenshot looks OK to me. You probably should compare it to one from the setup and location without DynDOLOD. Mine may include 3rd party terrain LOD, not sure.

 

1) it should be minimal with an otherwise vanilla game.

 

2) It is not required, but you should update the LOD textures so they match Skyrim HD better

 

3) GPU with 100%, are you using an ENB?

 

If you use mods that add lots of objects in the loaded cells (JKs Skyrim, ETAC) go easy on shadow resolution / distance. Lots of new objects means many more draw calls (ENB overlay can show). Static and tree LOD are merged so they add few draw calls. Dynamic LOD is not for technical reasons.

 

LOD typically will be the least of the problems. Use tll from console to turn of static and tree LOD. Use MCM to turn of dynamic LOD and compare.

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Posted (edited)

Hi sheson - amazing tool, thank you so much. I'm having a glitch that I narrowed down to DynDOLOD that I'm not sure how to deal with. It manifests as pop-in, essentially. But it seems to be to be doing it way closer than LOD should. I was hoping you could point me in the right direction:

 

Basically from a relatively short distance, all dirt/rock edges in the tundra are missing their, well, edges. 

 

https://i.imgur.com/TM6Vq1C.jpg

 

But then just a little closer, it suddenly pops in. 

 

https://i.imgur.com/xqW0m7n.jpg

 

Sorry about the darkness, but I think you can see the difference. I stripped my modload down to vanilla, and nothing else seems to be touching it at all, and it's not the enb either.

 

Otherwise, it runs amazingly - even on a high preset.

 

Edit: Here are a couple of shots in better lighting. 

 

https://i.imgur.com/p17iZY3.jpg

 

https://i.imgur.com/EML4dL6.jpg

 

You can get it to flicker back and forth by moving to and fro ever so slightly. 

Edited by eskachig
  • 0
Posted
  On 12/17/2015 at 6:28 AM, eskachig said:

Hi sheson - amazing tool, thank you so much. I'm having a glitch that I narrowed down to DynDOLOD that I'm not sure how to deal with. It manifests as pop-in, essentially. But it seems to be to be doing it way closer than LOD should. I was hoping you could point me in the right direction:

 

Basically from a relatively short distance, all dirt/rock edges in the tundra are missing their, well, edges. 

 

https://i.imgur.com/TM6Vq1C.jpg

 

But then just a little closer, it suddenly pops in. 

 

https://i.imgur.com/xqW0m7n.jpg

 

Sorry about the darkness, but I think you can see the difference. I stripped my modload down to vanilla, and nothing else seems to be touching it at all, and it's not the enb either.

 

Otherwise, it runs amazingly - even on a high preset.

 

Edit: Here are a couple of shots in better lighting. 

 

https://i.imgur.com/p17iZY3.jpg

 

https://i.imgur.com/EML4dL6.jpg

 

You can get it to flicker back and forth by moving to and fro ever so slightly.

See this post

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Posted
  On 12/17/2015 at 1:02 AM, sheson said:

The instructions how to create static 3D trees for the optional ultra trees setting were for another user. You sure you need them?They will be included in the next version.Screenshot looks OK to me. You probably should compare it to one from the setup and location without DynDOLOD. Mine may include 3rd party terrain LOD, not sure.1) it should be minimal with an otherwise vanilla game.2) It is not required, but you should update the LOD textures so they match Skyrim HD better3) GPU with 100%, are you using an ENB?If you use mods that add lots of objects in the loaded cells (JKs Skyrim, ETAC) go easy on shadow resolution / distance. Lots of new objects means many more draw calls (ENB overlay can show). Static and tree LOD are merged so they add few draw calls. Dynamic LOD is not for technical reasons.LOD typically will be the least of the problems. Use tll from console to turn of static and tree LOD. Use MCM to turn of dynamic LOD and compare.

Lol, I misread the quote while making my post, my bad.

 

My game is very heavily modded actually. There's 2k textures, enb, Ugrids at 7 , various gameplay mods etc.

 

It shouldn't be surprising to have 100% GPU usage with all that installed. But my cpu usage never exceeds 60%. Ever. FPS dips to 40s in heavily forested areas, but mostly stays around 50.

 

I guess I could decrease shadow quality, if the need arises. But for now I think I'll stick to medium preset.

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Posted (edited)
  On 12/17/2015 at 3:08 PM, krossbonzz said:

 

Here is a bug report after doing the very last steps from the STEP extended 2.2.9.2 I ran it 3 times with the same error being generated. Mod list and other log files etc. can be viewed (hopefully) at https://fileweed.net/users/Krossbonzz/32/Skyrim Thank you

 

 

date/time         : 2015-12-17, 06:50:30, 135ms
computer name     : KROSSBONZZ-PC
user name         : krossbonzz
registered owner  : krossbonzz
operating system  : Windows 7 x64 Service Pack 1 build 7601
system language   : English
system up time    : 2 days 7 hours
program up time   : 4 minutes 13 seconds
processors        : 4x Intel® Core™ i5-2500K CPU @ 3.30GHz
physical memory   : 10709/16266 MB (free/total)
free disk space   : (C:) 74.43 GB (G:) 79.81 GB
display mode      : 1920x1080, 32 bit
process id        : $2118
allocated memory  : 827.92 MB
command line      : "G:\Steam\steamapps\common\Skyrim\Tes5Edit\TES5Edit.exe" -o:"G:\TES5LODGenOutput
executable        : TES5Edit.exe
exec. date/time   : 2015-11-08 23:07
version           : 3.1.2.0
compiled with     : Delphi XE
madExcept version : 4.0.5
callstack crc     : $d7559122, $f158e82d, $b589047a
exception number  : 1
exception class   : Exception
exception message : Source tile not found DynDOLOD-temp\textures\dlc01\architecture\dawnguard\dfloor01.dds.
 
main thread ($22b8):
00a54809 +012d TES5Edit.exe frmViewMain    4890  +18 TfrmMain.wbBuildAtlasFromAtlasMap
00a805b1 +1349 TES5Edit.exe frmViewMain   14996 +305 TfrmMain.JvInterpreterProgram1GetValue
009aba77 +00c7 TES5Edit.exe JvInterpreter            TJvInterpreterExpression.GetValue
009ac63d +009d TES5Edit.exe JvInterpreter            TJvInterpreterFunction.GetValue
009b05c8 +001c TES5Edit.exe JvInterpreter            TJvInterpreterUnit.GetValue
009ab008 +0164 TES5Edit.exe JvInterpreter            TJvInterpreterExpression.InternalGetValue
009ad479 +005d TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretIdentifier
009ac7e1 +00e5 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ad5b1 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ac828 +012c TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ad670 +0054 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretIf
009ac831 +0135 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ad5b1 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ac828 +012c TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009adb9f +01b3 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretFor
009ac84c +0150 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ad5b1 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ac47a +0052 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InFunction
009b09bf +00c3 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.ExecFunction
009b0c6d +0145 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.CallFunctionEx
009b0aee +0062 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.CallFunction
00a5fd1e +0226 TES5Edit.exe frmViewMain    6918  +43 TfrmMain.ApplyScript
00a606fc +0104 TES5Edit.exe frmViewMain    7017  +13 TfrmMain.mniNavApplyScriptClick
00525e97 +00a7 TES5Edit.exe Menus                    TMenuItem.Click
00527393 +0013 TES5Edit.exe Menus                    TMenu.DispatchCommand
00528572 +0082 TES5Edit.exe Menus                    TPopupList.WndProc
005284c1 +001d TES5Edit.exe Menus                    TPopupList.MainWndProc
004c4e8c +0014 TES5Edit.exe Classes                  StdWndProc
76997895 +000a USER32.dll                            DispatchMessageW
005b2133 +00f3 TES5Edit.exe Forms                    TApplication.ProcessMessage
005b2176 +000a TES5Edit.exe Forms                    TApplication.HandleMessage
005b24a1 +00c9 TES5Edit.exe Forms                    TApplication.Run
00a91faf +005f TES5Edit.exe TES5Edit         77   +7 initialization
76ca3378 +0010 kernel32.dll                          BaseThreadInitThunk
 
thread $11e8 (TWorkerThread):
772ef90a +0e ntdll.dll                           NtWaitForSingleObject
74f214a5 +92 KERNELBASE.dll                      WaitForSingleObjectEx
76ca118f +3e kernel32.dll                        WaitForSingleObjectEx
76ca1143 +0d kernel32.dll                        WaitForSingleObject
005d21e9 +19 TES5Edit.exe   VirtualTrees 6308 +3 TWorkerThread.Execute
00472cf7 +2b TES5Edit.exe   madExcept            HookedTThreadExecute
004c21c6 +42 TES5Edit.exe   Classes              ThreadProc
00407588 +28 TES5Edit.exe   System        148 +0 ThreadWrapper
00472bd9 +0d TES5Edit.exe   madExcept            CallThreadProcSafe
00472c43 +37 TES5Edit.exe   madExcept            ThreadExceptFrame
76ca3378 +10 kernel32.dll                        BaseThreadInitThunk
>> created by main thread ($22b8) at:
005d20d1 +19 TES5Edit.exe   VirtualTrees 6251 +1 TWorkerThread.Create
 
thread $3f0:
772f0196 +0e ntdll.dll     NtWaitForMultipleObjects
76ca3378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $1f68:
772f1f7f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76ca3378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $2684:
772f1f7f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76ca3378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $24d0:
772f1f7f +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76ca3378 +10 kernel32.dll  BaseThreadInitThunk

 

I couldn't find any logs at fileweed, the folders appear empty...
 
"exception message : Source tile not found DynDOLOD-temp\textures\dlc01\architecture\dawnguard\dfloor01.dds"
 
Do you have Dawnguard DLC?
This probably happened while you ran DynDOLOD TexGen.pas and it probably wrote file copy errors to the TES5Edit message window that you need to fix.
 
If that didn't help upload ..\TES5Edit\TES5Edit_log.txt
 

 

  On 12/17/2015 at 5:11 PM, I_Am_Nova said:

Lol, I misread the quote while making my post, my bad.

 

My game is very heavily modded actually. There's 2k textures, enb, Ugrids at 7 , various gameplay mods etc.

 

It shouldn't be surprising to have 100% GPU usage with all that installed. But my cpu usage never exceeds 60%. Ever. FPS dips to 40s in heavily forested areas, but mostly stays around 50.

 

I guess I could decrease shadow quality, if the need arises. But for now I think I'll stick to medium preset.

If the GPU is 100% already there is nothing else left to do for the CPU. You could try uGrids 5... instead generate LODs with high setting, see if you can get used to those visuals as it should have better performance overall.

Edited by sheson
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Posted (edited)

Hello,

Dude this is the best mod ever, thanks very much really.

I've been playing in this rig:

i5 3470

GTX 970

Asus p8h61-mx USB3

8GB RAM

2TB HDD seagate

im experiencing some stutter here and there, i was hoping you could tell me a solution, 

Would a SDD get rid of the stutter?

By the way where can i donate to you guys?

thanks in advance,

Edited by amadeok
  • 0
Posted (edited)
  On 12/17/2015 at 6:31 PM, krossbonzz said:

Yes I have all DLC's and Tony's Optimized textures too so I left out the Unofficial patch and the step optimized vanilla textures since it stated they were not needed with his set and no billboards were mentioned in the latest guide (incl in new Legendary patch I believe). The error showed when I was at the "Generate LODs" stage and not the last "Generate DynDOLOD step" if that means anything. Added the TES5Edit_log.txt to my folder.

 

Sorry 1st time using a website for storing files Sheson so I didn't click publish. But there's logs and ini's there if needed. Thanks as always for taking time to assist the hordes of noobs like myself. Just an old dog learning new tricks. https://fileweed.net/users/Krossbonzz/32/Skyrim Logs

As I thought the log shows missing files like

[00:00:02.102]    textures\dlc01\architecture\dawnguard\dfloor01.dds not found!

[00:00:02.107]    textures\dlc01\architecture\dawnguard\dfloor01_n.dds not found!

[00:00:02.113]    textures\dlc01\architecture\dawnguard\dfloor01.dds not found!

[00:00:02.118]    textures\dlc01\architecture\dawnguard\dfloor01_n.dds not found!

[00:00:02.124]    textures\dlc01\architecture\dawnguard\dfloor01.dds not found!

 

Those file are in Dawnguard.bsa, but the BSA is not loaded by TES5Edit when it starts. This could be due to MO managed archive feature. Just turn it off and see when starting TES5Edit if it loads all *.bsa. It will tell you in the log as well:

 

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

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

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

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

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

etc.

 

 

  On 12/17/2015 at 8:10 PM, amadeok said:

Hello,

Dude this is the best mod ever, thanks very much really.

I've been playing in this rig:

i5 3470

GTX 970

Asus p8h61-mx USB3

8GB RAM

2TB HDD seagate

im experiencing some stutter here and there, i was hoping you could tell me a solution, 

Would a SDD get rid of the stutter?

thanks in advance

 

SSD will help A LOT with loading data quicker when moving around in the world. In the meantime you could see if lowering tree LOD distance helps. If you use the latest papyrus scripts you can change such LOD ini settings from DynDOLODs MCM "Settings" page.

Edited by sheson
  • +1 1
  • 0
Posted
  On 12/17/2015 at 5:46 PM, sheson said:

 If the GPU is 100% already there is nothing else left to do for the CPU. You could try uGrids 5... instead generate LODs with high setting, see if you can get used to those visuals as it should have better performance overall.

So it's a GPU bottleneck. Thought so. I'll do the changes as you suggested and report back my findings. Thanks!

  • 0
Posted
  On 12/17/2015 at 9:19 PM, sheson said:

 

SSD will help A LOT with loading data quicker when moving around in the world. In the meantime you could see if lowering tree LOD distance helps. If you use the latest papyrus scripts you can change such LOD ini settings from DynDOLODs MCM "Settings" page.

Thanks very much for reply. Would you mind explaining how to install the latest papyrus scripts?

  • 0
Posted (edited)
  On 12/18/2015 at 8:51 AM, amadeok said:

Thanks very much for reply. Would you mind explaining how to install the latest papyrus scripts?

Overwrite the existing scripts ../data/scripts/SHESON_DynDOLOD_*.pex with the ones from the new archive. If you use MO the existing scripts to overwrite should be in the mod where you installed the Data folder from the complete DynDOLOD download archive.

Edited by sheson
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Posted

Hi Sheson,

 

I'm thinking of adding a player home or two to my new playthrough, as well as a mod that adds a bookstore in Solitude.

 

I'm wondering if these mods are compatible with DynDOLOD out of the box. I did not find any mention of them in the (lengthy) compatibility list.

 

New Bookstore in Solitude:

Books of Skyrim (by MannyGT)

 

Player homes:

Druid's Den - Collector's Edition (by Saerilith and Icecreamassassin) [major update / rewrite uploaded yesterday. Now v3.2]

Jaggarsfeld (by xJACKTHERIPPERx and DarthXile) / Jaggarsfeld Extended (by TechAngel85) [The Extended mod requires the original Jaggarsfeld]

Lakeview Manor Evolved (by mrpdean) [recently came out of beta, now v1.1]

 

Thanks for your time, I do appreciate it.

 

Cheers,

 

Nebulous

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