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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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59721-1-1427419467.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

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Updating DynDOLOD

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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 (edited)
  On 12/24/2015 at 2:14 AM, Ogham said:

Dear Sheson.

 

I moved this comment by me on another thread concerning ILS and an expected association with DynDolod.

I really do want to go and play the game now ^^ so it is not a request for support. But I thought I'd leave this feedback just in case it is useful in anyway.

 

"Alright, another 4 hours of testing.

So in addition to trying all options from Low to High for Dyndolod and setting the DefaultHeapInitialAllocMB= from 768 to 1280 in increments of 128 I only get lucky every now and then (8 out of 10 is ILS)

If I do get an area to load after choosing in the cell from LAL I can play around with no issues. However, restarting Skyrim to load that save, ILS again. I disable DynDolod and try to load that save... it all works.

Knowing it is all working solid except for DynDolod (not working for me that is) I will revert back to SkyFalls and Mills along with S.D.O for the time being and enjoy the game for a while now ^^"

 

Findings:

Leaving the LAL cell

via (I want to leave this cell) works most of the time.

via (I'm camping in the woods) mostly failure.

via Thieves Guild route - I forgot the title, sorry - it works. Haven't left the cell.

via (I got shipwrecked) worked -> just not the best idea with Frostfall installed  ^^

via (I was ambushed) works most of the time.

 

If an area does get loaded I cannot reload it later from a save due to ILS. Except as mentioned by dropping DynDolod.

I have not yet seen any other cause of ILS other than heap memory being filled. Have you checked with memory blocks log?

 

When I test with just a dozen (mostly house and town) mods and LAL I have no troubles using the camping start option per se.

 

There are about 400 objects around Helgen that get disabled for the intro scene, which are enabled when coming out of the cave when using the normal game start.

The camping start option is right in this area and those objects enable right then with all the other things in the game and all mods starting at the same time. It might be a bit too much.

 

You could start the game without DynDOLOD.esp, use camping start option, save, and reload with DynDOLOD.esp enabled see if it makes a difference.

 

In the next version the patcher will ignore the disabled start scene objects and simply assume their LOD to be always active. That will free up some resources in this area and might help the situation.

Edited by sheson
  • 0
Posted (edited)
  On 12/24/2015 at 10:16 AM, sheson said:

I have not yet seen any other cause of ILS other than heap memory being filled. [...]

Sorry, I can't confirm that!

 

There are reasons beyond my/ our imagination that causes ILS. I've had such issue yesterday.

 

After playing for over a hour without problems I entered an interior cell and when I tried to go back to the exterior cell I got the ILS, without any reason.

 

Lucky me, I had done a save in the interior, so I restarted the game, loaded the save, got an ILS again when trying to step outdoors.

 

Next try, load game to interior cell, then teleport spell to my Riverwood hunter cabin (outside), success!

 

??? I thougt to myself.

 

I did some research but didn't find anything. But I remembered that some days ago I have had similar issues with saves in exterior cells. Whenever I have played for a longer time my approx. last 3-6 saves in exterior cells seemed to be corrupt (causing ILS). Okay, got to bed, it's too late to investigate further.

 

Today's morning I started the game, load last save in interior, try to step outside and expect the ILS but no, everything works fine. This is very strange!

 

What I have figured out is that sometimes it is a good idea to restart or even turn the PC off and after that the supposed broken saves are working again.

 

But I have no idea why.

Edited by archer
  • 0
Posted (edited)
  On 12/24/2015 at 11:14 AM, archer said:

Sorry, I can't confirm that!

 

There are reasons beyond my/ our imagination that causes ILS. I've had such issue yesterday.

 

After playing for over a hour without problems I entered an interior cell and when I tried to go back to the exterior cell I got the ILS, without any reason.

 

Lucky me, I had done a save in the interior, so I restarted the game, loaded the save, got an ILS again when trying to step outdoors.

 

Next try, load game to interior cell, then teleport spell to my Riverwood hunter cabin (outside), success!

 

??? I thougt to myself.

 

I did some research but didn't find anything. But I remembered that some days ago I have had similar issues with saves in exterior cells. Whenever I have played for a longer time my approx. last 3-6 saves in exterior cells seemed to be corrupt (causing ILS). Okay, got to bed, it's too late to investigate further.

 

Today's morning I started the game, load last save in interior, try to step outside and expect the ILS but no, everything works fine. This is very strange!

 

What I have figured out is that sometimes it is a good idea to restart or even turn the PC off and after that the supposed broken saves are working again.

 

But I have no idea why.

Not a word about heap setting and memory blocks log...?

Random troubles with saves are often caused by SKSE dll plugins.

Edited by sheson
  • 0
Posted (edited)

I will inestigate this when it (hopefully this time) occurs again. Will be back...

 

EDIT:

Same place, same error. You're right, Sheson, but why does it happen?

 

Look at this:

logging of blocks enabled
logging max values only
Timer disabled
Block1 Block2
512MB	256MB
85	8
... ...
512	168

So I will try 1024 instead of 768...

Edited by archer
  • 0
Posted (edited)

Hey guys,

 

I tried to rebuild DynDOLOD today and encountered this error:

 

[00:32:09.536] Add 8613 references for DynDOLOD LOD
[00:32:09.539]     1 of 8613 done
[00:32:38.312]     862 of 8613 done
[00:33:10.786]     1723 of 8613 done
[00:33:40.793]     2584 of 8613 done
[00:34:09.076]     3445 of 8613 done
[00:34:39.511]     4306 of 8613 done
[00:35:10.397]     5167 of 8613 done
[00:35:42.525]     6028 of 8613 done
[00:36:16.050]     6889 of 8613 done
[00:36:46.456]     7750 of 8613 done
[DynDOLOD.esp] Adding master "Windhelm Lighthouse.esp"
[00:37:06.741]     8611 of 8613 done
[00:37:06.759] Add 43 references for DynDOLOD GLOWLOD
[00:37:06.762]     1 of 43 done
Exception in unit functions line 1250: Error in unit 'functions' on line 1212 : Type mismatch
[Apply Script done]  Processed Records: 0, Elapsed Time: 37:58

 

this is the first time I have had an error of any kind using DynDOLOD and am not sure what it means. 

 

I tried re installing DynDOLOD and Windhelm Lighthouse and got the same error.

 

Any help would be great.

 

Thanks!

 

EDIT:  My mistake.  I needed to install the updated functions.pas file.  No problems now.
 

Edited by sirjesto
  • 0
Posted

I follow the installation video, but for some reason I'm not getting animated distant waterfalls or mills. I am not using SkyFalls and SkyMills. Could anyone poing me at what I may be doing wrong?

  • 0
Posted (edited)

 

  On 12/24/2015 at 4:52 PM, archer said:

I will inestigate this when it (hopefully this time) occurs again. Will be back...

 

EDIT:

Same place, same error. You're right, Sheson, but why does it happen?

 

Look at this:

logging of blocks enabled
logging max values only
Timer disabled
Block1 Block2
512MB	256MB
85	8
... ...
512	168
So I will try 1024 instead of 768...

 

Some areas are more busy than others and needs more memory.

 

  On 12/25/2015 at 11:42 AM, ungvaar said:

I follow the installation video, but for some reason I'm not getting animated distant waterfalls or mills. I am not using SkyFalls and SkyMills. Could anyone poing me at what I may be doing wrong?

Very vague report. No animated/dynamic LOD at all or just waterfalls and windmills?

Did you copy the files from the output folder to the correct game/mod folder? Is the esp and mod activated and not overwritten by anything?

What did the DynDOLOD message top left say after loading the game? Check the DynDOLOD MCM pages. Use the updated scripts as they have more information.

Edited by sheson
  • 0
Posted
  On 12/26/2015 at 1:17 PM, archer said:

so... with DefaultHeapInitialAllocMB=1024 it works!

 

Sheson, many thanks for the hints!

 

 

My game is running fine.  but would  tweaking to 1024 , better  or is this , just a fix for the above

  • 0
Posted (edited)
  On 12/26/2015 at 3:17 PM, sutex said:

My game is running fine.  but would  tweaking to 1024 , better  or is this , just a fix for the above

That is what my Memory Blocks Log SKSE plugin is for: to find the max number for the heap setting.

There is no not need to reserve much more heap memory than the game needs - reserved memory can not be used for other things in the game.

Edited by sheson
  • 0
Posted

Sheson,

 

Quick question:

Is it still not necessary to tick the HRDLCs in MO when generating LODs?

 

I remember this came up before and, unless I'm mistaken, it was not necessary to tick these plugins due to the way they there generated. As long as the BSAs were loaded by MO, they would be generated correctly. Is this still true?

  • 0
Posted (edited)
  On 12/30/2015 at 7:18 PM, TechAngel85 said:

Sheson,

 

Quick question:

Is it still not necessary to tick the HRDLCs in MO when generating LODs?

 

I remember this came up before and, unless I'm mistaken, it was not necessary to tick these plugins due to the way they there generated. As long as the BSAs were loaded by MO, they would be generated correctly. Is this still true?

All LOD source textures from the HiRes DLC are included in the DynDOLOD archive since a good while now, so the HiRes DLC BSAs do not matter.

If generateing LOD textures from full textures with DynDOLOD TexGen I doubt the resulting shrunk LOD textures would have better quality if HiRes is used over vanilla - unless someone goes for 512x512 LOD textures instead of the default 256x256.

Edited by sheson
  • 0
Posted
  On 12/30/2015 at 8:11 PM, sheson said:

All LOD source textures from the HiRes DLC are included in the DynDOLOD archive since a good while now, so they HiRes DLC BSA does not matter.

If generateing LOD textures from full textures with DynDOLOD TexGen I doubt the resulting shrunk LOD textures would have better quality if HiRes is used over vanilla - unless someone goes for 512x512 LOD textures instead of the default 256x256.

Thanks, that answers my question. I was just making sure our mod page is accurate since we are having users deselect those plugins early on in the Guide.

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