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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

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

  • 0
Posted
  On 1/18/2016 at 12:45 PM, sheson said:

Open console, click the windmill fan.

Note the form id.

Load the load order in TES5Edit.

Type in the form id in the field FormID top left.

In the right window find the row called NAME - Base.

Right mouse click the data entry to open the base record.

In the right window find the row MODL - Model Filename and take note of the nif filename.

Open the nif in nifksope.

Click the windmill fan model in the 3D view.

Unfold the NiTriShape in the Block List window it marked.

Unfold the BSLightingShaderProperty

Click the BSShaderTextureSet so it lists the used textures in the Block Details window.

Take note of the texture filenames.

Make sure these textures exists.

 

Looks like you had SMIM larger windmail fan with sails options installed, but removed the textures but kept the model.

Sorry but I don't understand what you mean by right mouse click the data entry to open the base record. I see no such option. Thanks for the help btw and i'm 99% sure your theory about SMIM is correct as i did uninstall it.

  • 0
Posted (edited)
  On 1/18/2016 at 5:08 PM, VIDE0HEAD said:

Sorry but I don't understand what you mean by right mouse click the data entry to open the base record. I see no such option. Thanks for the help btw and i'm 99% sure your theory about SMIM is correct as i did uninstall it.

ops that should read CTRL+mouse click

  On 1/18/2016 at 2:43 PM, Darth_mathias said:

can someone explain while running DynDoLod worlds I can never seem to watch videos of the internet i jyust get major stuttering a slow down while of the videos.

LODGen.exe (started by DynDOLOD Worlds.pas) which generates the static object LOD is a fully multithreaded application and uses all CPU cycles it can get.

Edited by sheson
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Posted (edited)
  On 1/18/2016 at 1:21 PM, Astakos said:

Hi sheson,

 

Your thoughts abt this mod/fix: College of Winterhold Bridge LOD Fix 1.1

 

As per mod author the issue discussed (I have encounter it as well) cannot be solved via DynDOLOD.

Will that be the case even for future version for DynDOLOD?

 

Thank you! :)

The name is confusing, as the problem is because of the engines occlusion culling and not LOD, and the mod does not really fix it.

There are dozen of locations where occlusion culling is overzealous. I think it is exaggerated when using anti z-fighting values in the ini - but have not tested much.

Static and terrain LOD can be made to extend past its current "cells". Theoretically this could be used to cover the worst spots, but may create new other problems and would require a lot of testing.

Edited by sheson
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Posted

Any rough Idea what  the general performance overhead is going from Med to High? I ran high this last time, but going back to medium for this re-install.

 

thanks

  • 0
Posted (edited)
  On 1/13/2016 at 1:01 AM, sheson said:

 

What Zilav said, you could find the billboard you downloaded from TES5LODGen nexux page (tree mod?) for that tree and maybe shift it a few pixels to the left or right so it may be less obvious. You can quickly update tree LOD directly with the TES5Edit tree LOD generator function. No need to run the full DynDOLOD Worlds.pas process.

 

If you remove the billboard dds/txt file for that tree completely it won't generate the 2D tree LOD for this tree and then DynDOLOD Worlds.pas will generate this tree as static object LOD. By default with the 2D nif found in Meshes\DynDOLOD\lod\trees\*_lod_flat_2.nif

Those nifs need to be updated to have no normals though or they may look too dark close up depending on rotation (next update). You could edit such a nif to use 2 different textures or even all 4 sides if you update the model/textures yourself. Like a poor men version of the 3D ultra static trees.

 

At the moment the only real other alternative would be to use the ultra.trees option to replace the 2d billboard by 3D static trees.

 

Oh, and, static or tree LOD meshes/textures are not baked into saves. It is loaded fresh each time from the btt/bto files and can be updated without worries.

I tried to center the tree billboards and whilst it helped with the tree trunks, the symmetrical tree lod problem still persists, so I checked out the vanilla mesh in Nifskope to see how the texture is applied and it looks like it's something I am just going to have to live with. I also checked out your Static tree LOD NIF's and they will solve a lot of tree lod problems.  Your meshes look great btw, but my question is how compatible will they be for SFO? - The only one I noticed that really sticks out is Vurt's Scots Pine which belongs to TreePineForest04 0004FBB0. A mesh to cover that would be of great benefit to us SFO users.

Edited by kojak747
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Posted (edited)
  On 1/18/2016 at 11:04 PM, kojak747 said:

I tried to center the tree billboards and whilst it helped with the tree trunks, the symmetrical tree lod problem still persists, so I checked out the vanilla mesh in Nifskope to see how the texture is applied and it looks like it's something I am just going to have to live with. I also checked out your Static tree LOD NIF's and they will solve a lot of tree lod problems.  Your meshes look great btw, but my question is how compatible will they be for SFO? - The only one I noticed that really sticks out is Vurt's Scots Pine which belongs to TreePineForest04 0004FBB0. A mesh to cover that would be of great benefit to us SFO users.

Currently the 3D static tress are really only perfectly working for vanilla tree LOD. I may finish a 3D set of SFO static trees I got from user Dammal19 after discussion a bit about this thread end of last year. Maybe looking those posts up can help you in the meantime.

RL has me more busy atm than I like... :(

Edited by sheson
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Posted

I'm trying to get xEdit to recognise two switches so I can have the executable remain as xEdit and still call DynDoLOD.

Using this doesn't seem to work. Is it possible to add two switches to the commandline/MO arguments field like this:

 

-tes5, -o:"C:\TES5LODGenOutput"

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Posted
  On 1/20/2016 at 8:38 AM, GrantSP said:

I'm trying to get xEdit to recognise two switches so I can have the executable remain as xEdit and still call DynDoLOD.

Using this doesn't seem to work. Is it possible to add two switches to the commandline/MO arguments field like this:

 

-tes5, -o:"C:\TES5LODGenOutput"

Command line parameters are separated by a space, not comma.

You probably should ask this in an official xEdit thread.

  • 0
Posted
  On 1/18/2016 at 11:14 PM, sheson said:

Currently the 3D static tress are really only perfectly working for vanilla tree LOD. I may finish a 3D set of SFO static trees I got from user Dammal19 after discussion a bit about this thread end of last year. Maybe looking those posts up can help you in the meantime.

RL has me more busy atm than I like... :(

Nice to hear you you still have this discussion in your mind :) You still think it is possible to create the billboard-based 2D-LOD trees for object LOD? 

 

Would be awesome if you could find time for that somewhere in the future, but RL has the priority of course :D

 

Cheers

  • 0
Posted

Greetings, having a problem with DynDOLOD and hoping for a solution.  Was playing Helgen Reborn and was getting problems with my save games after playing through the Staadomaar Temple, the 3rd level of a major dungeon that has it's own LOD available in this mod.  Problem was, no save game made after playing past that point would load - they all CTD with no errors right when the loading screen vanishes and the normal game visuals should have come up, all appeared fine until that point.  I originally suspected an Automatic Save Game mod I had installed was the problem as I have had intermittent problems with non-loading saves before this point but removing that didn't solve the issues and it wasn't just one or two save games that had problems, it was all of them.  Not a single save made after entering the 3rd level of that dungeon would load no matter where I saved (interior or exterior), vanilla location or modded - nothing worked they all CTD at the point mentioned above.

 

After a lot of testing I narrowed down the problem to this mod - removing it from the load order allowed the game and saves to function normally.  And after more testing and removing scripts with the Script Scalpel program I got it so that DynDOLOD was completely gone and all was well when loading saves.  Fast forward a bit and I've been missing this mod and wanted to reinstall it so I did so, save adding in the Staadomaar Temple world when generating files in TES5Edit (figuring that was the problem and not including it wouldn't be a big loss since it's only a single level in a dungeon I've already played).  Everything appears to be fine, no errors when creating all the needed files in TES5Edit and the save game loads fine yet when I step out into the normal world from my modded player home (Riverwood Lodge) I keep seeing this in the MCM:

 

 

  Quote

DynDOLOD_Tamriel_Objects.json does not belong to this DynDOLOD.esp

No data for this location

 

Notes on testing I've done:

 

-  I use Mod Organizer, I have checked and re-checked that there is no overriding files in the Overwrite folder, folder is empty

-  generated files were output to a non-MO folder and then archived with 7zip and then placed in a newly created mod in MO, all jsons appear to be present and current

-  looked over your scripts, the generated esp and the jsons -> the "bunchofnumbers" keyword appears to match for all files I checked (could have missed a file to check)

-  old files were deleted, when reinstalling a new copy of the default esp file was used (2 KB size)

-  all files were created at the same time (although the date on the DynDOLOD.esp remained the same if that matters)

-  I have done the wait 10 days update procedure inside the previously mentioned player home

-  tested a brand new character using LAL, COC to Whiterun and all appears to be working perfectly with no change in load order or generated files

 

Any ideas on what I can do to fix this?  Save game permanently borked when it comes to this mod?  I'll survive if I can't use it but I sure will miss it.  Also what went wrong or could be done differently for future reference, I may start a new character (for other reasons, not just this problem) with this mod active and I wouldn't want the same thing to happen again.  Thanks for any help.

  • 0
Posted (edited)
  On 1/21/2016 at 3:42 AM, Dammal19 said:

Nice to hear you you still have this discussion in your mind :) You still think it is possible to create the billboard-based 2D-LOD trees for object LOD? 

 

Would be awesome if you could find time for that somewhere in the future, but RL has the priority of course :D

 

Cheers

Using the billboards automatically for 2D object LOD will happen for sure.

  On 1/21/2016 at 9:19 AM, Urtho said:

Greetings, having a problem with DynDOLOD and hoping for a solution.  Was playing Helgen Reborn and was getting problems with my save games after playing through the Staadomaar Temple, the 3rd level of a major dungeon that has it's own LOD available in this mod.  Problem was, no save game made after playing past that point would load - they all CTD with no errors right when the loading screen vanishes and the normal game visuals should have come up, all appeared fine until that point.  I originally suspected an Automatic Save Game mod I had installed was the problem as I have had intermittent problems with non-loading saves before this point but removing that didn't solve the issues and it wasn't just one or two save games that had problems, it was all of them.  Not a single save made after entering the 3rd level of that dungeon would load no matter where I saved (interior or exterior), vanilla location or modded - nothing worked they all CTD at the point mentioned above.

 

After a lot of testing I narrowed down the problem to this mod - removing it from the load order allowed the game and saves to function normally.  And after more testing and removing scripts with the Script Scalpel program I got it so that DynDOLOD was completely gone and all was well when loading saves.  Fast forward a bit and I've been missing this mod and wanted to reinstall it so I did so, save adding in the Staadomaar Temple world when generating files in TES5Edit (figuring that was the problem and not including it wouldn't be a big loss since it's only a single level in a dungeon I've already played).  Everything appears to be fine, no errors when creating all the needed files in TES5Edit and the save game loads fine yet when I step out into the normal world from my modded player home (Riverwood Lodge) I keep seeing this in the MCM:

 

 

 

Notes on testing I've done:

 

-  I use Mod Organizer, I have checked and re-checked that there is no overriding files in the Overwrite folder, folder is empty

-  generated files were output to a non-MO folder and then archived with 7zip and then placed in a newly created mod in MO, all jsons appear to be present and current

-  looked over your scripts, the generated esp and the jsons -> the "bunchofnumbers" keyword appears to match for all files I checked (could have missed a file to check)

-  old files were deleted, when reinstalling a new copy of the default esp file was used (2 KB size)

-  all files were created at the same time (although the date on the DynDOLOD.esp remained the same if that matters)

-  I have done the wait 10 days update procedure inside the previously mentioned player home

-  tested a brand new character using LAL, COC to Whiterun and all appears to be working perfectly with no change in load order or generated files

 

Any ideas on what I can do to fix this?  Save game permanently borked when it comes to this mod?  I'll survive if I can't use it but I sure will miss it.  Also what went wrong or could be done differently for future reference, I may start a new character (for other reasons, not just this problem) with this mod active and I wouldn't want the same thing to happen again.  Thanks for any help.

No idea why your save would have problems. DynDOLOD is just objects and data. Make sure to use latest PapyrusUtil and NetImmerse Override (optional) and that heap memory is not filling up. I will check the worldspace for oddities.

 

Regarding the message, use the papyrus scripts from the update post. If it still shows then check MCM information page.

Edited by sheson
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Posted (edited)

@Urtho:
 

I ran into a similar issue when entering an exterior cell. The cell loaded and when entering I could see the landscape for a split second and then the game crased to Desktop. Removing DynDOLOD.esp loved the problem but I wanted to find the culprit.

 

Here a copy of my bug report in The Ruffled feather mod page:

The Ruffled Feather v4.2:
When chosing the Option "Clay Stacks" the whole directory 191 Farmhouse Chimney's - Clay Stacks/meshes/architecture/Jets will
not be copied.

This evil bug had eaten up several hours of my lifetime and a barrel full of nerves, because it is so hidden that I was
on a wrong path when hunting this bug.

What happened:
Everytime when I tried to enter an exterior cell my game crashed. I found out that it didn't crash when I start it without 
DynDOLOD.esp. After hours of stripping I could isolate the problem to TRF and then I noticed that 3 meshes were missing and
this caused the crash. 

So it may be possible that some meshes are missing from another mod.

Edited by archer
  • 0
Posted

If I run the DynDoLod Worlds script to generate static LOD, and uncheck the Dynamic LOD box, is the DynDoLod.esp required for me to see the new static LOD?

  • 0
Posted (edited)
  On 1/21/2016 at 10:20 PM, markdf said:

If I run the DynDoLod Worlds script to generate static LOD, and uncheck the Dynamic LOD box, is the DynDoLod.esp required for me to see the new static LOD?

No. But you may notice texture fighting between new LOD objects and full models when they sit on cell borders and missing new structures in attached cells in towns child worlds which have LOD now. Remove the fxwaterfallbody mesh rule if you do not intend to use SkyFalls.

Edited by sheson
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