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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

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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

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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
  On 1/21/2016 at 10:50 AM, archer said:

@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.

So a mod added new models and forgot to copy the meshes for them? I will add an extra check if the nif file for a base element exists in the load order I guess.

  • 0
Posted

I've used an earlier version and it worked very well. I've started a new game and updated dyndolod to match the new environment. Everything was fine ntil I tried to get near Whiterun and it would CTD no matter which direction I approached from. It took me awhile to diagnose why I was crashing but when I unticked the Dyndolod esp, no more crash. So I threw out the esp and replaced it with a clean one and ran everything again.... again crashing on approach to whiterun. Memory blocks at about 330.  Did everything again a third time with new esp and overwrote all the files again....same results. I'd like to know how to remove everything I put in and generated but I see there are no instructions on how to do this. So I'm left with the option of continuing with a deactivated esp and all the files or uninstalling the whole game and reinstalling every thing? I'd like to make this work as it did before. Everything went smooth and there was no error messages but I have an unplayable new save. Any suggestions?

  • 0
Posted
  On 1/21/2016 at 11:33 PM, TechAngel85 said:

That issue should be fixed in The Ruffled Feather unless someone reverted it when updating the mod. Fixed it myself.

Have reported it immediately weeks ago. Is already fixed.

  On 1/21/2016 at 10:52 PM, sheson said:

So a mod added new models and forgot to copy the meshes for them? I will add an extra check if the nif file for a base element exists in the load order I guess.

Yes, I've updated TRF and the new version didn't copy the meshes. But DynDOLOD did use this meshes from an earlier version of TRF so now after updating they were missing but still referenced/ used by DynDOLOD

  • 0
Posted
  On 1/21/2016 at 10:19 AM, sheson said:

 

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.

I am using all the latest PapyrusUtil and the heap was fine, was 324 |  201 on my last test run.  However I can happily say that using the updated scripts you linked seems to have solved the problem.  DynDOLOD was able to load up fine when I stepped out of the Riverside Lodge modded home and everything appeared to be working fine again in my testing of various spots around the game.  There was some oddity around the Windhlem main bridge area with the water and ice floes seeming to shimmer and flash as if the game couldn't decide which texture or LOD to load but that seemed to go away after another fast travel jump.  Hopefully the save game issues won't crop up again and I won't be reporting any other issues as I'd really like to keep this mod active.

 

Thanks for the help on solving this Sheson and of course for all your work on this mod and others.

 

  On 1/21/2016 at 10:50 AM, archer said:

@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.

Thing is it wasn't just exterior cells that caused save games to not load, it was also saves made in interior cells that DynDOLOD would have in theory not be active and so shouldn't have been causing problems.  It also wasn't a problem playing the game, just loading saves made after the point I mentioned.  I didn't say this before but I played for a good while after this problem was happening without knowing about it.  Did another quest for Helgen Reborn, watched a large Imp vs Cloak battle from Immersive Patrols, fought off a Thalmor attack myself and got attacked by an Assault encounter of 3 high level dragons via Deadly Dragons with Dragon Combat Overhaul in the mix as well - all without any problems or crashes.  The game was performing flawlessly without any errors or apparent problems, it's just that any saves I'd made after the problem point wouldn't load until I removed DynDOLOD.

 

Thanks for the post in any case, it appears *knocks wood* to be fixed as of right now with the updated scripts.  As long as the save game issues don't crop up again, I should be good to go from this point onward.

  • 0
Posted
  On 1/22/2016 at 12:36 AM, Shubal said:

I've used an earlier version and it worked very well. I've started a new game and updated dyndolod to match the new environment. Everything was fine ntil I tried to get near Whiterun and it would CTD no matter which direction I approached from. It took me awhile to diagnose why I was crashing but when I unticked the Dyndolod esp, no more crash. So I threw out the esp and replaced it with a clean one and ran everything again.... again crashing on approach to whiterun. Memory blocks at about 330.  Did everything again a third time with new esp and overwrote all the files again....same results. I'd like to know how to remove everything I put in and generated but I see there are no instructions on how to do this. So I'm left with the option of continuing with a deactivated esp and all the files or uninstalling the whole game and reinstalling every thing? I'd like to make this work as it did before. Everything went smooth and there was no error messages but I have an unplayable new save. Any suggestions?

Have you read "Uninstallation / Updating" in the manual? It also has a link to a video section.

  • 0
Posted (edited)

I've got an issue with windows glow for dragonsreach lod :

 

ypSNY0b.jpg

 

eIxduYg.jpg

 

as you can see, when I'm *really* far away, the window glow is extremely white and bright. It's back to normal as I get closer. Like if the far-grid windows glow mesh was wrong.

 

Is this a known issue ? Or I failed something in my settings ? This is the first time I've run into this problem as far as I remember :/

 

Just asking if this make you think of something, I don't have the log anymore (lot of stuff in xEdit since the last time I ran dyndolod). 

 

Settings where just the equivalent of the "medium" preset plus "Windows" ticked (but not "high"... could it be the issue ?) if I remember correctly. Btw, it's not the weather, I tested several and all those where the fog allow me to see dragonsreach from this distance have this issue.

Edited by Kesta
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Posted (edited)
  On 1/22/2016 at 11:16 AM, sheson said:

Have you read "Uninstallation / Updating" in the manual? It also has a link to a video section.

I have now and realize what my mistake was. The first time I used it, it was fine as I said. What I missed was the part about archiving  the output into a mod (for later retrieval), the video I watched seemed to be a simple drag and drop. So I still have all the last games files generated as well as all those from this new saves altered landscape in data. So it is a shambles. I will have to delete everything and start again. Such is Skyrim and missed details.  ;)

 

Thank you for your fantastic work!

Edited by Shubal
  • 0
Posted (edited)

I'd kindly like to ask for some help on an issue I can't find a fix for.
 
DynDOLOD seems installed ok and it is working (I see distant LODs and at night the windows lit up). However, trees keep popping up at relatively short distance constantly and also parts of the terrain. It appears to me like it is worse than in vanilla, at least with the trees I don't remember seeing popping up this bad. Also, I discovered one LOD of a building in Riverwood (from ETaC) that disappears briefly when approaching.
 
Demonstration video of issue
(snow pines / mountain side popping in at 0:12, building in distance disappears at 0:15)

 

Steps I've taken:

 

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Skyrim (or Bethesda) Modding is still pretty new to me (one month) so I might be unware of or have missed something. Quite frankly, I'm out of ideas at this point...

Game by now is heavily modded (300 mods, closing in on max .esp count, several mod groups already merged into single esp's) and playing on RealVision ENB.

Texture optimized with Optimizer to 2k.

 

My PC:

Intel i5-4690, 8GB Ram, Radeon R9 390 (8GB VRAM), Windows 10

 

Skyrim.ini:

 

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SkyrimPrefs.ini:

 

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Load order (upside down, bottom to top)

 

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enblocal.ini

 

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Edited by andisart
  • 0
Posted (edited)

So just to clarify, because I've been having some annoying tree & plant popping issues still, if I have SFO, followed by Skyrim Bigger Trees, and Realistic Aspen Trees (patched to SBT), then which of these LODs packages would I want besides the Vanilla package?

 

Realistic Aspen Trees LOD Billboards

SSBT for RAT LOD Billboards

SSBT LOD Billboards

Vurt SFO 2.3 LOD Billboards

Edited by GameDuchess
  • 0
Posted
  On 1/21/2016 at 10:25 PM, sheson said:

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.

I don't have Skyfalls, but I do have Purity and its custom waterfalls.

  • 0
Posted
  On 1/23/2016 at 8:38 AM, andisart said:

Careful: SSBT is SkySight Simply Bigger Trees, not Skyrim Bigger Trees

Yes, Skysight Simply Bigger Trees is what I mean - that's what I have. I didn't even know there was a bigger trees mod other than that one, lol.

  • 0
Posted
  On 1/23/2016 at 9:05 AM, GameDuchess said:

Yes, Skysight Simply Bigger Trees is what I mean - that's what I have. I didn't even know there was a bigger trees mod other than that one, lol.

I know right, confusing a bit. But they are two different mods. SSBT just increases all trees equally, SBT is more individually set and also has hand-placed trees

SBT: https://www.nexusmods.com/skyrim/mods/17168/

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