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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]

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DynDOLOD - Dynamic Distant Objects LOD - Sheson

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  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 1/30/2016 at 12:55 AM, sheson said:

Well the error stop you from successfully creating LOD, the process needs to complete. The update should work for you as well.

Honest though I am not sure the flag will cause tree LOD to stay around long enough to wait for the full model to fade in.

Cant seem to get it to work. When I use the updated functions.pas I got the error ingame that dyndolod_tamriel_objects.json does not belong to this dyndolod .esp

I screened this thread and found the updated papyrus script download from Oct 12th, installed and re-run but then getting infinite loading screen upon coc loading Whiterun.

(I have ExpandSystemMemoryX64=false and MemoryLog confirms the 756/256MB set in skse.ini and both values are not close to full when stress testing).

Any ideas?

 

EDIT: further info, using the latest release and every time completely uninstalled DynDOLOD (both as MO mod plus from the TES5Edit folder)

 

EDIT 2: Just realized this may be the reason: I did run from scratch, but everything, not just tree lods.

Edited by andisart
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Posted
  On 1/31/2016 at 7:05 AM, andisart said:

Cant seem to get it to work. When I use the updated functions.pas I got the error ingame that dyndolod_tamriel_objects.json does not belong to this dyndolod .esp

I screened this thread and found the updated papyrus script download from Oct 12th, installed and re-run but then getting infinite loading screen upon coc loading Whiterun.

(I have ExpandSystemMemoryX64=false and MemoryLog confirms the 756/256MB set in skse.ini and both values are not close to full when stress testing).

Any ideas?

 

EDIT: further info, using the latest release and every time completely uninstalled DynDOLOD (both as MO mod plus from the TES5Edit folder)

 

EDIT 2: Just realized this may be the reason: I did run from scratch, but everything, not just tree lods.

If there is ILS, verify that the memory patch actually works and value is set high enough with Memory Block Log.

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Posted
  On 1/31/2016 at 10:14 AM, sheson said:

If there is ILS, verify that the memory patch actually works and value is set high enough with Memory Block Log.

But as I said, I have ExpandSystemMemoryX64=false and MemoryLog confirms the 756/256MB set in skse.ini and both values are not close to full when stress testing.

Is that not the verification?

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Posted (edited)
  On 1/31/2016 at 3:35 PM, andisart said:

But as I said, I have ExpandSystemMemoryX64=false and MemoryLog confirms the 756/256MB set in skse.ini and both values are not close to full when stress testing.

Is that not the verification?

If there is ILS you are obviously not stress testing because the game does not load... so it is no clear if you actually ran Memory Blocks Log while the ILS occurred?

Edited by sheson
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Posted

To clarify one potential point of confusion, the value in the first block is always 256 less than the DefaultHeapInitialAllocMB setting. This means if you have DefaultHeapInitialAllocMB=756 and ScrapHeapSizeMB=256, the first row in Memory Blocks Log will be output as this:

 

500 256

As sheson astutely notes, you must enable Memory Blocks Log and then play the game until you reproduce the ILS or CTD because the values in the two memory blocks bounce around significantly depending on a number of factors. Once you reproduce the ILS or CTD, compare the values in the last row to the values in the first row.

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Posted (edited)
  On 1/31/2016 at 5:31 PM, sheson said:

If there is ILS you are obviously not stress testing because the game does not load... so it is no clear if you actually ran Memory Blocks Log while the ILS occurred?

Obviously yea, if I cant get into the game with DnyDOLOD enabled I cant stress test like that. I stress tested without DynDOLOD enabled and the log confirms that I have 756MB ( I'm aware it shows 235MB less in log) and I stress tested high-load areas like Solitude with expansions or the road from Helgen to Riverwood and the log showed I never got close to running out of memory. So memory patch DOES work and value IS set high enough.

 

I didnt have a problem running DnyDOLOD before the edits you suggested to the code. Now is there any chance now it can have something to do with that?

Edited by andisart
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Posted (edited)
  On 1/31/2016 at 8:23 PM, andisart said:

Obviously yea, if I cant get into the game with DnyDOLOD enabled I cant stress test like that. I stress tested without DynDOLOD enabled and the log confirms that I have 756MB ( I'm aware it shows 235MB less in log) and I stress tested high-load areas like Solitude with expansions or the road from Helgen to Riverwood and the log showed I never got close to running out of memory. So memory patch DOES work and value IS set high enough.

 

I didnt have a problem running DnyDOLOD before the edits you suggested to the code. Now is there any chance now it can have something to do with that?

This still reads like you didn't log memory usage with Memory Blocks Log the time the game has ILS? If the game reaches max heap while loading data ILS occurs - there is no other reasons for ILS. If the game reaches max heap while running around in the world it CTDs when crossing cellborders.

Edited by sheson
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Posted

So I've been messing with DynDOLOD nonstop for almost 2 weeks now. I think I got most of it figured out, just having an issue with getting the Tree settings correct.

 

What I'm trying to do is something close to the Ultra Tree's with Dyn, but instead of having them Static always, I want them to be full models, but in a Bigger area around me.

 

For Example, if I'm standing at the Whiterun Bridge (after coc Whiterun), I am trying to get the Tree's within Eyesight so they are Full Models.

 

To get a bigger radius of Tree's I have tried the following:

-Setting up Tree drawing from 75,000 to 150,000

-Changing Dyn's Grids to be bigger/further out (have tried changing from 11/21 to 15/25)

-Changing custom Mesh Rules for Tree's to be FULL in Near, 4, and 8 with  VWD & NearLOD

-Same thing as above but with various different changes to the Near/Far LOD & such.

 

I just don't know what I'm doing wrong, I have been here with all the Docs open for days.. I just wan't to see full detail Tree's in a much wider radius around me, without all the Tree's being static.       What am I missing?

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Posted
  On 2/2/2016 at 8:23 PM, Gunkin said:

So I've been messing with DynDOLOD nonstop for almost 2 weeks now. I think I got most of it figured out, just having an issue with getting the Tree settings correct.

 

What I'm trying to do is something close to the Ultra Tree's with Dyn, but instead of having them Static always, I want them to be full models, but in a Bigger area around me.

 

For Example, if I'm standing at the Whiterun Bridge (after coc Whiterun), I am trying to get the Tree's within Eyesight so they are Full Models.

 

To get a bigger radius of Tree's I have tried the following:

-Setting up Tree drawing from 75,000 to 150,000

-Changing Dyn's Grids to be bigger/further out (have tried changing from 11/21 to 15/25)

-Changing custom Mesh Rules for Tree's to be FULL in Near, 4, and 8 with  VWD & NearLOD

-Same thing as above but with various different changes to the Near/Far LOD & such.

 

I just don't know what I'm doing wrong, I have been here with all the Docs open for days.. I just wan't to see full detail Tree's in a much wider radius around me, without all the Tree's being static.       What am I missing?

 

By default LOD for trees is done as tree LOD, the vanilla 2D billboard version. fTreeLoadDistance ini setting is for those 2D billboards

 

A cell is 4096x4096 units. uGrids is 5x5, so basically that means the maximum distance for full models loaded in the current active cells is 10240. Make a model a persistent "neverfade"  and the full model is visible up to fSkyCellRefFadeDistance times fLODFadeOutMultSkyCell.

 

Since full models of trees are "special" nifs that have tree animation data and therefore can not be used for static LOD generation by LODGen.exe. That is why I created 3D static versions of these "special" models for the vanilla trees which can be used as static LOD.

It depends on each tree mod and its nif features used in the full model trees if they can be used for static LOD or also require a 3D static version for LODGen.exe.

 

If you wanted to use full model tree as dynamic LOD I advise against it. There are over 40,000 trees in Tamriel. The performance impact and memory requirements are insane.

Do the same as trees ultra but change the mesh rule for 'trees': LOD4/8/16 empty, check VWD and set Grid to near or far and Reference to Unchanged.

However then tree LOD ends at Near or Far Grid already.

 

So, the only useful/useable way to have better tree LOD is LOD trees done as static LOD (as is done in Fallout 4) as described in trees ultra. If you want 3D static LOD for trees from other mods you read this answer to Dammal19

 

I am also still working to expand this feature by creating more 3D static version etc.

  • 0
Posted

Yeah I have mainly one mod that takes care of the Tree's, Skyrim Enhanced Landscapes and it's Dependant on DynDOLOD and uses it's own mix of SFO Tree's and has Billboards. So I tried splitting them and it seemed that they either were split already or something was interfering with it because the split images were of various random parts of Tree's and sometimes pieces of 2 Tree's in one image.

 

Then I just figured I would go for the option of having all of my Tree's around me visible, and only degrade in texture when I'm well far enough away from the change to notice. I have made sure I saved a lot of resource allocation just so I can go big with Tree's, they matter a lot to me.

 

I will try the Mesh rule you suggested now, but just so I'm perfectly clear, those settings only matter when the DynDOLOD box is checked, and have nothing to do with the box for "Generate Tree's"?

  • 0
Posted (edited)
  On 2/2/2016 at 9:29 PM, Gunkin said:

Yeah I have mainly one mod that takes care of the Tree's, Skyrim Enhanced Landscapes and it's Dependant on DynDOLOD and uses it's own mix of SFO Tree's and has Billboards. So I tried splitting them and it seemed that they either were split already or something was interfering with it because the split images were of various random parts of Tree's and sometimes pieces of 2 Tree's in one image.

 

Then I just figured I would go for the option of having all of my Tree's around me visible, and only degrade in texture when I'm well far enough away from the change to notice. I have made sure I saved a lot of resource allocation just so I can go big with Tree's, they matter a lot to me.

 

I will try the Mesh rule you suggested now, but just so I'm perfectly clear, those settings only matter when the DynDOLOD box is checked, and have nothing to do with the box for "Generate Tree's"?

Yes and also you need to follow the instructions of the tree ultra manual, which means you need to uncheck Generate tree LOD. You actually do not have to set either LOD8/16 to empty as well and could leave them set Static LOD 8, then it will do static 2D tree LOD in those area and dynamic trees in the Grid setting area. With some careful adjustment of the used Grid distance overlapping should could be at a minimum. In any case I doubt there is much use for this other then screenshots as this is stressing the engine a lot.

Edited by sheson
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Posted (edited)
  On 2/2/2016 at 10:16 PM, sheson said:

Yes and also you need to follow the instructions of the tree ultra manual, which means you need to uncheck Generate tree LOD. You actually do not have to set either LOD8/16 to empty as well and could leave them set Static LOD 8, then it will do static 2D tree LOD in those area and dynamic trees in the Grid setting area. With some careful adjustment of the used Grid distance overlapping should could be at a minimum. In any case I doubt there is much use for this other then screenshots as this is stressing the engine a lot.

Hmm then instead I will try going about trying to split Enhanced Landscapes once again, to make Hybrid's from it. It add's additional Tree's (like Oak's and Marsh Pines) with additional .esp's, I will re-watch the video again beforehand, but I should be loading the 3 or 4 esp's from the Mod that handle Tree's 1 by 1 correct?

 

I also downloaded the empty LOD file from the earlier post, should I try the method using that + nifscope instead, if this fails (like if splitting the Tree's doesn't work correctly like before) or has that method been improved/changed since the December post?

 

(I'm sorry, I'm a fairly intelligent College Grad but nothing has made me feel as incompetent as DynDOLOD has, in a long time)

Edited by Gunkin
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Posted (edited)

So I loaded up the Mod's main esp, it loaded was not dependent on any DLC, just Skyrim and Update. I followed the splitting procedure on Enhanced Landscapes, and I got the same results as before

 

https://puu.sh/mTBWV/98c7644950.jpg  This is how they turned out, what's wrong here?

 

edit: ok i guess they were already split, now to try and make hybrids

Edited by Gunkin
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Posted (edited)
  On 2/2/2016 at 10:32 PM, Gunkin said:

Hmm then instead I will try going about trying to split Enhanced Landscapes once again, to make Hybrid's from it. It add's additional Tree's (like Oak's and Marsh Pines) with additional .esp's, I will re-watch the video again beforehand, but I should be loading the 3 or 4 esp's from the Mod that handle Tree's 1 by 1 correct?

 

I also downloaded the empty LOD file from the earlier post, should I try the method using that + nifscope instead, if this fails (like if splitting the Tree's doesn't work correctly like before) or has that method been improved/changed since the December post?

 

(I'm sorry, I'm a fairly intelligent College Grad but nothing has made me feel as incompetent as DynDOLOD has, in a long time)

Hybrids are created from the full 3D model for static LOD. They are not billboards for tree LOD. They are completely two different things.

Splitting the tree LOD atlas that was created from the discreet tree LOD billboards will result in the same billboards again.

Edited by sheson
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