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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

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

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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

Wow, quite the update it seems :p I see you've already fixed the cache directory thing I mentioned in my post.

However I just tried generating running DynDoWorlds with (almost) the same mods which worked earlier and it crashed with the following error message "FormID [0F001305] references a master which is not available in file [20] DynDOLOD.esp." This is a Material Object from Better Dynamic Snow called "SnowMaterialObject1PBetterDynamicSnow".

What could be the reason ?

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Posted (edited)
  On 2/7/2015 at 1:15 AM, sheson said:

The DynDOLOD high setting creates over 70,000 LOD objects compared to about 14,000 vanilla LOD objects for Tamriel.

Both the DynDOLOD manual and readme mention that more LOD objects means the need for more memory.

 

If you need SafetyToLoad to fix ILS it is an indicator that the memory patch is most likely not setup correctly to your needs.

 

Raising ini values that make higher detail LOD levels being drawn further increase memory use of course.

 

Yeah to be honest I didn't try raising the values for the memory patch, both because : 1/ I really didn't expect this to happen, I used to run ugrids 9 and fairly aggressive LOD ini settings and I never even got an ILS as I said. So I thought "since raising ugrids is a bruteforce method and this mod does it the right away by making optimized assets there should be no problems". That and the fact that each time I checked the Memory Blocks log, I was always well under the default max values. 2/ I kind of wanted to see if the "SafetyLoad still doing something even with the memory patch" thing was just some nexus urban legend bs or not. I'll try fiddling with the memory patch values when I get the chance. To be honest I haven't really had an issue by running SafetyLoad in parallel though.

 

When copying from the DynDOLOD archive there is an empty cache folder at the right location. If you manually delete it you must manually add it again :)

 

I don't think I ever deleted it, I'm usually very careful with that sort of thing, but who knows lol

 

 

With DynDOLOD 0.50.00 this is now fixed. Yay!

 

Nice :)

Doh! Follow the instructions or else ...

 

Will you feed me to the lions ? (or sabre cats, rather) :D

 

Currently this can be only done by raising uGrids.

 

Ah shame, but that's what I expected. By "currently" do you mean there could theorically be a way to hack this ?

 

 

I know right :) Give the new versions a spin it is even better now.

 

I will :p

 

 

  On 2/7/2015 at 1:31 AM, sheson said:

Ops. there will be a fix soon-ish

Either wait, or disable BetterSnow in the meantime

Alright :p

Edited by crime_syndicate
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Posted
  On 2/7/2015 at 1:22 AM, crime_syndicate said:

However I just tried generating running DynDoWorlds with (almost) the same mods which worked earlier and it crashed with the following error message "FormID [0F001305] references a master which is not available in file [20] DynDOLOD.esp." This is a Material Object from Better Dynamic Snow called "SnowMaterialObject1PBetterDynamicSnow".

What could be the reason ?

Fixed in DynDOLOD 0.51.00

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Posted
  On 2/7/2015 at 1:47 AM, crime_syndicate said:

Ah shame, but that's what I expected. By "currently" do you mean there could theorically be a way to hack this ?

Don't get your hopes up though. I don't think anyone find this important enough...

Width DynDOLOD you can replace the billboard tree LOD with (improved) static tree LOD, but this needs much more memory.

In fact a few trees are already done like that in the current high settings.

 

I may optimize that process some time later, for now it is only for the brave willing to dive into the whole thing: Use nolodtrees.lst from the archive to over write a worldspace tree lst file so DynDOLOD Worlds.pas won't find any LOD trees and thus create all trees as static LOD. To add switching delay between static LOD trees and full model trees set the VWD flag on the tree record.

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Posted (edited)

Just tried the new version and it all went great, no issues :) (actually there was one, I forgot to move the created btos in the MO folder at first, and of course it was a purple texture fest :p)

 

Also I found the reason for the cache folder issue : I didn't screw up by deleting it and neither did you by not including it : it's because MO doesn't extract it when you install the mod because it's an empty folder. I don't know if there's a setting in MO to disable this, but anyway if somebody else gets the problem that's why.

 

  On 2/7/2015 at 2:39 AM, sheson said:

Don't get your hopes up though. I don't think anyone find this important enough...
Width DynDOLOD you can replace the billboard tree LOD with (improved) static tree LOD, but this needs much more memory.
In fact a few trees are already done like that in the current high settings.

I may optimize that process some time later, for now it is only for the brave willing to dive into the whole thing: Use nolodtrees.lst from the archive to over write a worldspace tree lst file so DynDOLOD Worlds.pas won't find any LOD trees and thus create all trees as static LOD. To add switching delay between static LOD trees and full model trees set the VWD flag on the tree record. <- if this is gibberish to whoever reads it, just ignore :)

Alright, I might try that method if I find the motivation :p

 

edit : Do you have a setting that ties the size of your atlas texture to the preset used when generating LOD ? Maybe two 4K 21mb textures are a bit much for the most Vram-starved systems, I don't know.

Edited by crime_syndicate
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Posted (edited)
  On 2/7/2015 at 3:46 AM, crime_syndicate said:

edit : Do you have a setting that ties the size of your atlas texture to the preset used when generating LOD ? Maybe two 4K 21mb textures are a bit much for the most Vram-starved systems, I don't know.

It is not exposed yet, but there is 2 things you can do:

In the archive is an "options" folder with 128x218 and 256x256 textures. The default is using 256x256 textures. You can use all or select 128x128.

 

In DynDOLOD Worlds.pas near the top you can find

iAtlasTextureSize = 2048; // max size of source lod texture to be included on atlas

iAtlasWidth = 4096;

iAtlasHeight = 4096;

 

change to

iAtlasTextureSize to 512;

iAtlasWidth = 2048;

iAtlasHeight = 2048;

 

And see if this work better for you.

Edited by sheson
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Posted

I'm trying to figure out what I'm doing/did wrong, but I'm missing it, whatever it is. I have DynDOLOD 0.51.00 and xEdit svn1893 installed, hopefully correctly, but when trying to follow the directions for purewaters waterfalls, I'm not able to insert the additional meshes. Right clicking brings up an error message: error in unit 'optionsform' on line 516 : undeclared identifier 'frmruleformclose'. If someone can point out what stupid thing I've done, it would be much appreciated.

TES5Edit_bugreport.txtFetching info...

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Posted
  On 2/7/2015 at 5:12 AM, narphous said:

I'm trying to figure out what I'm doing/did wrong, but I'm missing it, whatever it is. I have DynDOLOD 0.51.00 and xEdit svn1893 installed, hopefully correctly, but when trying to follow the directions for purewaters waterfalls, I'm not able to insert the additional meshes. Right clicking brings up an error message: error in unit 'optionsform' on line 516 : undeclared identifier 'frmruleformclose'. If someone can point out what stupid thing I've done, it would be much appreciated.

fixed in DynDOLOD 0.51.01

I did the stupid thing not you :)

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Posted

Hello, just downloaded the latest version, when trying to generate DynDoLOD.esp it get the error with the interesting NPCs mod still. Disabled it and generating again now, probably gonna be ok.

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Posted
  On 2/7/2015 at 4:39 PM, Agnusthemagi said:

Hello, just downloaded the latest version, when trying to generate DynDoLOD.esp it get the error with the interesting NPCs mod still. Disabled it and generating again now, probably gonna be ok.

%$^%^%^&%# I will check and fix :)
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Posted

I generated it again without 3DNPC and everything worked fine (must disable ELE also), but I noticed a floating tower in Solitude. I think maybe Unofficial Skyrim patch had something about a lod for a tower in Solitude, will check the changelog later.

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Posted (edited)
  On 2/7/2015 at 4:07 PM, narphous said:

OK, that's fixed. But now I'm getting this: Error in unit 'userscript' on line 248 : Undeclared Identifier 'CheckMissingAssets'.

fixed in DynDOLOD 0.51.02, will upload soon

  

  On 2/7/2015 at 4:39 PM, Agnusthemagi said:

Hello, just downloaded the latest version, when trying to generate DynDoLOD.esp it get the error with the interesting NPCs mod still. Disabled it and generating again now, probably gonna be ok.

this should be fixed in DynDOLOD 0.51.02, if not please post a few lines from log above the error

 

  On 2/7/2015 at 10:23 PM, Agnusthemagi said:

I generated it again without 3DNPC and everything worked fine (must disable ELE also), but I noticed a floating tower in Solitude. I think maybe Unofficial Skyrim patch had something about a lod for a tower in Solitude, will check the changelog later.

same error for 3DNPC/ELE.

 

Is it the college bell tower? Let me know the form id please, get close, open console, click on object, write down number. Also let me know what the mod is from the first 2 digits

 

EDIT: in case you ran the process with older versions it remembers old settings for a world space.

Make sure to click any one of the "Default, Low, Medium, High" buttons to make sure to load the latest rules set.

Edited by sheson
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