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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

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 2/7/2016 at 9:32 AM, Rebel47 said:

You cannot reducde your Ugrids mid game as they are baked in to your save game and any loading of a game with settings lower than what your currently using will result in crashes/errors, UGridsToLoad did circumvent this but it also had a memory leak issue that was never fixed, if my memory serves me correctly

yep been using ugridstoload since it came out, so i most certainly can switch to 5. in fact i just did and played for awhile. seems fine cept for i'm getting no grass. probably an ini setting that i'd need to change for the lower ugrids. also there's a more complicated way to change them that doesn't rely on stable ugridtoload mod. i've done that one before too and it worked fine. it entailed changing the ini from ingame and using refiini or something.

 

point is, i know i CAN  change them to 5 mid game...but SHOULD i? will it bork quests, AI, something? if so, then i'll stick w/ what i have now and use Dyndolod next game

  • 0
Posted
  On 2/7/2016 at 12:54 AM, BahamutZ said:

Yeah as loose files. 

 

I click New Game, it goes to the loading screen and after 1-1:30 minutes, I hear sound for a split second, no picture and it CTDs.  The next attempt I do the same, but hear no sound at all.  The 3rd attempt, no sound again, 4th attempt had sound for a split second, 5th attempt heard sound again for split second,  6th attempt, no sound. MemBlockLog ends at 472/157. 7th attempt- I closed Wrye Bash, restarted it, new game loads with no CTD.   Interesting.  8th attempt - load again.  9th attempt-restart wyre bash and it CTDs with split second sound again.      As i mentioned before, and indicated here, there have been some rare times where it did load properly, but the following attempt it won't.  If I do get in the game, it does not crash for as long as I played.     

 

I renamed the SKSE Dyn folder, and it loads fine and I get the can't find master... as you'd expect.

 

This is looking more and more to be on my computer side maybe?  When I actually start playing for real and encounter some other issue, I'll seek some further advice I suppose.

 

Thank you for the continued assistance.

 

Are you using the latest papyrus scripts from the update post and the latest PayrusUtil 3.2? Test with old 3.1 once or upgrade to 3.2.

Also check that ..\SKSE\Plugins\nioverride.dll from Racemenu / NetImmerse Override is the newest version. Disable the dll once for a test.

If none of these things make a difference could you upload the esp and json files somewhere for me to have a look.

  • 0
Posted
  On 2/7/2016 at 10:21 AM, Mookeylama said:

yep been using ugridstoload since it came out, so i most certainly can switch to 5. in fact i just did and played for awhile. seems fine cept for i'm getting no grass. probably an ini setting that i'd need to change for the lower ugrids. also there's a more complicated way to change them that doesn't rely on stable ugridtoload mod. i've done that one before too and it worked fine. it entailed changing the ini from ingame and using refiini or something.

 

point is, i know i CAN  change them to 5 mid game...but SHOULD i? will it bork quests, AI, something? if so, then i'll stick w/ what i have now and use Dyndolod next game

I have yet to see a stable and safe way of reducing ugrids while maintaining game stability, I know that increasing ugrids usually starts quests earlier than they should be or cause events to happen before you can visibly see them, changing back down with UGridsToLoad shouldn't cause you any issues, but I would also at the same time recommend not using UGridsToLoad simply because of that memory issue as stated by Nazenn in this post on reddit

  • 0
Posted

So recently I noted a string of posts on Reddit about unloadable save games. This problem was similar to what I've been having.

 

The posts:

https://www.reddit.com/r/skyrimmods/comments/43yc6g/all_new_save_files_on_a_100_hour_playthrough_fail/

https://www.reddit.com/r/skyrimmods/comments/44g7kh/skyrim_ctds_after_loading_screens_but_does_not/

https://www.reddit.com/r/skyrimmods/comments/44qs0w/help_save_file_cant_load/

 

What happens is:

 

- you play for a while

- at some point, after many hours of playing, you save the game in an interior cell

- after loading this save, upon exiting the interior, any new saves you make on that character are unloadable, regardless of where you save; Skyrim crashes when loading them, so does SaveTool.exe

 

The thing in common for all of these posters (and myself) seems to be DynDOLOD; one poster said that he managed to fix the problem after removing DynDOLOD from a loadable save and cleaning it. Has anyone else experienced this behavior (30+ hour playthrough, suddenly unable to make loadable saves)? Could this be some bug or conflict in DynDOLOD?

  • 0
Posted (edited)

@BahamutZ:

Yes, I know, the mod has been fixed so it works fine now.

 

It may be possible that something like this happens to you caused by another mod.

 

Try to delete group after group  from your DynDOLOD.esp and try to start a game with the edited one. At some point you'll find the goup that causes the CTD.

 

If so, do the same stripping with records in that goup. It's very time consumting but it helped me to figure out wat's going on.

Edited by archer
  • 0
Posted (edited)
  On 2/8/2016 at 1:19 PM, Solmyr said:

So recently I noted a string of posts on Reddit about unloadable save games. This problem was similar to what I've been having.

 

The posts:

https://www.reddit.com/r/skyrimmods/comments/43yc6g/all_new_save_files_on_a_100_hour_playthrough_fail/

https://www.reddit.com/r/skyrimmods/comments/44g7kh/skyrim_ctds_after_loading_screens_but_does_not/

https://www.reddit.com/r/skyrimmods/comments/44qs0w/help_save_file_cant_load/

 

What happens is:

 

- you play for a while

- at some point, after many hours of playing, you save the game in an interior cell

- after loading this save, upon exiting the interior, any new saves you make on that character are unloadable, regardless of where you save; Skyrim crashes when loading them, so does SaveTool.exe

 

The thing in common for all of these posters (and myself) seems to be DynDOLOD; one poster said that he managed to fix the problem after removing DynDOLOD from a loadable save and cleaning it. Has anyone else experienced this behavior (30+ hour playthrough, suddenly unable to make loadable saves)? Could this be some bug or conflict in DynDOLOD?

I had, yes. All of my new save got corrupt. Trying to open them in Savetool= savetool.exe crash. Load them into PDT Wrapper and zero Papyrus section = loads successful.

 

 

My solution: Load good save without DynDOLOD, save, clean, load again with Dyndolod, everything's okay. Lost some progress ingame but who cares...

Edited by archer
  • 0
Posted (edited)
  On 2/8/2016 at 1:19 PM, Solmyr said:

So recently I noted a string of posts on Reddit about unloadable save games. This problem was similar to what I've been having.

 

The posts:

https://www.reddit.com/r/skyrimmods/comments/43yc6g/all_new_save_files_on_a_100_hour_playthrough_fail/

https://www.reddit.com/r/skyrimmods/comments/44g7kh/skyrim_ctds_after_loading_screens_but_does_not/

https://www.reddit.com/r/skyrimmods/comments/44qs0w/help_save_file_cant_load/

 

What happens is:

 

- you play for a while

- at some point, after many hours of playing, you save the game in an interior cell

- after loading this save, upon exiting the interior, any new saves you make on that character are unloadable, regardless of where you save; Skyrim crashes when loading them, so does SaveTool.exe

 

The thing in common for all of these posters (and myself) seems to be DynDOLOD; one poster said that he managed to fix the problem after removing DynDOLOD from a loadable save and cleaning it. Has anyone else experienced this behavior (30+ hour playthrough, suddenly unable to make loadable saves)? Could this be some bug or conflict in DynDOLOD?

 

Two of the linked posts didn't even post a load order. One save is in an interior. One thread doesn't even mention DynDOLOD at all.

 

DynDOLOD is just simple data and simple scripting. Otherwise nothing special. Maybe a busy load order reaches new engine limits we don't know about yet.

If something like SaveTool.exe crashes while reading data it is its own fault and nothing else.

 

The game crashing after loading is something completely different to save game corruption.

 

This post sums it up. As I mentioned  a couple weeks back, the first thing I would look at is dll plugins - AFTER making sure ENBoost, memory patch and all these other things are actually setup properly. Then look at nifs, custom animations etc.

Any useful report and troubleshooting would include detailing these things and also the options (used glow LOD? Was Claralux, bashed patch removed from load order?) used to generate LOD. These threads on reddit are simply useless noise.

Edited by sheson
  • 0
Posted (edited)

I wonder how to run DynDOLOD TexGen if not using MO? All guides I've seen are for those who are using MO. When I run it I get:

 

Applying script...
[00:00:00.000] DynDOLOD TexGen by Sheson, starting...
[00:00:00.009]
[00:00:00.017] Set an output path with -o:"c:\output"
[Apply Script done]  Processed Records: 0, Elapsed Time: 00:00
 
And I'm not sure how to set the output path, which I guess is what's missing.
 
Also, while I'm at it, should "Include scripts from subdirectories" be checked when running the script?
 
EDIT: One post on reddit says that it is explained in DynDOLOD_TexGen.html, but where do I find that? I don't have any guides at all with my DynDOLOD 1.46 download.
 
EDIT 2: OK; I solved it. I made a shortcut to TES5Edit and added -o:"c:\output" to it. So fixed, although I still wonder about the include scripts checkbox.
Edited by arkngt
  • 0
Posted

HI,

 

I'm crashing if I try to open my map with Dyndolod ticked, but not if it's unticked​. I don't now why. Can somebody help me? please

  • 0
Posted (edited)
  On 2/9/2016 at 3:58 PM, arkngt said:

 

I wonder how to run DynDOLOD TexGen if not using MO? All guides I've seen are for those who are using MO. When I run it I get:

 

Applying script...
[00:00:00.000] DynDOLOD TexGen by Sheson, starting...
[00:00:00.009]
[00:00:00.017] Set an output path with -o:"c:\output"
[Apply Script done]  Processed Records: 0, Elapsed Time: 00:00
 
And I'm not sure how to set the output path, which I guess is what's missing.
 
Also, while I'm at it, should "Include scripts from subdirectories" be checked when running the script?
 
EDIT: One post on reddit says that it is explained in DynDOLOD_TexGen.html, but where do I find that? I don't have any guides at all with my DynDOLOD 1.46 download.
 
EDIT 2: OK; I solved it. I made a shortcut to TES5Edit and added -o:"c:\output" to it. So fixed, although I still wonder about the include scripts checkbox.

 

 

All documentation is in the docs folder of the DynDOLOD download archive. You do not need to check the checkbox to include subfolders if you install everything to the main scripts folder as outlined in the manuals. MO is only mentioned in the manuals because it requires special treatment. Any other mod manager is just standard modding and Windows PC knowledge without any of those "traps" from MOs virtual file system, BSA archive management and its need to launch everything from within MO.

 

  On 2/9/2016 at 7:43 PM, Nappy65 said:

HI,

 

I'm crashing if I try to open my map with Dyndolod ticked, but not if it's unticked​. I don't now why. Can somebody help me? please

Did you check heap memory usage with Memory Blocks Log? Opening the map may just put it over the limit set in SKSE.ini.

Edited by sheson
  • 0
Posted

Quick question.  I have done the step with TES5Edit to apply DynDOLOD TexGen and DynDOLOD Worlds scripts.

 

However, I put them in the same directory.  So I deleted then and redid the scripts.  When I closed TES5Edit the first time, did it change the original mod content and will this impact the 2nd time I run it?  Do I need to reinstall DynDOLOD and start over?  I can't remember the pop up message I got but it seems to know I ran this before.

  • 0
Posted
  On 2/11/2016 at 12:30 AM, mcshame said:

Quick question.  I have done the step with TES5Edit to apply DynDOLOD TexGen and DynDOLOD Worlds scripts.

 

However, I put them in the same directory.  So I deleted then and redid the scripts.  When I closed TES5Edit the first time, did it change the original mod content and will this impact the 2nd time I run it?  Do I need to reinstall DynDOLOD and start over?  I can't remember the pop up message I got but it seems to know I ran this before.

There is a lot more files and folders you copy to TES5Edit than just DynDOLOD TexGen.pas and DynDOLOD Worlds.pas. When you run DynDOLOD Worlds.pas it will create a lot files including an export file with the static object LOD data for LODGen.exe. If you do not delete those it those files might be reused.

 

After DynDOLOD Worlds.pas completed successfully and you close TES5Edit it will save an updated DynDOLOD.esp with the dynamic LOD data. If you add new mods that add objects that you want to create LOD for you can update the existing DynDOLOD.esp. If you remove mods that are masters in the existing DynDOLOD.esp you need to start from scratch.

 

See "Uninstallation / Updating" in DynDOLOD_Manual.html for further details/links to video.

  • 0
Posted (edited)

Sheson, just finished the SRLE build.  When in the world, a get a message: "Can not find master data in Dyndolod_Tamriel.jsm

 

What do you recommend I do? Thx

 

EDIT: watched the guide, cleaned out the cache and such for an update, used the backup.esp and just now doing a full reinstall to see what the results will be.  

Edited by mcshame
  • 0
Posted (edited)

Hello Sheson or anyone else who can help:

 

Anyone have an idea why the solitude bard college LOD would look like this?

 

ScreenShot23_zps1bloukc4.jpg

 

 

the item in question in xedit is SBardsCollegeTower_DynDOLOD_LOD [sTAT:6D01F76A]

Edited by sirjesto
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