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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.

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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

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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

=======================================================================

  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 2/12/2016 at 3:39 PM, Julle64 said:

This exact thing happened to me in my previous game and now again with the newer game. So I went through the mods I have installed to these two playthroughs and which I didn't have in my earlier playthroughs. I noticed DynDOLOD and uninstalling it made my new saves loadable again. Then I came here and saw this message. Don't know what exactly causes this problem (mod conflict maybe) but here's what I have noticed.

 

- In both games it happened after approximately 100 hours

- The .skse save file is "bloated". In my earlier games the size has been max 1.4 MB, usually less and when this problem occurred the size was 4,1 MB

- The saving time is quite long and I presume it's due to that .skse save file. The .ess file is only 16,7 MB which is quite normal after 100 h

 

Is there a way to see what that .skse save file contains? I hope it would include some hints.

Did you see my answer to that post?

 

These vague reports of people having troubles loading save games just seem to have started to appear recently. I see such reports with DynDOLOD as well as without DynDOLOD in the load order.

The current version of DynDOLOD is out since October. Common sense says if simple data in DynDOLOD somehow causes problems there should have been such reports since a long time already.

So the question is, what else did you install, update or change more recently?

 

Safe bloat is when the file size of a save keeps increasing forever or in a very short time without reason (like adding a new mod).

If saving the current state of a game the save files need to contain all that current state data. Why do you think 4MB is bloated or a reason for concern? It seems large yes, but more and more mods make use of it.

 

What is the load order (use https://www.modwat.ch/)? What are the versions of SKSE, StorageUtil.dll and nioverride.dll - any other dll plugins that you are using?

Are there any stack dumps in papyrus log?

What were the selected options when generating LOD with DynDOLOD Worlds.pas. Upload the TES5Edit_log.txt if you still have it. Upload a problematic save and co-save, I can decipher those.

Edited by sheson
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Posted

Mirrored tree LODs problem:

 

Please have a look on the Picture. There are two tree LODs overlapping in the same place and it looks like the tree has a mirrored twin.

 

The trees are from mod "Solstheim Landscape Overhaul by AceeQ" which is a really nice mod but it does not provide billboard textures.

 

So I have generated them myself because I had notices trees popping up out of nowhere.

 

And the LODs are bigger than the trees.

 

How can this happen and how can this be fixed?

  • 0
Posted (edited)

As mentioned before, tree LOD looks good only with symmetrical billboards. Why do you think there are mostly straight pines in vanilla Skyrim and aspens are quite small? One of Bethesda tricks so you won't notice how bad LOD is in Skyrim, not because they love pines and tiny trees.

Your billboard is not symmetrical at all, you need to rotate mesh and choose better angle before grabbing the image. Size of LOD in game is defined in .txt file having the same name as billboard.

Edited by zilav
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Posted (edited)
  On 2/11/2016 at 7:27 PM, sheson said:

 

Yes just remove it, the game will use the vanilla mesh again.

 

You mean "Continue" from the main menu?  DynDOLOD just adds LOD data to a world, it is not modifying menus or loadscreens. Of course the new additional LOD needs to be loaded when a game is loaded.

Thank you, I removed it and this worked.

 

The "freezing before the game actually starts" is still there though. What I meant was that when I press continue in the main menu of Skyrim, the screen freezes BEFORE it starts actually loading (for around 10 seconds). When I remove Dyndolod, the game immediately starts loading when pressing continue. Has no one ever mentioned this? Maybe I'm the only one with this problem.....

 

Edit: Did some testing and the "Output" folder is not causing the problem. I think it's the Dyndolod esp itself..

Edited by Ugaking
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Posted (edited)
  On 2/12/2016 at 5:48 PM, Ugaking said:

Thank you, I removed it and this worked.

 

The "freezing before the game actually starts" is still there though. What I meant was that when I press continue in the main menu of Skyrim, the screen freezes BEFORE it starts actually loading (for around 10 seconds). When I remove Dyndolod, the game immediately starts loading when pressing continue. Has no one ever mentioned this? Maybe I'm the only one with this problem.....

 

Edit: Did some testing and the "Output" folder is not causing the problem. I think it's the Dyndolod esp itself..

I only know this behavior from quest heavy mods like Interesting NPCs or Immersive Citizens - AI Overhaul. Never seen this with DynDOLOD and no reports about this so far.

So you have this just with the updated esp, while meshes/skse/textures from output disabled? Could you try also to disable meshes/textures/script from the download archive and only have the esp active?

My next step would be to try with default inis to see if that makes a difference.

  On 2/12/2016 at 5:42 PM, archer said:

Hm, don't know how to fix that but thanks anyway

You can switch sides with nifskope to find the best angle and then use photoshop to edit the canvas of the billboard so that the trunk is in the middle. Billboards dds can have a txt file next to them (check the vanilla billboards) to set height/width/scale/z-shift

However, those leaf less trees are prime targets to be done as 3D statics. There will be an updated LODGen.exe soonish that can deal with all types of full model trees, side effect from FO4..

Edited by sheson
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Posted (edited)
  On 2/12/2016 at 4:09 PM, sheson said:

Did you see my answer to that post?

 

These vague reports of people having troubles loading save games just seem to have started to appear recently. I see such reports with DynDOLOD as well as without DynDOLOD in the load order.

The current version of DynDOLOD is out since October. Common sense says if simple data in DynDOLOD somehow causes problems there should have been such reports since a long time already.

So the question is, what else did you install, update or change more recently?

 

Safe bloat is when the file size of a save keeps increasing forever or in a very short time without reason (like adding a new mod).

If saving the current state of a game the save files need to contain all that current state data. Why do you think 4MB is bloated or a reason for concern? It seems large yes, but more and more mods make use of it.

 

What is the load order (use https://www.modwat.ch/)? What are the versions of SKSE, StorageUtil.dll and nioverride.dll - any other dll plugins that you are using?

Are there any stack dumps in papyrus log?

What were the selected options when generating LOD with DynDOLOD Worlds.pas. Upload the TES5Edit_log.txt if you still have it. Upload a problematic save and co-save, I can decipher those.

The size of the .skse save files have usually been less than 0,5 MB in my previous games and now its slightly over 4,0 MB. That what's hit my eye.

 

Anyways here is the requested info.

 

Load order according to WryeBash.Bashed Patch, 0.txt

SKSE version is 1.07.03

StorageUtil dated 05.01.2016 (the dll shows no version)

nioverride 3.4.5

List of dll's: ddl files.txt

 

I also noticed that I can reproduce the save bug whenever I want by going outside, deactivating the DynDOLOD in the MCM menu and then saving the game. That save cannot be opened in Skyrim or in the Save Game Script Cleaner. 

 

Here's a log of deactivating the DynDOLOD via the MCM menu (+ save + exit): Papyrus.deactivating.txt

And here's a log when I try to load that save: Papyrus.CTD.txt

 

When I did these logs I started SKSE, did coc qasmoke and loaded the game twice (except the one that CTD'd). That's why there are quite much all kind of stuff in the beginning of the log.

 

Here's the TES5Edit log, but I'm not 100 % sure that it is the correct one.

 

Here's the link to the corrupted .ess save.

And here's a link to the .skse save.

 

I know that it's a heavily modded game but these mods have worked together quite well in the past. 

Edited by Julle64
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Posted (edited)
  On 2/12/2016 at 7:21 PM, Julle64 said:

The size of the .skse save files have usually been less than 0,5 MB in my previous games and now its slightly over 4,0 MB. That what's hit my eye.

 

Anyways here is the requested info.

 

Load order according to WryeBash.attachicon.gifBashed Patch, 0.txt

SKSE version is 1.07.03

StorageUtil dated 05.01.2016 (the dll shows no version)

nioverride 3.4.5

List of dll's: attachicon.gifddl files.txt

 

I also noticed that I can reproduce the save bug whenever I want by going outside, deactivating the DynDOLOD in the MCM menu and then saving the game. That save cannot be opened in Skyrim or in the Save Game Script Cleaner. 

 

Here's a log of deactivating the DynDOLOD via the MCM menu (+ save + exit): attachicon.gifPapyrus.deactivating.txt

And here's a log when I try to load that save: attachicon.gifPapyrus.CTD.txt

 

When I did these logs I started SKSE, did coc qasmoke and loaded the game twice (except the one that CTD'd). That's why there are quite much all kind of stuff in the beginning of the log.

 

Here's the TES5Edit log, but I'm not 100 % sure that it is the correct one.

 

Here's the link to the corrupted .ess save.

And here's a link to the .skse save.

 

I know that it's a heavily modded game but these mods have worked together quite well in the past. 

Is the world actually loading and working for a few seconds before it CTDs? I see MCM initializing. If so do the invalid nif check from the readme.

 

If not please upload  logfiles from c:\Users\[username]\Documents\My Games\Skyrim\SKSE\*.log

Edited by sheson
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Posted (edited)

Hi, does DynDOLOD work with Syerscote city, Tanners Ridge Treehouse, and Winterhold rebuilt? I was checking the list on nexus, but those are mods that i use and where not listed there as their LOD Being generated.

Edited by Glitch101
  • 0
Posted
  On 2/12/2016 at 6:52 PM, sheson said:

I only know this behavior from quest heavy mods like Interesting NPCs or Immersive Citizens - AI Overhaul. Never seen this with DynDOLOD and no reports about this so far.

So you have this just with the updated esp, while meshes/skse/textures from output disabled? Could you try also to disable meshes/textures/script from the download archive and only have the esp active?

My next step would be to try with default inis to see if that makes a difference.

Hey, I did delete the meshes/textures/script from the original download folder and this did indeed fix my problem! I did some further tests and the culprit is the "script" folder. If I delete the meshes and textures, but not script, I get the freeze before the load. If I delete only script, but not meshes and textures, the loading from the Skyrim menu starts instantly. 

 

You think there is any solution to this?

  • 0
Posted (edited)
  On 2/13/2016 at 12:13 AM, Glitch101 said:

Hi, does DynDOLOD work with Syerscote city, Tanners Ridge Treehouse, and Winterhold rebuilt? I was checking the list on nexus, but those are mods that i use and where not listed there as their LOD Being generated.

Winterhold Rebuild works completely out of the box with LOD updating as the rebuild progresses.

 

Tanners Ridge Treehouse will have LOD for the big tree and a few pieces of straw used for the roofing but miss walls and other elements used to puzzle the house itself. It would require custom rules depending how much of it is wanted for LOD. From a distance everything is behind lots of trees, so it might be just good enough as it is.

 

Syerscote will need custom rules for the new buildings the mod comes with for sufficient LOD.

Edited by sheson
  • 0
Posted

Hi there,

 

I have used DynDOLOD to generate LODs for my trees which has been generally successful but I do have one issue in a particular area where I have near ghost tree LODs that overlap my trees. I managed to remove them from one area when i disabled a BSA archive which included BFF files that I created as a merge with standalone Merge Plugins. This was in my load order when generating with DynDOLOD but I cant find a solution for this area.

 

Here is an image:

 

https://i64.tinypic.com/4reqeo.jpg

 

Hope someone can help

  • 0
Posted
  On 2/13/2016 at 4:47 AM, sputttnik said:

I have used DynDOLOD to generate LODs for my trees which has been generally successful but I do have one issue in a particular area where I have near ghost tree LODs that overlap my trees. I managed to remove them from one area when i disabled a BSA archive which included BFF files that I created as a merge with standalone Merge Plugins. This was in my load order when generating with DynDOLOD but I cant find a solution for this area.

You must rerun DynDoLOD after any merging because it changes FormIDs and tree LOD relies on them.

  • 0
Posted
  On 2/13/2016 at 1:43 AM, Ugaking said:

Hey, I did delete the meshes/textures/script from the original download folder and this did indeed fix my problem! I did some further tests and the culprit is the "script" folder. If I delete the meshes and textures, but not script, I get the freeze before the load. If I delete only script, but not meshes and textures, the loading from the Skyrim menu starts instantly. 

 

You think there is any solution to this?

This is really weird why that should be a problem in your case only. Did you alter Skyim.ini [Papyrus] section? How big is the DynDOLOD.esp?

Is that pause happening on subsequent loads as well?

  • 0
Posted
  On 2/13/2016 at 11:10 AM, sheson said:

This is really weird why that should be a problem in your case only. Did you alter Skyim.ini [Papyrus] section? How big is the DynDOLOD.esp?

Is that pause happening on subsequent loads as well?

No, I still have this:

 

[Papyrus]

fPostLoadUpdateTimeMS=500.0

bEnableLogging=0

bEnableTrace=0

bLoadDebugInformation=0

 

The DynDOLOD.esp is 7.9 MB big. I use 444 mods and 223 plugins (lots of weapon / armor mods). Btw: I do use the mods you mentioned above which are heavy (Immersive citizens and Interesting NPCs). On subsequent loads it does not happen - if I load the savegame when I'm already in-game, the loading starts immediately.

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