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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

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

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 2/13/2016 at 12:38 PM, Ugaking said:

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.

I assume the save you are loading already had those other mods active before? If it only happens the first time I guess we do not to be concerned really.

I would still like to understand why. Do you mind uploading the esp and the json files from the skse output folder somewhere?

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Posted
  On 2/13/2016 at 12:51 PM, sheson said:

I assume the save you are loading already had those other mods active before? If it only happens the first time I guess we do not to be concerned really.

I would still like to understand why. Do you mind uploading the esp and the json files from the skse output folder somewhere?

Yes, they are already active. I tested it both in a new game were all get installed at once and on an already existing savegame where only DynDOLOD gets added. Here the files:

 

https://www.filedropper.com/dyndolod

 

https://www.filedropper.com/dyndolod-output-kopie

 

I will further test it by not having Interesting NPCs installed when running DynDOLOD. Maybe several of these mods make it slow.

  • 0
Posted
  On 2/13/2016 at 7:24 AM, zilav said:

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

I reran DynDoLOD again and this has fixed my problem. Thanks for the quick reply and thanks to you all for these fantastic tools :)

  • 0
Posted (edited)
  On 2/12/2016 at 10:44 AM, sheson said:

Regarding stuck tree LOD:

If it happens in the wild, do you have a recent version of xEdit? Check the ..\TES5Edit\TES5Edit_log.txt for "Get xEdit 280715 or newer in case there are LOD trees in loaded cells"

If you have a recent enough version check ..\TES5Edit\TES5Edit_log.txt for "Warning: x duplicate FormID numbers of trees references were detected, excluded from LOD"

Truth is though if you see those messages there should be no stuck tree LOD in the wilderness. You would have to check the form ids of those trees (you can only get form ids from loaded full models, not LOD) and also post what mod they come from.

 

If static LOD gets stuck after fast travel, enable save on travel. That is so far the only confirmed case. Make a screenshot, get full model form ids / mod if problem persists.

 

Regarding the windmill buildings I wonder if you still have SkyMills?

 

For all cases above, check if you still see the LOD model when using tll in console.

Other than that, check with default inis and coc whiterun (new game) if any of the above problems happen as well

Well I double check my Loadorder I figured out my skymills got moved by mistakes, that problem is fixed.

 

The static LOD trees and other objects; I am using most recent version of TES5edit 3.1.2 and I'll look into the message for the duplicate tree reference ID's. I can tell you right now that the trees with stuck LODs are the markarth trees, or the dead tundra trees just east of whiterun towards the pale, just before the river that leads to the "toll tower " with bandits. Other instanced of those trees are fine, its the only place ive found with duplicate trees, and there shouldbe be multiple mods adding those tres... but agin ill check the TES5edit files for the duplicate tree reference. I can post screens later, but I also get a couple of specific cliff areas that load in as well, but it seems like the fix was just to select the object and delete it, as it doesnt even have an refrence object to even create the LOD. So those are easy. Seems it may be related to Enhanced Landscapes generating LODs for cliff objects that may be overwritten by another mod I have? Hard to tell, those are fairly minor though, the stuck trees are the worst.

Edited by TGA
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Posted (edited)
  On 2/14/2016 at 5:21 AM, TGA said:

Well I double check my Loadorder I figured out my skymills got moved by mistakes, that problem is fixed.

 

The static LOD trees and other objects; I am using most recent version of TES5edit 3.1.2 and I'll look into the message for the duplicate tree reference ID's. I can tell you right now that the trees with stuck LODs are the markarth trees, or the dead tundra trees just east of whiterun towards the pale, just before the river that leads to the "toll tower " with bandits. Other instanced of those trees are fine, its the only place ive found with duplicate trees, and there shouldbe be multiple mods adding those tres... but agin ill check the TES5edit files for the duplicate tree reference. I can post screens later, but I also get a couple of specific cliff areas that load in as well, but it seems like the fix was just to select the object and delete it, as it doesnt even have an refrence object to even create the LOD. So those are easy. Seems it may be related to Enhanced Landscapes generating LODs for cliff objects that may be overwritten by another mod I have? Hard to tell, those are fairly minor though, the stuck trees are the worst.

If those trees are not straight up but rather tilted or lying on the ground for example they are done a static LOD. That would mean there is only one problem of static LOD not unloading.

Edited by sheson
  • 0
Posted (edited)

Sorry to ask this here, it might be the wrong place but regarding my question about tree LODs I tried to open .btt files in Nifskope but I only get the gizmo, no mesh is showing up.

 

And an error message:

""failed to load file header (version 14000005, 20.0.0.5)""

"failed to load nif from 'C:/Steam/steamapps/common/skyrim/Data/meshes/Terrain/dlc2solstheimworld/Trees/DLC2SolstheimWorld.4.4.8.btt'"

 

A small hint would be nice, thanks.

Edited by archer
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Posted (edited)
  On 2/12/2016 at 9:16 PM, sheson said:

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

Sorry, I was away for a couple of days so I couldn't answer earlier. The world is not loaded and the CTD happens when the load screen is showing.

 

The date stamps of the log files were somewhat confusing so I created a new ones. These are the log files when loading a save that CTD:

JContainers.txtFetching info...

skse.txt

skse_chargen.txtFetching info...

skse_loader.txtFetching info...

skse_nioverride.txtFetching info...

skse_steam_loader.txtFetching info...

SchlongsOfSkyrim.txtFetching info...

 

EDIT: Don't know if this has anything to do with the problem but if I remember correctly, when I started the current playthrough I had the problem that the DynDOLOD didn't activate and I had to overwrite the scripts using the scripts from the "DynDOLOD scripts.7z".

Edited by Julle64
  • 0
Posted
  On 2/14/2016 at 1:25 PM, archer said:

Sorry to ask this here, it might be the wrong place but regarding my question about tree LODs I tried to open .btt files in Nifskope but I only get the gizmo, no mesh is showing up.

 

And an error message:

""failed to load file header (version 14000005, 20.0.0.5)""

"failed to load nif from 'C:/Steam/steamapps/common/skyrim/Data/meshes/Terrain/dlc2solstheimworld/Trees/DLC2SolstheimWorld.4.4.8.btt'"

 

A small hint would be nice, thanks.

BTT files are not meshes. They store x, y, z and and an ID. The ID is used to look up more data in the lst file. Like width and height and the uv map for the texture atlas.

  • 0
Posted (edited)
  On 2/14/2016 at 1:34 PM, Julle64 said:

Sorry, I was away for a couple of days so I couldn't answer earlier. The world is not loaded and the CTD happens when the load screen is showing.

 

The date stamps of the log files were somewhat confusing so I created a new ones. These are the log files when loading a save that CTD:

attachicon.gifJContainers.txt

attachicon.gifskse.txt

attachicon.gifskse_chargen.txt

attachicon.gifskse_loader.txt

attachicon.gifskse_nioverride.txt

attachicon.gifskse_steam_loader.txt

attachicon.gifSchlongsOfSkyrim.txt

 

EDIT: Don't know if this has anything to do with the problem but if I remember correctly, when I started the current playthrough I had the problem that the DynDOLOD didn't activate and I had to overwrite the scripts using the scripts from the "DynDOLOD scripts.7z".

The co-save contains a lot of data from nioverride/chargen from race menu - which judging from the logs is body morphs - probably by other mods utilizing racemenu.

 

DynDOLOD data in the co-save seems fine and is not that much as expected. All its data in the co-save is saved/loaded via PapyrusUtil. If you are using 3.1, try 3.2 or vice versa.

 

If you still have older saves, can you try to pinpoint when the co-save started getting larger and what mods you added/updated at that time? I believe the most recent dll updates seem to be CrashFixPlugin.dll and SexLabUtil.dll. The first seems like a good candidate that could cause weird issues. There is also quite some data in the co-save from the second.

 

The skse.log is truncated just when it should get interesting. After the "dispatched message." it should continue with something like

loading co-save

Loading mod list:

    (0 -> 0)    Skyrim.esm

    (1 -> 1)    Update.esm

    (2 -> 2)    Dawnguard.esm

    (3 -> 3)    HearthFires.esm

    (4 -> 4)    Dragonborn.esm

    (5 -> 5)    Unofficial Skyrim Legendary Edition Patch.esp

etc...

 

I am not sure what happens between dispatched and loading co-save or if it just couldn't flush loglines while already reading co-save data. skse_nioverride.txt for example seems to indicate it loads data already unless I am interpreting that wrong. Compare log file times if they are indeed from the same load - maybe delete them all before trying again to not be confused by old ones. Did you try loading the game without the co-save (rename it)?

It may be worth checking which of the other dll should write logs there and may be missing.

Edited by sheson
  • 0
Posted (edited)
  On 2/14/2016 at 3:36 PM, sheson said:

The co-save contains a lot of data from nioverride/chargen from race menu - which judging from the logs is body morphs - probably by other mods utilizing racemenu.

 

DynDOLOD data in the co-save seems fine and is not that much as expected. All its data in the co-save is saved/loaded via PapyrusUtil. If you are using 3.1, try 3.2 or vice versa.

 

If you still have older saves, can you try to pinpoint when the co-save started getting larger and what mods you added/updated at that time? I believe the most recent dll updates seem to be CrashFixPlugin.dll and SexLabUtil.dll. The first seems like a good candidate that could cause weird issues. There is also quite some data in the co-save from the second.

 

The skse.log is truncated just when it should get interesting. After the "dispatched message." it should continue with something like

loading co-save

Loading mod list:

    (0 -> 0)    Skyrim.esm

    (1 -> 1)    Update.esm

    (2 -> 2)    Dawnguard.esm

    (3 -> 3)    HearthFires.esm

    (4 -> 4)    Dragonborn.esm

    (5 -> 5)    Unofficial Skyrim Legendary Edition Patch.esp

etc...

 

I am not sure what happens between dispatched and loading co-save or if it just couldn't flush loglines while already reading co-save data. skse_nioverride.txt for example seems to indicate it loads data already unless I am interpreting that wrong. Compare log file times if they are indeed from the same load - maybe delete them all before trying again to not be confused by old ones. Did you try loading the game without the co-save (rename it)?

It may be worth checking which of the other dll should write logs there and may be missing.

I checked the saves and it looks like the size of the co-save has increased steadily by 0,1-0,2 MB after every tenth save which is app. 3-4 hours real time. So there is no sudden change.

The log files are of the same load. The time stamps were a bit hard to read so I created new ones which I then uploaded.

 

After I uninstalled DynDOLOD I have now continued with this same character for two hours without problems and the size of the co-save hasn't increased anymore. I have a save from an earlier character in my HD and that also had DynDOLOD installed and the co-save's size is only a third of my current character's co-save. I have to check what mods I have changed or updated between these games and if there are some SKSE stuff included.

Edited by Julle64
  • 0
Posted
  On 2/14/2016 at 6:54 PM, Julle64 said:

I checked the saves and it looks like the size of the co-save has increased steadily by 0,1-0,2 MB after every tenth save which is app. 3-4 hours real time. So there is no sudden change.

The log files are of the same load. The time stamps were a bit hard to read so I created new ones which I then uploaded.

 

After I uninstalled DynDOLOD I have now continued with this same character for two hours without problems and the size of the co-save hasn't increased anymore. I have a save from an earlier character in my HD and that also had DynDOLOD installed and the co-save's size is only a third of my current character's co-save. I have to check what mods I have changed or updated between these games and if there are some SKSE stuff included.

The new co-saves without DynDOLOD should be a couple 10kb smaller then. I am still wondering about PayrusUtil 3.1/3.2? SexLab includes the new version.

Did you generate LOD with Windows High glow LOD?

 

Is there a difference activating the esp again on an interior/exterior clean save?

  • 0
Posted
  On 2/14/2016 at 7:17 PM, sheson said:

The new co-saves without DynDOLOD should be a couple 10kb smaller then. I am still wondering about PayrusUtil 3.1/3.2? SexLab includes the new version.

Did you generate LOD with Windows High glow LOD?

 

Is there a difference activating the esp again on an interior/exterior clean save?

I just installed the v3.2 of the papyrusutil over the one included by SexLab (it's almost too easy with the MO) and I still get the CTD if I disable the DynDOLOD in MCM, save and try to load that save. It's getting late here so I'll test the reactivation of the esp tomorrow. And if I have time I'll probably also reinstall DynDOLOD completely to my current save and see what happens.

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