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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

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

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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

Is it safe to update from USLEEP 3.0 to 3.01 and Alternate Start from 3.10 to 3.12 without regenerating DynDoLOD.esp on an existing save?  

 

Arthmoor says that it's not likely that the FORMIDs referenced by DynDoLOD have been changed by either of those mod updates and the recent updates to Alternate Start don't affect LOD, but the updates to USLEEP do affect some LOD resources.  Arthmoor did not know enough about the inner workings of DynDoLOD to know what happens if you update a mod that has a DynDoLOD dependency without regenerating DynDoLOD, so I thought I would ask here. 

 

I am hoping that only effect would be to introduce vanilla LOD in the areas that were changed by USLEEP and that it won't cause random crashes, lag or any other issues.  

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Posted

I am having a problem with the Farmhouse Chimneys mod (specifically the "FarmhouseChimneysFalskaar+Wyrmstooth.esp" plugin) when running the DynDOLOD worlds script to create LOD. When I run the script including all the worlds except Falskaar the script runs without error and creates LOD files. When I run the script using only the Falskaar world (or any set of worlds that includes Falskaar) I get the following error in xEdit:

[DynDOLOD.esp] Adding master "FarmhouseChimneysFalskaar+Wyrmstooth.esp"
Exception in unit functions line 354: [02165DA3] < Error: Could not be resolved >
 
If I remove this plugin and run the script for the Falskaar world there are no errors.
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Posted (edited)
  On 2/17/2016 at 7:31 PM, druninja said:

here is a memory block log of cocing to riverwood then running along the road all the way to markarth, zoning into markarth running around a bit , zoning back out and flying for like a couple mins with no crash or anything. 

 

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and here is a memory block log of cocing to loreius farm, then running to the giant camp that ctd's me

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I think its working cause I can run around 5 mins 500 speed mult along roads and nothing ctd's me. but I instantly ctd near the giant camp/road by loreius farm. Even after redoing the dyndolod this morning. 

The logs last line shows first block reaches the max setting of 512. You need to increase the heap setting in SKSE.ini until the fist column never reaches the new increased max value.

 

  On 2/17/2016 at 7:40 PM, Turija said:

Is it safe to update from USLEEP 3.0 to 3.01 and Alternate Start from 3.10 to 3.12 without regenerating DynDoLOD.esp on an existing save?  

 

Arthmoor says that it's not likely that the FORMIDs referenced by DynDoLOD have been changed by either of those mod updates and the recent updates to Alternate Start don't affect LOD, but the updates to USLEEP do affect some LOD resources.  Arthmoor did not know enough about the inner workings of DynDoLOD to know what happens if you update a mod that has a DynDoLOD dependency without regenerating DynDoLOD, so I thought I would ask here. 

 

I am hoping that only effect would be to introduce vanilla LOD in the areas that were changed by USLEEP and that it won't cause random crashes, lag or any other issues.  

There should be no issue with existing data and everything should continue to just work. The only "issue" could be if Alternate Start adds new objects, they would have no LOD.

 

Updating the existing DynDOLOD.esp should work but is not required, especially if you do not miss anything that you know should have LOD, like an obvious Farmhouse.

Create a backup of the existing DynDOLOD.esp and the meshes, skse, textures you copied from the output folder before updating the esp and you should be ready for anything.

 

  On 2/17/2016 at 7:57 PM, Kelmych said:

 

I am having a problem with the Farmhouse Chimneys mod (specifically the "FarmhouseChimneysFalskaar+Wyrmstooth.esp" plugin) when running the DynDOLOD worlds script to create LOD. When I run the script including all the worlds except Falskaar the script runs without error and creates LOD files. When I run the script using only the Falskaar world (or any set of worlds that includes Falskaar) I get the following error in xEdit:

[DynDOLOD.esp] Adding master "FarmhouseChimneysFalskaar+Wyrmstooth.esp"
Exception in unit functions line 354: [02165DA3]
 
If I remove this plugin and run the script for the Falskaar world there are no errors.

 

You need to resolve any errors in the load order first. In TES5Edit left window right click on the mod you want to check for errors (or mark them all first), then select 'Check for errors'. It should find the [02165DA3] and list the record that contains the unresolved data. Depending on what it is, replace the wrong form id by correct value, if you can figure it out, or just by 0. Or delete the entire record or whatever :)

Edited by sheson
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Posted
  On 2/17/2016 at 9:44 PM, sheson said:

The logs last line shows first block reaches the max setting of 512. You need to increase the heap setting in SKSE.ini until the fist column never reaches the new increased max value.

 

on the first log I didn't crash, I simply left the game after running around the map 500 speed for 5 mins. and the second log , the one I did crash in, I hit 512 3 times. do I still need to increase? I get the guaranteed ctd even when I put my skse.ini to 1024 (in reality 768)

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Posted (edited)
  On 2/17/2016 at 9:57 PM, druninja said:

on the first log I didn't crash, I simply left the game after running around the map 500 speed for 5 mins. and the second log , the one I did crash in, I hit 512 3 times. do I still need to increase? I get the guaranteed ctd even when I put my skse.ini to 1024 (in reality 768)

The game crashes when heap memory reaches the initial max setting and a cell border is crossed. The Memory Blocks Log verifies that this is happening.

The only solutions for this CTD is to increase the max heap setting, reduce memory consumption so that the max heap setting is never reached or to not cross a cell border while the initial heap is maxed out.

This is one of the few CTD causes that is easy to determine and easy to fix.

Edited by sheson
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Posted
  On 2/17/2016 at 10:06 PM, sheson said:

The game crashes when heap memory reaches the initial max setting and a cell border is crossed. The Memory Blocks Log verifies that this is happening.

The only solutions for this CTD is to increase the max heap setting, reduce memory consumption so that the max heap setting is never reached or to not cross a cell border while the initial heap is maxed out.

This is one of the few CTD causes that is easy to determine and easy to fix.

here is new pastebin of the memory patch ctding at the same spot, I increased the memory to 768 but I ctd at 513 at the spot I'm having the guaranteed crash at.

 

 

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Posted (edited)
  On 2/17/2016 at 10:29 PM, druninja said:

here is new pastebin of the memory patch ctding at the same spot, I increased the memory to 768 but I ctd at 513 at the spot I'm having the guaranteed crash at.

 

 

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Two different problems then. Check the mini dump again. You can lower the heap setting so it is just somewhat higher than the max usage, say to 550 or so.

Now verify if CTD goes away if you deactive the esp. If that is the case then rename data\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json to something else so it can't find the file anymore.

See if CTD goes away. If that is the case, restore the file and do the debug test for invaid nif as explained in the ..\Docs\DynDOLOD-README.txt

Edited by sheson
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Posted (edited)
  On 2/17/2016 at 9:44 PM, sheson said:

 

 

There should be no issue with existing data and everything should continue to just work. The only "issue" could be if Alternate Start adds new objects, they would have no LOD.

 

Updating the existing DynDOLOD.esp should work but is not required, especially if you do not miss anything that you know should have LOD, like an obvious Farmhouse.

 

Awesome.  Thanks for your quick reply.  I am hesitant to update the existing DynDoLod because when I did that on my prior character, I noticed some increased lag as my character ran down roads and new cells were loaded that was not there before updating DynDoLOD.  But its good to know that any issues with updating DynDoLOD's masters without updating DynDoLOD would be limited to missing LOD for any new structures and such, rather than causing general instability.  

 

DynDoLOD does make the distant views stunning.  Great mod, and I appreciated your working with Alt3rn1ty to get his DynDoLOD Wrye Bash guide up and running.  Thanks again.

Edited by Turija
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Posted
  On 2/17/2016 at 11:06 PM, sheson said:

Two different problems then. Check the mini dump again. You can lower the heap setting so it is just somewhat higher than the max usage, say to 550 or so.

Now verify if CTD goes away if you deactive the esp. If that is the case then rename data\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json to something else so it can't find the file anymore.

See if CTD goes away. If that is the case, restore the file and do the debug test for invaid nif as explained in the ..\Docs\DynDOLOD-README.txt

thanks for all the help dude. Here's what I did so far, I changed the heap to 806 (so 550), and ctd'd at the spot with heap only hitting 503 or something. So then I deactivated esp, run to the spot no ctd. I renamed the file dyndolod_tamriel_objects.json to hahahahah loaded game with the esp active, ctd at the spot with heap only hitting 515 or so still. Since the renaming the objects.json didn't work, do I still followed the last step you suggested of doing the debug test for invalid nif or do I do something else?

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Posted (edited)

DynDOLOD 1.47

As always, there is no need to generate from scratch or update anything unless you want to.
By creating backups of the current LOD you can always try to update an existing DynDOLOD.esp first before generating from scratch. If weird things happens restore backup. It is a matter of seconds with the right modding tools.

You need to download and use FO4Edit PreRelease Alpha (FO4Edit 3.1.3 - 67b61d7 dated 17 February 2016) or newer
Despite the name, this is TES5Edit.exe - if there happens to be no TES5Edit.exe in the download archive, rename/copy *.exe whatever its name is to TES5Edit.exe - see its readme for further details.
This latest version contains the latest LODGen.exe v1.0.0 beta which is required. Older LODGen.exe version will most likely just crash.

If updating an existing save game with a new generation from scratch follow the save game update procedure. RTFM Uninstallation / Updating, watch the video or check DynDOLOD SkyUI MCM. In any case, always save in an interior.

The latest Papyrus Scripts are backwards compatible with 1.46. To update an existing save game only with new scripts, first deactivate DynDOLOD, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Replace scripts, start game, load the save, go outside, activate DynDOLOD.

  • If you do not intent to generate LOD, do not replace/overwrite anything else like meshes or textures from 1.46 to not disturb an existing save game.
  • If you intend to update LOD of an existing save game by updating the existing DynDOLOD.esp, overwrite the 1.46 meshes but do not delete any of the old meshes/textures so either a file is the old or new version but not one of the old files goes missing.
  • If you intend to generate LOD from scratch, replace - not overwrite - the meshes/textures from 1.46. Delete meshes/textures from 1.46 first, then install the meshes/textures from the archive.

(If you came here because of Legacy of the Dragonborn (Dragonborn Gallery) 1.5 you will have to generate from scratch)
 
 
To update DynDOLOD Worlds.pas, delete all files in ..\TES5Edit\Edit Scripts\DynDOLOD\*.* first. Then install the new version, overwriting DynDOLOD Worlds.pas/DynDOLOD TexGen.pas as well if they are still there.

The new DynDOLOD Worlds.pas 1.47 will report missing nifs it wanted to use for dynamic LOD (it will ignore them now):
Missing model "meshes\..\*.nif" - ignoring * [sTAT:xxxxxxxx] for dynamic LOD
Mods often have left over base elements referencing non existing nifs. Look up the form id [sTAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message.
Reload the record and check bottom for tab 'Referenced By'. If the tab is missing the base element is not used by any references and this error can be ignored.
Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author.

The new DynDOLOD Worlds.pas 1.47 and new LODGen will use tree LOD billboards in static LOD in case a tree wasn't done as traditional tree LOD. Older versions used a nif with a vanilla tree texture.
When it generates the texture atlas for these trees it can generate messages like:

which can be ignored - traditional tree LOD does not use a normal map either. However, if normal map textures with the correct file name exist they will be used and probably improve the visuals.
While the trees ultra option uses 3D static trees, this new feature can be used to replace the traditional billboard tree LOD by a static billboard tree LOD that won't suffer from the 3rd person stutter when crossing cell borders.
See bottom of ..\Options\trees.ultra\DynDOLOD-Trees.txt for a little bit more info.

Speaking of which, the process to generate ultra trees is now as simple as changing 1 ini setting and adjusting a mesh rule. Buy some heap memory if using the now working "Full model" option.
We will have to figure out the finer details of these two new features together in the future. It looks really good but oh boy does LODGen run forever and produce huge files... Lower fBlockLevel0Distance= in SkyrimPrefs.ini (or in DynDLOD MCM Settings)
For enthusiast modders and pros, best to use the "tools" to create dedicated 3D statics even if they are 1:1 replicas. Double check result in nifskope in case it uses to much data of the full model from the automatic process.  Just ask for help if instruction seem unclear or do not work as they should - since this is work in progress..

Immersive Content - Realistic Outdoor Lights - if using the candles rules already, you can the update existing LOD to discover more lights.
There is an optional script patch to sync LOD lights. No need to update LOD for the script to work it will work with whatever LOD was already there. See the manual for details.

Lanterns of Skyrim - There is an optional script patch to sync LOD lights. No need to update LOD for the script to work it will work with whatever LOD was already there. See the manual for details.

For these mods rules were added/updated - there should be no need to generate from scratch, updating should work. The changes are very minor in most cases.
Apotheosis - Lifeless Vaults
Tiny Calm Garden
Volundr
JKs Cities - Lite and SuperLite (no need to update - unless someone just noticed oddities and didn't get the patch that I already posted a while back)

Verified working out of the box
Hunting in Skyrim - A Hunting Guild
Scoundrel's Fall
Shor's Stone
Skyrim Wayshrines LITE - SWIFT LITE
 Vjarkell Castle 
Whistling Mine
Winterhold Rebuild

Fixes include
Floating fires in the Dragonsreach Great Porch in Whiterun - reported by Paolino
Flickering textures with ENB sunrays and Glow LOD reported by snares
Green grass fix for Enhanced Landscapes reported by TGA
Works now with Claralux in the load order - not sure about Claralux patches - still testing the mod
 
DynDOLO Worlds.pas now works with mods that extend the worldspace borders (out of bounds) reported by Astakos
Those 3 reported mods already get pretty decent LOD out of the box, but some of the LOD textures could use some attention to match the full models better so I don't list them yet.
 
The latest xEdit now supports STAT with Has Tree LOD flag when generating tree LOD. DynDOLOD includes the 2 billboards for Dragonborn/Solstheim heavy snow pine. This will be added to TES5LODGen and the vanilla billboards, of course.
 
[spoiler=Changelog 1.47]DynDOLOD Worlds.pas - added a missing ResourceExists check before trying to open it
DynDOLOD Worlds.pas - added discovery of tree LOD billboard textures for static tree LOD and export data for LODGen.exe
DynDOLOD Worlds.pas - simplified generation of ultra tree LOD
DynDOLOD Worlds.pas - updated detection of min/max world bounds as rule of one does not apply for overwrite records
DynDOLOD Worlds.pas - added a ResourceExists check when using meshes for dynamic LOD
DynDOLOD Worlds.pas - added a CRC32 check for full model tree meshes to match correct static tree LOD mesh for "dumb" file replacer mods
DynDOLOD Worlds.pas - optimized rule matching
DynDOLOD Worlds.pas - add references that use dunCGOutsideClutterMarker marker as XESP as static LOD instead of dynamic LOD - it enables references after intro scene played
DynDOLOD Worlds.pas - updated automatic alternate texture detection and made use of 3D Names definition file to determine which is the dominant texture of the LOD model
DynDOLOD Worlds.pas - added AppName identfier to all ini/cache files to be able to separate between different games
DynDOLOD Worlds.pas - fixed a case of glow LOD mesh file name detection if _lod is part of full mesh name
DynDOLOD Worlds.pas - use smallest/greatest worldspace bounds from entire overwrite list
DynDOLOD Worlds.pas - added IsSwitch for childworlds for manual references
DynDOLOD Worlds.pas - updated some functions for future billboard use in static LOD
DynDOLOD Worlds.pas - always skip marker when processing worldspace
DynDOLOD Worlds.pas - trying to optimize possible position changes to detect existing child world copies
DynDOLOD Worlds.pas - use full model for child world to parent world copy if object is really really huge
DynDOLOD Worlds.pas - fixed not replacing textures when using cached base elements
DynDOLOD Worlds.pas - added a [LODGen Settings] section to rule files so (updated) mods shipping with their own rules can overwrite default settings
DynDOLOD Worlds.pas - addjust option windows for title bar height
DynDOLOD TexGen.pas - added generation for cavebasewall01lod.dds, caverock01lod.dds, glacierslabnoalpha.dds
DynDOLOD TexGen.pas - added AppName identifier to all ini/cache files to be able to separate between different games
DynDOLOD-rules - added/updated rules for better compatibility with mods
Papyrus Scripts - write a debug message to log in case files are out of sync
Papyrus Scripts - added information MCM page
Papyrus Scripts - enable/disable use of NetImmerse Override in MCM - disabled by default
Papyrus Scripts - optimized parts of MCM
Papyrus Scripts - updated activating/deactivating function to be more robust
Papyrus Scripts - added function option to activate all active FarGrid/NearGrid cells instead of only the ones that changed state - used in patches of third party scripts
Papyrus Scripts - print debug message for all instances when a model is enabled
Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods


 
DynDOLOD 1.46

Do not use DynDOLOD Worlds.pas with FO4Edit.exe under any circumstances.

Edited by sheson
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Posted
  On 2/17/2016 at 11:53 PM, druninja said:

thanks for all the help dude. Here's what I did so far, I changed the heap to 806 (so 550), and ctd'd at the spot with heap only hitting 503 or something. So then I deactivated esp, run to the spot no ctd. I renamed the file dyndolod_tamriel_objects.json to hahahahah loaded game with the esp active, ctd at the spot with heap only hitting 515 or so still. Since the renaming the objects.json didn't work, do I still followed the last step you suggested of doing the debug test for invalid nif or do I do something else?

Yes restore the file and still do the test.

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Posted

I'm finishing up a STEP 2.2.9.2 install right now, with my own Gameplay pack alongside, just had everything finished, including DynDOLOD, got into the game and it looked and played great,  but I noticed a problem or two with my setup (had downloaded and installed immersive horses, forgetting that I had installed convenient horses in STEP, for one - I also installed Phinix ENB, with his instructions and patch for COT/TS/ESS/AOS/NLA - meaning I re-installed COT without its DLC/weather patches - DynDOLOD.esp was dependent on one of the COT DLC patches)

 

so I fixed that up, and then upon looking up how to update DynDOLOD after adding/removing mods, I noticed that on its page and the GP install video, there doesn't seem to be a mention of running the Texgen script, and in STEP, there does not seem to be mention of downloading billboards.  am i correct in assuming that running the Texgen script essentially generates those billboards dynamically, and thus the vanilla skyrim LOD billboards, as well as SFO billboards are not necessary?

 

also, as i didn't add or delete anything that would really require new LOD textures or billboards, i'm assuming that to update i only need to run the Worlds script to generate a new .esp, and don't need to worry about the TexGen?

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Posted (edited)
  On 2/18/2016 at 12:32 AM, baronaatista said:

I'm finishing up a STEP 2.2.9.2 install right now, with my own Gameplay pack alongside, just had everything finished, including DynDOLOD, got into the game and it looked and played great,  but I noticed a problem or two with my setup (had downloaded and installed immersive horses, forgetting that I had installed convenient horses in STEP, for one - I also installed Phinix ENB, with his instructions and patch for COT/TS/ESS/AOS/NLA - meaning I re-installed COT without its DLC/weather patches - DynDOLOD.esp was dependent on one of the COT DLC patches)

 

so I fixed that up, and then upon looking up how to update DynDOLOD after adding/removing mods, I noticed that on its page and the GP install video, there doesn't seem to be a mention of running the Texgen script, and in STEP, there does not seem to be mention of downloading billboards.  am i correct in assuming that running the Texgen script essentially generates those billboards dynamically, and thus the vanilla skyrim LOD billboards, as well as SFO billboards are not necessary?

 

also, as i didn't add or delete anything that would really require new LOD textures or billboards, i'm assuming that to update i only need to run the Worlds script to generate a new .esp, and don't need to worry about the TexGen?

STEP includes all the updated correct LOD and billboard textures already.

 

However, do not confuse billboards with LOD textures. Generally they are the same thing... dds files, but billboards are for tree LOD - which is different from static 3D LOD.

 

TexGen generates texture for 3D static LOD but not billboards for tree LOD.

Billboards are created by splitting existing tree LOD atlas textures or create them from scratch by taking a screenshot from a render view for example.

 

You most likely do not have to worry about the textures at all for you changes - unless you deviate from the STEP setup and install additional tree mods.

Edited by sheson
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Posted (edited)
  On 2/17/2016 at 11:58 PM, sheson said:

If updating an existing save game with a new generation from scratch follow the save game update procedure. RTFM Uninstallation / Updating, watch the video or check DynDOLOD SkyUI MCM. In any case, always save in an interior.

 

The latest Papyrus Scripts are backwards compatible with 1.46. To update an existing save game, first deactivate DynDOLOD, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. 

 

Thanks for the new version.  I am a little confused about the save game update procedure.  The Gamer Poet video says to deactivate DynDOLOD in the MCM while in an interior location, then exit the game and deactivate DynDOLOD in MO, then restart the game without DynDOLOD and wait 10 days and then make a new save.

 

That seems different that the above instructions, which I read to require deactivating DynDOLOD in the MCM while in an outdoor location, then moving to an indoor location, then making sure DynDOLOD is still deactivated in the MCM, then making a save, thus skipping the step where you deactivate DynDOLOD in your mod manager and then reload the game and wait 10 in game days and make a new save. 

 

I just want to make  sure I understand the instructions for this part of the update.

 

Is it necessary to deactivate DynDOLOD while in an outdoor location and then move to an indoor location?

 

After you have deactivated DynDOLOD in the MCM and saved in an indoor location, is it necessary to then deactivate DynDOLOD in your mod manager and reload the game and make a new save without DynDOLOD?

Edited by Turija
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Posted (edited)
  On 2/18/2016 at 2:09 AM, Turija said:

Thanks for the new version.  I am a little confused about the save game update procedure.  The Gamer Poet video says to deactivate DynDOLOD in the MCM while in an interior location, then exit the game and deactivate DynDOLOD in MO, then restart the game without DynDOLOD and wait 10 days and then make a new save.

 

That seems different that the above instructions, which I read to require deactivating DynDOLOD in the MCM while in an outdoor location, then moving to an indoor location, then making sure DynDOLOD is still deactivated in the MCM, then making a save, thus skipping the step where you deactivate DynDOLOD in your mod manager and then reload the game and wait 10 in game days and make a new save. 

 

I just want to make  sure I understand the instructions for this part of the update.

 

Is it necessary to deactivate DynDOLOD while in an outdoor location and then move to an indoor location?

 

After you have deactivated DynDOLOD in the MCM and saved in an indoor location, is it necessary to then deactivate DynDOLOD in your mod manager and reload the game and make a new save without DynDOLOD?

The instructions are different  because of different types of update scenarios.

 

The first steps are always the same: deactivate DynDOLOD in the MCM (only possible if outside), go into an interior, check MCM is still deactivated, save, exit game.

 

a) If you only want to update the papyrus scripts, overwrite them now. You can update the existing DynDLOD.esp with DynDLOD World.pas at this point in case you added new mods.

There is no need to update the DynDOLOD.esp just because of this update. Once done, start the game and load the last save, go outside, activate from MCM.

 

b) If you want to generate a new DynDLOD.esp from scratch, you first deactivate the old esp, start the game without esp, load the save, wait, save, exit. This is now the clean save.

Now generate LOD from scratch. Once done, start the game with the new esp and load the last save, go outside, activate from MCM.

 

As you can see the extra step of starting the game without the esp and saving are only needed when creating a new DynDOLOD from scratch. BTW the manual even mentions the difference to the video: "While the tutorial video explains the safest way to update an existing game, there may be no need to redo the whole DynDOLOD.esp from scratch. You can try the following option first and only in case of undesired results start from scratch." The processes and consequently the manual have been updated and refined since the videos were created.

 

At any time can static and tree LOD be generated without having to worry about existing save games. Backup the existing esp and skse folder with json files to a save location.

Then do a generation from scratch to create static and tree LOD, disable "Generate DynDOLOD" form the advance menu to save time and not create json files.

Once the process is completed do not save the esp. Delete the skse folder in output folder if there is one and only copy the new meshes/texture back to the game.

Restore esp and skse from save location. Enjoy updated static / tree LOD. Result should be visually fine 99% of the time.

Edited by sheson
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