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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

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

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

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Posted (edited)
  On 2/17/2016 at 3:58 PM, sheson said:

We already have pinpointed to PapyrusUtil 3.1/3.2 differences and by the crash log there seems to be some relation when interacting with MCM. I think we will figure this out eventually. Based on that, can you download these Papyrus Scripts and see if by chance they change anything. There are two versions that are identical in function. The ones in the Scripts_Debug print lines to the papyrus log. So if these scripts do not change anything, post the papyrus log with the debug scripts from the game loading with the CTD.

 

The linked discussion suggests the user not doing the clean routine properly - there simply should not be that much data left over after the clean save. Not that removing an esp form an existing save game is recommended at all, as you know.

As the DynDOLOD manual and everybody else explains, there is no such thing as a save removal of mod from a save game. Removing DynDOLOD is relatively save because the scripts are only attached to and manipulate objects added by DynDOLOD itself. There should be only 1 version of each script or so left over in a clean save.

 

Also, since it was discussed there, USLEEP Swap Masters Script should work without problem on any existing DynDOLOD.esp.

I still get the corrupted save which causes the CTD. Here's the papyrus.log with the debug scripts.

Papyrus.0.log.7zFetching info...

Edited by Julle64
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Posted
  On 2/17/2016 at 11:58 PM, sheson said:

DynDOLOD 1.47

 

You need to download and use FO4Edit PreRelease Alpha (FO4Edit 3.1.3 - 67b61d7 dated 17 February 2016)

 

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

What exactly does the highlighted part above mean? It seems to be contradicting your "download and use FO4Edit" statement.

 

Also, what is the new Lanterns of Skyrim compatibly for and what does it do? The information in the manual is a bit lacking on what it actually does besides "switching LOD on/off". What LOD? Lanterns along the roads? Candle LOD for the added lanterns along roads and cities? ...it's not clear what this is for. I'm asking because STEP doesn't use the lanterns along the roads options so if that's all it's for then we can safely ignore it.

  • 0
Posted (edited)
  On 2/18/2016 at 4:02 PM, Julle64 said:

I still get the corrupted save which causes the CTD. Here's the papyrus.log with the debug scripts.

attachicon.gifPapyrus.0.log.7z

Can you replicate the problem when starting a new game? You starting form the save 302 you sent me right?

 

  On 2/18/2016 at 4:08 PM, TechAngel85 said:

What exactly does the highlighted part above mean? It seems to be contradicting your "download and use FO4Edit" statement.

Applies to trying to run the script with FO4Edit.exe instead of TE5Edit.exe... I used DynDOLOD Words.pas to create an esp with updated base records with additional LOD objects (LOD source files shipped with game, unused in the static LOD) for FO4LODGen... experimental and thus disabled

Edited by sheson
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Posted (edited)
  On 2/18/2016 at 4:35 PM, sheson said:

Can you replicate the problem when starting a new game? You starting form the save 302 you sent me right?

This current game is actually the new game. This same thing also happened to me in my previous game but I didn't pay so much attention to it then. That older game had also other issues and I thought that those issues were part of the problem. 

 

For these tests I have used save #293. That #302 is a corrupted save I made for checking. Time difference between these saves is rather small - #293 is after 103.53.29 and #302 is after 103.55.05.

 

I might try to install the new V1.47 to my current save. It's still the same game and the time stamp for that save is 110.30.14.

 

EDIT: Just installed the new version into my current save (same game as before), made a save and the save loaded without a CTD. So I'll play further with this setting and check if the problem reoccurs.

Edited by Julle64
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Posted (edited)

i did the memory patch and installed SSME. little confused about the correct installation path though cause gopher has stuff going to his skyrim data folder and gamerpoets has stuff going to mod organizer folder. is this correct?

mod organizer > mods > skse scripts > skse > skse.ini

mod organizer > mods > memory blocks log > skse > plugins > memoryblockslog.dll / memoryblockslog.ini

 

 

gopher has these files and i do not. i only have the two i mentioned above. am i ok so far?

memoryblockslog.log

skse_elys_uncapper.ini

skse_elys_uncapper.dll

 

 

gamer poets said do 768 / 256 but gopher mentions doing 1024 / 512. i ran the vram size test it says 4064 but my video card is 12gb. i know it reserves some but 4gb doesn't seem right for available memory. is 768 / 256 correct for my gpu?
 
[General]
ClearInvalidRegistrations=1[/size][/background]

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

Edited by misterdean
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Posted
  On 2/18/2016 at 5:32 PM, TechAngel85 said:

Okay, cool. What about the LoS compatibility I asked about above?

Whatever lights/candles LoS switches on at night / off at dawn. This includes "Lights on Roads" and "Lights on Villages" (names from script so I hope this translates to some install option)

If any of the lights/candles with timer from LoS are done as LOD the script patch will sync the LOD. You should be able to installed/remove the script at any time (be in interior) - like when a user see a light fro LoS in the distance that should be off at day -> install patch.

A user asked me for this patch last year so i included it.

 

  On 2/18/2016 at 8:45 PM, misterdean said:

i did the memory patch and installed SSME. little confused about the correct installation path though cause gopher has stuff going to his skyrim data folder and gamerpoets has stuff going to mod organizer folder. is the below correct?

 

mod organizer > mods > skse scripts > skse > skse.ini

mod organizer > mods > memory blocks log > skse > plugins > memoryblockslog.dll / memoryblockslog.ini

 

gopher has these files and i do not. i only have the two i mentioned above. am i ok so far?

memoryblockslog.log

skse_elys_uncapper.ini

skse_elys_uncapper.dll

 

gamer poets said do 768 / 256 but gopher mentions doing 1024 / 512. i ran the vram size test it says 4064 but my video card is 12gb. i know it reserves some but 4gb doesn't seem right for available memory. is 768 / 256 correct for my gpu?

 

[General]

ClearInvalidRegistrations=1[/size][/background]

 

[Memory]

DefaultHeapInitialAllocMB=768

ScrapHeapSizeMB=256

 

Kinda wrong forum :) You seem to be confusing available DirectX9 memory with the memory patch and memory blocks log. Those are 2 different things.

 

There is no need to use SSME when using SKSE.ini to do the memory patch. Uninstall SSME.

If MemoryBlocksLog shows

Block1 Block2

256MB    256MB

then move the SKSE.ini from mod organizer/mods/skse scripts/skse/skse.ini to the real physical game folder .../skrim/data/skse/skse.ini. Maybe need to use forcesteamloader or execute as admin skse_loader.exe

 

Do not change ScrapHeapSizeMB=256

 

Set DefaultHeapInitialAllocMB= to a number +256 slightly higher then the max number reached in MemoryBlocksLog.log.

Change in memoryblockslog.ini the  DefaultLogLocation=false, so log ends up in physical game folder and not in MOs overwrite.

 

 

The 4064 VRAM limit happens because you are using a crippled Spyware OS called Windows 8 or Windows 10. DirectX9 can only use VRAM > 4GB under Windows 7.

 

  • 0
Posted
  On 2/18/2016 at 8:45 PM, misterdean said:

i did the memory patch and installed SSME. little confused about the correct installation path though cause gopher has stuff going to his skyrim data folder and gamerpoets has stuff going to mod organizer folder. is the below correct?

 

mod organizer > mods > skse scripts > skse > skse.ini

mod organizer > mods > memory blocks log > skse > plugins > memoryblockslog.dll / memoryblockslog.ini

 

gopher has these files and i do not. i only have the two i mentioned above. am i ok so far?

memoryblockslog.log

skse_elys_uncapper.ini

skse_elys_uncapper.dll

 

gamer poets said do 768 / 256 but gopher mentions doing 1024 / 512. i ran the vram size test it says 4064 but my video card is 12gb. i know it reserves some but 4gb doesn't seem right for available memory. is 768 / 256 correct for my gpu?

 

[General]

ClearInvalidRegistrations=1

 

[Memory]

DefaultHeapInitialAllocMB=768

ScrapHeapSizeMB=256

That should work for you if you use ENBoost and in enblocal.ini have ExpandSystemMemoryX64=false

  • 0
Posted
  On 2/18/2016 at 6:10 PM, Julle64 said:

This current game is actually the new game. This same thing also happened to me in my previous game but I didn't pay so much attention to it then. That older game had also other issues and I thought that those issues were part of the problem. 

 

For these tests I have used save #293. That #302 is a corrupted save I made for checking. Time difference between these saves is rather small - #293 is after 103.53.29 and #302 is after 103.55.05.

 

I might try to install the new V1.47 to my current save. It's still the same game and the time stamp for that save is 110.30.14.

 

EDIT: Just installed the new version into my current save (same game as before), made a save and the save loaded without a CTD. So I'll play further with this setting and check if the problem reoccurs.

Keep an eye on that co-save I guess.

  • 0
Posted

Ah, so this is for the candle LOD option in the Advanced section? I actually I'm planning on using that for testing for possible inclusion in STEP. I should probably install the script then.

 

On that advanced note, how complete do you consider your window glow LOD option? I've been curious about testing it out, as well.

  • 0
Posted
  On 2/19/2016 at 12:01 AM, TechAngel85 said:

Ah, so this is for the candle LOD option in the Advanced section? I actually I'm planning on using that for testing for possible inclusion in STEP. I should probably install the script then.

 

On that advanced note, how complete do you consider your window glow LOD option? I've been curious about testing it out, as well.

Yes, Candles for sure, but it might also be FXGlow meshes - don't remember if LoS used those to light up the air around candles/lanterns.

 

Window Glow is featured complete and works for all vanilla windows and whatever window from new LOD buildings included in DynDOLOD.

Note that only "High" (= dynamic LOD) creates LOD windows that react correctly to weather/daylight. Not high adds them to static LOD - then they typically appear to be too white.

Make sure to check the section DynDOLOD_Manual.html#11a and the ini setting because of decals.

  • 0
Posted

Getting this thrown at me, not sure why?

 

[00:21:47.510] Add 499 references from child worlds to Tamriel
[00:21:47.758] Warning: Missing file meshes\stroti\treebench\benchpodest.nif
Warning: No model, can not create a dynamic LOD base record for bp2benchbase [sTAT:1700456F]
Exception in unit  line -1: Error in unit 'functions' on line 931 : Undeclared Identifier 'halt'
[Apply Script done]  Processed Records: 0, Elapsed Time: 22:53
  • 0
Posted (edited)
  On 2/19/2016 at 2:59 AM, sirjesto said:

 

Getting this thrown at me, not sure why?

 

[00:21:47.510] Add 499 references from child worlds to Tamriel
[00:21:47.758] Warning: Missing file meshes\stroti\treebench\benchpodest.nif
Warning: No model, can not create a dynamic LOD base record for bp2benchbase [sTAT:1700456F]
Exception in unit  line -1: Error in unit 'functions' on line 931 : Undeclared Identifier 'halt'
[Apply Script done]  Processed Records: 0, Elapsed Time: 22:53

 

A mod uses a model but is missing the nif. The mod is 17 hex or 23 decimal in your load order (0 = Skyrim.esm).

It is a little bit weird that it didn't complain about the missing nif earlier. Can you tell me which mod it is?

 

In xEdit right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Load the record by entering the FormID 1700456F into the field top left, hit enter and check bottom for tab 'Referenced By'.

If the tab is missing the nif is not used by any references and this error can be ignored. If it is used, you need to install the missing nif or else the game might CTD when the mod wants to use the nif.

 

If it is not used by the mod try to fix my overly broad tree rule so DynDOLOD World.pas may hopefully skip over the nif:

Click through to advanced, scroll down the mesh rule list to the bottom until you see the second to last "tree" rule

Double click it and change "tree" to "\trees\", then OK to generate LOD. That *should* skip the object.

 

Let me know the mod regardless so I can test myself.

Edited by sheson
  • 0
Posted
  On 2/19/2016 at 3:31 AM, sheson said:

Add mod uses a model but is missing the nif. The mod is 17 hex or 23 decimal in your load order (0 = Skyrim.esm).

It is a little bit weird the it didn't complain about the missing nif earlier. Can you tell me which mod it is?

 

In xEdit right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Load the record by entering the FormID 1700456F into the field top left, hit enter and check bottom for tab 'Referenced By'.

If the tab is missing the nif is not used by any references and this error can be ignored. If it is used, you need to install the missing nif or else the game might CTD when the mod wants to use the nif.

 

If it is not used by the mod try to fix my overly broad tree rule so DynDOLOD World.pas may hopefully skip over the nif:

Click through to advanced, scroll down the mesh rule list to the bottom until you see the second to last "tree" rule

Double click it and change "tree" to "\trees\", then OK to generate LOD. That *should* skip the object.

 

Let me know the mod regardless so I can test myself.

seems it is from DawnofSkyrim-AllMajorCities.esp  I'm going to re-install and try again, I may have a corrupted file somehow.  If that doesn't help I will follow your steps and let you know.

 

Thanks,

 

-SJ 

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