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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

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
  On 3/1/2016 at 3:36 PM, sheson said:

I looked into this and can not verify. Can you show me a save which for some reason has several 10,000 unique strings from DynDOLOD?

 

I counted about 80 unique strings for DynDOLOD in my save. It doesn't matter how many script instances use the same unique string. It is a reference table...

The limit does exists and other mods may go crazy on unique strings, but there is nothing I can do about them.

 

If there is any issue there is always a way to work around. DynDOLOD is already using external json data files for a reason :)

My tests show the same... which makes it a mystery that DynDoLod gets associated with this particular issue so often.

 

  On 3/1/2016 at 3:36 PM, sheson said:

The guys from SKSE could probably write a wrapper around the whole thing.

That would be neat. Any idea how one brings an issue like this to their attention?
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Posted (edited)
  On 3/2/2016 at 4:42 PM, markdf said:

My tests show the same... which makes it a mystery that DynDoLod gets associated with this particular issue so often.

 

That would be neat. Any idea how one brings an issue like this to their attention?

See post with updated beta scripts above though. I was able to cut down some use of strings. Seems like a good idea either way.

 

Post to official SKSE thread on Beth forum usually gets their attention. I would think this issue must have come up before already, it seems like a prominent limitation the more I look at it.

Edited by sheson
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Posted
  On 3/2/2016 at 10:37 AM, sheson said:

:lol: I just created a new set of trunks for hybrid tree having to use old version.

Uploaded new version. I recommend to keep antialiasing disabled in NifScope when grabbing images so that background color of NifScope render view won't bleed into the image itself, results in sharper billboards.

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Posted

Probably a silly question, but, the low-medium-high options on the advanced tab function the same as the low-medium-high options on the wizard tab, yes? So if you're adjusting things in the advanced tab, you don't have to go back to the wizard to set the quality, you just do it in the advanced tab click OK and off it goes, is that correct? 

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Posted (edited)
  On 3/2/2016 at 7:20 PM, aaltair said:

Probably a silly question, but, the low-medium-high options on the advanced tab function the same as the low-medium-high options on the wizard tab, yes? So if you're adjusting things in the advanced tab, you don't have to go back to the wizard to set the quality, you just do it in the advanced tab click OK and off it goes, is that correct?

The buttons load the same default rules regardless of wizard or advanced. If you change rules in advanced, do not click low, medium or high again. It replaces your changes by the defaults again. If you went back to wizard, same thing. Any customization would be lost. Low, Medium, High are just 3 different "defaults".

Edited by sheson
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Posted

I just updated my Dyndolod and while I was running the generator I got multiple instances of "LODGeneratorCMD has stopped working". I googled it and found this: https://www.reddit.com/r/skyrimmods/comments/3nqppp/small_psa_if_youre_getting_repeated/ where Zilav says it's a MO error and apparently the fix is to generate into a folder outside MO and then move the files. I did this, but I continue to receive the message. It seems to still be generating everything and finishes with the "worlds completed successfully" message, so should I even be concerned about this?

Second thing is I noticed there are many messages stating that various things in skyrim.esm could not be found, messages such as this:

<Note: TreeSwordFernCluster03 [TREE:000B8A65] LOD not found Textures\Terrain\LODGen\Skyrim.esm\SwordFernCluster03_000B8A65.dds>

and this:

<Note: textures\terrain\lodgen\skyrim.esm\treepineforest04_0004fbb0_n.dds normal map not found, using flat replacement>

 

Are these notes anything I should be concerned about? I've never actually sat here and watched it generate before like I just did, so maybe I just never noticed and it's perfectly normal.

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Posted (edited)
  On 3/2/2016 at 8:42 PM, aaltair said:

I just updated my Dyndolod and while I was running the generator I got multiple instances of "LODGeneratorCMD has stopped working". I googled it and found this: https://www.reddit.com/r/skyrimmods/comments/3nqppp/small_psa_if_youre_getting_repeated/ where Zilav says it's a MO error and apparently the fix is to generate into a folder outside MO and then move the files. I did this, but I continue to receive the message. It seems to still be generating everything and finishes with the "worlds completed successfully" message, so should I even be concerned about this?

 

Second thing is I noticed there are many messages stating that various things in skyrim.esm could not be found, messages such as this:

 

 

and this:

 

 

Are these notes anything I should be concerned about? I've never actually sat here and watched it generate before like I just did, so maybe I just never noticed and it's perfectly normal.

Check the the FAQ or search this thread... If one of the tools involved crashes, it means whatever that tool was doing didn't complete successfully.

 

Did you update to the latest xEdit , which also includes the latest LODGen.exe (LODGeneratorCMD) 1.0 beta 4?

Check ..\TES5Edit\LODGen_log.txt for "Skyrim Object LOD Generator v1.0.0 beta 4" and then for errors. However if it crashes it wont be able to write something meaningful to the log most of the times.

If this doesn't help, post a screenshot or copy and paste the error message from the command prompt window.

 

 

From the FAQ

Q: LODGen.exe crash

A: Make sure to get the latest version included in the required xEdit download. If problem persists post an error report (screenshot or copy text) to https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod

 

Q: Tree LOD / TES5Edit\TES5Edit_log.txt: and similar

A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. It only generates billboard LOD for trees. Some world spaces do not have any trees.

 

Q:

A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static LOD. Static LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.

 

 

 

 

Edited by sheson
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Posted (edited)

First off, great mod, thanks for making it and taking the time to help those of us who goofed on it..

I followed Mr GamerPoets guide, well I installed it then realized I needed to do the patches to before I did install it ><  

So I tried it as updates, and  got the error that it couldnt  find Tamreil.json. I deleted the skse folder and output folder did the 10 days in game thing and reran the install, same thing. so I looked up your FAQ but I'm not understanding it. So I am using mod organizer, I have DynDOLOD and its output folder together after Unofficial hires patch vanilla LOD billboards and skyfalls and before skyrim HD,  with its .esp last on plugins after bashed patch, and dual sheath redux patch  .esps.

 

Q: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game.

 

ps. so I see where its talking about but what do you mean game director? and the sync part.?

 

do you mean the first folder the DynDOLOD? I dont see the skse folder in there. 

 

 

ok reading the posts before mine, yes it was giving me issues, I will look into that and see. 

My LODGen.exe is V0.9

 

should I download this?

https://www.nexusmods.com/fallout4/mods/2737/?

 

and use its LODGen?

Edited by Lord_Ant
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Posted (edited)
  On 3/2/2016 at 11:46 PM, Lord_Ant said:

First off, great mod, thanks for making it and taking the time to help those of us who goofed on it..

I followed Mr GamerPoets guide, well I installed it then realized I needed to do the patches to before I did install it >

So I tried it as updates, and  got the error that it couldnt  find Tamreil.json. I deleted the skse folder and output folder did the 10 days in game thing and reran the install, same thing. so I looked up your FAQ but I'm not understanding it. So I am using mod organizer, I have DynDOLOD and its output folder together after Unofficial hires patch vanilla LOD billboards and skyfalls and before skyrim HD,  with its .esp last on plugins after bashed patch, and dual sheath redux patch  .esps.

 

Q: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

 

A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game.

 

ps. so I see where its talking about but what do you mean game director? and the sync part.?

 

do you mean the first folder the DynDOLOD? I dont see the skse folder in there. 

The json files are in the skse folder skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json for example.

The meshes/skse/texture folder that were created to the output folder when LOD was generated need to be all copied to a new mod folder (call it DynDOLOD output). It should be after the DynDOLOD source folder with the esp and the meshes/scripts/textures folder installed from archive.

 

If this is still a new installation there should be no need to do the save game routine as long as you keep using save from before DynDOLOD.

 

Now, if it keeps telling that it can not read data from a file, it usually means it can not find the json file because it is not there. Check the overwrite folder of MO for any old versions of those files that do not belong there. Check the MCM information page, it will probably also say n/a for the missing file(s).

 

A directory is a folder. The game directory/folder is ..\Skyrim\Data\

Since you use a mod manager the meaning of "game directory" its equivalent means for the mod manager. For MO it would be a mod folder.

File in sync means, all files in meshes/skse/textures should be from the same generation or update process run by DynDOLOD Worlds.pas. Specifically, esp needs to match the json files. There will be a different message if the json files can be read but do not match the esp.

Edited by sheson
  • 0
Posted
  On 3/2/2016 at 10:19 PM, sheson said:

Check the the FAQ or search this thread... If one of the tools involved crashes, it means whatever that tool was doing didn't complete successfully.

 

Did you update to the latest xEdit , which also includes the latest LODGen.exe (LODGeneratorCMD) 1.0 beta 4?

Check ..\TES5Edit\LODGen_log.txt for "Skyrim Object LOD Generator v1.0.0 beta 4" and then for errors. However if it crashes it wont be able to write something meaningful to the log most of the times.

If this doesn't help, post a screenshot or copy and paste the error message from the command prompt window.

 

 

From the FAQ

Q: LODGen.exe crash

A: Make sure to get the latest version included in the required xEdit download. 

 

Yeah I feel dumb, that was it alright. I was on the last version. Thanks for your help, Sheson, I know that my first born has been well-spent!

  • 0
Posted
  On 3/3/2016 at 12:06 AM, sheson said:

The json files are in the skse folder skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json for example.

The meshes/skse/texture folder that were created to the output folder when LOD was generated need to be all copied to a new mod folder (call it DynDOLOD output). It should be after the DynDOLOD source folder with the esp and the meshes/scripts/textures folder installed from archive.

 

If this is still a new installation there should be no need to do the save game routine as long as you keep using save from before DynDOLOD.

 

Now, if it keeps telling that it can not read data from a file, it usually means it can not find the json file because it is not there. Check the overwrite folder of MO for any old versions of those files that do not belong there. Check the MCM information page, it will probably also say n/a for the missing file(s).

 

A directory is a folder. The game directory/folder is ..\Skyrim\Data\

Since you use a mod manager the meaning of "game directory" its equivalent means for the mod manager. For MO it would be a mod folder.

File in sync means, all files in meshes/skse/textures should be from the same generation or update process run by DynDOLOD Worlds.pas. Specifically, esp needs to match the json files. There will be a different message if the json files can be read but do not match the esp.

Ok, Im a little confused,..

 

So I have 2 folders..

DynDOLOD

DynDOLOD - output

 

there file structure is as follows..

DynDOLOD

...Interface (folder)

...Meshes (folder)

...Scripts (folder)

...Textures (folder)

DynDOLOD.esp........5029 KB

DynDOLOD.esp.bak........2 KB

 

 

 

DynDOLOD - output

...Meshes

...skse

...Textures

 

 

 

And I know, in TES5edit, I have a DynDOLOD folder. 

  • 0
Posted (edited)
  On 3/3/2016 at 4:35 AM, Lord_Ant said:

Ok, Im a little confused,..

 

So I have 2 folders..

DynDOLOD

DynDOLOD - output

 

there file structure is as follows..

DynDOLOD

...Interface (folder)

...Meshes (folder)

...Scripts (folder)

...Textures (folder)

DynDOLOD.esp........5029 KB

DynDOLOD.esp.bak........2 KB

 

 

 

DynDOLOD - output

...Meshes

...skse

...Textures

 

 

 

And I know, in TES5edit, I have a DynDOLOD folder.

Looks correct.

 

  On 3/3/2016 at 7:21 AM, dreadflopp said:

Hi,

everytime I run Dyndolod a command window gets stuck:

https://www.dropbox.com/s/3i7g2ork9vhik75/Skärmklipp%202016-03-03%2008.14.13.png?dl=0

 

If I close the command window it lets Dyndolod continue. Anything to worry about?

Post a screenshot of the bottom with the last lines of the command prompt window.

Edited by sheson
  • +1 1
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Posted (edited)
  On 3/3/2016 at 9:40 AM, sheson said:

Looks correct.

Ok so I got it to all work, its so awesome, thanks.

 

So I deleted all of DynDOLOD - outputs (folder), removed DynDOLOD mod from Mod Organizer. And I deleted the folder in TES5edits. But I left all the billboard folders alone.

I then just followed GamerPoets video again, and when I got to running TES5edit, I made sure to close all other programs including Mod Organizer. it took 58 minutes to run, but no issues, logged into game, was in doors, but the moment I stepped outside, I saw the pop up, it was done, checked MCM and no issues!  

 

Maybe having MO up when I ran the CMD -part of TES5edit, it was messing with something, because I cant believe my system couldnt handle it. I have a i7-5930K with 32GB of RAM, but either way, it ran without a hitch and now alls good. 

 

So thanks for helping me, and thanks for making this mod. 

 

So should my Load order still have DynDOLOD as the very last thing, because I have also been told that I should leave the Bashed.esp and the Death Sheath redux patch.esp  as last, or does it not matter?

Edited by Lord_Ant
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