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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.

If you want to help other authors of quality mods then donate to them directly.


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

  • +1 15

Recommended Posts

  • 0
Posted
  On 3/3/2016 at 1:57 PM, Lord_Ant said:

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?

See DynDOLOD_Manual.html section "Overwrite Orders"

  • 0
Posted

First of all, thank you so much! This has vastly improved the game for me. It's also pushed my game stability over the edge causing it to crash every 30 mins, but I can find a way to balance that out. DynDOLOD is staying put in my load order.

 

My question is about roads. I used the medium preset to generate everything, and some things have ended up too bright. I found a section in the FAQ about tree brightness and used the advanced settings to configure them just how I want them. The only issue I have left is the bright roads, and I couldn't find anything about tweaking them there. So is it possible to alter their brightness like the tree LOD? Or, failing that, is it possible to regenerate everything at medium settings except for roads, just leaving them as dirt paths in the distance like they are in vanilla (and DynDOLOD's low setting)?

  • 0
Posted
  On 3/3/2016 at 9:40 AM, sheson said:

Looks correct.

 

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

Took awhile for me to answer. Started Dyndolod script before going to bed and windows thought that was a good time to update and restart the computer. Started it again before going to work but my gf thought something was wrong with the pc when small black windows started to pop up and restarted the it...

 

Just rebuilt the Dyndolod plugin and this time it actually finished without any frozen command window. From what I remember, the last rows have always been something like Dyndolod finished without any errors. What would it say if something wouldn't be right?

  • 0
Posted (edited)
  On 3/3/2016 at 9:12 PM, Darkstorne said:

First of all, thank you so much! This has vastly improved the game for me. It's also pushed my game stability over the edge causing it to crash every 30 mins, but I can find a way to balance that out. DynDOLOD is staying put in my load order.

 

My question is about roads. I used the medium preset to generate everything, and some things have ended up too bright. I found a section in the FAQ about tree brightness and used the advanced settings to configure them just how I want them. The only issue I have left is the bright roads, and I couldn't find anything about tweaking them there. So is it possible to alter their brightness like the tree LOD? Or, failing that, is it possible to regenerate everything at medium settings except for roads, just leaving them as dirt paths in the distance like they are in vanilla (and DynDOLOD's low setting)?

If you have any CTDs make sure to double check heap memory usage with Memory Blocks Log. The typical increase from 256 to 512 (768 in SKSE.ini) might just not be enough anymore.

 

Object LOD including roads doesn't have a brightness settings as it usually does not suffer from the lighting problems the typical tree LOD has.

Maybe you are using a texture replacer that changes the look of the roads? Then use DynDOLOD TexGen.pas. You can update the LOD textures without having to redo the whole process. See ..\Docs\DynDOLOD_TexGen.html in the download archive for instructions.

 

If after that you still want to remove roads, click to advanced and scroll down the mesh rules until you find a rule

\roadchunk | Static LOD4 | Static LOD8 | Static LOD16 | Yes | [empty] | Unchanged

and change it to

\road | [empty] | [empty] | [empty] | Yes | [empty] | Unchanged

Then update existing LOD or generate it from scratch.

 

  On 3/3/2016 at 10:22 PM, dreadflopp said:

Took awhile for me to answer. Started Dyndolod script before going to bed and windows thought that was a good time to update and restart the computer. Started it again before going to work but my gf thought something was wrong with the pc when small black windows started to pop up and restarted the it...

 

Just rebuilt the Dyndolod plugin and this time it actually finished without any frozen command window. From what I remember, the last rows have always been something like Dyndolod finished without any errors. What would it say if something wouldn't be right?

If no LODGen.exe command prompt window got stuck eternally in the background it is a good sign. Check ..\TES5Edit\LODGen_log.txt for "error" or "not found" messages though to be sure.

Edited by sheson
  • 0
Posted
  On 3/3/2016 at 11:11 PM, sheson said:

If you have any CTDs make sure to double check heap memory usage with Memory Blocks Log. The typical increase from 256 to 512 (768 in SKSE.ini) might just not be enough anymore.

 

Object LOD including roads doesn't have a brightness settings as it usually does not suffer from the lighting problems the typical tree LOD has.

Maybe you are using a texture replacer that changes the look of the roads? Then use DynDOLOD TexGen.pas. You can update the LOD textures without having to redo the whole process. See ..\Docs\DynDOLOD_TexGen.html in the download archive for instructions.

 

If after that you still want to remove roads, click to advanced and scroll down the mesh rules until you find a rule

\roadchunk | Static LOD4 | Static LOD8 | Static LOD16 | Yes | [empty] | Unchanged

and change it to

\road | [empty] | [empty] | [empty] | Yes | [empty] | Unchanged

Then update existing LOD or generate it from scratch.

Awesome, thank you! Will try these out  :^_^:

 

Regarding the SKSE memory setting, I pretty much have an obsession with watching that log file  ::P: I don't think mine is too high. Latest reading after my last crash is 371, and the highest I've seen it go is 391. I have the SKSE.ini setting at 700. The crashes are always happening during combat if that's an indication of anything. Maybe an issue with enhanced blood? Possibly texture load tipped over the edge from spell casting or blood decals? I'm not sure, but I'll keep playing around. DynDOLOD has pushed me over the edge somewhere because before installing I could play for hours without crashing, and do the speedmult 1500 trick flying around the world.

  • 0
Posted (edited)

Hi Sheson,

 

I've been having some issues with DynDOLOD and I'd like your feedback on it. I'm using the SR:LE guide by Neovalen to mod Skyrim and followed the guide to the letter. I've been playing Skyrim crash free 99% of the time but I stumbled into two 100% CTD areas yesterday.

 

One of them was on the road leading from Morthal towards Stonehills just before reaching the latter village. The other was on the road leaving Dragonbridge from the SE gate just before the first fork on the left.

 

In those places I get 100% CTD no matter what I do. Even a brand new game crashes.

 

I narrowed it down to DynDOLOD because when I disabled the .esp and output folders (textures & worlds) the CTDs stopped in those areas. I remade DynDOLO as per the instructions to update, and used Medium settings instead of High thinking it might be too high but still the problem remained. Both times the scripts finished without errors, except those "missing textures" for trees/bushes but I read that is normal and should be ignored.

 

As a workaround I disabled the DynDOLOD mod in MO but kept the output folders active. No more CTDs this way and the LODs are still OK.

 

Do you know what could be causing the CTDs when the .esp is active in MO? Do I need to have it active for some reason?

 

Edit: Also my heap memory stats are 512 (768 in SKSE) and 256. At the time of the CTD the amount is well below 512 at 440 and around 180 for the other. Will increasing them make any difference?

Edited by SkulldozeR
  • 0
Posted (edited)
  On 3/4/2016 at 4:25 AM, SkulldozeR said:

Hi Sheson,

 

I've been having some issues with DynDOLOD and I'd like your feedback on it. I'm using the SR:LE guide by Neovalen to mod Skyrim and followed the guide to the letter. I've been playing Skyrim crash free 99% of the time but I stumbled into two 100% CTD areas yesterday.

 

One of them was on the road leading from Morthal towards Stonehills just before reaching the latter village. The other was on the road leaving Dragonbridge from the SE gate just before the first fork on the left.

 

In those places I get 100% CTD no matter what I do. Even a brand new game crashes.

 

I narrowed it down to DynDOLOD because when I disabled the .esp and output folders (textures & worlds) the CTDs stopped in those areas. I remade DynDOLO as per the instructions to update, and used Medium settings instead of High thinking it might be too high but still the problem remained. Both times the scripts finished without errors, except those "missing textures" for trees/bushes but I read that is normal and should be ignored.

 

As a workaround I disabled the DynDOLOD mod in MO but kept the output folders active. No more CTDs this way and the LODs are still OK.

 

Do you know what could be causing the CTDs when the .esp is active in MO? Do I need to have it active for some reason?

 

Edit: Also my heap memory stats are 512 (768 in SKSE) and 256. At the time of the CTD the amount is well below 512 at 440 and around 180 for the other. Will increasing them make any difference?

"

Check for invalid/missing nif as outlined in the FAQ/Readme.

The esp is used so new static LOD objects on cell borders do not z-fight with full models and it contains all dynamic LOD data. However, nobody is forcing you to use anything from DynDOLOD.

Edited by sheson
  • 0
Posted
  On 3/4/2016 at 12:35 PM, sheson said:

Check for invalid/missing nif as outlined in the FAQ/Readme.

The esp is used so new static LOD objects on cell borders do not z-fight with full models and it contains all dynamic LOD data. However, nobody is forcing you to use anything from DynDOLOD.

I didn't find any missing nif as per the readme instructions.

 

What do you mean "nobody's forcing me to use anything from DynDOLOD"? Mods are there to use as people please, nobody's forcing me or anyone else to use them. That doesn't mean that fixing errors/helping people who encounter errors is not called by the mod's creator when the occasion arises.

 

Still I get CTDs, they're not caused by memory shortage or any .nif files missing. The papyrus log showed several of the mentioned lines to look for and disabled each .nif but the CTD never disappeared. It disappears when I disable the whole mod in MO. No idea what to do next. So I guess I'll leave it disable and just use the scripts' output folders. At least I don't get CTDs...

  • 0
Posted (edited)
  On 3/4/2016 at 3:18 PM, SkulldozeR said:

I didn't find any missing nif as per the readme instructions.

 

What do you mean "nobody's forcing me to use anything from DynDOLOD"? Mods are there to use as people please, nobody's forcing me or anyone else to use them. That doesn't mean that fixing errors/helping people who encounter errors is not called by the mod's creator when the occasion arises.

 

Still I get CTDs, they're not caused by memory shortage or any .nif files missing. The papyrus log showed several of the mentioned lines to look for and disabled each .nif but the CTD never disappeared. It disappears when I disable the whole mod in MO. No idea what to do next. So I

guess I'll leave it disable and just use the scripts' output folders. At least I don't get CTDs...

You asked if you need the esp active for some reason. I simply answered that question. Nothing is forcing you to have it active - as in it is not required for the game to work. There will be visual downsides or features missing. I suggest to read the manual and/or this thread for further information.

 

I probably need to work on the trouble shooting steps in the readme for a better procedure.

Please post the papyrus log before you manually disabled any nifs... so basically with everything active. Just the last 2 or 3 seconds worth of lines are enough.

 

  On 3/4/2016 at 12:43 AM, Darkstorne said:

Awesome, thank you! Will try these out :^_^:

 

Regarding the SKSE memory setting, I pretty much have an obsession with watching that log file ::P: I don't think mine is too high. Latest reading after my last crash is 371, and the highest I've seen it go is 391. I have the SKSE.ini setting at 700. The crashes are always happening during combat if that's an indication of anything. Maybe an issue with enhanced blood? Possibly texture load tipped over the edge from spell casting or blood decals? I'm not sure, but I'll keep playing around. DynDOLOD has pushed me over the edge somewhere because before installing I could play for hours without crashing, and do the speedmult 1500 trick flying around the world.

See discussion about missing/invalid nif above. However, those are usually 100% reproducible. Anything else is typically just the higher overall usage of resources - VRAM for example. Make sure to not use questionable Skyrim/Prefs.ini settings. Set ExpandSystemMemoryX64=false in enblocal.ini etc... Edited by sheson
  • 0
Posted (edited)
  On 3/4/2016 at 4:01 PM, sheson said:

You asked if you need the esp active for some reason. I simply answered that question. Nothing is forcing you to have it active - as in it is not required for the game to work. There will be visual downsides or features missing. I suggest to read the manual and/or this thread for further information.

 

I probably need to work on the trouble shooting steps in the readme for a better procedure.

Please post the papyrus log before you manually disabled any nifs... so basically with everything active. Just the last 2 or 3 seconds worth of lines are enough.

Oh you mean about the .esp when you said nobody's forcing you etc. Sorry my bad :ermm:

 

Anyway, I attach my papyrus.log's last few seconds as it was generated when I CTDed the game. Hope it helps.

 

 

  Reveal hidden contents

 

Edited by SkulldozeR
  • 0
Posted (edited)
  On 3/4/2016 at 4:01 PM, sheson said:

See discussion about missing/invalid nif above. However, those are usually 100% reproducible. Anything else is typically just the higher overall usage of resources - VRAM for example. Make sure to not use questionable Skyrim/Prefs.ini settings. Set ExpandSystemMemoryX64=false in enblocal.ini etc...

Yep, it's definitely not the same as other people's crashes, where it always occurs in the same places. I think you're right and it's just added VRAM strain pushing me over the edge, so I'm now tweaking things to balance it all out again. I just played for an hour without a crash so that's awesome, but all my exterior adventures were in a snowstorm so I have no idea if the road tweaks you suggested have worked or not yet ::P:  I managed to follow the documentation just fine though after you pointed me to it though, so thank you very much for that! Will keep you posted, but I think you've solved all the questions I had :^_^:  The crashing is 100% on me to figure out, and has nothing to do with a fault on DynDOLOD's end.

Edited by Darkstorne
  • 0
Posted (edited)
  On 3/4/2016 at 4:27 PM, SkulldozeR said:

Oh you mean about the .esp when you said nobody's forcing you etc. Sorry my bad :ermm:

 

Anyway, I attach my papyrus.log's last few seconds as it was generated when I CTDed the game. Hope it helps.

 

[03/04/2016 - 05:03:27PM] [sHESON_DynDOLOD_LODObject ] Activate #2 [Form ] using dyndolod\lod\clutter\campfire01burning_dyndolod_lod.nif

Just to verify, this is the last line of the log right? That nif won't cause problems and anything else is 2, 3 seconds earlier so they all should be fine too.

 

Can you reproduce the CTD with a new game? If you "coc morthalexterior01" from the main menu and go towards the mine?

 

Does it also CTD with the esp active, but the json files in skse\plugins\StorageUtilData\ disabled? Do not worry about it complaining not being able to read the json files for this test.

 

Would you mind uploading the esp and DynDOLOD_Tamriel.json, DynDOLOD_Tamriel_Objects.json and DynDOLOD_Worlds.json from skse\plugins\StorageUtilData\

Edited by sheson
  • 0
Posted

Yes these are the very last lines of the log file.

 

The CTD reproduces even with a new game, I tried both locations with tgm and speedmult to speed over there and tested it.

 

I tested without the StorageUtilData but the .esp active and it still crashes in these locations.

 

Here are the files you requested:
 
 
I tried also without the meshes from the DynDOLOD mod and still crashes. I disable it completely - but keep the after script folders - and it doesn't. :confused:
 
  • 0
Posted (edited)

Have noticed this little glitch for a while now, but waited to post it until I rebuilt a few times, but it's there.

 

enb%202016_03_03%2000_52_32_39_zpsyinn08

 

seems to be the LOD staying on the building even up close.  ID from DynDOLOD.

 

enb%202016_03_03%2000_53_05_25_zpswxwbqz

 

After disabling in console.

Edited by sirjesto
  • 0
Posted (edited)
  On 3/4/2016 at 7:42 PM, SkulldozeR said:

Yes these are the very last lines of the log file.

 

The CTD reproduces even with a new game, I tried both locations with tgm and speedmult to speed over there and tested it.

 

I tested without the StorageUtilData but the .esp active and it still crashes in these locations.

 

Here are the files you requested:

 

https://mega.nz/#!5JgEgaoA!XAR1MO91jrxe91FY-p6FGOtsbLu1GJS2SDZN_1SCs4U

 

I tried also without the meshes from the DynDOLOD mod and still crashes. I disable it completely - but keep the after script folders - and it doesn't. :confused:

Meshes from DynDOLOD are fine. It is meshes from other mods that get picked up for LOD that are problematic. I will look at the files you uploaded and see what I can find it out.

 

 

  On 3/4/2016 at 9:40 PM, sirjesto said:

Have noticed this little glitch for a while now, but waited to post it until I rebuilt a few times, but it's there.

 

enb%202016_03_03%2000_52_32_39_zpsyinn08

 

seems to be the LOD staying on the building even up close.  ID from DynDOLOD.

 

enb%202016_03_03%2000_53_05_25_zpswxwbqz

 

After disabling in console.

Looks like updating an existing save game went wrong. Test if problem is present with a new game. coc whiterun from main menu will be good enough for a quick test.

Edited by sheson
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