Jump to content

Question

Posted

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 (edited)

Okay, so I re-ran DynDoLod to see if the issue would come up again. And it did, while generating LOD for JaphetsFollyWorld this pops up xWN6ZcQ.png
Naturally I hit okay, and then it started running smoothly again. What I wanna know is if this is gonna damage the LOD for JaphetsFollyWorld or any other worldspace, or if this is normal.

Another quick update, im also getting the little black squares on my map and in my LOD. I didnt have this issue before, I do now: 38ihmQy.jpg

 

Update, version 1.46 still had the black boxes on the map and in the LOD, seems to be mostly around Whiterun. Is this because I made the mistake of uninstalling and reinstalling DyndoLOD while outside my house in Whiterun? I even did a new game file, and I still had the flickering black boxes on my world map. Im at a loss of what to do. Im doing a full wipe of DyndoLOD. Going into a vanilla building, uninstalling and deleting every dyndolod folder and file and waiting 10 ingame days. Sadly when I did that, I checked the map, along with alot of missing texture the black boxes are still there. I'm gonna try 1.46 again, im really hoping this will work, im at my wits end. Iv installed this mod 5 times today, and it takes an hour each time. I never had this issue with 1.37. I also checked my vram, I was at max 2.5 gb of vram, and I have 3gb of vram to use. Can someone please help me, im really at a loss.

 

Another update, the second 1.46 install didn't fix anything. Still get black boxes on the world map and the mountain LOD gets em, and sometimes ill see em on the roads around Whiterun. Havent left the Whiterun area. I did notice this went I stepped outside and DyndoLOD activated, the MCM menu said this: FteTgyw.jpg

 

Not soon after the message changed to DynDOLOD activated. DynDOLOD active world Tamriel. I don't understand, this is all from 1.46, all the files and esp. I use NMM and when I import DynDOLOD to NMM I gotta make the data file into a rar, I pack it all into a rar. The esp and textures, meshes and such and when I generate the LODs (which by the way LODGen keeps telling me a previous one was generated and asking me if i want to make a new one, and I do everytime. Could that be the issue?) and import the Output folder, it asks me to overwrite nearly 3K things from the output folder that was already imported from the Data folder when I make it into a rar. Could that be the issue? I know it isnt my graphics card, I ran other games that are much more graphically heavy with no black spot anywhere and its only on the world map and generated LODs.

I'm really sorry for this long ass message here, but iv been going at this for almost 8 hours trying to figure out why DynDOLOD is making these black splotches and squares on the LOD and world map. I don't want to give up.

 

Update, did a fresh install of Skyrim. Deleted everything in my Data folder and reinstalled Skyrim, loaded up NMM and disabled and then manually re-enabled every mod. When I loaded up Skyrim I didnt have the black flickering squares on my world map but I did see one, it was in the middle of some missing mountain textures on the map. Issue is, most of my LODs are now missing textures, I dont know how to get them back, so even if I decide to stop using DyndoLOD due to this, I cant. I get left over meshes and my map and LOD have alot of missing textures. I think the only way to fix it would to do a fresh install of everything and start a new Skyrim file, something I dont wanna do. Im not even sure that would do it. Gonna try again.

Edited by Snakestone
  • 0
Posted (edited)
  On 3/11/2016 at 1:06 AM, cybexgames said:

Just completed the following:

 

DynDOLOD 1.46, using only World objects for Tamriel only: VRAM maxed out at 2040MB, no black/flickering small squares.

 

DynDOLOD 1.47, using only World objects for Tamriel only: VRAM maxed out at 2040MB, black/flickering small squares.

 

From your comments it appears that I may have stumbled upon a rare case. Looks like I will be living with the issue.

 

Thanks again for the input.

 

EDIT: The above results were performed an a new game.

I suppose if you run out of VRAM it is anyone guess which models loose their textures first. Remind me, do you use the beta LODGen.exe from this thread or the one from xEdit download? What is the date/time stamp of TES5Edit.exe?

 

  On 3/11/2016 at 2:30 AM, Snakestone said:

Okay, so I re-ran DynDoLod to see if the issue would come up again. And it did, while generating LOD for JaphetsFollyWorld this pops up

Naturally I hit okay, and then it started running smoothly again. What I wanna know is if this is gonna damage the LOD for JaphetsFollyWorld or any other worldspace, or if this is normal.

 

Another quick update, im also getting the little black squares on my map and in my LOD. I didnt have this issue before, I do now:

 

Update, version 1.46 still had the black boxes on the map and in the LOD, seems to be mostly around Whiterun. Is this because I made the mistake of uninstalling and reinstalling DyndoLOD while outside my house in Whiterun? Im at a loss of what to do. Im doing a full wipe of DyndoLOD. Going into a vanilla building, uninstalling and deleting every dyndolod folder and file and waiting 10 ingame days. Sadly when I did that, I checked the map, along with alot of missing texture the black boxes are still there. I'm gonna try 1.46 again, im really hoping this will work, im at my wits end. Iv installed this mod 5 times today, and it takes an hour each time. I never had this issue with 1.37. I also checked my vram, I was at max 2.5 gb of vram, and I have 3gb of vram to use. Can someone please help me, im really at a loss.

 

Another update, the second 1.46 install didn't fix anything. Still get black boxes on the world map and the mountain LOD gets em, and sometimes ill see em on the roads around Whiterun. Havent left the Whiterun area. I did notice this went I stepped outside and DyndoLOD activated, the MCM menu said this:

 

Not soon after the message changed to DynDOLOD activated. DynDOLOD active world Tamriel. I don't understand, this is all from 1.46, all the files and esp. I use NMM and when I import DynDOLOD to NMM I gotta make the data file into a rar, I pack it all into a rar. The esp and textures, meshes and such and when I generate the LODs (which by the way LODGen keeps telling me a previous one was generated and asking me if i want to make a new one, and I do everytime. Could that be the issue?) and import the Output folder, it asks me to overwrite nearly 3K things from the output folder that was already imported from the Data folder when I make it into a rar. Could that be the issue? I know it isnt my graphics card, I ran other games that are much more graphically heavy with no black spot anywhere and its only on the world map and generated LODs.

 

I'm really sorry for this long ass message here, but iv been going at this for almost 8 hours trying to figure out why DynDOLOD is making these black splotches and squares on the LOD and world map. Please help me.

 

Update, did a fresh install of Skyrim. Deleted everything in my Data folder and reinstalled Skyrim, loaded up NMM and disabled and then manually re-enabled every mod. When I loaded up Skyrim I didnt have the black flickering squares on my world map, nor black splotches in the LOD. Issue is, most of my LODs are now missing textures, I dont know how to get them back, but maybe just maybe this will fix DyndoLOD. Gonna try again.

DynDOLOD worlds.pas and LODGen.exe are two separate programs. Only one LODGen.exe can run at a time. DynDOLOD Worlds.pas has to wait for it to finish before it can start a second. Do not interrupt LODGen.exe or try to start a new one while another is still running.

 

DynDOLOD creates 3 different LOD, tree, object and dynamic LOD that are independent of each other.

* Tree LOD is in meshes\terrain\tamriel\trees\*.* and textures\terrain\tamriel\trees\tamrieltreelod.dds

* Static object LOD is meshes\terrain\tamriel\Objects\*.bto and textures\terrain\tamriel\objects\*.dds

* Dynamic LOD is in DynDOLOD.esp and in skse\plugins\storageutildata\DynDOLOD_*.json and uses meshes/textures from DynDOLOD meshes/textures installed from archive but also uses meshes/textures from the game and any other mod.

 

You only need to do save game update routine for dyanmic LOD when the esp changed. Because tree and static object LOD are just meshes/textures they can be replaced/updated at any time.

 

The black spots are a static LOD texture problem - one way or the other.

 

Same question to you though, are you using the beta LODGen.exe from this thread or the one from xEdit download?

What is the date/time stamp of TES5Edit.exe?

Edited by sheson
  • +1 1
  • 0
Posted (edited)
  On 3/11/2016 at 12:52 PM, sheson said:

I suppose if you run out of VRAM it is anyone guess which models loose their textures first. Remind me, do you use the beta LODGen.exe from this thread or the one from xEdit download? What is the date/time stamp of TES5Edit.exe?

 

DynDOLOD worlds.pas and LODGen.exe are two separate programs. Only one LODGen.exe can run at a time. DynDOLOD Worlds.pas has to wait for it to finish before it can start a second. Do not interrupt LODGen.exe or try to start a new one while another is still running.

 

DynDOLOD creates 3 different LOD, tree, object and dynamic LOD that are independent of each other.

* Tree LOD is in meshes\terrain\tamriel\trees\*.* and textures\terrain\tamriel\trees\tamrieltreelod.dds

* Static object LOD is meshes\terrain\tamriel\Objects\*.bto and textures\terrain\tamriel\objects\*.dds

* Dynamic LOD is in DynDOLOD.esp and in skse\plugins\storageutildata\DynDOLOD_*.json and uses meshes/textures from DynDOLOD meshes/textures installed from archive but also uses meshes/textures from the game and any other mod.

 

You only need to do save game update routine for dyanmic LOD when the esp changed. Because tree and static object LOD are just meshes/textures they can be replaced/updated at any time.

 

The black spots are a static LOD texture problem - one way or the other.

 

Same question to you though, are you using the beta LODGen.exe from this thread or the one from xEdit download?

What is the date/time stamp of TES5Edit.exe?

 

I downloaded LODGen from Nexus, I thought that was the most recent. The TES5Edit.exe im using is the one you would find on Fallout 4s nexus.

Edited by Snakestone
  • 0
Posted
  On 3/11/2016 at 12:57 PM, Snakestone said:

I downloaded LODGen from Nexus, I thought that was the most recent. The TES5Edit.exe im using is the one you would find on Fallout 4s nexus.

So you are using the LODGen.exe which is included on the xEdit download. But which version of the xEdit download you have exactly - the one from March 9 or older?

  • +1 1
  • 0
Posted
  On 3/11/2016 at 1:01 PM, sheson said:

So you are using the LODGen.exe which is included on the xEdit download. But which version of the xEdit download you have exactly - the one from March 9 or older?

The one from March 9th

  • 0
Posted
  On 3/11/2016 at 1:01 PM, sheson said:

So you are using the LODGen.exe which is included on the xEdit download. But which version of the xEdit download you have exactly - the one from March 9 or older?

So, I did something that I didnt think would work. I deleted Skyrim from my steam folder and copypasted a backup of skyrim I had from July, when I was still running 1.37. I loaded it up and no black flickering boxes on the world map, no black sploches in on the LODs.

  • 0
Posted

Sheson I included LODGen 1b5 into TES5Edit (the version with fixed tes4 textures path) from 9 March which is currently on Fallout 4 Nexus.

  • 0
Posted (edited)
  On 3/11/2016 at 1:23 PM, zilav said:

Sheson I included LODGen 1b5 into TES5Edit (the version with fixed tes4 textures path) from 9 March which is currently on Fallout 4 Nexus.

Testing it for unintended side effects right now :)

Edited by sheson
  • +1 1
  • 0
Posted
  On 3/11/2016 at 1:06 AM, cybexgames said:

Just completed the following:

 

DynDOLOD 1.46, using only World objects for Tamriel only: VRAM maxed out at 2040MB, no black/flickering small squares.

 

DynDOLOD 1.47, using only World objects for Tamriel only: VRAM maxed out at 2040MB, black/flickering small squares.

 

From your comments it appears that I may have stumbled upon a rare case. Looks like I will be living with the issue.

 

Thanks again for the input.

 

EDIT: The above results were performed an a new game.

  On 3/11/2016 at 1:04 PM, Snakestone said:

The one from March 9th

Use this latest LODGen.exe. It should fix the black spots.

 

You can update the existing static LOD *.bto files without having to worry about save game:

Edit ../TES5EDIT/Edit Scripts/DynDOLOD/DynDOLOD_TES5.ini in notepad and change from Expert=0 to Expert=1

Then start TES5Edit and apply the script DynDOLOD World.pas as always.

On the expert option window select the worldspace to update top left.

This should automatically select the correct LODGen export file like ../TES5Edit/Edit Scripts/LODGen_Tamriel.txt - or select it manually with [...] button

Once an existing export file has been selected, the "Execute LODGen.exe" button becomes enabled.

Click the "Execute LODGen.exe" button to update the static LOD for the worldspace with the existing data.

Plant a tree. Once it completed copy files from output path as before.

  • +1 1
  • 0
Posted (edited)
  On 3/11/2016 at 2:27 PM, sheson said:

Use this latest LODGen.exe. It should fix the black spots.

 

You can update the existing static LOD *.bto files without having to worry about save game:

Edit ../TES5EDIT/Edit Scripts/DynDOLOD/DynDOLOD_TES5.ini in notepad and change from Expert=0 to Expert=1

Then start TES5Edit and apply the script DynDOLOD World.pas as always.

On the expert option window select the worldspace to update top left.

This should automatically select the correct LODGen export file like ../TES5Edit/Edit Scripts/LODGen_Tamriel.txt - or select it manually with [...] button

Once an existing export file has been selected, the "Execute LODGen.exe" button becomes enabled.

Click the "Execute LODGen.exe" button to update the static LOD for the worldspace with the existing data.

Plant a tree. Once it completed copy files from output path as before.

Nevermind, found it.

 

Think this would help if I just do a fresh install of dyndolod? And if so can I still do the Expert=1 thing?

 

Update, installed the new LODGen.exe along with DyndoLOD 1.47, but when I go into TES5Edit and apply the worlds script, it brings up the manager to chose what regions to generate the LOD and the low, medium, high. But as-soon as I click high it says apply script is done.

Edited by Snakestone
  • 0
Posted (edited)
  On 3/11/2016 at 4:21 PM, Snakestone said:

Nevermind, found it.

 

Think this would help if I just do a fresh install of dyndolod? And if so can I still do the Expert=1 thing?

 

Update, installed the new LODGen.exe along with DyndoLOD 1.47, but when I go into TES5Edit and apply the worlds script, it brings up the manager to chose what regions to generate the LOD and the low, medium, high. But as-soon as I click high it says apply script is done.

Do you still need help or is everything OK now?

You should only "Execute LODGen" within same versions. The export file contains reference to LOD source meshes. Those changed between versions.

It may work if you are lucky - read the update post when to overwrite/replace source LOD meshes/textures.

LODGen.exe may complain about files not found. Then you know why.

Edited by sheson
  • +1 1
  • 0
Posted
  On 3/11/2016 at 5:35 PM, sheson said:

Do you still need help or is everything OK now?

You should only "Execute LODGen" within same versions. The export file contains reference to LOD source meshes. Those changed between versions.

It may work if you are lucky - read the update post when to overwrite/replace source LOD meshes/textures.

LODGen.exe may complain about files not found. Then you know why.

Im gonna try one more time to get 1.47 to work. If I can get TES5Edit to even let me run the script. Now it just keeps finishing in 8 seonds. If this doesnt work, well im stumped. You did all you can to help, either im doing something wrong or maybe I am hitting my vram and dont know. Worse comes to worse I reload a old backup from July when I was running 1.37, I just wont be able to update mods or install new ones that will need a LOD.

  • 0
Posted
  On 3/11/2016 at 5:38 PM, Snakestone said:

Im gonna try one more time to get 1.47 to work. If I can get TES5Edit to even let me run the script. Now it just keeps finishing in 8 seonds. If this doesnt work, well im stumped. You did all you can to help, either im doing something wrong or maybe I am hitting my vram and dont know. Worse comes to worse I reload a old backup from July when I was running 1.37, I just wont be able to update mods or install new ones that will need a LOD.

If DynDOLOD World.pas exits shortly after applying script, check TES5Edit message window. Usually something about output path or maybe about missing info in the ini.

If it finishes quickly after clicking OK to sart its process to generate LOD it is usually because no worldspace is selected. All the same check the message window for hints.

  • +1 1
  • 0
Posted

Just a quick update, used the beta 6 of LODGen.exe that is linked above, and running with 1.47, fixed my problem of the small black/flickering squares on the map.

 

Thanks once again.....

  • 0
Posted (edited)

Hey im back, sorry I had to take a small nap after trying all night with DyndoLOD. I wanted to ask Sheson, were do I put this beta 6 of LODGen? Cause I downloaded the xEdit that was released today. Also this came back: xWN6ZcQ.png

Here is the thing, im not doing anything. Im waiting for the LODs to finish and when it hits Japhet's Folly this always pops up when using version 1.47, is this gonna be harmful? Should I revert back to 1.46 and try that? Still running TES5Edit, hopefully the beta of GenLod can fix this like it did for cybex.

But seriously, were do I put the beta of LOD gen, its in two spots do I rename the exe to LODGen? Cause apparently the new xEdit came with one: O2bFQ3I.png

B4XmeRl.png

 

Im really sorry about all these questions.

 

Update: Ran the script and when I loaded up Skyrim, no black spolches in the LODs, and while there are no flickering black boxes, there were alot of black spots on my world map. Mostly near Markarth. I dont know if this is interntional, but they're not flickering. Im gonna try again, this time I deleted all LODGen applications then redownloaded LODGen-1.0b6 and renamed it LODGen. Hopefully this will fix the static black boxes on my world map. Sorry I didnt take a screencap, its been along day between spending all night trying to get DyndoLOD to not generate black boxes and such.

Edited by Snakestone
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.