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
  On 3/19/2016 at 2:34 PM, sheson said:

FAQ: <Note: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_n.dds normal map not found, using flat replacement>

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.

 

This is not a problem, LOD will be fine despite these notes.

 

I am not sure from what tree mod the billboards in STEP are, but the TreePineForext05 billboard in the download seems to be the one used in your screenshot.

I would just keep making them darker until the orange becomes brown again.

Thank you for the reply. But how do you ignore it? It just stops the process when it comes across an error. The only reason I listed two errors was because I didn't run one of the areas of the map that gave the first error, and I got the second error. 

  • 0
Posted (edited)
  On 3/19/2016 at 3:32 PM, screaminseahawk said:

Thank you for the reply. But how do you ignore it? It just stops the process when it comes across an error. The only reason I listed two errors was because I didn't run one of the areas of the map that gave the first error, and I got the second error. 

Those messages are supposed to be notes - not errors - and they should not stop the process. If they do stop the process, it happens because you didn't update xEdit to the required version.

Edited by sheson
  • 0
Posted

Something I've been wondering : What can cause a complete cell to not load it's LOD ? 

 

BHiaPyr.png

 

 

This is never on cell visible from where I am, I actually have to go far way with tfc to this those. Could it enboost's occlusionculling ?

  • 0
Posted (edited)
  On 3/19/2016 at 4:47 PM, Kesta said:

Something I've been wondering : What can cause a complete cell to not load it's LOD ? 

 

BHiaPyr.png

 

 

This is never on cell visible from where I am, I actually have to go far way with tfc to this those. Could it enboost's occlusionculling ?

I am pretty sure that is the game occlusions culling in the screen shot. It removes the whole contents of the bto file. Either 4x4, 8x8 or 16x16 - which is why large patches of ocean go missing. It doesn't seem to account for the height properly either.

 

I have yet to see anything show/hide when I switch off/on the additional culling in ENB - though it does remove draw calls so ENB is culling something for sure.

Edited by sheson
  • 0
Posted (edited)

Are the 1.47 generation scripts really skimping out and omitting a lot of stuff for anyone else?  After generating with the 1.47 script, the Temple of Miraak (my new one that was hand-made and was working fine with 1.46 before it went public with 1.47) was completely missing on any scale.

 

Also, even on 1.46, I noticed a lot of parts that were omitted on the 16x scale on Solstheim.  Not a single bit of basalt column rockface was visible, the Raven Rock temple was missing, and almost none of Nchardak was generated.  16x scale BTOs are what the world map uses, and those are present on the prepackaged BTOs (whereas the completely absent Temple of Miraak LOD mesh is not).

 

It is successfully loading the BSAs, and even if I drop the DLC2 Dwemer LOD bits in as loose files, they still don't generate.  All there is of Nchardak are a few parts of the platform near the entrance and the brass roof bits.  Not even the large dome itself generates.

Edited by MadCat221
  • 0
Posted (edited)
  On 3/19/2016 at 9:48 PM, MadCat221 said:

Are the 1.47 generation scripts really skimping out and omitting a lot of stuff for anyone else?  After generating with the 1.47 script, the Temple of Miraak (my new one that was hand-made and was working fine with 1.46 before it went public with 1.47) was completely missing on any scale.

 

Also, even on 1.46, I noticed a lot of parts that were omitted on the 16x scale on Solstheim.  Not a single bit of basalt column rockface was visible, the Raven Rock temple was missing, and almost none of Nchardak was generated.  16x scale BTOs are what the world map uses, and those are present on the prepackaged BTOs (whereas the completely absent Temple of Miraak LOD mesh is not).

 

It is successfully loading the BSAs, and even if I drop the DLC2 Dwemer LOD bits in as loose files, they still don't generate.  All there is of Nchardak are a few parts of the platform near the entrance and the brass roof bits.  Not even the large dome itself generates.

If you are missing the temple in LOD16 after generating LOD something went wrong. The vanilla basalt LOD files end in 1.nif so they get auto-assigned to LOD4 and LOD8 only. Either rename/copy to lod_2.nif or use  mesh rules.  All the customization options exist for a reason :;): I might have a look and add rules for medium/high for next version.

 

Search  ..\xEdit\Edit Scripts\LODGen_DLC2SolstheimWorld.txt for 0401CFB2 and you should find a line with the 3 LOD versions in the last tab columns for LOD4 | LOD8 | LOD16

..\apoexttowerbase01_lod.nif | ..\apoexttowerbase01_lod_1.nif | ..\apoexttowerbase01_lod_2.nif

 

so the temple you created should be in DLC2SolstheimWorld.16.0.0.bto just as well, top right corner looking from above

Edited by sheson
  • 0
Posted

Hi
I have a problem around Windhelm Stables
Coming from Brandy-Mug Farm, Windhelm Gates, swiming toward the gates, or direct fast travel, all end in CTD.

I manage to get a screenshot with coordinates a few steps before I CTD

enb_2016_03_19_18_56_39_90.jpg

Dyndold.esp, DynDOLOD TexGen & DynDOLOD Worlds => CTD
Dyndold.esp, DynDOLOD TexGen & DynDOLOD Worlds, Dyndolod Deactivated => CTD
Untick Dyndold.esp, DynDOLOD TexGen and DynDOLOD Worlds ticked => No CTD
Untick Dyndold.esp, DynDOLOD TexGen and DynDOLOD Worlds unticked => No CTD

Lodgen seems to have work though, as shown here

2hs22dv.gif

12:10 - DynDOLOD TexGen and DynDOLOD Worlds deactivated/ 12:13 - DynDOLOD TexGen and DynDOLOD Worlds activated

I'm guessing Dyndolod esp is trying to load some mesh which are not there and Netimmerse get uspet and CTD

Dyndolod version is 1.47
xEdit version is FO4Edit 3.1.3 - 6883da3-2737-3-1-3
I use those Billboards fir trees
TES5LODGen - Vanilla Skyrim LOD Billboards
TES5LODGen - Vurt Flora's Billboards 2.3

I tried to redo Dyndold setup, following the upgrade procedure => no luck
I tried to revert back to Dyndolod 1.46/Tes5Edit 3.12 => no luck
I have reversed my last mod upgrade (Realistic Boat Bobbing) => no luck
(although my character has not travel to Windhelm for a while)
I tried a new save, problem is there too, so I think it's a modding issue.

Here is how I setup the Dyndolod Worlds Script

dyndolod01.png

I don't know if this is normal, but I saw this message at the begining of the lodgen

dyndolod04.png

When tes5edit asked me to generated static object lod, I waited for lodgen to finish (after command window has disappeared).

I have attached my modlist.txt and the lodgen_log

LODGen_log.txtFetching info...

modlist.txtFetching info...

  • 0
Posted (edited)
  On 3/20/2016 at 8:10 AM, Van555 said:

This keeps on happening and I don't understand.

 

2.46 worked for me but 2.47 just throws this at me everytime

 

 

Hold on I don't think I turned off manage Archives.

 

edit: Nope still the same error

I have no idea what you are trying to execute but current DynDOLOD Worlds.pas or DynDOLOD TexGen.pas do not use mteFunctions.pas which the error shows as missing.

 

There are no 2.x versions of DynDOLOD.

 

MO archive manage management is not related to script errors in xEdit.

 

 

  On 3/20/2016 at 11:59 AM, GabaZieute said:

Hi

I have a problem around Windhelm Stables

Coming from Brandy-Mug Farm, Windhelm Gates, swiming toward the gates, or direct fast travel, all end in CTD.

 

I manage to get a screenshot with coordinates a few steps before I CTD

 

 

 

Dyndold.esp, DynDOLOD TexGen & DynDOLOD Worlds => CTD

Dyndold.esp, DynDOLOD TexGen & DynDOLOD Worlds, Dyndolod Deactivated => CTD

Untick Dyndold.esp, DynDOLOD TexGen and DynDOLOD Worlds ticked => No CTD

Untick Dyndold.esp, DynDOLOD TexGen and DynDOLOD Worlds unticked => No CTD

 

Lodgen seems to have work though, as shown here

 

 

 

12:10 - DynDOLOD TexGen and DynDOLOD Worlds deactivated/ 12:13 - DynDOLOD TexGen and DynDOLOD Worlds activated

 

I'm guessing Dyndolod esp is trying to load some mesh which are not there and Netimmerse get uspet and CTD

 

Dyndolod version is 1.47

xEdit version is FO4Edit 3.1.3 - 6883da3-2737-3-1-3

I use those Billboards fir trees

TES5LODGen - Vanilla Skyrim LOD Billboards

TES5LODGen - Vurt Flora's Billboards 2.3

 

I tried to redo Dyndold setup, following the upgrade procedure => no luck

I tried to revert back to Dyndolod 1.46/Tes5Edit 3.12 => no luck

I have reversed my last mod upgrade (Realistic Boat Bobbing) => no luck

(although my character has not travel to Windhelm for a while)

I tried a new save, problem is there too, so I think it's a modding issue.

 

Here is how I setup the Dyndolod Worlds Script

 

 

 

I don't know if this is normal, but I saw this message at the begining of the lodgen

 

 

 

When tes5edit asked me to generated static object lod, I waited for lodgen to finish (after command window has disappeared).

 

I have attached my modlist.txt and the lodgen_log

 

You can not deactivate xEdit pas scripts for the game, that doesn't make sense. Where do you you untick DynDOLOD TexGen.pas and DynDOLOD Worlds.pas? Do not install xEdit or scripts for xEdit into the game data folder.

 

The first screenshot shows that the papyrus scripts are from an older version since there is no DynDOLOD MCM "Information" page. Upgrade everything to the latest version.

 

Why do you think NetImmerse Override gets upset and CTD? There is an easy check, turn off its use on the DynDOLOD MCM "Settings" page - provided the 1.47 papyrus scripts are installed. Or simply hide/deactivate nioverride.dll before starting the game.

 

The messages of DynDOLDOD Worlds.pas in the last screenshot are answered in the FAQ and can be ignored.

 

The FAQ also has hints for CTD. Check heap memory usage with Memory Blocks Log and for missing nif messages in the TES5Edit_log.txt. Search this thread for Farmhouse Chimneys and missing nif as it came up in the past. Then try the debugging in the readme.txt.

Edited by sheson
  • 0
Posted

Sorry my confusing post.
After reading your post I had a look to the logs (I sould have read the readme better, sorry)
It was there, bam in my face

Missing model "meshes\prometheus\architecture\statuessnow\talosstatuesnow.nif" - ignoring Prom_StatueTalos01snow [sTAT:2500B7DE] for dynamic LOD

 

Downloaded the Better-Shaped Talos Statue with Greatsword patch for NTRU
Started Dyndolod from scratch, loaded a clean save and wait for Dyndolod successfull initialization, fast travel, No CTD \o/

Sorry for my overisght of your documentation and thank you very much for Dyndolod

  • 0
Posted
  On 3/20/2016 at 1:22 PM, sheson said:

I have no idea what you are trying to execute but current DynDOLOD Worlds.pas or DynDOLOD TexGen.pas do not use mteFunctions.pas which the error shows as missing.

 

There are no 2.x versions of DynDOLOD.

 

MO archive manage management is not related to script errors in xEdit.

 

My bad sorry for the wrong log. :/

  • 0
Posted (edited)

I am a little bit curious as a user for MO I noticed when watching the feed from TES5 that DynDoLod is looking for lods in Data folder of skyrim. Considering that MO puts all it's mods and loose files into its own location wouldn't that mean the DynDoLod isn't actually seeing the files? Since my data folder for textures and meshes and such are not even remotely there. It seems like the trees and everything from SFO don't seem to be the same or 3D models of them. 

 

Also I am getting this glitch when getting to helgan and right after exiting the burning building you jump into, I noticed that the texture / Mesh is flickering between low quality to high. Maybe it's a conflict with Vivid Lanscape or who knows. But it seems to be happening on Medium output. I haven't tried the others but I have redone DynDOLod at least 6 times now.

 

I did follow instructions on moving Output folder outside of MO directory. But I do have MO installed in my Skyrim directory where the game is installed. Is that going to cause some issues?

Edited by HolyDeath3000
  • 0
Posted
  On 3/20/2016 at 6:59 PM, HolyDeath3000 said:

I am a little bit curious as a user for MO I noticed when watching the feed from TES5 that DynDoLod is looking for lods in Data folder of skyrim. Considering that MO puts all it's mods and loose files into its own location wouldn't that mean the DynDoLod isn't actually seeing the files? Since my data folder for textures and meshes and such are not even remotely there. It seems like the trees and everything from SFO don't seem to be the same or 3D models of them. 

 

Also I am getting this glitch when getting to helgan and right after exiting the burning building you jump into, I noticed that the texture / Mesh is flickering between low quality to high. Maybe it's a conflict with Vivid Lanscape or who knows. But it seems to be happening on Medium output. I haven't tried the others but I have redone DynDOLod at least 6 times now.

 

I did follow instructions on moving Output folder outside of MO directory. But I do have MO installed in my Skyrim directory where the game is installed. Is that going to cause some issues?

I do not really get what you are saying about about SFO. Tree LOD is done by TES5LODGen build into xEdit and is just started by DynDOLOD World.pas. It requires to download and install the correct tree LOD billboards for whatever tree mods you use.

 

If DynDOLOD interferes visually with the vanilla start, enable the esp only after you get out of the cave. Everything should be fine from then on.

 

The output should be created outside the games and MOs folder structure. Then LOD should be generated directly to the output folder. Afterwards its content should be moved into a new mod folder in MO.

 

All other questions kind of relate to a third party mod manager and not DynDOLOD, but here it goes: How come you never wondered how the game sees the files? When MO starts an application all those folder and files become available where they need to be thanks to its virtual file system.

  • 0
Posted
  On 3/20/2016 at 7:17 PM, sheson said:

I do not really get what you are saying about about SFO. Tree LOD is done by TES5LODGen build into xEdit and is just started by DynDOLOD World.pas. It requires to download and install the correct tree LOD billboards for whatever tree mods you use.

 

If DynDOLOD interferes visually with the vanilla start, enable the esp only after you get out of the cave. Everything should be fine from then on.

 

The output should be created outside the games and MOs folder structure. Then LOD should be generated directly to the output folder. Afterwards its content should be moved into a new mod folder in MO.

 

All other questions kind of relate to a third party mod manager and not DynDOLOD, but here it goes: How come you never wondered how the game sees the files? When MO starts an application all those folder and files become available where they need to be thanks to its virtual file system.

Okay I see so the files being in MO won't make a difference. Got it. I mean the files that I am using DynDOLod with. I have Vanilla Billboards installed with SFO's Billboards installed as well as Aspen Trees one as well. I just redid the process and it seems that the trees now look like what they are supposed to so it seems the trees are working. DynDoLod is definitely working and I have the output folder outside of MO directory but it's still in Skyrim directory. When I first saw the video I saw how your folder structure was setup on DynDoLod and I thought you had it in the games folder. :). My bad for not realizing that it was indeed it's own separate folder. 

 

Thank you for the clarifications on MO and how the files are being rendered still. I definitely love DynDOLod results and I managed to even have ForceFullLod and still manage 60 fps almost solid throughout the intro part of the game. Have settings on Medium as well. The game is a whole new level of detail that I didn't even thought was possible. Thank you very much for your tool and at first I was a bit overwhelmed but after a few tries I finally got it down.

 

The side note about the texture / Mesh of Building flickering. I noticed that it only last for a small bit of time and stops entirely doing the flickering. So I guess my game is still trying to fully load textures / data from all the mods. :). 

  • 0
Posted
  On 3/20/2016 at 7:48 PM, HolyDeath3000 said:

Okay I see so the files being in MO won't make a difference. Got it. I mean the files that I am using DynDOLod with. I have Vanilla Billboards installed with SFO's Billboards installed as well as Aspen Trees one as well. I just redid the process and it seems that the trees now look like what they are supposed to so it seems the trees are working. DynDoLod is definitely working and I have the output folder outside of MO directory but it's still in Skyrim directory. When I first saw the video I saw how your folder structure was setup on DynDoLod and I thought you had it in the games folder. :). My bad for not realizing that it was indeed it's own separate folder. 

 

Thank you for the clarifications on MO and how the files are being rendered still. I definitely love DynDOLod results and I managed to even have ForceFullLod and still manage 60 fps almost solid throughout the intro part of the game. Have settings on Medium as well. The game is a whole new level of detail that I didn't even thought was possible. Thank you very much for your tool and at first I was a bit overwhelmed but after a few tries I finally got it down.

 

The side note about the texture / Mesh of Building flickering. I noticed that it only last for a small bit of time and stops entirely doing the flickering. So I guess my game is still trying to fully load textures / data from all the mods. :).

Great. The vanilla intro enables/disables objects which now have LOD while it progresses. There is this engine thing where it briefly shows the LOD before it has finished loading and displaying the full model. It just a visual thing and only really happens this prominently in the intro. As you say, once it loaded everything its fine.

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.