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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 (edited)

For some reason, in Expert Mode, DynDOLOD refuse to build only tree LOD (I just wanted to update the tree atlas with some custom billboard I made). Worked fine when switching back to advanced.

 

Log for the error :

 

  Reveal hidden contents

 

 

I think it's important to note that despite the "generate tree lod" checkbox being ticked in expert mode, it was unticked when I relaunched the script in advanced. All of the other settings usually persists when switching from a mode to an other.

 

 

Edit : and while I'm here, Vivid Weathers settings make glow LOD ultra-glowing. I know it's possible/advised to edit them to adjust to the weather system in use. Any pointers on what value to look for would be appreciated (At least I know it's inside Meshes\DynDOLOD\lod\effects\fxglow*_dyndolod.nif, but i'm not exactly a nifskope master). Also would like your authorization to provide those edited meshes as optional download of Vivid Weathers for DynDOLOD users.

Edited by Kesta
  • 0
Posted (edited)

I cant build dyndolod anymore, with last fo4edit , fresh install. usual procedure but I have this critical error

Exception in unit process line 814: Access violation at address 00405B2A in module 'TES5Edit.exe'. Read of address C30F5D3C

 

this is the only relevant line in the tesvedit log.

Any hints? 

 

edit:

 

this is the tesvedit bug report

 

https://pastebin.com/JphvV3xd

Edited by manguz
  • 0
Posted (edited)
  On 3/26/2016 at 6:36 AM, Kesta said:

For some reason, in Expert Mode, DynDOLOD refuse to build only tree LOD (I just wanted to update the tree atlas with some custom billboard I made). Worked fine when switching back to advanced.

 

Log for the error :

 

  Reveal hidden contents

 

 

I think it's important to note that despite the "generate tree lod" checkbox being ticked in expert mode, it was unticked when I relaunched the script in advanced. All of the other settings usually persists when switching from a mode to an other.

 

 

Edit : and while I'm here, Vivid Weathers settings make glow LOD ultra-glowing. I know it's possible/advised to edit them to adjust to the weather system in use. Any pointers on what value to look for would be appreciated (At least I know it's inside Meshes\DynDOLOD\lod\effects\fxglow*_dyndolod.nif, but i'm not exactly a nifskope master). Also would like your authorization to provide those edited meshes as optional download of Vivid Weathers for DynDOLOD users.

 

Pease test if replacing with this functions.pas works.

 

The glow LOD typically uses the same settings as the full models. I am wondering why they would be different. I need to have a look first to know what might need changing. Is it just about the round glowing air fake lights? Can you post one example screenshot?

Do you use an ENB as well?

 

  On 3/26/2016 at 10:13 AM, manguz said:

I cant build dyndolod anymore, with last fo4edit , fresh install. usual procedure but I have this critical error

Exception in unit process line 814: Access violation at address 00405B2A in module 'TES5Edit.exe'. Read of address C30F5D3C

 

this is the only relevant line in the tesvedit log.

Any hints? 

 

edit:

 

this is the tesvedit bug report

 

https://pastebin.com/JphvV3xd

Please upload TES5Edit_log.txt

Edited by sheson
  • 0
Posted
  On 3/25/2016 at 6:56 PM, sheson said:

Case should not matter for filenames on windows all of sudden. Are you using Linux/Wine? If you are on Windows, make sure skyrim.esm is loaded and DynDOLOD.esp is last in load order. 

No, it's Win7 x64, DynDOLOD.esp is last, and yet... See for yourself:

post-1578-0-22948000-1458994191_thumb.png

  • 0
Posted
  On 3/26/2016 at 10:13 AM, manguz said:

I cant build dyndolod anymore, with last fo4edit , fresh install. usual procedure but I have this critical error

Exception in unit process line 814: Access violation at address 00405B2A in module 'TES5Edit.exe'. Read of address C30F5D3C

 

this is the only relevant line in the tesvedit log.

Any hints? 

 

edit:

 

this is the tesvedit bug report

 

https://pastebin.com/JphvV3xd

 

 

  On 3/26/2016 at 10:30 AM, sheson said:

 

Please upload TES5Edit_log.txt

 

here.it is

Thank Sheson

TES5Edit_log.txtFetching info...

  • 0
Posted
  On 3/26/2016 at 12:37 PM, sheson said:

Find the mod that has skyrim.esm as a master and change it to Skyrim.esm I suppose.

I don't see one. Also, even if there were, having no skyrim.esm would have stopped TES5Edit from loading due to a missing master, wouldn't it?

  • 0
Posted
  On 3/26/2016 at 12:44 PM, elenhil said:

I don't see one. Also, even if there were, having no skyrim.esm would have stopped TES5Edit from loading due to a missing master, wouldn't it?

As explained earlier, lower/upper case does not matter when it comes to accessing files in Windows. I will check with Zilav, this looks like some weird xEdit problem.

  • 0
Posted
  On 3/26/2016 at 12:37 PM, sheson said:

Find the mod that has skyrim.esm as a master and change it to Skyrim.esm I suppose.

I have taken the liberty of editing DynDOLOD_TES5_manual_base.txt to refer to Skyrim.esm, not skyrim.esm, and now the error reads "Exception in unit process line 615: "DynDOLOD.esp" requires master "Skyrim.esm" to be loaded before it" which is even more ridiculous.

  • 0
Posted
  On 3/26/2016 at 12:37 PM, manguz said:

here.it is

Thank Sheson

 

Sorry Sheson , I think it was something messed up in my system bios.

I reverted some changes and now it seems it's building, I'm 15 minutes in and seems fine now.

It was some overclock thing , dont really know why It had this strange side effect

  • 0
Posted
  On 3/26/2016 at 12:58 PM, sheson said:

As explained earlier, lower/upper case does not matter when it comes to accessing files in Windows. I will check with Zilav, this looks like some weird xEdit problem.

OK, I get it. I was using FO4Edit 3.1.3 - be500bb.

  • 0
Posted
  On 3/26/2016 at 1:01 PM, manguz said:

Sorry Sheson , I think it was something messed up in my system bios.

I reverted some changes and now it seems it's building, I'm 15 minutes in and seems fine now.

It was some overclock thing , dont really know why It had this strange side effect

Good to know. Typically it is LODen.exe that would crash first since it is so much more demanding.

Just go with the typical overclocking guides and prime95 or whatever... Good luck

 

  On 3/26/2016 at 1:03 PM, elenhil said:

OK, I get it. I was using FO4Edit 3.1.3 - be500bb.

Are you saying an older version works OK? I was not able to reproduce the problem here, yet.

  • 0
Posted (edited)
  On 3/26/2016 at 1:18 PM, sheson said:

 

Are you saying an older version works OK? I was not able to reproduce the problem here, yet.

An older version did work, but that was several mod changes ago, so not exactly a proper experiment. I have since overwritten the older TES5Edit, unfortunately.

 

P.S. I tried making as good as possible a reinstall, DynDOLOD, FO4Edit, checked for bits of previous install... No luck: even loading just bare Vanilla esms (plus DynDOLOD.esp, naturally) still gives me the error.

Edited by elenhil
  • 0
Posted (edited)
  On 3/26/2016 at 10:30 AM, sheson said:

Pease test if replacing with this functions.pas works.

Nope, same result. Nothing critical though (I don't even use atlas tree for actual playthrough >_

I also tried to mess a bit with it myself, but all those "if then do while begin end; end end." are just sooo counter-intuitive for me.

 

  On 3/26/2016 at 10:30 AM, sheson said:

The glow LOD typically uses the same settings as the full models. I am wondering why they would be different. I need to have a look first to know what might need changing. Is it just about the round glowing air fake lights? Can you post one example screenshot?

Do you use an ENB as well?

No ENB, just a custom sharpening effect with sweetFX, but I have the same result without it.

 

Here is how it look : (the FXGlows are from ELFX-Exterior) :

With DynDOLOD :

EzQljo8.jpg

 

Without DynDOLOD (ELFX set them persistent+full LOD which is why they're still seen) :

ralBHyz.jpg

 

DynDOLOD properly removed the Is Full LOD flag from them, so that shouldn't be a "double FXGlow" issue.

 

(Note to self for future reference/testing : the FXGlow used here is an unmodified 2eb0d)

 

Basically, the original full LOD FXGlow from ELFX (those around the whiterun walls) is visible but subtle, while with DynDOLOD, considering I'm looking at it from High Hrotghar... that look a bit more like a funfair. And same for the others that weren't visible without DynDOLOD. Note that the screenshots + jpg conversion + upload to imgur darken the whole image (at least on my screen). 

Here is a link to download the original .bmp (view them in fullscreen) :

https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!43762&authkey=!AIoAMOeYlSgMr2U&ithint=folder%2cbmp

 

 

In case this help, here is the corresponding entry to one of the ref using this FXGlow in DynDOLOD_Tamriel_Object.json :

"60038":["1","1","1","1","","131790","ELFX - Exteriors.esp","-1","-1","","1",""],

Supposed to be the result of the Medium setting for [x]FXGlow.

 

 

What I'm aiming for is something similar to the light intensity seen in the no-dyndolod screen, but applied to all of the lightsources that aren't handled by ELFX.

 

 

Edit : And also, because I prefer asking questions than making reports, is there any tool to open .btt files in a human-readable format ? I managed to have a peak inside all of the LOD-related files but those, and couldn't find any.

Edited by Kesta
  • 0
Posted (edited)
  On 3/26/2016 at 2:27 PM, Kesta said:

Nope, same result. Nothing critical though (I don't even use atlas tree for actual playthrough >_

I also tried to mess a bit with it myself, but all those "if then do while begin end; end end." are just sooo counter-intuitive for me.

 

No ENB, just a custom sharpening effect with sweetFX, but I have the same result without it.

 

Here is how it look : (the FXGlows are from ELFX-Exterior) :

With DynDOLOD :

EzQljo8.jpg

 

Without DynDOLOD (ELFX set them persistent+full LOD which is why they're still seen) :

ralBHyz.jpg

 

DynDOLOD properly removed the Is Full LOD flag from them, so that shouldn't be a "double FXGlow" issue.

 

(Note to self for future reference/testing : the FXGlow used here is an unmodified 2eb0d)

 

Basically, the original full LOD FXGlow from ELFX (those around the whiterun walls) is visible but subtle, while with DynDOLOD, considering I'm looking at it from High Hrotghar... that look a bit more like a funfair. And same for the others that weren't visible without DynDOLOD. Note that the screenshots + jpg conversion + upload to imgur darken the whole image (at least on my screen). 

Here is a link to download the original .bmp (view them in fullscreen) :

https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!43762&authkey=!AIoAMOeYlSgMr2U&ithint=folder%2cbmp

 

 

In case this help, here is the corresponding entry to one of the ref using this FXGlow in DynDOLOD_Tamriel_Object.json :

"60038":["1","1","1","1","","131790","ELFX - Exteriors.esp","-1","-1","","1",""],

Supposed to be the result of the Medium setting for [x]FXGlow.

 

 

What I'm aiming for is something similar to the light intensity seen in the no-dyndolod screen, but applied to all of the lightsources that aren't handled by ELFX.

 

 

Edit : And also, because I prefer asking questions than making reports, is there any tool to open .btt files in a human-readable format ? I managed to have a peak inside all of the LOD-related files but those, and couldn't find any.

ELFX is replacing a couple of the vanilla glows. I believe that is why the vanilla copies that DynDOLOD uses do not match.

 

Copy from ELFX ..\Meshes\effects\ambient\fxglowfillrndlitmid.nif to ..Meshes\DynDOLOD\lod\effects\fxglowfillrndlitmid_dyndolod_lod.nif

same for fxglowflatrndbrt.nif of course

 

The DynDOLOD versions have their CK marker removed but otherwise are the vanilla glows. You do not need to redo that tiny optimization.

No need to generate anything new, just update meshes start game, check if it worked.

 

This version 3.0? I it worked I will add those two as patch to DynDOLOD.

 

No tool to read btt. It is tree id, x,y,z position, z-rotation, scale and index to data in lst file. You could peak at the good old Skyrim - Tree LOD files patcher.pas

Edited by sheson
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