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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

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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

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Updating DynDOLOD

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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]

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DynDOLOD - Dynamic Distant Objects LOD - Sheson

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  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

Haven't been able to find another example of a user running into the problem I just did, but if this has come up previously in the thread I apologize. When I run the TexGen Script, I get a "path not found" error. I can't really tell which path it's trying to find because my programming knowledge is limited to basic C. I'm using the TexGen variation that you posted on page 91, but sadly it didn't yield any additional information. Here's a screenshot of my TES5Edit right pane.

 

Untitled.jpg

  • 0
Posted (edited)
  On 3/28/2016 at 3:30 PM, swooce said:

Haven't been able to find another example of a user running into the problem I just did, but if this has come up previously in the thread I apologize. When I run the TexGen Script, I get a "path not found" error. I can't really tell which path it's trying to find because my programming knowledge is limited to basic C. I'm using the TexGen variation that you posted on page 91, but sadly it didn't yield any additional information. Here's a screenshot of my TES5Edit right pane.

 

Untitled.jpg

This looks like you are trying to execute an older version of DynDOLOD TexGen.pas with the latest data files from 1.47 or the other way around. Make sure all DynDOLOD files in the xEdit/Edit Scripts and the xEdit/Edit Scripts/DynDOLOD subfolders are from the same version.

Edited by sheson
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Posted
  On 3/28/2016 at 3:37 PM, sheson said:

This looks like you are trying to execute an older version of DynDOLOD TexGen.pas with the latest data files from 1.47 or the other way around. Make sure all DynDOLOD files in the xEdit/Edit Scripts and the xEdit/Edit Scripts/DynDOLOD subfolders are from the same version.

I went ahead and replaced the contents of the xEdit Edit Scripts directory with the ones directly from the 1.47 archive, but I got the same error. "Exception in unit userscript line 234: The specified path was not found"

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Posted
  On 3/28/2016 at 3:48 PM, swooce said:

I went ahead and replaced the contents of the xEdit Edit Scripts directory with the ones directly from the 1.47 archive, but I got the same error. "Exception in unit userscript line 234: The specified path was not found"

Check the log lines before that for file not found errors

  • 0
Posted
  On 3/28/2016 at 9:17 AM, zilav said:

This was fixed some time ago, update to the latest WB. Utumno is posting links to his dev builds on official forum regulary.

 

This is not the default Steam directory, already suspicous. What mod manager do you use if any? Keep in mind that xEdit doesn't support any mod managers that use any form of virtualization like MO and NMM. Only Wrye Bash is supported because it installs all files directly into Data.

I was using Wrye Bash, and the custom path had been fine previously.

 

Anyway, thanks for you help. I did manage to fix the bug by reinstalling Skyrim (in the same folder).

  • 0
Posted (edited)
  On 3/28/2016 at 4:13 PM, sheson said:

If you already closed xEdit check TES5Edit_log.txt

Here's what's from the log. Same thing that was displayed in the right pane. No other "file not found" errors earlier in the log either.

 

What I think would help immensely if I knew which file the section of code surrounding line 234 is actually looking for. I can't really fix anything if I don't know what it's looking for.

 

[00:47] Background Loader: finished
Applying script...
[00:00:00.000] DynDOLOD TexGen by Sheson, starting...
[00:00:00.009] 
[00:00:00.019] Creating some temporary files
Exception in unit userscript line 234: The specified path was not found
[Apply Script done]  Processed Records: 0, Elapsed Time: 00:00
Edited by swooce
  • 0
Posted (edited)
  On 3/28/2016 at 4:58 PM, swooce said:

 

Here's what's from the log. Same thing that was displayed in the right pane. No other "file not found" errors earlier in the log either.

 

What I think would help immensely if I knew which file the section of code surrounding line 234 is actually looking for. I can't really fix anything if I don't know what it's looking for.

 

[00:47] Background Loader: finished
Applying script...
[00:00:00.000] DynDOLOD TexGen by Sheson, starting...
[00:00:00.009] 
[00:00:00.019] Creating some temporary files
Exception in unit userscript line 234: The specified path was not found
[Apply Script done]  Processed Records: 0, Elapsed Time: 00:00

 

The exception should not happen, because just before it tries to ResourceCopy a texture it checks if ResourceExists in the currently loaded resources list (BSA + game folder)

So it may be a problem with the destination path - which is the 'output path' + something... Make sure that 'output path' exists, that it is not inside MOs virtual file structure and not inside the game data folder.

If you uncomment the MyMessage in line #231 you can see what it is trying to copy to where just before the error.

Edited by sheson
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Posted (edited)
  On 3/28/2016 at 6:14 PM, sheson said:

The exception should not happen, because just before it tries to ResourceCopy a texture it checks if ResourceExists in the currently loaded resources list (BSA + game folder)

So it may be a problem with the destination path - which is the 'output path' + something... Make sure that 'output path' exists, that it is not inside MOs virtual file structure and not inside the game data folder.

If you uncomment the MyMessage in line #231 you can see what it is trying to copy to where just before the error.

Thanks for that. Here is the output after I uncomment line 231

  Quote

 

[00:44] Background Loader: finished
Applying script...
[00:00:00.000] DynDOLOD TexGen by Sheson, starting...
[00:00:00.013]
[00:00:00.020] Creating some temporary files
[00:00:00.032] textures\architecture\windhelm\whruinstone_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds
[00:00:00.047] textures\landscape\mountains\mountainslab02_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\caves\caverocks01_n.dds
[00:00:00.056] textures\dungeons\rubblepile01_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\rubblepile02_n.dds
[00:00:00.069] textures\dungeons\ridgedstonewall02_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\ridgedstone02a_n.dds
[00:00:00.080] textures\dungeons\ridgedstone06_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\ridgedstone05_n.dds
[00:00:00.091] textures\dungeons\imperial\impextrubble01_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\imperial\impextrubble01ice_n.dds
Exception in unit userscript line 234: The specified path was not found

[Apply Script done]  Processed Records: 0, Elapsed Time: 00:00 

 

The last file it tries to copy is the impextrubble01_n.dds. According to my MO virtual Data folder, it is present and accounted for and is being provided by Optimized Vanilla Textures - HD (Skyrim - HD01.bsa)

Edited by swooce
  • 0
Posted (edited)
  On 3/28/2016 at 8:55 PM, swooce said:

Thanks for that. Here is the output after I uncomment line 231

The last file it tries to copy is the impextrubble01ice_n.dds. According to my MO virtual Data folder, it is present and accounted for and is being provided by Optimized Vanilla Textures - HD (Skyrim - HD01.bsa)

DynDOLOD TexGen.pas uses the ResoureCopy function from xEdit. xEdit can either not read the source file or can not write to the destination. I am not sure which.

The source file should exist, since that is checked right beforehand. It seems odd that it could not write that file while it could write the ones before that.

If the file is in a BSA try to extract it so it is available as loose file. Otherwise I am out of ideas. This has to be file system problem one way the other.

Edited by sheson
  • 0
Posted (edited)
  On 3/28/2016 at 9:12 PM, sheson said:

DynDOLOD TexGen.pas uses the ResoureCopy function from xEdit. xEdit can either not read the source file or can not write to the destination. I am not sure which.

The source file should exist, since that is checked right beforehand. It seems odd that it could not write that file while it could write the ones before that.

If the file is in a BSA try to extract it so it is available as loose file. Otherwise I am out of ideas. This has to be file system problem one way the other.

When I tried to use a BSA extractor to extract the contents of the texture mod as loose files, it also gave a "cannot find the path specified" error. I guess the scope of my issue is bigger than I thought.

 

EDIT: nevermind, I tried extracting to a different location and it decided that it wanted to work this time. I'll keep you posted.

 

Okay, got a few files further before it ran into an error this time. It wrote the imperial castle texture just fine after I extracted the bsa it was from, but now it got hung up on a dlc castle texture from dawnguard. I guess I'll just keep extracting .bsa's when it runs into errors, then?

Edited by swooce
  • 0
Posted

New roadlbock. Line 258 this time:

 

  Quote
Applying script...
[00:00:00.000] DynDOLOD TexGen by Sheson, starting...
[00:00:00.010]
[00:00:00.019] Creating some temporary files
[00:00:00.028] textures\architecture\windhelm\whruinstone_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds
[00:00:00.059] textures\landscape\mountains\mountainslab02_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\caves\caverocks01_n.dds
[00:00:00.076] textures\dungeons\rubblepile01_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\rubblepile02_n.dds
[00:00:00.100] textures\dungeons\ridgedstonewall02_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\ridgedstone02a_n.dds
[00:00:00.127] textures\dungeons\ridgedstone06_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\ridgedstone05_n.dds
[00:00:00.154] textures\dungeons\imperial\impextrubble01_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\imperial\impextrubble01ice_n.dds
[00:00:00.169] textures\dungeons\imperial\impextwall01_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\imperial\impextwall01ice_n.dds
[00:00:00.184] textures\dungeons\imperial\impwall05_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\imperial\impwall05ice_n.dds
[00:00:00.200] textures\dungeons\imperial\impwood01_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dungeons\ships\shipwood01_n.dds
[00:00:00.225] textures\landscape\dirt02_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\effects\fxdirtmound01_n.dds
[00:00:00.246] textures\landscape\trees\treepineforestbarkcompsnow_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dlc02\landscape\trees\treepineforestbarkcompash_n.dds
[00:00:00.271] textures\dlc01\dungeons\castle\castlewallstone03_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dlc01\dungeons\castle\castlewallstone05_n.dds
[00:00:00.288] textures\dlc01\soulcairn\bwallbase_n.dds to C:\TES5LODGENOutput\DynDOLOD-temp\textures\dlc01\soulcairn\bwallbasegray_n.dds
[00:00:00.303] Creating LOD textures
Exception in unit userscript line 258: The specified path was not found
[Apply Script done]  Processed Records: 0, Elapsed Time: 00:00

 

I have a crazy idea. I have two drives. My C: is an SSD that is nearly filled, and the E: is a HDD that has excessive capacity. Might that have something to do with the issue? The theme I've noticed is that I'm having trouble whenever the C: drive is being written to. Like when I tried to extract a .bsa to C:, it didn't work, but it did when I extracted to E:. Would it be possible to make the TexGen write to E: instead of C:?

  • 0
Posted
  On 3/28/2016 at 10:01 PM, swooce said:

 

New roadlbock. Line 258 this time:

 

I have a crazy idea. I have two drives. My C: is an SSD that is nearly filled, and the E: is a HDD that has excessive capacity. Might that have something to do with the issue? The theme I've noticed is that I'm having trouble whenever the C: drive is being written to. Like when I tried to extract a .bsa to C:, it didn't work, but it did when I extracted to E:. Would it be possible to make the TexGen write to E: instead of C:?

 

Just change the -o:"c:\... paramater to point to -o:"e:\...

Click the gears icon in MO again and change the arguments for xEdit

  • 0
Posted (edited)
  On 3/28/2016 at 10:26 PM, sheson said:

Just change the -o:"c:\... paramater to point to -o:"e:\...

Click the gears icon in MO again and change the arguments for xEdit

Thanks. Unfortunately that didn't solve anything. Got the same output as I showed in my previous post (except for C being replaced with E). Error right after it says "Creating LOD textures"

Edited by swooce
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