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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

  • 0
Posted (edited)
  On 3/28/2016 at 10:31 PM, swooce said:

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"

Notice that it now goes past the dds that you extracted manually and now is in another segment of the script. Something seems to have an effect on xEdit ability to extract files from the BSAs. Maybe you can find out if those files are all in the same BSA. There maybe something wrong with it.

Just insert another MyMessage in line #256 and #262

 

s := ...

MyMessage(slItems[4] + ' to ' + s);

if ResourceExists...

 

So you continue to get a list of files

Edited by sheson
  • 0
Posted
  On 3/28/2016 at 10:44 PM, sheson said:

Notice that it now goes past the dds that you extracted manually and now is in another segment of the script. Something seems to have an effect on xEdit ability to extract files from the BSAs. Maybe you can find out if those files are all in the same BSA. There maybe something wrong with it.

Just insert another MyMessage in line #256 and #262

 

s := ...

MyMessage(slItems[4] + ' to ' + s);

if ResourceExists...

 

So you continue to get a list of files

Good call. It is indeed another case of not being able to read a bsa. Thanks for your help. I'll keep working at extracting these pesky bsa archives.

  • 0
Posted

Isn't this a case of how using MO to manage BSAs, without plugins to load them, results in those BSAs not being seen by xEdit? Or possibly MO's inexplicable behaviour of disabling BSAs after changing profiles?

  • 0
Posted (edited)
  On 3/28/2016 at 11:31 PM, GrantSP said:

Isn't this a case of how using MO to manage BSAs, without plugins to load them, results in those BSAs not being seen by xEdit? Or possibly MO's inexplicable behaviour of disabling BSAs after changing profiles?

It would fall back to vanilla BSA or at least report the resource (the texture) missing / not found. So there is something up with that BSA and xEdit, that it can see the texture exists but not extract it for some reason.

Probably should try to re-download and re-install the BSA.

Edited by sheson
  • 0
Posted (edited)

I think I have this situation mostly nailed down. All the errors are coming from textures from this mod:

https://www.nexusmods.com/skyrim/mods/57353/?

 

If I recall correctly, the installation procedure for this mod is not as simple as clicking the install button. I'll just assume I botched the installation for it, but in any case, extracting the textures as loose files seems to work.

 

Thanks again, sheson. I really appreciate your dedication.

Edited by swooce
  • 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.

 

 

I went to the WB support thread and got Wrye Bash 307.201603282116 - Standalone Executable.7z by Utomno. The executable is dated 2016-03-28. I installed it into Skyrim\Mopy and also replaced the existing bashed patch used in MO with a version from the templates folder. I generated Bashed Patch, Skyrim.esp using this version of Wrye Bash. It has the same error in the bashed patch as the entry using the older version of Wrye Bash. In the bashed patch object 00009389 is in the Tamriel Worldspace block 0,-1 subblock 2,-3.  The WB entry itself seems correct. The other plugins that modify this object have the block and subblock correct.

 

The same block/sublock in the bashed patch has object 00009344. This object is also in the wrong block and subblock in the bashed patch.

 

I repaired the entries in the bashed patch and am rerunning DynDOLOD.

 

Should I post this error in the official WB forum or do I need to gather more information first?

  • 0
Posted (edited)
  On 3/29/2016 at 5:05 AM, Kelmych said:

I went to the WB support thread and got Wrye Bash 307.201603282116 - Standalone Executable.7z by Utomno. The executable is dated 2016-03-28. I installed it into Skyrim\Mopy and also replaced the existing bashed patch used in MO with a version from the templates folder. I generated Bashed Patch, Skyrim.esp using this version of Wrye Bash. It has the same error in the bashed patch as the entry using the older version of Wrye Bash. In the bashed patch object 00009389 is in the Tamriel Worldspace block 0,-1 subblock 2,-3.  The WB entry itself seems correct. The other plugins that modify this object have the block and subblock correct.

Always use the Python version of WB, Utumno is posting links to the archived python version from his GitHub branch. It has tons of improvements compared to the available outdated standalone one including advanced Skyrim bash patcher.

Standalone version is for "newbie" people.

Edited by zilav
  • 0
Posted

Hello all,

 

So I recently came back to skyrim, (i lost my fallout 4 saves :( and found this mod. 

 

I could use a little help.

 

1. Im using sfo 2.5. are the extra 2k lods that are provided by vurt, considered the "billboards?" or not the same thing?

 

2. im using nmm...i know. i just need something to be easy. is it possible to get this installed correctly, when throwing nmm in the mix?

 

3. im using the "optimized vanilla textures,"  "skyrim hd 2k textues". i noticed that the install is based off using the vanilla hd dlc, and the UHRP.(i have uninstalled both of them)  Do the optimized and 2k textures work with this?

 

I ask these questions in regards to the fact (i have been reading to much legal jargon) that after running through the installation 2 times, I cannot get it to work. by that i mean, I get through the installation, then when i turn the game on, the MCM menu registers but the activation is unchecked and greyed out. 

 

any help is appreciated.

 

Thank you for awesome mods!

  • 0
Posted
  On 3/29/2016 at 6:07 AM, zilav said:

Always use the Python version of WB, Utumno is posting links to the archived python version from his GitHub branch. It has tons of improvements compared to the available outdated standalone one including advanced Skyrim bash patcher.

Standalone version is for "newbie" people.

It's broken in the most recent Python version also, unfortunately.

  • 0
Posted
  On 3/30/2016 at 2:01 AM, Kelmych said:

It's broken in the most recent Python version also, unfortunately.

Then write to Utumno and provide a test plugin or trest case to reproduce it. I remember he fixed that, but maybe it was reverted later in development after some code merging.

  • 0
Posted (edited)
  On 3/30/2016 at 1:09 AM, smokauweeds said:

Hello all,

 

So I recently came back to skyrim, (i lost my fallout 4 saves :( and found this mod. 

 

I could use a little help.

 

1. Im using sfo 2.5. are the extra 2k lods that are provided by vurt, considered the "billboards?" or not the same thing?

 

2. im using nmm...i know. i just need something to be easy. is it possible to get this installed correctly, when throwing nmm in the mix?

 

3. im using the "optimized vanilla textures,"  "skyrim hd 2k textues". i noticed that the install is based off using the vanilla hd dlc, and the UHRP.(i have uninstalled both of them)  Do the optimized and 2k textures work with this?

 

I ask these questions in regards to the fact (i have been reading to much legal jargon) that after running through the installation 2 times, I cannot get it to work. by that i mean, I get through the installation, then when i turn the game on, the MCM menu registers but the activation is unchecked and greyed out. 

 

any help is appreciated.

 

Thank you for awesome mods!

1. You should ask the author of the tree mod. I believe it to be an updated tree atlas for the included tree LOD of the mod. See the manual about splitting the existing tree LOD atlas if billboards are not available for download.

 

2. DynDOLOD and the tools require no mod manager - they all work with the game. See the manual for manual/nmm instructions/video.

 

3. See the manual for DynDOLOD TexGen to generate certain LOD textures based on the load order. Beyond those texture you should ask the author of the texture replacer mod.

Edited by sheson
  • 0
Posted
  On 3/30/2016 at 11:48 AM, sheson said:

1. You should ask the author of the tree mod. I believe it to be an updated tree atlas for the included tree LOD of the mod. See the manual about splitting the existing tree LOD atlas if billboards are not available for download.

 

2. DynDOLOD and the tools require no mod manager - they all work with the game. See the manual for manual/nmm instructions/video.

 

3. See the manual for DynDOLOD TexGen to generate certain LOD textures based on the load order. Beyond those texture you should ask the author of the texture replacer mod.

Thank you!

 

I will give this another try, this weekend.

  • 0
Posted
  On 3/30/2016 at 7:03 PM, sheson said:

3155782-1459364495.jpg

Skyblivion ?

 

Apparently, tree LODs are one of the rare case in Skyrim modding where you don't encounter ArrayOutOfBound Exceptions  ::P: Do you have a rough estimation of how much of them are in this worldspace ? oO

  • 0
Posted (edited)

Sheson / Zilav

 

Are you two aware of a recent bug with saves that has been found https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/

 

See the Technical Issue Description ( its a 16 bit integer limitation ) - I wondered if DynDOLOD helps to contribute to the amount of stored strings and gives people those unloadable saves

 

 

----------------------------------------


  On 3/29/2016 at 6:07 AM, zilav said:

Always use the Python version of WB, Utumno is posting links to the archived python version from his GitHub branch. It has tons of improvements compared to the available outdated standalone one including advanced Skyrim bash patcher.

Standalone version is for "newbie" people.

Utumno is producing updated versions of Standalone too which also need testing

 

The version Kelmych is using is the latest as of within the last few days and is linked at the end of the second post here https://forums.bethsoft.com/topic/1599816-wrye-bash-thread-108/page-1?do=findComment&comment=25099222

 

The most recent was compiled 2 days ago https://www.dropbox.com/sh/7b5ily482re0khs/AAD3vAWMVJNIpuS30tsdVte5a?dl=0

 

Its also included in the newly compiled installer which Utumno was asking everyone to test recently ( its all working marvellously imho )

 

So please dont be putting people off trying out the various options Utumno is asking us all to keep testing, standalone uses the same code python does, and is in no way inferior to the python version, so is not just for newbies and is actually the preferred version by some of us long in the tooth users these days.

 

 

Edit : The latest python version does include more patchers for skyrim, but they are buggy which Utumno needs to first understand before he can address the problems ( see Utumno's response to this post by Arthmoor ) - The newer patchers have been imported from Sharlikrans work, who equally does not really understand patchers

Edited by alt3rn1ty
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