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)
  On 4/8/2016 at 6:11 PM, TehKaoZ said:

Hello Sheson,

 

I did a little bit more testing.

 

The draw count you described varies from 1500 to as high as 4000 but the fps doesn't seem to correlate with these numbers. I can get the fps drop with 1500 but have stable in another location around 4000.

 

I should also note that I have observed that the drop is not always consistent, some loads I get the drop for a few seconds and other it will be locked at 19 fps until I leave the location.

Using the free VRAM key on enb does seem to make the problem disappear temporarily but if I run around for a few more minutes it will return.

 

If I am indeed simply running out of memory, I am not sure how I would solve it short of switching to Windows 7 to bypass enb's 4 gig limit on dx9 games. What concerns me though is that other people do not report such steep drops in fps when running out of memory.

 

I have uploaded the resources you have requested.

 

https://drive.google.com/file/d/0B9LvaZjT0SUhNkJtRlJycW1Qdmc/view

https://drive.google.com/file/d/0B9LvaZjT0SUhbHgtWVYzaEtYdkE/view

 

The LOD gen is actually from a different run with two mods missing but the slow down occurs in this one as well.

 

Thanks again for the help Sheson.

This is just a hunch, do you use Tamriel Reloaded HD or Northfire's Photoreal Mountains? Or any other mod that changes mountains with parallax?

Maybe check VRAM usage with performance monitor. For testing purposes you could try disabling some mountain textures so it uses vanilla / or use 1k. You could use ddsopt to resize dyndolod_atlas_tamriel.dds to half size.

Try generating without such mod. It may not necessary be the textures alone.

 

Do you see this in any other worldspace than Tamriel?

 

  On 4/8/2016 at 7:21 PM, mikegray said:

Thanks for the replies!

 

On (1) got it. Is there a tutorial out there that would teach us mod users how to create LODs and maybe contribute them to the community? I'm a looong way from being good at anything related to graphics - but I wouldn't mind takign a stab at it ...

 

(2) Ah - that explains it. So, do I understand correctly that my MO folder with the results of the TexGen.pas script should have been activated while World.pas was doing its thing - and that, for best results, I should activate said folder then re-run World.pas?

1) You just have to pick up bender or 3dmax and start creating simplified models. If I work with organic things like landscape I typically decimate a mesh first with build in tools and then touch it up by hand. For structures with flat surfaces I tend to work off the collision mesh as it usually already is a simplified hull. UV should not tile. There is an Atlas script for 3D max that can automate that a bit. Just check existing LOD to see how its done.

I finalize the model in nifskope. Usually I remove all normals/tangents, remove duplicate vertices, then create and smooth normals (increase angle depending on model), use the update all tangents spell. Copy shader/texture from existing LOD models, since its quicker than setting all flags by hand. After a couple months hitting your head you gain enough experience and then redo the first couple models :)

There are tools that try to do this automatically. The results are terrible and just not good enough in terms of reduction. So far it always needs manual work.

 

2)  Yes the output needs to be active not only when generating LOD but also afterwards in the game as some LOD may still use the single textures.

If nothing else changed in the load order there is no need to generate everything. The DynDOLOD TexGen.html explains how to only update the texture atlas with the new updated single textures.

Edited by sheson
  • 0
Posted

Hi Sheson,

 

Quick question.. I wanted hybrid trees that suit to the ultimate lush overhaul mod... What I did is I copied the leave branch of your hybrid tree in NifSkope and pasted it into the same file (and shifted the z-rotation).

When I want to create static tree LOD I only get the 2D foliage.. I think it's because this CR32 check still recognizes these modified models as "vanilla" hybrid trees, may this be right?

Can I deactivate the check and force LODGen to use the hybrid trees, or, if not, can I circumvent it by copying the tree branches into a new empty nif file?

 

Cheers 

Dammal

  • 0
Posted (edited)
  On 4/9/2016 at 1:03 AM, Dammal19 said:

Hi Sheson,

 

Quick question.. I wanted hybrid trees that suit to the ultimate lush overhaul mod... What I did is I copied the leave branch of your hybrid tree in NifSkope and pasted it into the same file (and shifted the z-rotation).

When I want to create static tree LOD I only get the 2D foliage.. I think it's because this CR32 check still recognizes these modified models as "vanilla" hybrid trees, may this be right?

Can I deactivate the check and force LODGen to use the hybrid trees, or, if not, can I circumvent it by copying the tree branches into a new empty nif file?

 

Cheers 

Dammal

Do it the other way around. In the TES5Edit_log.txt look for message like

 

Tree replaced, looking for 3D LOD treepineforest01_776677E3 using billboard instead

 

Rename the filename of the hybrid you created to include the CRC32. For example from treepineforest01passthru_lod.nif to treepineforest01_776677E3passthru_lod.nif

Next time you run the patcher those message go away and it should use the correct trees.

  On 4/9/2016 at 8:58 AM, alt3rn1ty said:

Updated the DynDOLOD for Wrye Bash users guide to include a spoiler near the end of the first post reference TexGen

 

Havent used it before .. Seems to work pretty well though its noted as experimental in the docs.

Great. I will add a link to it in TexGen.html as well

Edited by sheson
  • 0
Posted

Hey guys, quick question.

Updated to newest version and everything went great, but when I ran game save cleaner, https://www.nexusmods.com/skyrim/mods/52363/ , afterwards there were 9 orphaned scripts.

Most of them began with  SHESON_DYNDOLOD ending with _Master, _Minion, _Mcm and so on.

Should I ignore them or can I go ahead and clean them, don't want to screw up anything.

Thanks.

  • 0
Posted
  On 4/9/2016 at 3:52 PM, saldie said:

Hey guys, quick question.

Updated to newest version and everything went great, but when I ran game save cleaner, https://www.nexusmods.com/skyrim/mods/52363/ , afterwards there were 9 orphaned scripts.

Most of them began with  SHESON_DYNDOLOD ending with _Master, _Minion, _Mcm and so on.

Should I ignore them or can I go ahead and clean them, don't want to screw up anything.

Thanks.

You can remove them. In case something goes wrong, use the backup of the save that you created before.

  • 0
Posted (edited)

So I just built a new rig with 16gb memory and 8gb vram.  Plenty powerful and i have tested vram load and what not and its running at about 2200mb.  I also have the SKSE memory patch working properly.

 

That being said, I just started a new game in Skyrim and as soon as I get outside of the Helgen cave and run around for about 30 seconds the game CTDs.  I followed the STEP guide to a tee and don't have any other mods other than STEP:EXTENDED.  That being said, I have narrowed down the problem to DynDOLOD.  When I disable DynDOLOD my game runs fine and doesn't crash.  

 

I have attached my TES5Edit log for DynDOLOD as reference.  Any help would be awesome, as I am out of ideas.

 

EDIT:  I have also attached the Papyrus log.

 

 

LODGen_log.txtFetching info...

Papyrus.0.log.txtFetching info...

Edited by kwoodkicker
  • 0
Posted
  On 4/9/2016 at 6:49 PM, kwoodkicker said:

So I just built a new rig with 16gb memory and 8gb vram.  Plenty powerful and i have tested vram load and what not and its running at about 2200mb.  I also have the SKSE memory patch working properly.

 

That being said, I just started a new game in Skyrim and as soon as I get outside of the Helgen cave and run around for about 30 seconds the game CTDs.  I followed the STEP guide to a tee and don't have any other mods other than STEP:EXTENDED.  That being said, I have narrowed down the problem to DynDOLOD.  When I disable DynDOLOD my game runs fine and doesn't crash.  

 

I have attached my TES5Edit log for DynDOLOD as reference.  Any help would be awesome, as I am out of ideas.

FAQ: Skyrim: ILS or CTD

 

A: More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.

 

You attached  LODGen_log.txt not TES5Edit_log.txt :)

  • 0
Posted

I think I have boiled it down to the below line in Papyrus.

 

[04/09/2016 - 03:03:19PM] [sHESON_DynDOLOD_LODObject < (690066D4)>] Activate #1 [Form < (6900384A)>] using lod\imperialice\impexticebridge01_lod.nif

 

I cannot find this file anywhere on my SSD.

  • 0
Posted
  On 4/9/2016 at 8:07 PM, kwoodkicker said:

I think I have boiled it down to the below line in Papyrus.

 

[04/09/2016 - 03:03:19PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\imperialice\impexticebridge01_lod.nif

 

I cannot find this file anywhere on my SSD.

That file is in Skyrim - Meshes.bsa. It won't cause a problem. Check memory patch is working.

  • 0
Posted (edited)
  On 4/9/2016 at 8:20 PM, kwoodkicker said:

Thanks for the quick replies!

 

It looks to be working to me.  I have attached it if you could take a quick look.

Yeah looks good. Also nothing pops out in TES5Edit look after a quick glance.

Does it CTD if you do not move? Does it CTD if you go into MCM and deactivate it again?

Edited by sheson
  • 0
Posted
  On 4/9/2016 at 8:40 PM, sheson said:

Yeah looks good. Also nothing pops out in TES5Edit look after a quick glance.

Does it CTD if you do not move? Does it CTD if you go into MCM and deactivate it again?

So I loaded up and stood there for a couple minutes and it ran fine.  Then instead of heading down toe Riverwood where the CTD always happens, I turned around and headed back towards Helgen.  No such luck though as I CTD again.  There were far fewer lines of code in Papyrus this time though.  I have pasted them below.  See anything odd, because I sure don't, but I am not expert.

 

[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (6900650C)>] Activate #1 [Form < (69001E11)>] using dyndolod\lod\clutter\campfire01landburning_dyndolod_lod.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DDA)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DD9)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (690064ED)>] Activate #1 [Form < (69001E19)>] using Effects\Ambient\FXSmokeChimney02.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (690064EB)>] Activate #1 [Form < (69001335)>] using dyndolod\lod\clutter\campfire01burning_dyndolod_lod.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DCB)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DCA)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DE2)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DCC)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DE1)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject < (69006DE0)>] Activate #1 [Form < (690038D6)>] using lod\solitude\slightpost01_lod_0.nif
  • 0
Posted
  On 4/8/2016 at 8:06 PM, sheson said:

 

1) You just have to pick up bender or 3dmax and start creating simplified models. If I work with organic things like landscape I typically decimate a mesh first with build in tools and then touch it up by hand. For structures with flat surfaces I tend to work off the collision mesh as it usually already is a simplified hull. UV should not tile. There is an Atlas script for 3D max that can automate that a bit. Just check existing LOD to see how its done.

I finalize the model in nifskope. Usually I remove all normals/tangents, remove duplicate vertices, then create and smooth normals (increase angle depending on model), use the update all tangents spell. Copy shader/texture from existing LOD models, since its quicker than setting all flags by hand. After a couple months hitting your head you gain enough experience and then redo the first couple models :)

There are tools that try to do this automatically. The results are terrible and just not good enough in terms of reduction. So far it always needs manual work.

Sigh. Reading a paragraph like that pretty much sums up why I am, after all these years, still a mod users, not a mod maker. My hat's off to you people that actually make this stuff!

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.