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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

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 4/9/2016 at 9:01 PM, kwoodkicker said:

 

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 ] Activate #1 [Form ] using dyndolod\lod\clutter\campfire01landburning_dyndolod_lod.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using Effects\Ambient\FXSmokeChimney02.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using dyndolod\lod\clutter\campfire01burning_dyndolod_lod.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif
[04/09/2016 - 03:45:30PM] [sHESON_DynDOLOD_LODObject ] Activate #1 [Form ] using lod\solitude\slightpost01_lod_0.nif

 

Do the same test again, but deactivate from MCM before you start to move. It might not be a nif that gets switched and so it may not show up in the log.

 

If it then still CTDs: we had trouble with Farmhouse Chimneys in the past, but as I said the TES5Edit log didn't show errors for it as i would expect.

 

Either try generating LOD without it - or if you are ok with editing with xEdit try this first:

 

make a backup of the esp. open it in xEdit

in he left window click the [+] sign next to DynDOLOD.esp to unfold the tree view

unfold [+] Worldspace, [+] 3C Tamriel,  [+] D74 Cell, [+] Persistent

Click the "Editor ID" tab on top  so it sorts by that column - takes a few seconds

This will group all the entries by ModName, go find Farmhouse Chimneys.esp and mark them all  (windows standard SHIFT/CTRL + left mouse to mark things) - or just the ones you recognize by the formid number from the papyrus log.

Right click a marked entry and select remove.

Save, start game and test. Try again until it works - delete things in small groups... eventually mods... leave the entries that start with Tamriel_ alone.

 

Make a second backup each time it still CTDs so you hopefully end up with one esp that CTDs and one you removed only handful entries where it doesn't. It will make it easier to compare the change.

 

If you removed all and it still CTDs, remove entire worldspace by right clicking on [3C] Tanriel and removing it. Then it is is a record in the non persistent cell blocks... and we will discuss further if it comes that.

Edited by sheson
  • 0
Posted

Would there be any simple way - maybe even in game! - of switching between DynDoLOD light and DynDoLOD medium? Probably not - the idea sounds ridiculous - but I guess someone has to prove that there really IS such a things as a dumb question!

 

The rationale: I have a pretty powerful rig, and I like my pretties, but sometimes - particularly when I get into a fight! - I'd like to keep those FPS at 60. In the distant past, I actually used HiAlgoBoost a lot and like it. For the most part, it stayed out of the way, but when I needed full-on performance I had it. I wouldn't go back to HAB at this point, but the idea sounds sort of cool, at least in principle ...

  • 0
Posted (edited)
  On 4/9/2016 at 9:44 PM, mikegray said:

Would there be any simple way - maybe even in game! - of switching between DynDoLOD light and DynDoLOD medium? Probably not - the idea sounds ridiculous - but I guess someone has to prove that there really IS such a things as a dumb question!

 

The rationale: I have a pretty powerful rig, and I like my pretties, but sometimes - particularly when I get into a fight! - I'd like to keep those FPS at 60. In the distant past, I actually used HiAlgoBoost a lot and like it. For the most part, it stayed out of the way, but when I needed full-on performance I had it. I wouldn't go back to HAB at this point, but the idea sounds sort of cool, at least in principle ...

You have to generate first. You can keep different generations and switch them with a mod manager / profiles. But it needs to be pre-computed first. Imagine the game doing what the process does when it uses up all CPU for 20 minutes  :)

All that time spent in generating means those calculation don't have to be done in the game at run time.

 

You can adjust some LOD draw distance settings in the DynDOLOD MCM menu though.

Edited by sheson
  • 0
Posted

Hi, I have a problem with the trees. I wanted to use different tree lods, so I unchecked the Generate tree LOD option. There were no errors, but the result looks like this:https://imgur.com/T5SxCvk

From the MCM sliders I was able to figure out that there is both regular tree LOD and object LOD used for every tree, which creates this mess.

tree LOD:https://imgur.com/V9hOmm9

object LOD:https://imgur.com/sTxs5x5

How can I stop that from happening? I want to keep the tree LOD and get rid of the object LOD.

  • 0
Posted
  On 4/9/2016 at 9:51 PM, sheson said:

You have to generate first. You can keep different generations and switch them with a mod manager / profiles. But it needs to be pre-computed first. Imagine the game doing what the process does when it uses up all CPU for 20 minutes  :)

All that time spent in generating means those calculation don't have to be done in the game at run time.

 

You can adjust some LOD draw distance settings in the DynDOLOD MCM menu though.

Oh yeah, I have a medium build and a light build set as distinct MO mods - switching between them out of game is no issue.

  • 0
Posted (edited)
  On 4/10/2016 at 3:45 PM, smrdis123 said:

Hi, I have a problem with the trees. I wanted to use different tree lods, so I unchecked the Generate tree LOD option. There were no errors, but the result looks like this:https://imgur.com/T5SxCvk

From the MCM sliders I was able to figure out that there is both regular tree LOD and object LOD used for every tree, which creates this mess.

tree LOD:https://imgur.com/V9hOmm9

object LOD:https://imgur.com/sTxs5x5

How can I stop that from happening? I want to keep the tree LOD and get rid of the object LOD.

Not generating tree LOD with TE5LODGen for the load order at all doesn't make much sense, that's why this case needs some manual tweaking:

 

Make the existing tree LOD *.lst and *.btt files available as loose files at their normal location, you might have to extract from Skyrim Meshes.BSA or the mods BSA.

Empty ..\xEdit\Edit Scripts\DynDOLOD\cache\*.*.

Then run again, this will still generate static LOD trees for missing LOD trees.

 

Or

 

Replace xEdit\Edit Scripts\DynDOLOD\lib\prepare.pas because I can't type

Empty ..\xEdit\Edit Scripts\DynDOLOD\cache\*.*.

Set IgnoreTrees=1 in DynDOLOD_TES5.ini AND Uncheck the 'Generate Tree LOD' check box AND change the mesh rule for 'tree' at the bottom of the mesh rule.

Double click the rule to edit it. Set all LOD4/LOD8/LOD16/Grid to empty

Then run again, this will generate no static LOD trees at all.

Edited by sheson
  • 0
Posted (edited)

I'm using the latest releases of TES4Edit, TESVLODGen, and DYNDOLOD as of 8AM.  I have tried searching for this error message in the forums and in Google. As you can see, it is almost 20 minutes into the process.

 

Here is the error.  Any ideas what to do to fix this?  I can't get past it.  What is the broken mod?

 

 

[00:19:12.668] Building a list of LOD objects, please wait...
[00:19:12.866]  World Sovngarde
 
...

 

[00:19:36.259] Doing LOD for Tamriel added by Skyrim.esm
[00:19:36.486]  Options 01000010011111010001000003010300
[00:19:36.504]  Dimensions -57, 448, -43, 448
[00:19:36.520] ERROR: Worldspace bounds of Tamriel outside +- 128 cells, please remove or fix the broken mod.
[Apply Script done]  Processed Records: 0, Elapsed Time: 19:55
 
Please let me know what other info you need and I will provide.
Edited by fortunequacker
  • 0
Posted (edited)
  On 4/10/2016 at 8:43 PM, fortunequacker said:

 

I'm using the latest releases of TES4Edit, TESVLODGen, and DYNDOLOD as of 8AM.  I have tried searching for this error message in the forums and in Google. As you can see, it is almost 20 minutes into the process.

 

Here is the error.  Any ideas what to do to fix this?  I can't get past it.  What is the broken mod?

 

 

[00:19:12.668] Building a list of LOD objects, please wait...
[00:19:12.866]  World Sovngarde
 
...

 

[00:19:36.259] Doing LOD for Tamriel added by Skyrim.esm
[00:19:36.486]  Options 01000010011111010001000003010300
[00:19:36.504]  Dimensions -57, 448, -43, 448
[00:19:36.520] ERROR: Worldspace bounds of Tamriel outside +- 128 cells, please remove or fix the broken mod.
[Apply Script done]  Processed Records: 0, Elapsed Time: 19:55
 
Please let me know what other info you need and I will provide.

 

Next version will print the mod name as well. You can still fix of course:

 

Start xEdit, open the Tamriel worldspace record by entering the FormID 3C of the worldspace into the FormID field top left. Hit the Enter key.

Scroll down to the rows for Objects Bounds / NAM0 - Min/ NAM9 - Max. Scroll right to the column of the mod that adds those large values.

Right click the large value and select edit and enter a number

Save changed esp.

Edited by sheson
  • 0
Posted

WARZONES Compatibility Patch for Helgen Reborn had the values as -1024 and 448.  How does that happen(Rhetorical)? Set them to the default for Skyrim.esm.  Trying the patcher again presently.

 

Thank you for your quick response.

  • 0
Posted (edited)
  On 4/10/2016 at 10:06 PM, fortunequacker said:

WARZONES Compatibility Patch for Helgen Reborn had the values as -1024 and 448.  How does that happen(Rhetorical)? Set them to the default for Skyrim.esm.  Trying the patcher again presently.

 

Thank you for your quick response.

No idea... CK weirdness I presume.

Edited by sheson
  • 0
Posted

OK, I'm pretty sure this will set the record for All Time Stupid, but can someone venture a guess as to where the heck I got THIS from?!

 

https://drive.google.com/file/d/0B-75ii8q8eebcEJsNzJPdFRXMm8/view?usp=sharing

 

 
I'm guessing that it somehow happened when I had DynDOLOD run TexGen.pas on its own before running DynDoLOD.pas with the TexGen output activated in MO. I don't even know where that structure comes from - let alone why it has suddenly turned up in Riverwood - but my best guess is that the thing is inside a mod that doesn't actually activate it - and that TexGen, having found it, decide to add its collection of stuff - and that DynDoLOD then figured it would look pretty in Riverwood.

 

(EDIT: Is that tower MAYBE something from Hearthfire??)

  • 0
Posted (edited)
  On 4/11/2016 at 2:20 PM, mikegray said:

OK, I'm pretty sure this will set the record for All Time Stupid, but can someone venture a guess as to where the heck I got THIS from?!

 

https://drive.google.com/file/d/0B-75ii8q8eebcEJsNzJPdFRXMm8/view?usp=sharing

 

 
I'm guessing that it somehow happened when I had DynDOLOD run TexGen.pas on its own before running DynDoLOD.pas with the TexGen output activated in MO. I don't even know where that structure comes from - let alone why it has suddenly turned up in Riverwood - but my best guess is that the thing is inside a mod that doesn't actually activate it - and that TexGen, having found it, decide to add its collection of stuff - and that DynDoLOD then figured it would look pretty in Riverwood.

 

(EDIT: Is that tower MAYBE something from Hearthfire??)

FAQ: Skyrim: Out of place objects / flickering full models

A: Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. Test with new game.

Edited by sheson
  • 0
Posted

Huh. I could have sworn I reinstalled DynDoLOD and TES5Edit from scratch (always do before rebuilding) - but maybe I missed a step. I was a bit tired.

  • 0
Posted

Request/Suggestion : Being able to select only blocks/sub-blocks to generate (or to set a min/max x/y), instead of just a single cell or a "band".

  • 0
Posted
  On 4/10/2016 at 4:23 PM, sheson said:

Not generating tree LOD with TE5LODGen for the load order at all doesn't make much sense, that's why this case needs some manual tweaking:

 

Make the existing tree LOD *.lst and *.btt files available as loose files at their normal location, you might have to extract from Skyrim Meshes.BSA or the mods BSA.

Empty ..\xEdit\Edit Scripts\DynDOLOD\cache\*.*.

Then run again, this will still generate static LOD trees for missing LOD trees.

 

Or

 

Replace xEdit\Edit Scripts\DynDOLOD\lib\prepare.pas because I can't type

Empty ..\xEdit\Edit Scripts\DynDOLOD\cache\*.*.

Set IgnoreTrees=1 in DynDOLOD_TES5.ini AND Uncheck the 'Generate Tree LOD' check box AND change the mesh rule for 'tree' at the bottom of the mesh rule.

Double click the rule to edit it. Set all LOD4/LOD8/LOD16/Grid to empty

Then run again, this will generate no static LOD trees at all.

Thank you, it´s working flawlessly now. I never got the tree LOD to look good with SFO, but the other stuff is just awesome.

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