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
  On 4/12/2016 at 10:58 AM, DoubleYou said:

Nice. It seems most these values max out around 1.1.

Ha you still hunting down ini values stuff eh? I didn't know this one either just until now.

  • 0
Posted (edited)
  On 4/11/2016 at 7:27 PM, Paolino said:

Hello and congratulations again for your mod. I just updated today and saw that with the latest version is still present the problem with some distant dynamic elements, same problem which signaled last November. But this time the problem occurs only when you enter and exit a house or a place located inside a city.

 

https://www.dailymotion.com/video/x43o19d

 

The bug is also present in the Windhelm area, and is easily reproducible if you do these things: enter the city, go to Candlehearth Hall, go out from the inn, leave the town and then go to the top right of the bridge and position yourself in the direction of Anga's Mill.

 

https://i.imgur.com/lxJ7emz.jpg

https://i.imgur.com/Wq0s3Ny.jpg

 

Best regards

I tested the other stuff... It seems to be a different problem compared to the one in November, and both examples you posted have the same cause.

 

Please replace ..\Data\Scripts\SHESON_DynDOLOD_LODObject.pex and see if it fixes your problem without creating any new side effects.

 

To update it should be enough to just deactivate DynDOLOD in MCM, go into an interior, save, replace script, start game, load save, test.

Edited by sheson
  • 0
Posted
  On 4/12/2016 at 2:24 PM, sheson said:

I tested the other stuff... It seems to be a different problem compared to the one in November, and both examples you posted have the same cause.

 

Please replace ..\Data\Scripts\SHESON_DynDOLOD_LODObject.pex and see if it fixes your problem without creating any new side effects.

 

To update it should be enough to just deactivate DynDOLOD in MCM, go into an interior, save, replace script, start game, load save, test.

With the last script lod problems seem resolved. I entered and exited fifty houses in various cities and I've never had problems loading the dynamic elements.

 

Thank you and goodbye.

  • 0
Posted

Thanks for the reply, I'll be PMing you the files to my landscape soon, Sheson (please do keep them to yourself for the moment)

I will include instructions there. 
I'll also try your solution soon.

  • 0
Posted

I'm experiencing a crash during WorldGen

[DynDOLOD.esp] Adding master "RealisticWaterTwo.esp"
[00:25:45.344]            disabled NeverFade, replaced by static LOD for Alternate Start - Live Another Life.esp [REFR:A706DAE3] (places Farmhouse04 [STAT:0001307B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -22,4)
[00:25:46.926]          254260 of 254268 done
[00:25:46.956]    Add 820 references from child worlds to Tamriel
[00:25:47.516]              Missing model "meshes\stroti\treebench\benchpodest.nif"
[00:25:47.538]    Error: No model, can not create a dynamic LOD base record for bp2benchbase [STAT:270F1B87]
Exception in unit  line -1: Error in unit 'functions' on line 929 : Undeclared Identifier 'halt'
[Apply Script done]  Processed Records: 0, Elapsed Time: 26:16

Does that mean I should look around RealisticWaterTwo (never had an issue before Dyn 1.49) or TES5Edit ?

  • 0
Posted (edited)
  On 4/13/2016 at 5:28 PM, GabaZieute said:

I'm experiencing a crash during WorldGen

[DynDOLOD.esp] Adding master "RealisticWaterTwo.esp"
[00:25:45.344]            disabled NeverFade, replaced by static LOD for Alternate Start - Live Another Life.esp [REFR:A706DAE3] (places Farmhouse04 [STAT:0001307B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -22,4)
[00:25:46.926]          254260 of 254268 done
[00:25:46.956]    Add 820 references from child worlds to Tamriel
[00:25:47.516]              Missing model "meshes\stroti\treebench\benchpodest.nif"
[00:25:47.538]    Error: No model, can not create a dynamic LOD base record for bp2benchbase [STAT:270F1B87]
Exception in unit  line -1: Error in unit 'functions' on line 929 : Undeclared Identifier 'halt'
[Apply Script done]  Processed Records: 0, Elapsed Time: 26:16

Does that mean I should look around RealisticWaterTwo (never had an issue before Dyn 1.49) or TES5Edit ?

Not RWT, but a mod want to use a nif added by a mod with number with load order number 27 hex or 39 decimal and that nif doesn't exist or is not accisable at generation time. Probably the same mod that adds the nif also wants to use it, but doesn't have to be.

Edited by sheson
  • 0
Posted (edited)

(following up on a two or three days old suggestion, which was about being able to regenerate LOD per area like X/Y cell range or blocks/sub-blocks)
 

  On 4/11/2016 at 6:39 PM, sheson said:

This is impossible for tree LOD it is all or nothing. For dynamic LOD this may be doable but seems pointless.
 
But then I think you really mean static LOD... For LODGen.exe the LOD level and x/y cell drop downs in expert mode are as good as it gets to do specific bto files for now. I never needed anything else than  do all or redo select ones for troubleshooting. I start those manually once the whole worldspace is in the export file obviously. I might add an area selection some day but no promises :)
Maybe if I understand your use case better?

Yes, it was about static LOD. The main idea was to be able to generate a whole area of the game without having to wait too long (with tree and dynamic lod disabled). For lazy troobleshooting (i.e. : Got a bug in a mesh that's used in the whiterun tundra, I just regenerate the tundra-area LOD instead of pinpointing a specific cell).
The user I was helping at the moment I wrote the post seemed to have trouble understanding how to find a specific cell where a specific reference is used (I think the popularisation of the Shift+Click OK "trick" at xEdit startup did more harm than good...) to just rebuild this one.

The suggestion came up essentially because I thought it shouldn't be to hard to implement (relatively speaking, in comparison to the whole mod, and given you can already generate for a single cell).
 
 
As for other use-cases, the only actual one I can think about is switching between city overhaul while using Open Cities, but I don't know how much people go into the trouble to make their city overhaul compatible with OCS... ^^

 

 

Edit : 

Or maybe being able to do a per-area generation. Not 100% sure about this, but I'm pretty sure there is area that could be generated with high settings while others with medium ones in order to better balance the quality/perf ratio. Would need to test some stuffs about it and make sure dynamic lods are globally consistent, but the tundra, the volcanic area, and the snow area could be high, while areas with forest just medium, when using the ultra trees option for instance).

Edited by Kesta
  • 0
Posted (edited)
  On 4/13/2016 at 6:32 PM, sirjesto said:

@Sheson

 

Re: Post #158974

 

I think you may have missed updating this.  So same workaround for now?

From the update post

  Quote

 

Fixed WhiterunExterior.esp incompatibility reported by sirjesto - it can now be part of the load order when generating LOD

 

Are you still seeing this error with the new version? Then you need to make sure to replace all files in xEdit/Edit Scripts/DynDOLOD/*.* with the new version

Edited by sheson
  • 0
Posted
  On 4/13/2016 at 7:42 PM, sheson said:

From the update post

 

Are you still seeing this error with the new version? Then you need to make sure to replace all files in xEdit/Edit Scripts/DynDOLOD/*.* with the new version

Pfff, nevermind.  I saw the same date stamp and assumed it wasn't changed. Another case of xEdit not updating the time/date of an edited file.

 

Thanks!  :)

  • 0
Posted
  On 4/13/2016 at 7:47 PM, sirjesto said:

Pfff, nevermind.  I saw the same date stamp and assumed it wasn't changed. Another case of xEdit not updating the time/date of an edited file.

 

Thanks!  :)

It is done on purpose becase time/date of a plugin affects it's load order in 3 out of 5 games that xEdit supports.

  • 0
Posted
  On 4/13/2016 at 7:52 PM, zilav said:

It is done on purpose becase time/date of a plugin affects it's load order in 3 out of 5 games that xEdit supports.

I should say it's another case of me getting duped by that lol.  ;)

  • 0
Posted

@Sheson,

Is there something specific worldspaces must have before they are picked up by DynDOLOD? The reason I ask is because I am creating a new mod with an exterior worldspace, but that worldspace is not listed when I run the DynDOLOD script. Right now there isn't much in the space besides some exterior buildings.

  • 0
Posted

I'm attempting a STEP Extended setup on a brand new re-installation of Skyrim, following the v2.9.2.2 Wiki. I've finally fought my way down to the bottom of the installation, to fall at the last hurdle, it seems.

Mod organizer v1.3.11 being used to organise the mods.

I struggled a bit to get the STEP compilation to install the Extended version - despite all ESPs being present (I read every list I could find at least three times) it didn't want to let me install the Extended version but eventually seemed to. However, that may be a clue to the following. (It would be really helpful if the FOMOD installer could highlight what *IT* thought was missing when run).

 

When attempting to run the DynLOD Worlds script, I get the following error message in Tes5Edit:

"DynDOLOD Worlds 1.48 using TES5LODGen by Ehamloptiran, Sheson and Zilav, starting...

Exception in unit userscript line 332: Invalid argument to date encode"

 

The only thing that occurs to me is that, being British, it may be mis-reading my day and month fields for the date as they are swapped relative to the US ones, and it would get very confused by a "Month 13"...

Any suggestions?

  • 0
Posted
  On 4/14/2016 at 3:36 AM, TechAngel85 said:

@Sheson,

Is there something specific worldspaces must have before they are picked up by DynDOLOD? The reason I ask is because I am creating a new mod with an exterior worldspace, but that worldspace is not listed when I run the DynDOLOD script. Right now there isn't much in the space besides some exterior buildings.

Lodsettings file generated by CK or OScape.

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.