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Posted

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
  On 5/1/2015 at 5:31 PM, Scarecrow23 said:

Crossposting this from AFK Mods since I'm not sure where it belongs, 

 

I'm seeing an exception running DynoDOLOD in 1945: Exception in unit  line -1: Error in unit 'functions' on line 1410 : ')' expected but ';' found

 

Bug report: https://pastebin.com/vGbXTJVg

 

TES5Edit Log: https://www46.zippyshare.com/v/Pfx85Q7l/file.html

It belongs here :)

 

It will be fixed next version. Will release soon-ish

 

In the meantime you could fix yourself by editing TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas

change line 1410 from

  SetElementEditValues(ElementByIndex(ElementByPath(Element, 'Model\MODS'), j), 'New Texture', IntToHex(FormID, 8);

to

  SetElementEditValues(ElementByIndex(ElementByPath(Element, 'Model\MODS'), j), 'New Texture', IntToHex(FormID, 8));

 

just one extra ) at the end just before the ;

  On 5/1/2015 at 7:05 PM, Neovalen said:

Uh oh... what have you done (NSFW)

 

  • 0
Posted
  On 5/1/2015 at 7:41 PM, sheson said:

It belongs here :)

 

It will be fixed next version. Will release soon-ish

 

In the meantime you could fix yourself by editing TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas

change line 1410 from

  SetElementEditValues(ElementByIndex(ElementByPath(Element, 'Model\MODS'), j), 'New Texture', IntToHex(FormID, 8);

to

  SetElementEditValues(ElementByIndex(ElementByPath(Element, 'Model\MODS'), j), 'New Texture', IntToHex(FormID, 8));

 

just one extra ) at the end just before the ;

Uh oh... what have you done

 

Thanks!

  • 0
Posted (edited)
  On 5/1/2015 at 9:01 PM, EssArrBee said:

Mark NSFW on videos that may involve cursing please, you know for those of us that may be in our office with the door open.

 

I added one to your post, sheson.

So sorry about that. Such a rare thing I post off topic like this :)

Also Southpark is always NSFW :)

Edited by sheson
  • 0
Posted

I finally decided to give this a try after noticing that TES5LODGEN by itself couldn't handle distant animated objects, and was very impressed with the results (used the high preset). However, after playing a bit, I've come across a rather weird issue.

 

Whenever I now use the Become Ethereal shout, it stops way before the duration is supposed to run out, as if it gets dispelled by me attacking or activating something. If I stand still and do absolutely nothing, the shout lasts the entire duration, but if I sprint or use it to jump and fall great heights, it just randomly stops prematurely, sometimes even 5 seconds in.

 

My first test was to see if this persisted on a completely new game, and it did. Figuring this mod was the latest addition to my game, I tried unchecking the DynDOLOD.esp, and it somehow made the shout last the entirety of its duration again when sprinting or falling, both on the aforementioned new game and my main save file.

 

I realize unchecking an esp and having a bug then dissapear isn't always 100% proof that that was the cause, but it's the only real lead I currently have, as I couldn't find any information on this issue anywhere. I looked at DynDOLOD.esp in TES5EDIT, and I (understandibly) couldn't find anything that would indicate it affects the shout duration in any way. Could it perhaps be a scripting thing somehow?

 

I tried everything one more time with 1.16, but the results were the same. Haven't got a clue as to why this is happening, especially with this mod of all things. If anyone has ever encountered something like this before, or could provide some insight as to what is going on, that would be greatly appreciated.

 

 

 

 

 

  • 0
Posted (edited)
  On 5/3/2015 at 11:44 AM, Zenovas said:

I finally decided to give this a try after noticing that TES5LODGEN by itself couldn't handle distant animated objects, and was very impressed with the results (used the high preset). However, after playing a bit, I've come across a rather weird issue.

 

Whenever I now use the Become Ethereal shout, it stops way before the duration is supposed to run out, as if it gets dispelled by me attacking or activating something. If I stand still and do absolutely nothing, the shout lasts the entire duration, but if I sprint or use it to jump and fall great heights, it just randomly stops prematurely, sometimes even 5 seconds in.

 

My first test was to see if this persisted on a completely new game, and it did. Figuring this mod was the latest addition to my game, I tried unchecking the DynDOLOD.esp, and it somehow made the shout last the entirety of its duration again when sprinting or falling, both on the aforementioned new game and my main save file.

 

I realize unchecking an esp and having a bug then dissapear isn't always 100% proof that that was the cause, but it's the only real lead I currently have, as I couldn't find any information on this issue anywhere. I looked at DynDOLOD.esp in TES5EDIT, and I (understandibly) couldn't find anything that would indicate it affects the shout duration in any way. Could it perhaps be a scripting thing somehow?

 

I tried everything one more time with 1.16, but the results were the same. Haven't got a clue as to why this is happening, especially with this mod of all things. If anyone has ever encountered something like this before, or could provide some insight as to what is going on, that would be greatly appreciated.

Scripting is "passive" with trigger boxes no on-updates. The only times scripts become active is when you move into a new cell. As you already discovered this is all about objects in the world.

 

You may be hitting some other limit, something like to many scripts, or too many objects. What I find most curious is it affecting one specific shout. That seems very odd.

 

We can surely try a few things and see if can figure out what is going on.

 

* Please post TES5Edit\LODGen_log.txt. I can check for anything unusual happened when generating LOD and also use it to copy your load order as close as possible and test myself.

* turn on all papyrus logging and see if you are getting stack dumping or anything else that might stick out.

* Turn on cell borders with "tb" in console and see if not crossing them while moving is any different to crossing them.

* turn off DynDOLOD in MCM and see if it makes a difference

* Test other shouts. If there is a principle problem one would think it affects all shouts

 

Edit: As crazy as it might sound, I was able to reproduce this. It will be fixed in the next version.

It turns out this happens if using the player reference as caller when calling activate on a trigger box the player is in. Makes no sense to me why that would matter, probably some trick to do stuff. Doesn't matter as the caller info doesn't matter in this case (it did in very early versions).

Edited by sheson
  • 0
Posted (edited)

1.17

 

Fixed the ethereal bug reported by Zenovas

 

To update from 1.16 it is enough to simply overwrite data\scripts\

No update cycle needed for the esp, it should use the updated script just like that

Edited by sheson
  • 0
Posted

By the by, finally got around to adding this to my loadout and it is nice.  Skyrim feels more...complete.

Thanks, sheson!  You have greatly improved my Skyrim experience.

  • 0
Posted

I'm kind of getting up my courage to give this thing a whirl.

 

One thing: Can I deactivate all my other LOD mods and replace them with this thing in a running game? Seems like I should be able to, but I was surprsied at how many I have activated: EDT, EDT2, HQLODS - Meshes HiRes, Distant Detail Heathfire Edition, Terrain Bump Landscape Normals - plus the stuff in Skyrim Flora Overhaul. 

  • 0
Posted
  On 5/4/2015 at 4:57 PM, mikegray said:

I'm kind of getting up my courage to give this thing a whirl.

 

One thing: Can I deactivate all my other LOD mods and replace them with this thing in a running game? Seems like I should be able to, but I was surprsied at how many I have activated: EDT, EDT2, HQLODS - Meshes HiRes, Distant Detail Heathfire Edition, Terrain Bump Landscape Normals - plus the stuff in Skyrim Flora Overhaul. 

Not all - DynDOLOD "only" replaces tree and object LOD. You will need to keep any terrain LOD mods, like EDT, EDT2, HQLODs, Terrain Bump Landscape Normals

  • 0
Posted
  On 5/3/2015 at 9:51 PM, sheson said:

1.17

 

Fixed the ethereal bug reported by Zenovas

 

To update from 1.16 it is enough to simply overwrite data\scripts\

No update cycle needed for the esp, it should use the updated script just like that

Wow, I did not expect this issue to be resolved this quickly when I posted it. Many thanks for fixing it on such a short notice, now I can safely jump off of mountains again :)

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