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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

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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

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Posted (edited)

I updated DynDOLOD to 1.27 today along with TES5 Edit and the new method detailed in the SRLE Guide. Did the usual updating process but this time it refused to locate the correct .json files for the world gens.

 

Tried a reinstall in case I had messed up but it is still giving me the error message in the top left corner as I travel.

 

I did notice the script was running as 1.26 in TES5 Edit. Is this significant? 

Edited by hazelwolf
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Posted (edited)
  On 5/17/2015 at 5:34 PM, Wuff said:

ok, sry, its the 2nd thing^ I downloaded both utilities and checked the block settings. block 1 is at 512mb, block 2 at 256mb. I tried to set higher values with ssme, but it didnt work. Actually i dont know what im doing there....^

If you want to raise block 1 past 512 and it crashes when starting the game set ExpandSystemMemoryX64=false in enblocal.ini

If that still doesn't help try raising block 2 as well.

 

  On 5/17/2015 at 6:46 PM, Noobsayer said:

Hmm, I did peek under the advanced tab before but didn't think I changed anything. Still, I made sure "Generate DynDOLOD" was checked this time and then did the normal process and it seems to have worked correctly (got the SKSE folder this time). Thanks for the help. :)

You are welcome :)

 

  On 5/17/2015 at 9:55 PM, afonik said:

I've running out of ideas.

I've even RTFM!

 

DynDOLOD it's a masterpeace but there's one thing that's boring me for the past days.

I'm having tree texture pop in

The switch of Tree LOD to normal full model it's very notice and onli occurs when i'm very near.

 

Maybe there's something I can do.

I'm don't have performance issues or concerns.

You can try to use specially crafted hybrid trees secretly shipped with DynDOLOD as static LOD instead of 2D tree LOD.

This has an performance impact and needs even more heap memory. Make sure to use Memory Blocks Log to see if block 1 fills up and adjust settings accordingly.

 

This will only work with Vanilla trees.

If you insist on using a tree mod either create hybrid trees yourself (for example see Meshes\DynDOLOD\lod\trees\treepineforest01_lod.nif) or use "Full Model" instead of "Static LOD4" in the mesh rules below. Though I never tested if it works properly.

 

 

Here is how you do it:

 

Copy TES5Edit\Edit Scripts\DynDOLOD\nolodtrees.lst to OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst

This will disable all 2D tree LOD for Tamriel. Do the same for any other worldspace by replacing "Tamriel" as desired

 

Open TES5Edit\Edit Scripts\DynDOLOD\lib\process.pas in notepad

Find line 350




if (Result <> '') and (Signature(Element) <> 'TREE') and (Pos('effects\', sMODLPath) = 0) and (Pos('water\', sMODLPath) = 0) then begin

change it to




if (Result <> '') and (Pos('effects\', sMODLPath) = 0) and (Pos('water\', sMODLPath) = 0) then begin

This will set the Has Distant LOD flag (Unkown flag 15) on TREE base elements, so flickering time when changing from LOD to full model is reduced as much as possible.

 

Delete TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_skyrim-tamriel_trees.txt and similar for other worldspaces.

Probably easier to just delete all files TES5Edit\Edit Scripts\DynDOLOD\cache\

 

Start xEdit as usual, apply script.

Click to the advanced options

Uncheck "Generate Tree LOD"

Choose Low/Medium/High (this will overwrite any custom mesh rules!)

Add a custom mesh rule at the bottom just before the last catch all "\" rule, right click into the mesh rules list, select Insert




Mesh mask  LOD 4        LOD 8        LOD 16       VWD      Grid     Reference
tree       Static LOD4  Static LOD8  Static LOD8  Checked  Far LOD  Unchanged

Static LOD4 means use the special DynDOLOD hybrid trees

Static LOD8 means use the 2D billboard trees.

 

Start process by clicking OK. Proceed as normal by copying everything from OUTPUT PATH including the Meshes\Terrain\tamriel\trees\Tamriel.lst you created in the first step to game or mod folder.

There should be no *.btt files in Meshes\Terrain\tamriel\trees\

 

Increase heap memory by 150 - 200 or so before even starting the game the first time :)

Edited by sheson
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Posted (edited)
  On 5/17/2015 at 11:25 PM, hazelwolf said:

I updated DynDOLOD to 1.27 today along with TES5 Edit and the new method detailed in the SRLE Guide. Did the usual updating process but this time it refused to locate the correct .json files for the world gens.

 

Tried a reinstall in case I had messed up but it is still giving me the error message in the top left corner as I travel.

 

I did notice the script was running as 1.26 in TES5 Edit. Is this significant?

 

That is because the TES5Edit scripts didn't change in the last update :) 

See Docs\DynDOLOD-Changelog.txt and my 1.27 update notes at https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-127/page-77?do=findComment&comment=126057

 

Quickly test with a new game, coc whiterun from main menu if the same error occurs. If it works then, try redoing the update cycle.

 

If not, make sure the correct json files are in skse\plugins\StorageUtilData\

They need to be the ones created together with the DynDOLOD.esp at the same time.

Edited by sheson
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Posted (edited)

I am here to request help. I can install DynDOLOD and go through the installation just fine. I installed it via GamerPoet's method. My problem is that when I launch Skyrim through SKSE, the game tells me that it can't read DynDoLOD can't read data from DynDoLOD_tamriel.json. I have the latest Java installed. I use and run Mod Organizer from Admin. I also re-ran DynDOLOD to regenerate the textures and it didn't work for me. I tested this mod with all my other texture mods with a clean save, new game with the console command, COC riverwood. What can I do to fix this problem? This is my last mod before I start my play through.

 

Other Graphical mods:

Skyrim Flora Overhaul 2

Verdian Grass

Skryim HD

Noble Skyrim HD

Simply Bigger Trees

Pure Waters 5

Trees HD

Skyrim Lanterns Overhaul

HD Enhanced Distance Terrain

Enhanced Lights and FX

Better Embers

SkyFalls Sky Mills

Static Mesh Improvement Mod

Vivdian ENB Highest quality preset-Bonus question, what should be my FPS with my setup (read below)!

 

My computer specs are

Nvidia GTX 970 in SLI

Intel Core i7 4790k cooled with H105 Corsair

1300 W EVGA PSU

16 GB of DDR3 RAM

Edited by TheCoachChen
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Posted

@TheCoachChen,

 

I had the same problem, check the TES5Edit\Edit Scripts\Output folder, if the skse folder is there, then move to the DynDOLOD meshes and textures are located.

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Posted (edited)
  On 5/17/2015 at 11:54 PM, sheson said:

 

That is because the TES5Edit scripts didn't change in the last update :) 

See Docs\DynDOLOD-Changelog.txt and my 1.27 update notes at https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-127/page-77?do=findComment&comment=126057

 

Quickly test with a new game, coc whiterun from main menu if the same error occurs. If it works then, try redoing the update cycle.

 

If not, make sure the correct json files are in skse\plugins\StorageUtilData\

They need to be the ones created together with the DynDOLOD.esp at the same time.

Testing with a new game I got the same error.

 

Looking in data\skse\plugins there is no StorageUtilData folder and neither is there one in MO's overwrite folder so presumably I have botched something during the generation.

 

Going to be at work for about 9 hours after this so if anyone can point out where I've gone wrong I'd be appreciative, otherwise I'll re-read the instructions to see where I've gone wrong. Cheers.

 

Edit:

 

After checking the 1.27 file contents I can see no SKSE folder as detailed in the installation instructions on the nexus so unless one is generated during the TES5Edit script I cannot see where the .json files could have ended up. I will take a look when I get back to my personal computer.  

 

Also, since I'm here, ever since my first broken update my current save's MCM menu has been stuck saying that there is no DynDOLOD for this world... even though the messages I've been receiving and the evidence of my own eyes say different.

 

At most it has just been a bit of an annoyance and means that, every update, I have to go through the rigmarole of cleaning save games and activating and deactivating plugins for a certain amount of time but is there a way of de-bugging the MCM menu? 

Edited by hazelwolf
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Posted (edited)
  On 5/18/2015 at 6:22 AM, cybexgames said:

@TheCoachChen,

 

I had the same problem, check the TES5Edit\Edit Scripts\Output folder, if the skse folder is there, then move to the DynDOLOD meshes and textures are located.

So if the SKSE folder is there, move the SKSE folder in output TES5 Edit to the DynDOLOD mods folder in MO?

Edited by TheCoachChen
  • 0
Posted
  On 5/18/2015 at 6:22 AM, cybexgames said:

@TheCoachChen,

 

I had the same problem, check the TES5Edit\Edit Scripts\Output folder, if the skse folder is there, then move to the DynDOLOD meshes and textures are located.

I'm not sure if this is related to my problem but I will check there too.

  • 0
Posted (edited)

The current output location of the json files is shown in the last lines of the process. It *should* be the same output folder as the meshes and textures, but there can be settings that they may end up somewhere else (I am looking into that)

 

[00:17:54.907] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

[00:17:54.928] Disabling 2 REFRs

[00:17:54.983] DynDOLOD Worlds completed successfully.

[Apply Script done] Processed Records: 0, Elapsed Time: 17:57

 

Copy them to game or mod folder as usual.

 

  On 5/18/2015 at 6:44 AM, hazelwolf said:

Also, since I'm here, ever since my first broken update my current save's MCM menu has been stuck saying that there is no DynDOLOD for this world... even though the messages I've been receiving and the evidence of my own eyes say different.

 

At most it has just been a bit of an annoyance and means that, every update, I have to go through the rigmarole of cleaning save games and activating and deactivating plugins for a certain amount of time but is there a way of de-bugging the MCM menu?

If the MCM page says there is no DynDOLOD for this world there isn't any dynamic, animated LODs. There still can be improved tree and static LOD.

There is nothing further to debug. When it starts up the messages top left explain the error.

Edited by sheson
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Posted (edited)
  On 5/18/2015 at 11:29 AM, sheson said:

The current output location of the json files is shown in the last lines of the process. It *should* be the same output folder as the meshes and textures, but there can be settings that they may end up somewhere else (I am looking into that)

 

[00:17:54.907] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

[00:17:54.928] Disabling 2 REFRs

[00:17:54.983] DynDOLOD Worlds completed successfully.

[Apply Script done] Processed Records: 0, Elapsed Time: 17:57

 

Copy them to game or mod folder as usual.

 

 

If the MCM page says there is no DynDOLOD for this world there isn't any dynamic, animated LODs. There still can be improved tree and static LOD.

There is nothing further to debug. When it starts up the messages top left explain the error.

Weird as although I have not tested this with things such as windmills I swear I *have* seen distant waterfalls, which appeared animated.

 

I just assumed that the MCM issue was broken on my current save do to being improperly deactivated when I first updated it and there was little I could do to fix it aside from just starting afresh.

 

The error is the same as when I previously had this issue. "DynDoLOD can't read data from DynDoLOD_tamriel.json"

 

I will have a look for that missing SKSE output when I get home in an hour.

Edited by hazelwolf
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Posted
  On 5/18/2015 at 3:28 PM, hazelwolf said:

Weird as although I have not tested this with things such as windmills I swear I *have* seen distant waterfalls, which appeared animated.

 

I just assumed that the MCM issue was broken on my current save do to being improperly deactivated when I first updated it and there was little I could do to fix it aside from just starting afresh.

 

The error is the same as when I previously had this issue. "DynDoLOD can't read data from DynDoLOD_tamriel.json"

 

I will have a look for that missing SKSE output when I get home in an hour.

It is possible that old state data either in save or in old jsons can make newly generated objects visible. But you will soon discover that it is all wrong.

 

Whenever it says it can not read anything from the json data files it means it is missing vital data for the worldspace to operate, e.g. there is no "DynDOLOD" for the worldspace.

 

Error handling is rudimentary in papyrus, so not being able to read either means

the json files are not there - easy to check

the data structure in them is invalid - unlikely

the data for the current cell is not in the file - current DynDOLOD.esp does not match the json files

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Posted (edited)

In the data folder, as downloaded from the nexus, should there be an SKSE file? Because I am seeing none in the version I downloaded.

 

I see Meshes, Scripts, Textures, Dyndolod.esp and dyndolod.esp.bak

 

I managed to find where the .json files were going in the Edit Scripts\Output\SKSE\Plugins\StorageUtilData directory

Edited by hazelwolf
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Posted (edited)

DynDOLOD  1.28
 
SKSE plugin json output folder should now always be created in the same output folder where the Meshes and Textures are generated.
 
Added a second MCM page requested by Zilav ;)
You can simply overwrite the papyrus scripts and they should be used right away without any special steps required.
The You Are Here MCM page uses new data added to the json files, but it will also work without it present, some values might be off.
The point is, you do not have to run DynDOLOD World.pas again it will work with the old files as is.
 
If you use Convenient Bridges ALPHA, Silverstead - A Buildable Dwemer Estate or Skyfall Estate then consider generating again.

[spoiler=Changelog]DynDOLOD Worlds.pas - removed all ambiguity from the SKSE plugin json output folder so it always ends up next to meshes and textures
DynDOLOD Worlds.pas - added SW Cell coordinates to [world].json for new You Are Here MCM page
DynDOLOD Worlds.pas - updated a check for newer xEdit version so the nice error message shows again
DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list for real this time
DynDOLOD Worlds.pas - added FlagTrees switch to DynDOLOD.ini to set Has Distant LOD flag on tree base elements
Papyrus Scripts - added last top left message to the SkyUI MCM page, hover above it to see the full message at the bottom in case it gets cut off
Papyrus Scripts - added a You Are Here SkyUI MCM page to show position, cell and LOD filenames for the current location
DynDOLOD TexGen.pas - added creation of cavebaseground02
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods



@Afonik and anyone else interested in doing trees as 3D static LOD instead of 2D billboards have a look at Options\trees.ultra\DynDOLOD-Trees.txt
Instead of editing a pas file, there is a ini switch now.

59721-1-1431994091.jpg59721-0-1431994091.jpg

Edited by sheson
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