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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

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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

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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

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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

Well, I finally found the problem, then posted this in another thread by accident haha.

I updated to SFO 2.3 and had another attempt, since I could generate dyndolod with a few mods, then run the game fine with all the mods activated.

 

I narrowed it down to detailed cities, couldn't find the mod listed in NMM and realised I was on the slightly newer steam workshop version. If I uncheck it just for the dyndolod generation and check it again after, everything works fine. No idea if it's caused by a conflict with something else, but it feels nice to finally have skyrim working :P

 

 

Also I saw someone suggest a comparison video, so I'll try film a quick one since I still have the old texture and mesh folders. Already tried running shadowplay, which caused CTD's, but they seem to have been fixed by using the ssme thing and setting block 1 to 512mb and block 2 to 768mb :)    (block 1 instantly crashes at higher than 512, block 2 might CTD at lower than 768)

Final question too, is the performance impact of 3D lod trees quite bad compared to 2D ones?

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Posted (edited)
  On 5/28/2015 at 10:59 PM, Obliterator2 said:

Well, I finally found the problem, then posted this in another thread by accident haha.

I updated to SFO 2.3 and had another attempt, since I could generate dyndolod with a few mods, then run the game fine with all the mods activated.

 

I narrowed it down to detailed cities, couldn't find the mod listed in NMM and realised I was on the slightly newer steam workshop version. If I uncheck it just for the dyndolod generation and check it again after, everything works fine. No idea if it's caused by a conflict with something else, but it feels nice to finally have skyrim working :P

 

 

Also I saw someone suggest a comparison video, so I'll try film a quick one since I still have the old texture and mesh folders. Already tried running shadowplay, which caused CTD's, but they seem to have been fixed by using the ssme thing and setting block 1 to 512mb and block 2 to 768mb :)    (block 1 instantly crashes at higher than 512, block 2 might CTD at lower than 768)

 

Final question too, is the performance impact of 3D lod trees quite bad compared to 2D ones?

Do you have ExpandSystemMemoryX64=true in enblocal.ini? Try setting it to false. Then I never have problems with raising block1 and can leave block2 at default.

 

The performance impact of 3D trees in terms of FPS is much less than you would think. Because 2D trees are turned off it compensates quite a bit.

The files size of the BTOs and the higher memory requirements will be much more of a problem.

Edited by sheson
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Posted (edited)
  On 5/29/2015 at 8:20 AM, sheson said:

Do you have ExpandSystemMemoryX64=true in enblocal.ini? Try setting it to false. Then I never have problems with raising block1 and can leave block2 at default.

 

The performance impact of 3D trees in terms of FPS is much less than you would think. Because 2D trees are turned off it compensates quite a bit.

The files size of the BTOs and the higher memory requirements will be much more of a problem.

Ah that kinda fixed it, although I did notice with 1gb/256mb it seemed more choppy than 512mb/768mb. The FPS is similar, but it definitely seemed smoother with block 2 set higher.

I tried looking this up earlier but couldn't find much information, how come setting the blocks to 1g+ 'probably crash' the game, and how come block 2 is best left at default (it only said because it's not fully tested)?

 

And by memory requirements for 3d trees, are you meaning the vram usage, and could tweaking ssme some more potentially fix it (I have more than enough ram, just not enough vram)? I'll try it out later anyway, just takes a long time to generate.

 

 

Update about detailed cities btw, just noticed most of the trees don't unload as you get far away, could possibly be the authors fix for updating the LOD and why it might not be working :)

 

 

Edit: Just read the steps to generate 3d trees, and it looks like I may break something if I plan on switching back to 2d so I'll wait for your reply first aha

Edited by Obliterator2
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Posted (edited)
  On 5/29/2015 at 11:07 AM, Obliterator2 said:

Ah that kinda fixed it, although I did notice with 1gb/256mb it seemed more choppy than 512mb/768mb. The FPS is similar, but it definitely seemed smoother with block 2 set higher.

I tried looking this up earlier but couldn't find much information, how come setting the blocks to 1g+ 'probably crash' the game, and how come block 2 is best left at default (it only said because it's not fully tested)?

 

And by memory requirements for 3d trees, are you meaning the vram usage, and could tweaking ssme some more potentially fix it (I have more than enough ram, just not enough vram)? I'll try it out later anyway, just takes a long time to generate.

 

 

Update about detailed cities btw, just noticed most of the trees don't unload as you get far away, could possibly be the authors fix for updating the LOD and why it might not be working :)

 

 

Edit: Just read the steps to generate 3d trees, and it looks like I may break something if I plan on switching back to 2d so I'll wait for your reply first aha

I meant CPU memory. If the game is choppy try restarting MO and game once, then rebooting once see if it goes away.

Block2 can not really be raised. You can set it to reserve more memory, but everything above 256MB will never be used by its routines so it is wasted. The reservation simply effects the whole memory management.

I tried for a week to make it use the extra reserved part - everything about is different compared to block1. Since it is not causing CTD like block1 there was no to continue trying to figure it out.

 

Just put everything for 3D trees into its own mod and you can easily switch back and forth for testing.

If you copy the esp and SKSE/json folder from the 2D LOD generation you don't even have to worry about save games.

 

 

I do not care about workshop mods ... sorry :)

Edited by sheson
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Posted (edited)

Ok so, I tried following the instructions, but all that happened is there is now exactly 0 tree lods. The only thing that wasn't too clear was the bit where it says "Copy Options\trees.ultra\nolodtrees.lst to OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst"

 

I know someone asked about this line before, but I wasn't sure if OUTPUT PATH meant your skyrim data folder or something else. I did it to the data folder and it didn't work (for each location, I renamed location.lst to location.lst.bak then nolodtrees.lst to location.lst, but otherwise just left the .btt files as they were). The output from xEdit contained no location/trees/location.lst files.

 

 

I don't mind anyway, since everything seems to work with 2D trees, though if any files would be useful to see just ask :)

 

 

Edit: Just realised, by OUTPUT PATH, you meant just copy nolodtrees into the dyndolod generation. I got confused since you said do it before it generates anything, I'll set the code to run again. Takes 50 minutes to complete so I'll post again in an hour or so ;p

Edited by Obliterator2
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Posted (edited)
  On 5/29/2015 at 5:13 PM, Obliterator2 said:

Ok so, I tried following the instructions, but all that happened is there is now exactly 0 tree lods. The only thing that wasn't too clear was the bit where it says "Copy Options\trees.ultra\nolodtrees.lst to OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst"

 

I know someone asked about this line before, but I wasn't sure if OUTPUT PATH meant your skyrim data folder or something else. I did it to the data folder and it didn't work (for each location, I renamed location.lst to location.lst.bak then nolodtrees.lst to location.lst, but otherwise just left the .btt files as they were). The output from xEdit contained no location/trees/location.lst files.

 

 

I don't mind anyway, since everything seems to work with 2D trees, though if any files would be useful to see just ask :)

 

 

Edit: Just realised, by OUTPUT PATH, you meant just copy nolodtrees into the dyndolod generation. I got confused since you said do it before it generates anything, I'll set the code to run again. Takes 50 minutes to complete so I'll post again in an hour or so ;p

Yes it needs to be in the output path for the generation so when it builds the 2D tree index it finds zero 2D trees... you need to make it trick itself because I am too busy to write the proper code atm :)

Edited by sheson
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Posted

Got it working and it looks really nice, noticed a few problems, I'll say what they were but I dunno if it's anything you have control over :)

 

Loading in some trees looked a bit weird. They go from a not thick lod, to a thick model (for a second or so), to the normal model. The middle part on photos isn't so noticeable (it's more when it just pops in out of nowhere), but without the really thick model loaded in between, it'd be a bit more subtle. https://imgur.com/a/vhSn2

 

The other thing was a few trees were a lot thicker than the lod made out. I looked up the tree in the 3rd photo and it's edited by SFO - https://imgur.com/a/MfaJV

 

 

Also, I set block 1 to 1gb and it still wasn't enough haha, it CTD'd if I didn't set block 2 as well, but block 2 still doesn't go over 200mb, and block 1 doesn't go above 600mb, so I don't really get what's going on ;p

  • 0
Posted
  On 5/30/2015 at 2:13 AM, Obliterator2 said:

Got it working and it looks really nice, noticed a few problems, I'll say what they were but I dunno if it's anything you have control over :)

 

Loading in some trees looked a bit weird. They go from a not thick lod, to a thick model (for a second or so), to the normal model. The middle part on photos isn't so noticeable (it's more when it just pops in out of nowhere), but without the really thick model loaded in between, it'd be a bit more subtle. https://imgur.com/a/vhSn2

 

The other thing was a few trees were a lot thicker than the lod made out. I looked up the tree in the 3rd photo and it's edited by SFO - https://imgur.com/a/MfaJV

 

 

Also, I set block 1 to 1gb and it still wasn't enough haha, it CTD'd if I didn't set block 2 as well, but block 2 still doesn't go over 200mb, and block 1 doesn't go above 600mb, so I don't really get what's going on ;p

In SkyrimPrefs.Ini

fMeshLODLevel2FadeTreeDistance=

fMeshLODLevel1FadeTreeDistance=

see if changing those helps with the detail fade of trees in loaded cells.

 

I only created 3D static trees for the vanilla trees so they won't match with SFO.

  • 0
Posted

I have to ask... why is Dyndolod running such an immense amount of script instances? Also, is this figure (27841 + 4457 in my latest save) simply more taxing the higher it is? If so, Dyndolod is way more script intense than PerMa, Frostfall, CH or other script heavy mods.

  • 0
Posted

Help, I've been running the script to no avail. It always give this error: Access violation at address 00A15C1E in module 'TES5Edit.exe'. Read of address 00000000.

If it's any help, I've attached the bug report too.

Please help, I don't know what went wrong. It works perfectly with the previous version of DynDoLoD. Thank you very much.

TES5Edit_bugreport.txtFetching info...

  • 0
Posted (edited)
  On 5/30/2015 at 11:39 AM, Zzimith said:

I have to ask... why is Dyndolod running such an immense amount of script instances? Also, is this figure (27841 + 4457 in my latest save) simply more taxing the higher it is? If so, Dyndolod is way more script intense than PerMa, Frostfall, CH or other script heavy mods.

The mechanic of the dynamic LOD is explained in the manual... These scripts are not "running". The scripts are just attached to persistent objects.

A script instance simply means each of them has its own set of variables. Only a tiny fraction of the scripts execute when you cross a cell border.

 

All cells around the dynamic objects have one activator, plus one activator for each cell with objects plus every dynamic object. They all need to be persistent in order to work outside the loaded cells.

 

The scripting is not even comparable to Perma, Frostfall or CH. Check the source code.

This is so light weight it can deal with over 30,000 dynamic LOD objects and I only could make it behave weird when speed running with that ridiculous amount of dynamic objects.

 

  On 5/30/2015 at 2:39 PM, gmahadhika said:

Help, I've been running the script to no avail. It always give this error: Access violation at address 00A15C1E in module 'TES5Edit.exe'. Read of address 00000000.

 

If it's any help, I've attached the bug report too.

 

Please help, I don't know what went wrong. It works perfectly with the previous version of DynDoLoD. Thank you very much.

You really need xEdit v3.1.1 or newer. This is the newest developer version of TES5Edit from GitHub.com.

If you actually do, then please post TES5Edit\TES5Edit_log.txt

Edited by sheson
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Posted

Using DynDOLOD 1.28, the latest developer build of TES5Edit and Mod Organizer 1.3.6 (although this issue occurred in 1.3.5 also), when updating (or first installing) I experienced repeated instances of the CMD window freezing with the error "LODGeneratorCMD has stopped working" displaying. 

 

I should also add that, in installing and using DynDOLOD I followed, very carefully, MIchael of GamerPoets excellent installation video to the letter.

 

After trying all the tricks I knew to deal with errors of this kind (taking control, running as administrator, and the like) to no avail, I created a folder in the "C" drive called "DynDOLOD Output", cleaned the cache and original MO DynDOLOD - Output folders, and re-ran the script.  The CMD window errors ceased and the script was able to complete.  I then moved the contents of the "DynDOLOD Output" folder in my "C" drive back to the MO DynDOLOD - Output folder, started the game, observed DynDOLOD initializing, went outside, and voila, wonderful.

 

I pass along this experience to others for whatever help they may find in it.  Just because it worked for me doesn't necessarily mean it is the panacea in every system, but it certainly can't hurt to share the experience.

 

Hope it helps.

 

And, by the way, DynDOLOD is a fantastic addition to Skyrim, nearly as fantastic as Sheson's memory patch!   IMHO, of course.

  • 0
Posted

Wow thanks a lot sheson; I updated TES5Edit and it works. Now one more thing regarding the ultra trees option:

"...Copy Options\trees.ultra\nolodtrees.lst to OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst

This will disable all 2D tree LOD for the worldspace."
 
The instruction in the readme is ambiguous. Do you mean just copy the nolodtrees.lst to \Meshes\Terrain\Tamriel\Trees\ ;or do you mean rename the nolodtrees.lst into Tamriel.lst (or whichever world it is) and replace the original Tamriel.lst? Thanks again, you're the best!
  • 0
Posted (edited)
  On 5/31/2015 at 2:51 PM, gmahadhika said:

 

Wow thanks a lot sheson; I updated TES5Edit and it works. Now one more thing regarding the ultra trees option:

"...Copy Options\trees.ultra\nolodtrees.lst to OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst

This will disable all 2D tree LOD for the worldspace."
 
The instruction in the readme is ambiguous. Do you mean just copy the nolodtrees.lst to \Meshes\Terrain\Tamriel\Trees\ ;or do you mean rename the nolodtrees.lst into Tamriel.lst (or whichever world it is) and replace the original Tamriel.lst? Thanks again, you're the best!

 

The second. But the file needs to exist in the output folder structure for DynDOLOD while generating. Once generation is complete it needs to be copied with the rest of the generated files to the the games data folder or into the MOD if using MO.

Edited by sheson
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Posted
I've been using Dyndolod for some time and been pretty impressed with what I've seen so far. 

 

Just wanted to report a minor issue with the College of Winterhold lod. Walking from the mountain pass near Aftland towards the shrine of Azura the LOD for the college appears and dissapears randomly. I am not using any mods that modify winterhold or the college exterior save perhaps 3DNPC which I don't think causes this problem. 

 

I'm running DynDOLOD on medium settings. Let me know if you need any further details.

 

LOD


 

NO LOD


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