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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

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

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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

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  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
  On 6/11/2015 at 9:26 AM, sheson said:

More LOD uses more memory and thus may cause ILS.

Double check heap memory usage (block 1) with Memory Blocks Log and adjust SKSE or SSME memory settings.If you have ILS at loading screeen use my memory patch, or increase heap.

 

The map usually uses landscape LOD level 32 and object LOD level 16. So I guess that setting changes that behavior. Not all objects have LOD defined for that level.

I think DynDOLOD assigns a couple more buildings to LOD level 16 than the vanilla game. You could use the mesh rules to make sure certain objects also have a LOD model defined to LOD level 16.

I found out something weird. 'Memory Blocks Log' tells me Block1 is 256MB less than what I set the value of DefaultHeapInitialAllocMB in SKSE.ini.

e.g. DefaultHeapInitialAllocMB=768, Block1 is 512MB.

 

Anyway, I originally set DefaultHeapInitialAllocMB=768 but after looking at MemoryBlocksLog.log with the highest at 500-ish (dangerously close to 512MB in Block1), I've changed it to DefaultHeapInitialAllocMB=896.

Now, Block1 is 640MB and the highest is around 550-ish at Riften.

 

For some reason, if I just adjust DefaultHeapInitialAllocMB, the game CTDs on main menu. I found out that I have to adjust ScrapHeapSizeMB as well so I set it to ScrapHeapSizeMB=512.

 

The time to load a save file (continue in main menu) is still about the same - 45 to 50 secs. until the charater shows up. It doesn't bother me anymore - at least I can guarantee ILS won't happen anymore, so thanks.

 

About the map. I'm just gonna leave uLockedObjectMapLOD=8 there. ;)

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Posted (edited)
  On 6/11/2015 at 2:04 PM, evhantheinfidel said:

Thanks for the prompt response! I'm quite sure that I didn't include the wrong Papyrus log because I deleted them all and changed the skyrim.ini back and forth to start the log over. I went ahead and started a new game with DynDOLOD active and made a new log again, and the only reference to DynDOLOD that showed up was for the MCM ([06/11/2015 - 08:43:30AM] [sHESON_DynDOLOD_MCM ]: Registered DynDOLOD at MCM.). The file path for the DynDOLOD_Worlds.json was skse\plugins\StorageUtilData\DynDOLOD_Worlds.json, so I don't think I messed up there. I have also tried applying to the TES5Edit script to all mods that have active resources and then just all mods that have active ESPs, and that doesn't seem to make a difference. I feel like I must be making a rookie mistake at some level here, but I have the billboards installed, I have the correct filepath for the data of DynDOLOD, and I have the TES5Edit scripts in the right places (how else would I run them is TES5Edit?). Again, my Skyrim is heavily modded, but it runs relatively stably until I have DynDOLOD active, so I think there's something specific to that mod there. Again, even if this issue can't be resolved right now, I hope that this information could at least be useful.

The log that you uploaded doesn't include the MCM entry or anything else from DynDOLOD.

 

If you are confident that is the correct log, then the cause of CTD is not invalid meshes

If there are no messages like

[05/16/2015 - 01:15:10PM] [sHESON_DynDOLOD_LODObject ] using base element [Form ] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif

it means there aren't any meshes enabled for dynamic LOD

  On 6/11/2015 at 9:06 PM, barbanium said:

I found out something weird. 'Memory Blocks Log' tells me Block1 is 256MB less than what I set the value of DefaultHeapInitialAllocMB in SKSE.ini.

e.g. DefaultHeapInitialAllocMB=768, Block1 is 512MB.

 

Anyway, I originally set DefaultHeapInitialAllocMB=768 but after looking at MemoryBlocksLog.log with the highest at 500-ish (dangerously close to 512MB in Block1), I've changed it to DefaultHeapInitialAllocMB=896.

Now, Block1 is 640MB and the highest is around 550-ish at Riften.

 

For some reason, if I just adjust DefaultHeapInitialAllocMB, the game CTDs on main menu. I found out that I have to adjust ScrapHeapSizeMB as well so I set it to ScrapHeapSizeMB=512.

 

The time to load a save file (continue in main menu) is still about the same - 45 to 50 secs. until the charater shows up. It doesn't bother me anymore - at least I can guarantee ILS won't happen anymore, so thanks.

 

About the map. I'm just gonna leave uLockedObjectMapLOD=8 there. ;)

Nothing weird about the -256MB, it is just how those settings work. I would think any guide mentions that. Also the fact that some people have to raise block2 once block1 is higher than certain values is a known thing. 

However, if you use enbboost make sure to set ExpandSystemMemoryX64=false in enblocal.ini, then typically there is no need for raising block2 AFAIK.

Edited by sheson
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Posted
  On 6/12/2015 at 10:24 AM, sheson said:

Nothing weird about the -256MB, it is just how those settings work. I would think any guide mentions that. Also the fact that some people have to raise block2 once block1 is higher than certain values is a known thing. 

However, if you use enbboost make sure to set ExpandSystemMemoryX64=false in enblocal.ini, then typically there is no need for raising block2 AFAIK.

I haven't read in depth about memory settings until now so I didn't really know much.

I just did some digging and found this guide: https://wiki.step-project.com/Guide:ENBlocal_INI/ particularly the [MEMORY] section (but I now followed the recommendations for every section).

I guess I should have invested more time knowing about these stuff before changing the SKSE.ini for memory patch and getting ENBoost. :p (more time for playing though)

 

Now I'm really curious about implementing S.T.E.P. - the process is just so tedious.

 

Anyway thanks for all of this. Is there anything else I need to know that you'd like to share?

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Posted
  On 6/9/2015 at 8:42 AM, sheson said:

I only work with meshes and textures from Vanilla and the DLC. It is up to mod authors to work own their on files - if needed.

LOD textures for ice are problematic because the reflection (cubemap) has to be baked into the texture. I will have a look at the mod regardless, maybe there is a way for TexGen to create a suitable texture automatically.

Cheers, I'm not sure if the Real Ice mod author is still active. Also for some weird reason, Dynamic Distant LOD takes in account of Realistic Water Two according to TES5Edit when you apply the script and the generated esp however ingame, the water in the distance is completely different to up close. It's a completely different colour???? 

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Posted (edited)
  On 6/13/2015 at 2:37 AM, Jemzyboz said:

Cheers, I'm not sure if the Real Ice mod author is still active. Also for some weird reason, Dynamic Distant LOD takes in account of Realistic Water Two according to TES5Edit when you apply the script and the generated esp however ingame, the water in the distance is completely different to up close. It's a completely different colour???? 

Water patches are added to dyanmic LOD depeding on low/medium/high settings. It should copy all data from the modified base elements which define color and such. I will have a look.

 

Edit: Didn't find anything wrong yet. Please compare before/after. DynDOLOD doesn't change appearance of LOD water which is baked into the landscape LOD (you can not get a form id from this water if you click on it). DynDOLOD only adds a few patches here and there that were missing before and they seem to be alright. (they have a form id). Post a screenshot if needed.

Edited by sheson
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Posted (edited)
  On 6/13/2015 at 12:23 PM, Jemzyboz said:

https://steamcommunity.com/profiles/76561198141551863/screenshots/#scrollTop=0

 

It's light blue in the distance when up close it's green. Is it supposed to be like that? I'm using high settings for your mod

The question would be if it is different with/without DynDOLOD. Not sure what picture to look at from that list?

 

Water in the distance always reflects the blue sky color AFAIK.

You are most likely reporting normal game engine behavior of LOD water (which is part of landscape LOD). LOD water is not done or changed by DynDOLOD.

Edited by sheson
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Posted (edited)

I recently found out about DynDOLOD and decided to switch to it from Skyrim Distance Overhaul. I followed the install instructions in this video:
 


I used NMM to do the install and when I get into the game the mod gives me the "initializing" message upon going outside and then shows up in MCM as being activated, but nothing happens. No LODs show up at all and I'm left with the vanilla LOD, which of course is very barren (I chose the high preset when running the dyndolod script in TESVedit). I'm starting a new game each time I do any testing so there aren't any issues with save compatibility and there are no error messages shown in the MCM menu. In the "YOU ARE HERE" part of the MCM menu it shows all the files being used as you would expect but still nothing shows up.
 
Here are some screenshots to show what I mean:

https://imgur.com/a/vMx9T

Edited by ddsoptuser
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Posted
  On 6/7/2015 at 11:50 PM, sheson said:

They have less polies. Basically the trunk is a 2D billboard while the leafs are 1:1 copied from the full trees. LODGen will use all leafs regardless of BSLOD fade.

This was done manually. You can use and modify the nifs/textures as you like, just give credit.

I was trying it but i get this error message:

 

[00:08:49.995] LOD references: 73103, unique LOD objects: 2208

[00:08:50.004] Gathering textures for atlas creation

Exception in unit create line 117: Invalid nif file signature

[Apply Script done] Processed Records: 0, Elapsed Time: 11:53

 

 

Where is that 117 line ?

  • 0
Posted (edited)
  On 6/13/2015 at 11:49 PM, ddsoptuser said:

I recently found out about DynDOLOD and decided to switch to it from Skyrim Distance Overhaul. I followed the install instructions in this video:

 

I used NMM to do the install and when I get into the game the mod gives me the "initializing" message upon going outside and then shows up in MCM as being activated, but nothing happens. No LODs show up at all and I'm left with the vanilla LOD, which of course is very barren (I chose the high preset when running the dyndolod script in TESVedit). I'm starting a new game each time I do any testing so there aren't any issues with save compatibility and there are no error messages shown in the MCM menu. In the "YOU ARE HERE" part of the MCM menu it shows all the files being used as you would expect but still nothing shows up.

 

Here are some screenshots to show what I mean:

https://imgur.com/a/vMx9T

Looks like none of the generated files from the output folder were copied/moved to the game data folder. Video @ 1:52

 

  On 6/14/2015 at 1:27 AM, Shurperro said:

I was trying it but i get this error message:

 

[00:08:49.995] LOD references: 73103, unique LOD objects: 2208

[00:08:50.004] Gathering textures for atlas creation

Exception in unit create line 117: Invalid nif file signature

[Apply Script done] Processed Records: 0, Elapsed Time: 11:53

 

 

Where is that 117 line ?

The error happens in a TES5Edit function that scans the meshes for texture names in lib\create.pas line 117

wbGetUVRangeTexturesList(slLODMeshes, slLODTextures, 10);

 

Make sure the nif is valid format with nifksope/nifconvert

If nif is valid and problem persists you need to check over at https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ about the nif

Edited by sheson
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Posted
  On 6/14/2015 at 11:55 AM, sheson said:

Looks like none of the generated files from the output folder were copied/moved to the game data folder. Video @ 1:52

 

 

The error happens in a TES5Edit function that scans the meshes for texture names in lib\create.pas line 117

wbGetUVRangeTexturesList(slLODMeshes, slLODTextures, 10);

 

Make sure the nif is valid format with nifksope/nifconvert

If nif is valid and problem persists you need to check over at https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ about the nif

 

But which nif i need to check ?

  • 0
Posted (edited)
  On 6/14/2015 at 5:14 PM, Shurperro said:

But which nif i need to check ?

It read like you created nifs yourself, so one of them I would suppose. The function takes a list of meshes. You can find a copy of the used meshes in

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_mesh_count.txt

 

MO "hide" or remove the LOD resource folders from DynDOLOD before running DynDOLOD Worlds.pas to reduce the number of nifs in the list.

Edited by sheson
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Posted
  On 6/15/2015 at 8:22 AM, sheson said:

It read like you created nifs yourself, so one of them I would suppose. The function takes a list of meshes. You can find a copy of the used meshes in

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_mesh_count.txt

 

MO "hide" or remove the LOD resource folders from DynDOLOD before running DynDOLOD Worlds.pas to reduce the number of nifs in the list.

The list from DynDOLOD_tamriel_mesh_count.txt is huge ! ~1900 lines !

 

I don't use MO and maybe i edited some meshes (very lightly) but almost all the custom meshes are from others mods...

 

So, should i use Dyndolod only with all vanilla meshes ?

  • 0
Posted
  On 6/15/2015 at 8:31 AM, Shurperro said:

The list from DynDOLOD_tamriel_mesh_count.txt is huge ! ~1900 lines !

 

I don't use MO and maybe i edited some meshes (very lightly) but almost all the custom meshes are from others mods...

 

So, should i use Dyndolod only with all vanilla meshes ?

Temporarily move the LOD meshes form DynDOLOD out of the game folder to reduce the list.

Also, you can try to rename Skyrim - Meshes.bsa before starting TES5Edit, so it won't use the vanilla LOD files.

 

There aren't that many LOD meshes supplied by other mods. It most likely will be a lod_flat.nif tree LOD from some mod.

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