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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)
  On 6/15/2015 at 9:15 AM, sheson said:

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.

 

Maybe are the custom meshes from Oscape ? weeks ago i used it for making HQ lod meshes ...

Edited by Shurperro
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Posted (edited)
  On 6/15/2015 at 10:02 AM, Shurperro said:

Maybe are the custom meshes from Oscape ? weeks ago i used it for making HQ lod meshes ...

Landscape LOD meshes are not used for object LOD. I doubt you will find any of them in the list DynDOLOD_tamriel_mesh_count.txt

 

See docs\DynDOLOD_TexGen.html for how to update the texture atlas only, so you do not have to wait for the scanning process again.

 

Move either single LOD meshes or entire folders out of the game directory based on what you see in DynDOLOD_tamriel_mesh_count.txt

 

Rebuild atlas until it works. The last batch of moved meshes has the problematic one. Move files back one by one until it crashes. You should then have found the nif.

 

Start with moving any loose _lod_flat.nif

Edited by sheson
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Posted

 

 

  On 6/15/2015 at 9:15 AM, sheson said:

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.

 

Renaming the DynDOLOD's lod folder fixed it, thanks =)

 

 

  On 6/15/2015 at 10:23 AM, sheson said:

See docs\DynDOLOD_TexGen.html for how to update the texture atlas only, so you do not have to wait for the scanning process again.

 

 

I need to update (only) the DynDOLOD_Atlas_Tamriel.dds because i edited the lod textures in the past and now i want to make the atlas texture from the vanilla lod textures, but i can't find that docs\DynDOLOD_TexGen.html, where is it ?

 

I only see:

 

DynDOLOD_Manual.html and DynDOLOD_Reference.html

 

at /Docs

 

 

 

 

 

 

 

And also:

 

 

 

I want to fix this mod to use it with your mod:

 

ULTIMATE LUSH OVERHAUL (i'm only interested in the vanilla version)

https://www.nexusmods.com/skyrim/mods/32246/?

 

*this mod only contains more poly ( for increasing branches/leaves density) meshes, nothing else.

 

 

And i wanted to make the 3D static LOD (for Ultimate Lush) instead of 2D LODs but it doesn't come with modified billboards, so, can i do it just with this Ultimate Lush Overhaul modified meshes or do i need modified billboards, or both ?

 

 

 

If i only need the meshes:

 

What should i do to make the 3D static LOD with this mod's meshes instead of vanilla ones ?

 

 

If i also need the modified billboards:

 

How can i make the new billboards from the modified meshes using the tree's textures i'm using (for example vanilla branches texture and custom bark texture) ?

 

 

 

 

Thank you !

  • 0
Posted
  On 6/12/2015 at 10:24 AM, sheson said:

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 < (0D003F52)>] using base element [Form < (0D0010F3)>] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif

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

I deleted the logs and started an entirely new game to get the MCM entry. I also did that previously to ensure that I got the correct logs (and, of course, checked times etc.)

  • 0
Posted
  On 6/15/2015 at 9:18 PM, Shurperro said:

Renaming the DynDOLOD's lod folder fixed it, thanks =)

 

 

 

I need to update (only) the DynDOLOD_Atlas_Tamriel.dds because i edited the lod textures in the past and now i want to make the atlas texture from the vanilla lod textures, but i can't find that docs\DynDOLOD_TexGen.html, where is it ?

 

I only see:

 

DynDOLOD_Manual.html and DynDOLOD_Reference.html

 

at /Docs

 

 

 

 

 

 

 

And also:

 

 

 

I want to fix this mod to use it with your mod:

 

ULTIMATE LUSH OVERHAUL (i'm only interested in the vanilla version)

https://www.nexusmods.com/skyrim/mods/32246/?

 

*this mod only contains more poly ( for increasing branches/leaves density) meshes, nothing else.

 

 

And i wanted to make the 3D static LOD (for Ultimate Lush) instead of 2D LODs but it doesn't come with modified billboards, so, can i do it just with this Ultimate Lush Overhaul modified meshes or do i need modified billboards, or both ?

 

 

 

If i only need the meshes:

 

What should i do to make the 3D static LOD with this mod's meshes instead of vanilla ones ?

 

 

If i also need the modified billboards:

 

How can i make the new billboards from the modified meshes using the tree's textures i'm using (for example vanilla branches texture and custom bark texture) ?

 

 

 

 

Thank you !

 

No it didn't fix it. It just helped you to narrow the possible mesh causing the error. You will have missing LOD or textures keeping the folder renamed.

You should now rename it back, and start renaming sub folders to narrow it further down.

 

ops DynDOLOD_TexGen.html is in the next planed update... I forgot :)

Check this post for a copy

 

 

The way I created the 3D static LOD trees is to create a 2D billboard with 2D trunks dds instead of 2D tree dds. Then copy/paste the 3D leafs from the original nif into the billboard nif.

Just check out such a tree bu opening Meshes\DynDOLOD\lod\trees\treeaspen01_lod.nif in nifksope

Use billboard creator to "screenshot' 3D trees/trunks in nifksope. Touch things up with photoshop/gimp.

 

  On 6/15/2015 at 10:36 PM, evhantheinfidel said:

I deleted the logs and started an entirely new game to get the MCM entry. I also did that previously to ensure that I got the correct logs (and, of course, checked times etc.)

Is there still a problem or not?

  • 0
Posted
  On 6/16/2015 at 2:47 PM, sheson said:

 

Is there still a problem or not?

There is, but I still think it's a memory problem. I completely reinstalled everything, and it all worked until I got to a certain size in my load order. I can't find any specific mods that it's incompatible with, so I think it's just some sort of problem on my end.

  • 0
Posted

Well, this is an old mod but it's used in my game so I'm stuck with it for now. "ExpandedWinterholdRuins.esp". It's a version that was later restarted from a different fork so I wouldn't expect you to actually try to reproduce it.

 

What is the general reason behind the Load order FormID [xxxxxxx] can not be mapped to file FormID for file "DynDOLOD.esp" message?

 

[DynDOLOD.esp] Adding master "ExpandedWinterholdRuins.esp"
Exception in unit functions line 377: Load order FormID [0902E576] can not be mapped to file FormID for file "DynDOLOD.esp"
[Apply Script done]  Processed Records: 0, Elapsed Time: 13:17

 

From the background loader:

[00:03] Background Loader: <Note: [REFR:0902E576] (places RockCaveEntrance01Rocks01Snow [sTAT:0002ED73] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 27,26) was injected into WinterholdDestruction.esm>

 

Should I just uncheck the problem mod when running the DynDOLOD generation script?

 

I'm reloading Skyrim on a new computer and just reloading my previous mods which affect the saves and then looking at texture updates. When I got to SkyFalls and SkyMills the description suggested using this for LOD.

 

Thanks for any assistance!

TES5Edit_bugreport.txtFetching info...

  • 0
Posted (edited)
  On 6/18/2015 at 12:30 AM, wysiwyg said:

Well, this is an old mod but it's used in my game so I'm stuck with it for now. "ExpandedWinterholdRuins.esp". It's a version that was later restarted from a different fork so I wouldn't expect you to actually try to reproduce it.

 

What is the general reason behind the Load order FormID [xxxxxxx] can not be mapped to file FormID for file "DynDOLOD.esp" message?

 

[DynDOLOD.esp] Adding master "ExpandedWinterholdRuins.esp"

Exception in unit functions line 377: Load order FormID [0902E576] can not be mapped to file FormID for file "DynDOLOD.esp"

[Apply Script done]  Processed Records: 0, Elapsed Time: 13:17

 

From the background loader:

[00:03] Background Loader:

 

Should I just uncheck the problem mod when running the DynDOLOD generation script?

 

I'm reloading Skyrim on a new computer and just reloading my previous mods which affect the saves and then looking at texture updates. When I got to SkyFalls and SkyMills the description suggested using this for LOD.

 

Thanks for any assistance!

An element uses form id 0902e576 for one of its records and mod 09 was not added as master. It may be because of lazy programming on my part or just some odd combination of things.

 

The error probably has nothing to do with ExpandedWinterholdRuins.esp. It can be just coincidence that it was added as master before the error happened.

 

 

Are you using the old that is not on nexus anymore (id was 8333)? I still have it and tested it a while back and it worked then.

 

Please post a copy of the complete log TES5Edit\TES5Edit_log.txt that contans the error I can then have a more closer look.

 

 

In the meantime you can try to uncheck the esp (or any other) and generate without it and see if the problem goes away.

Edited by sheson
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Posted (edited)

Here's the log. Unchecking ExpandedWinterholdRuins.esp avoids the error. This isn't the removed 8333 but an alternate version that was created when it was inactive that was later removed in favor of continuing from where 8333 left off. Thanks!

 

Edit: I'll PM you a dropbox link for the original mod zip if you really want to look. I shared it with the current author so he could have a copy again; it was lost.

TES5Edit_log.zipFetching info...

Edited by wysiwyg
  • 0
Posted

I can't use DynDOLOD with the new version of TES5Edit (3.1.1), it gives me a 'Failed to assign to job object 5' error. I can run 3.1 but it tells me I need to update to 3.1.1 to use DynDOLOD. How can I get around this? I'd really like to try out DynDOLOD but right now Im stuck. Any ideas? I also posted to the XEdit forum but I only found 1 other post about the issue and there wasn't an answer to the problem so I thought I'd ask here since this mod is the only one I cant use with TES5Edit 3.1

  • 0
Posted
  On 6/18/2015 at 12:22 PM, wysiwyg said:

Here's the log. Unchecking ExpandedWinterholdRuins.esp avoids the error. This isn't the removed 8333 but an alternate version that was created when it was inactive that was later removed in favor of continuing from where 8333 left off. Thanks!

 

Edit: I'll PM you a dropbox link for the original mod zip if you really want to look. I shared it with the current author so he could have a copy again; it was lost.

Yes, please send me a copy. I would like to figure out what is causing the problem.

 

  On 6/18/2015 at 10:26 PM, Descivii said:

I can't use DynDOLOD with the new version of TES5Edit (3.1.1), it gives me a 'Failed to assign to job object 5' error. I can run 3.1 but it tells me I need to update to 3.1.1 to use DynDOLOD. How can I get around this? I'd really like to try out DynDOLOD but right now Im stuck. Any ideas? I also posted to the XEdit forum but I only found 1 other post about the issue and there wasn't an answer to the problem so I thought I'd ask here since this mod is the only one I cant use with TES5Edit 3.1

You mean this version? https://github.com/TES5Edit/TES5Edit/releases/tag/xedit-3.1.1

Something else is causing this.

Please post a copy of TES5Edit\TES5Edit_log.txt

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Posted (edited)

Hello, I've been trying to install this mod for about a week now with no success. I migrated my entire mod library over to mod organizer so I could follow this video:

 

https://www.youtube.com/watch?v=c3zVK8PD3Vg

 

The mod did not work no matter how many times I followed the installation instructions to the letter (putting the dyndolod .esp last in load order, making sure the output folder is loaded by MO, etc), with the only result being that DynDOLOD showed up on MCM as being active and getting the "initialization successful" message but only having vanilla LODs. I then tried to follow this guide:

 

https://www.reddit.com/r/skyrimmods/comments/306bdh/tes5lodgen_and_dyndolod_tutorial/

 

It appears to be somewhat outdated according to one of the comments which makes allusions to extra steps and .json files, and again I had no success, but the somewhat frustrating thing here is that I had not seen any reference to .json files in any of the guides I had found. I would really like to try this mod but what I can't seem to find is a comprehensive installation guide for the current version. Some guides seem to include some steps and others different ones, which makes for a very confusing time trying to install a mod that is already pretty involved. 

 

I also looked at the .html manual that came in the Docs folder in the mod but it seems to have mostly the same info on installing that the other guides did and again does not mention anything about .json files or whatever else may be needed. So I guess what I'm looking for is a guide detailed enough with every step for a noob like me to install 1.28 and get those damn LODs to show up in my game. I've got 190 .esps in my game and have been able to make them play nice with each other but I just can't get this one to work and it's driving me crazy.

 

Edit: After trying out the static LODs under the optional downloads on the dyndolod page, I think I'll stick with them although I'd like to see if there is a high version available instead of medium. Is there any way to get this or would it not make a difference?

Edited by ddsoptuser
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