Jump to content

Question

Posted

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

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

  • +1 15

Recommended Posts

  • 0
Posted (edited)
  On 6/23/2015 at 10:31 PM, Lothar83 said:

Hi,

It is the first time that I post here, sorry if I looks like a noob :)

 

I have installed Dyndolod following video tutorial on https://youtu.be/RXgCDYRDA-k. Dyndolod looks incredible, but I have found some issues. In some places, some tundra trees look like snow pine trees in the distance. I have identified at least this tundra trees that are not displayed correctly: TreeTundraDriftWoodTree01.

When I am close to the tree, it is displayed correctly.

I installed LOD Vanilla billboard, SFO V2.3 and Tamriel Reloaded Trees billboards as described in the tutorial.

Could you please advise about this issue? Let me know anything you need from my side to help.

 

Thanks in advance and regards.

The billboard file for that tree is wrong then.

Look for Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.dds and Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.txt in the different mods and make sure the right version is the last in the load order. Then generate tree LOD again.

 

 

  On 6/24/2015 at 12:07 AM, Calthraun said:

sheson and EssArrBee, thankyou for your quick responses! 

It seems Google let me down, and I was looking at things entirely wrong. Adding;





[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
as you suggested to my skyrim.ini seems to have resolved the issue. However, I'm curious as to what went wrong, as it seems like Mod Organiser should have been loading those bsa files already:

 

a4s7vvL.png

 

TES5Edit loads BSAs the same way the game does. The MO managed archive function is incompatible with that.

 

 

  On 6/24/2015 at 2:34 AM, Descivii said:

I got past the error I was getting with job object and this is what I encountered while loading plugins, I don't know if it's a TES5Edit problem of DynDOLOD.

  Reveal hidden contents

 

 

I use JKs major cities but not the whole skyrim mod and they are loaded before DynDOLOD; it is loaded at the very bottom.

Great, what was the cause?

 

The log shows that JKs Skyrim.esp loads after DynDOLOD.esp.

[00:18] Background Loader: [DynDOLOD.esp] Loading file

.

.

[00:18] Background Loader: [JKs Skyrim.esp] Loading file

 

Also if JKs Skyrim.esp is already a master in DynDOLOD.esp you generated LOD already. You probably want to start with a default DynDOLOD.esp.

Edited by sheson
  • 0
Posted (edited)

First: Thanks to all who spent their precious time to provide mods, tools, guides and help in the Skyrim micro-cosmos. It is highly appreciated :)

 

Finally DynDOLOD'ed my existing 270 mods and 150 esm/esp containing setup. It is based upon (but not 100%) STEP core & extended and Neovalen's Skyrim Revisited - Legendary_Edition guides, mixed with my own additions and changes. I also had the DynDOLOD TexGen problems and had to replace the script and txt file provided by sheson here a few posts ago. Additionally I had to manually remove another texture's lines from the txt file too, but cannot remember the name right now (but I will check if one needs to know).

 

Result: I had very frequent ILS (many outdoor saves) and CTD (every 10-15 ingame minutes) issues after successfully applying DynDOLOD with the output from TexGen and Worlds scripts. My setup was somewhat stable before (no ILS, CTD every 3-6 ingame hours). On reddit I found guys who recommended to increase skse.ini memory parameters from 768/256 to 1024/384. So far this seems to restore the previous non-DynDOLOD stability but I have to play more to be sure. Maybe something you want to analyze and mention in the documentation for non-100% STEP users which huge modlists?

 

Also I am missing infos about DynDOLOD mod (MO left pane), DynDOLOD.esp (MO right pane) and - after DynDOLOD TexGen Script - DynDOLOD TexGen output mod (MO left pane) activation and placement during the installation steps (TexGen and Worlds scripts) and final placement for gaming. The STEP wiki guide does not tell anything beside to LOOT afterwards, so from MO's default behaviour new mods are always created on the bottom of the left pane list (which I did). The GamerPoets video linked on that wiki page does somewhat different left pane activation and placement, so this is confusing for me. Also confusing was, that GamerPoets does not run the TexGen Script. Is this optional?

Edited by belinda
  • 0
Posted
  On 6/24/2015 at 10:02 AM, sheson said:

The billboard file for that tree is wrong then.

Look for Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.dds and Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.txt in the different mods and make sure the right version is the last in the load order. Then generate tree LOD again.

 

 

 

TES5Edit loads BSAs the same way the game does. The MO managed archive function is incompatible with that.

 

 

 

Great, what was the cause?

 

The log shows that JKs Skyrim.esp loads after DynDOLOD.esp.

[00:18] Background Loader: [DynDOLOD.esp] Loading file

.

.

[00:18] Background Loader: [JKs Skyrim.esp] Loading file

 

Also if JKs Skyrim.esp is already a master in DynDOLOD.esp you generated LOD already. You probably want to start with a default DynDOLOD.esp.

Hi,

 

About the problem related to TundraDriftWood01_000B8F53, it seems that the problem  has been fixed, but now I am getting a terrible textures for some trees in the distance, as you can see in screenshot below:

ngNIofB.jpg

https://i.imgur.com/ngNIofB.jpg

 

I have installed following mods that maybe are involved: SMIM, Tamriel Reloaded Trees and SFO v2.3. Here is the order in my MO:

47fkysn.jpg

https://imgur.com/47fkysn

 

Any advise? I was following this tutorial, step by step: https://www.reddit.com/r/skyrimmods/comments/306bdh/tes5lodgen_and_dyndolod_tutorial/

 

Thanks in advance.

Best regards

  • 0
Posted (edited)
  On 6/24/2015 at 6:05 PM, belinda said:

 

Also I am missing infos about DynDOLOD mod (MO left pane), DynDOLOD.esp (MO right pane) and - after DynDOLOD TexGen Script - DynDOLOD TexGen output mod (MO left pane) activation and placement during the installation steps (TexGen and Worlds scripts) and final placement for gaming. The STEP wiki guide does not tell anything beside to LOOT afterwards, so from MO's default behaviour new mods are always created on the bottom of the left pane list (which I did). The GamerPoets video linked on that wiki page does somewhat different left pane activation and placement, so this is confusing for me. Also confusing was, that GamerPoets does not run the TexGen Script. Is this optional?

This is what I believe to be the correct placement:

DynDOLOD.esp Bottom last. --- Bash,Dual Sheath, etc. Patches can follow after Tex & Worlds are made.

 

DynDOLOD mod (MO left pane)

DynDOLOD TexGen output mod (MO left pane)

DynDOLOD Worlds output mod (MO left pane)  These go in this order, close to the bottom but not necessarily required to be last.

 

As for the TexGen being Optional.  I can not say.  But You would miss out on additional rules and Better eye candy LODs If I understand it.

 

EDIT: You can look at the manual provided with your Download in DOC.

Edited by Silverpanther34
  • 0
Posted
  On 6/24/2015 at 6:05 PM, belinda said:

First: Thanks to all who spent their precious time to provide mods, tools, guides and help in the Skyrim micro-cosmos. It is highly appreciated :)

 

Finally DynDOLOD'ed my existing 270 mods and 150 esm/esp containing setup. It is based upon (but not 100%) STEP core & extended and Neovalen's Skyrim Revisited - Legendary_Edition guides, mixed with my own additions and changes. I also had the DynDOLOD TexGen problems and had to replace the script and txt file provided by sheson here a few posts ago. Additionally I had to manually remove another texture's lines from the txt file too, but cannot remember the name right now (but I will check if one needs to know).

 

Result: I had very frequent ILS (many outdoor saves) and CTD (every 10-15 ingame minutes) issues after successfully applying DynDOLOD with the output from TexGen and Worlds scripts. My setup was somewhat stable before (no ILS, CTD every 3-6 ingame hours). On reddit I found guys who recommended to increase skse.ini memory parameters from 768/256 to 1024/384. So far this seems to restore the previous non-DynDOLOD stability but I have to play more to be sure. Maybe something you want to analyze and mention in the documentation for non-100% STEP users which huge modlists?

 

Also I am missing infos about DynDOLOD mod (MO left pane), DynDOLOD.esp (MO right pane) and - after DynDOLOD TexGen Script - DynDOLOD TexGen output mod (MO left pane) activation and placement during the installation steps (TexGen and Worlds scripts) and final placement for gaming. The STEP wiki guide does not tell anything beside to LOOT afterwards, so from MO's default behaviour new mods are always created on the bottom of the left pane list (which I did). The GamerPoets video linked on that wiki page does somewhat different left pane activation and placement, so this is confusing for me. Also confusing was, that GamerPoets does not run the TexGen Script. Is this optional?

Having lots of mods will always put more strain on the system. sheson actually said that high settings usually required his memory patch to be bumped up to accommodate. I guess having a ton of mods does the same thing since they add so much.

 

GP made his video before sheson made his video about using the TexGen script, so no one but him really knew how to use it. It isn't required, but it makes the LOD textures used in game match the any texture replacer mods that you may have installed.

 

  On 6/24/2015 at 8:20 PM, Lothar83 said:

Hi,

 

About the problem related to TundraDriftWood01_000B8F53, it seems that the problem  has been fixed, but now I am getting a terrible textures for some trees in the distance, as you can see in screenshot below:

ngNIofB.jpg

https://i.imgur.com/ngNIofB.jpg

 

I have installed following mods that maybe are involved: SMIM, Tamriel Reloaded Trees and SFO v2.3. Here is the order in my MO:

47fkysn.jpg

https://imgur.com/47fkysn

 

Any advise? I was following this tutorial, step by step: https://www.reddit.com/r/skyrimmods/comments/306bdh/tes5lodgen_and_dyndolod_tutorial/

 

Thanks in advance.

Best regards

Trees being messed up are probably incorrect tree billboards. I had that error the first time I did DynDOLOD as well. Remember to you need to reinstall DDL and clear the cache folder in you TES5Edit\Edit Scripts\DynDOLOD directory before rerunning the program.

 

Also, ask Terrorfox from reddit. Just look in the sidebar of the moderators for /r/skyrimmods to find him. He's really helpful and he wrote that guide you used.

  • 0
Posted
  On 6/24/2015 at 8:59 PM, EssArrBee said:

Having lots of mods will always put more strain on the system. sheson actually said that high settings usually required his memory patch to be bumped up to accommodate. I guess having a ton of mods does the same thing since they add so much.

 

GP made his video before sheson made his video about using the TexGen script, so no one but him really knew how to use it. It isn't required, but it makes the LOD textures used in game match the any texture replacer mods that you may have installed.

 

Trees being messed up are probably incorrect tree billboards. I had that error the first time I did DynDOLOD as well. Remember to you need to reinstall DDL and clear the cache folder in you TES5Edit\Edit Scripts\DynDOLOD directory before rerunning the program.

 

Also, ask Terrorfox from reddit. Just look in the sidebar of the moderators for /r/skyrimmods to find him. He's really helpful and he wrote that guide you used.

Many thanks for the advise. 

Not sure if the problem is with the billboards, as I downloaded them from https://www.nexusmods.com/skyrim/mods/62698/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D62698&pUp=1

 

To be more accurate, I downloaded the following from nexus page:

 
Vanilla Skyrim LOD Billboards
Tamriel Reloaded Trees LOD Billboards
Vurt SFO 2.3 LOD Billboards
 
And also I installed them in the same order that I installed Tamriel Reloaded Trees (first place) and SFO v2.3 (second place). Could be possible that these billboards are incorrect?
 
But I didn't clear TES5Edit cache. I will try and let you know. To be honest, I really want to make Dyndolod run successfully. I love how waterfalls are displayed and I think that it is a great mod.
 
Thanks again for the great help all of you are bringing to a mod noob :)
  • 0
Posted (edited)
  On 6/24/2015 at 6:05 PM, belinda said:

First: Thanks to all who spent their precious time to provide mods, tools, guides and help in the Skyrim micro-cosmos. It is highly appreciated :)

 

Finally DynDOLOD'ed my existing 270 mods and 150 esm/esp containing setup. It is based upon (but not 100%) STEP core & extended and Neovalen's Skyrim Revisited - Legendary_Edition guides, mixed with my own additions and changes. I also had the DynDOLOD TexGen problems and had to replace the script and txt file provided by sheson here a few posts ago. Additionally I had to manually remove another texture's lines from the txt file too, but cannot remember the name right now (but I will check if one needs to know).

 

Result: I had very frequent ILS (many outdoor saves) and CTD (every 10-15 ingame minutes) issues after successfully applying DynDOLOD with the output from TexGen and Worlds scripts. My setup was somewhat stable before (no ILS, CTD every 3-6 ingame hours). On reddit I found guys who recommended to increase skse.ini memory parameters from 768/256 to 1024/384. So far this seems to restore the previous non-DynDOLOD stability but I have to play more to be sure. Maybe something you want to analyze and mention in the documentation for non-100% STEP users which huge modlists?

 

Also I am missing infos about DynDOLOD mod (MO left pane), DynDOLOD.esp (MO right pane) and - after DynDOLOD TexGen Script - DynDOLOD TexGen output mod (MO left pane) activation and placement during the installation steps (TexGen and Worlds scripts) and final placement for gaming. The STEP wiki guide does not tell anything beside to LOOT afterwards, so from MO's default behaviour new mods are always created on the bottom of the left pane list (which I did). The GamerPoets video linked on that wiki page does somewhat different left pane activation and placement, so this is confusing for me. Also confusing was, that GamerPoets does not run the TexGen Script. Is this optional?

The Readme, the FAQ and the Manual all mention how more LOD uses more system memory and to adjust heap size if needed. I am not sure where else to add it?

I would hope it is common knowledge by now that ILS happens when block1 is full and to check memory usage with Memory Blocks Log.

 

The Manual also says were to put DynDOLOD.esp when generating LOD (last) and to let LOOT sort it later, once masters are added.

The Manual also mentions to overwrite vanilla LOD files and that the most likely best option is to let any other mod overwrite DynDOLOD LOD textures.

The TexGen manual says to overwrite DynDOLOD LOD textures.

 

From TexGen manual "If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order." So yes, this is optional :)

 

  On 6/24/2015 at 8:16 PM, Silverpanther34 said:

Is it Possible to have TES5Edit display any ERRORs during the whole LOD Gen process at the end of the list or will we always need to scan the whole list for ERRORs?

No. Any serious error will cause it to stop right when the error happens.

 

  On 6/24/2015 at 8:20 PM, Lothar83 said:

Hi,

 

About the problem related to TundraDriftWood01_000B8F53, it seems that the problem  has been fixed, but now I am getting a terrible textures for some trees in the distance, as you can see in screenshot below:

ngNIofB.jpg

https://i.imgur.com/ngNIofB.jpg

 

I have installed following mods that maybe are involved: SMIM, Tamriel Reloaded Trees and SFO v2.3. Here is the order in my MO:

47fkysn.jpg

https://imgur.com/47fkysn

 

Any advise? I was following this tutorial, step by step: https://www.reddit.com/r/skyrimmods/comments/306bdh/tes5lodgen_and_dyndolod_tutorial/

 

Thanks in advance.

Best regards

When LOD trees look like in your screenshot it means the Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the tree LOD data in Meshes\Terrain\Tamriel\Trees\*.*

These files are created together when tree LOD is generated. Keep them in sync, do not mix with other mods or older files from earlier generation.

Edited by sheson
  • 0
Posted
  On 6/24/2015 at 9:34 PM, sheson said:

The Readme, the FAQ and the Manual all mention how more LOD uses more system memory and to adjust heap size if needed. I am not sure where else to add it?

I would hope it is common knowledge by now that ILS happens when block1 is full and to check memory usage with Memory Blocks Log.

 

The Manual also says were to put DynDOLOD.esp when generating LOD (last) and to let LOOT sort it later, once masters are added.

The Manual also mentions to overwrite vanilla LOD files and that the most likely best option is to let any other mod overwrite DynDOLOD LOD textures.

The TexGen manual says to overwrite DynDOLOD LOD textures.

 

From TexGen manual "If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order." So yes, this is optional :)

 

No. Any serious error will cause it to stop right when the error happens.

 

When LOD trees look like in your screenshot it means the Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the tree LOD data in Meshes\Terrain\Tamriel\Trees\*.*

These files are created together when tree LOD is generated.

I am starting to think that maybe is something related to SFO. I have tried with a different version of SFO, v1.87, and now what it is happening is a floating trees issue:

VQ7YkLM

https://imgur.com/VQ7YkLM

 

I will try to generate tree LOD without SFO and just only Tamriel Reloaded Trees and keep you updated. It seems that using both mods is messing TamrielTreeLod.dds and the meshes, as both are changing those files.

 

Thanks and regards.

  • 0
Posted (edited)
  On 6/24/2015 at 9:55 PM, Lothar83 said:

I am starting to think that maybe is something related to SFO. I have tried with a different version of SFO, v1.87, and now what it is happening is a floating trees issue:

VQ7YkLM

https://imgur.com/VQ7YkLM

 

I will try to generate tree LOD without SFO and just only Tamriel Reloaded Trees and keep you updated. It seems that using both mods is messing TamrielTreeLod.dds and the meshes, as both are changing those files.

 

Thanks and regards.

Make sure to move the billboards right after the mod the belong too. For example

 

SFO

SFO billboards

Tamriel Reloaded

Tamriel Reloaded billboards

 

The generated LOD output needs to be after all of them.

Edited by sheson
  • 0
Posted (edited)

Ok so been reading posts about can not read data from DynDOLOD_Worlds.json and I checked the StorageUtilData folder and I have DynDOLOD_Worlds.json but its so small maybe something went wrong.  Just so I let you know I get that message when I start a new game is that normal during the whole carriage ride and when I look in MCM when I just get off the carriage the message is there too and the message that DynDOLOD is active is unchecked and greyed out.  Maybe I need to get past that part I'm not sure and I've been up to long and brain is working right lol.

 

edit: I would up load json file but not sure how because I don't see an upload link anywhere

Edited by Tirencia
  • 0
Posted
  On 6/24/2015 at 10:24 PM, sheson said:

Make sure to move the billboards right after the mod the belong too. For example

 

SFO

SFO billboards

Tamriel Reloaded

Tamriel Reloaded billboards

 

The generated LOD output needs to be after all of them.

If we consider Vanilla Billboard, should it be like the following?

 

Vanilla billboard

SFO

SFO billboard

Tamriel Reloaded Trees

Tamriel Reloaded Trees billboards

 

Is this correct?

  • 0
Posted
  On 6/24/2015 at 10:50 PM, Lothar83 said:

If we consider Vanilla Billboard, should it be like the following?

 

Vanilla billboard

SFO

SFO billboard

Tamriel Reloaded Trees

Tamriel Reloaded Trees billboards

 

Is this correct?

Hum... after a lot of tests, it looks like Tamriel Reloaded Trees has incorrect billboards for some trees. SFO v2.3 works fine with Dyndolod...

  • 0
Posted

Not sure if this is relevant but I noticed that at the end of DynDOLOD worlds.pas I got;

[insert time here] Waiting for LODGen.exe to finish...

Repeat every 5 seconds - for 10 minutes

till;

[insert time here] (something like) Looks like LODGen.exe is still running. Tired of waiting.

{Success message here.} Done

 

Point is that during the 10 minutes of this posting every 5 seconds the LODGen was running at a slow steady pace.

 

As soon as the;  {Success message here.} Done, happened the LODGen.exe sped up considerably and finished 5-10 seconds after.  

 

Thought it deserved to be mentioned but as I said, not sure if it is relevant. 

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.