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Dynamic Distant Objects LOD - DynDOLOD (by Sheson)

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Support and Tips
 
 
1) Be sure the following line is in your Skyrim.ini or DynDOLOD will not fully process:

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa.

2) When fully complete for STEP the size of the output folders will be:

  • STEP:Core = ~1GB
  • STEP:Extended = ~1.4GB

3) You can updated DynDOLOD in the middle of a playthrough. When do you need to update? DynDOLOD can be updated whenever a new structure is added, new trees from vurt are added or changed, whever changing textures that no long match the LODs, etc. The process is not hard; however, must be done correctly. To learn how to do this, watch GamerPoets video and click on the "Update" link on the right side of the video to skip to the proper section.
 
 
 
@Moderators
Please feel free to add to this post as new issues surface which could help users solve issues without having to post Support Threads.

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I completed the task but had these Notes show up in the right pane of TES5Edit.

 


Doing LOD for DeepwoodRedoubtWorld

Generating tree LOD for DeepwoodRedoubtWorld  with brightness set to 0

DeepwoodRedoubtWorld Generating LOD

<Note: TreeDeadShrubSnow TREE:000A731D LOD not found Textures\Terrain\LODGen\Skyrim.esm\DeadShrub01Snow_000A731D.dds>

<Note: TreeFloraSnowberry01Snow "Snowberry" TREE:000BCF34 LOD not found Textures\Terrain\LODGen\Skyrim.esm\FloraSnowberry01Snow_000BCF34.dds>

<Note: TreePineShrub01Snow TREE:0009DAA2 LOD not found Textures\Terrain\LODGen\Skyrim.esm\PineShrub01Snow_0009DAA2.dds>

<Note: TreePineShrub02Snow TREE:0009DAA1 LOD not found Textures\Terrain\LODGen\Skyrim.esm\PineShrub02Snow_0009DAA1.dds>

<Note: TreePineShrub03 TREE:000A7312 LOD not found Textures\Terrain\LODGen\Skyrim.esm\PineShrub03_000A7312.dds>

<Note: TreePineShrub03Snow TREE:000A7313 LOD not found Textures\Terrain\LODGen\Skyrim.esm\PineShrub03Snow_000A7313.dds>

<Note: TreeThicket01Snow TREE:000ABD65 LOD not found Textures\Terrain\LODGen\Skyrim.esm\Thicket01Snow_000ABD65.dds>

<Note: TreeVineMaple01Snow TREE:0009DAA5 LOD not found Textures\Terrain\LODGen\Skyrim.esm\VineMaple01Snow_0009DAA5.dds>

TreePineForestSnow01 TREE:0005C072 using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow01_0005C072.dds

TreePineForestSnow02 TREE:0005C071 using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow02_0005C071.dds

TreePineForestSnow03 TREE:0005C070 using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow03_0005C070.dds

TreePineForestSnow04 TREE:0005C06F using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow04_0005C06F.dds

TreePineForestSnow05 TREE:0005C06E using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow05_0005C06E.dds

TreeTundraDriftWoodTree01 TREE:000B8F53 using LOD Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.dds

00:04:58.470 Scanning DeepwoodRedoubtWorld *.BTT files in C:\Users\Steve Nantt\Desktop\STEP Extended LOD Worlds Output 2\meshes\terrain\DeepwoodRedoubtWorld\trees\ to build a list of trees with LOD

DeepwoodRedoubtWorld Trees LOD Done.

00:04:58.541  Found 43 trees with LOD

00:04:58.562 Reading DynDOLOD.esp with 3091 records for DeepwoodRedoubtWorld

00:04:58.582    1 of 3091 done


 

 

The above is an example of several spots in the log.

 

I assume this is normal behavior though and not indicative of a problem.

 

I removed the Vanilla Skyrim LOD Billboards and Vurt SFO 1.87 Basic LOD Billboards prior to starting as mentioned by Tech.

 

As stated earlier I have STEP Vanilla Optimized Textures - Standard Varsion <---(Note spelling)

And STEP Texture Compilation 11.1.2

 

For Reference:

 

System Info

 

OS;  Windows 8.1 Pro

Processor;  Intel i3-3220 @3.30GHz

Ram;  16 GB

System Type;  64-bit OS, 64-based processor

Video Card;  Nvidia GeForce GTX 650 Ti 2GB

Driver Version;  347.52

Native Resolution;  1920x1200, 59Hz

I do not have a powerful nor very modern PC

 

With Shift + OK: Background Load = 8 sec.

Apply Script TexGen = 2:19 Min

Apply Script World = 31:04 Min

 

Additional 9 Min for LOD building to cease.

 

STEP Extended LOD TexGen Output = 8.41MB

STEP Extended LOD Worlds Output 2 = 1.09GB

 

I also have several mods not on STEP Extended and as stated on the previous thread did not install BURN, Freeze & Shock, and Wet And Cold.

 

Plus I saw that you mentioned on the other thread about not hidding some files anymore.  I have all the that were required to be hidden, throughout the various Tex Mods, MO Hidden

Edited by Silverpanther34

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Does this still apply?

Go to the Plugins tab in Mod Organizer's and temporarily enable the three High Resolution Texture Pack and Unofficial High Resolution Patch dummy ESPs. This is necessary for some LOD files to be created.

 

 

I thought it was proven the output was identical if the files were installed somewhere.

 

Also, are the steps describing that textgen thing something specific to STEP? I don't remember seeing this in the manual. What does this actually do?

Edited by Octopuss

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On this mod's page, it says:

 

Copy the output folder to the mods folder inside Mod Organizer.

 

So, I created a "DynDOLOD Output" folder. When the process is finished, I just cut this folder and paste it in the mods folder? Without doing anything else? I don't know why but it feels like I'm missing something here.

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While creating textures for DynDOLOD through TES5Edit, the program gives an error:

 

https://i.imgur.com/THJe0ej.jpg

 

This is the bug report:

 

 

 

date/time         : 2015-06-22, 13:06:09, 738ms
computer name     : ARDA-PC
user name         : Arda <admin>
registered owner  : Arda
operating system  : Windows 7 x64 Service Pack 1 build 7601
system language   : Turkish
system up time    : 18 hours 9 minutes
program up time   : 9 minutes 24 seconds
processors        : 8x AMD FX-8150 Eight-Core Processor
physical memory   : 9087/16365 MB (free/total)
free disk space   : (C:) 21,43 GB
display mode      : 1920x1080, 32 bit
process id        : $1688
allocated memory  : 1,23 GB
command line      : "C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\TES5Edit.exe" -o:"C:\TES5LODGenOutput"
executable        : TES5Edit.exe
exec. date/time   : 2015-05-19 11:41
version           : 3.1.1.0
compiled with     : Delphi XE
madExcept version : 4.0.5
callstack crc     : $0827ec98, $bce4f884, $d9d12d1c
exception number  : 1
exception class   : Unknown
exception message : Unknown.
 
main thread ($24cc):
0076d9f4 +0144 TES5Edit.exe Imaging        1550  +21 ResizeImage
00a5384e +0326 TES5Edit.exe frmViewMain    4901  +35 TfrmMain.wbBuildAtlasFromAtlasMap
00a7ee81 +1349 TES5Edit.exe frmViewMain   14949 +305 TfrmMain.JvInterpreterProgram1GetValue
009aa90b +00c7 TES5Edit.exe JvInterpreter            TJvInterpreterExpression.GetValue
009ab4d1 +009d TES5Edit.exe JvInterpreter            TJvInterpreterFunction.GetValue
009af45c +001c TES5Edit.exe JvInterpreter            TJvInterpreterUnit.GetValue
009a9e9c +0164 TES5Edit.exe JvInterpreter            TJvInterpreterExpression.InternalGetValue
009ac30d +005d TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretIdentifier
009ab675 +00e5 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac445 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ab6bc +012c TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac504 +0054 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretIf
009ab6c5 +0135 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac445 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ab6bc +012c TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009aca33 +01b3 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretFor
009ab6e0 +0150 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac445 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ab30e +0052 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InFunction
009af853 +00c3 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.ExecFunction
009afb01 +0145 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.CallFunctionEx
009af982 +0062 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.CallFunction
00a5e89e +0226 TES5Edit.exe frmViewMain    6899  +43 TfrmMain.ApplyScript
00a5f27c +0104 TES5Edit.exe frmViewMain    6998  +13 TfrmMain.mniNavApplyScriptClick
00525e97 +00a7 TES5Edit.exe Menus                    TMenuItem.Click
00527393 +0013 TES5Edit.exe Menus                    TMenu.DispatchCommand
00528572 +0082 TES5Edit.exe Menus                    TPopupList.WndProc
005284c1 +001d TES5Edit.exe Menus                    TPopupList.MainWndProc
004c4e8c +0014 TES5Edit.exe Classes                  StdWndProc
775a7885 +000a USER32.dll                            DispatchMessageW
005b2133 +00f3 TES5Edit.exe Forms                    TApplication.ProcessMessage
005b2176 +000a TES5Edit.exe Forms                    TApplication.HandleMessage
005b24a1 +00c9 TES5Edit.exe Forms                    TApplication.Run
00a8ffaf +005f TES5Edit.exe TES5Edit         77   +7 initialization
76403378 +0010 kernel32.dll                          BaseThreadInitThunk
 
thread $ea0:
77c301a2 +0e ntdll.dll     NtWaitForMultipleObjects
76403378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $1ed8 (TWorkerThread):
77c2f916 +0e ntdll.dll                           NtWaitForSingleObject
756514a5 +92 KERNELBASE.dll                      WaitForSingleObjectEx
7640118f +3e kernel32.dll                        WaitForSingleObjectEx
76401143 +0d kernel32.dll                        WaitForSingleObject
005d21e9 +19 TES5Edit.exe   VirtualTrees 6308 +3 TWorkerThread.Execute
00472cf7 +2b TES5Edit.exe   madExcept            HookedTThreadExecute
004c21c6 +42 TES5Edit.exe   Classes              ThreadProc
00407588 +28 TES5Edit.exe   System        148 +0 ThreadWrapper
00472bd9 +0d TES5Edit.exe   madExcept            CallThreadProcSafe
00472c43 +37 TES5Edit.exe   madExcept            ThreadExceptFrame
76403378 +10 kernel32.dll                        BaseThreadInitThunk
>> created by main thread ($24cc) at:
005d20d1 +19 TES5Edit.exe   VirtualTrees 6251 +1 TWorkerThread.Create
 
thread $27d8:
77c31f8b +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76403378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $2748:
77c31f8b +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76403378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $106c:
77c31f8b +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76403378 +10 kernel32.dll  BaseThreadInitThunk

 
If I just click on "Continue Application," would I have any problems? 
 
(If I do so, I get two folders in the Output folder; "DynDOLOD-temp" and "textures". The first is 269 mb and the latter is 1 mb. Is this normal?)
Edited by Judassem

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I also have this problem, but right now I am watching GamerPoets video. After taking a look at MO's conflict tab I discovered that the Billboard files from TES5Lod Gen for Vanilla Trees and Vurt's SFO 1.87 are already included in the STEP Texture Compilation.

Edited by criswolf09

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Does this still apply?

 

I thought it was proven the output was identical if the files were installed somewhere.

 

Also, are the steps describing that textgen thing something specific to STEP? I don't remember seeing this in the manual. What does this actually do?

Yes, still necessary for script to read the BSAs.

 

On this mod's page, it says:

 

Copy the output folder to the mods folder inside Mod Organizer.

 

So, I created a "DynDOLOD Output" folder. When the process is finished, I just cut this folder and paste it in the mods folder? Without doing anything else? I don't know why but it feels like I'm missing something here.

Yep...well, active the mod.

 

 

While creating textures for DynDOLOD through TES5Edit, the program gives an error:

 

https://i.imgur.com/THJe0ej.jpg

 

This is the bug report:

 

 

 

date/time         : 2015-06-22, 13:06:09, 738ms
computer name     : ARDA-PC
user name         : Arda
registered owner  : Arda
operating system  : Windows 7 x64 Service Pack 1 build 7601
system language   : Turkish
system up time    : 18 hours 9 minutes
program up time   : 9 minutes 24 seconds
processors        : 8x AMD FX™-8150 Eight-Core Processor
physical memory   : 9087/16365 MB (free/total)
free disk space   : (C:) 21,43 GB
display mode      : 1920x1080, 32 bit
process id        : $1688
allocated memory  : 1,23 GB
command line      : "C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\TES5Edit.exe" -o:"C:\TES5LODGenOutput"
executable        : TES5Edit.exe
exec. date/time   : 2015-05-19 11:41
version           : 3.1.1.0
compiled with     : Delphi XE
madExcept version : 4.0.5
callstack crc     : $0827ec98, $bce4f884, $d9d12d1c
exception number  : 1
exception class   : Unknown
exception message : Unknown.
 
main thread ($24cc):
0076d9f4 +0144 TES5Edit.exe Imaging        1550  +21 ResizeImage
00a5384e +0326 TES5Edit.exe frmViewMain    4901  +35 TfrmMain.wbBuildAtlasFromAtlasMap
00a7ee81 +1349 TES5Edit.exe frmViewMain   14949 +305 TfrmMain.JvInterpreterProgram1GetValue
009aa90b +00c7 TES5Edit.exe JvInterpreter            TJvInterpreterExpression.GetValue
009ab4d1 +009d TES5Edit.exe JvInterpreter            TJvInterpreterFunction.GetValue
009af45c +001c TES5Edit.exe JvInterpreter            TJvInterpreterUnit.GetValue
009a9e9c +0164 TES5Edit.exe JvInterpreter            TJvInterpreterExpression.InternalGetValue
009ac30d +005d TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretIdentifier
009ab675 +00e5 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac445 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ab6bc +012c TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac504 +0054 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretIf
009ab6c5 +0135 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac445 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ab6bc +012c TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009aca33 +01b3 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretFor
009ab6e0 +0150 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretStatement
009ac445 +00b1 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InterpretBegin
009ab30e +0052 TES5Edit.exe JvInterpreter            TJvInterpreterFunction.InFunction
009af853 +00c3 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.ExecFunction
009afb01 +0145 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.CallFunctionEx
009af982 +0062 TES5Edit.exe JvInterpreter            TJvInterpreterUnit.CallFunction
00a5e89e +0226 TES5Edit.exe frmViewMain    6899  +43 TfrmMain.ApplyScript
00a5f27c +0104 TES5Edit.exe frmViewMain    6998  +13 TfrmMain.mniNavApplyScriptClick
00525e97 +00a7 TES5Edit.exe Menus                    TMenuItem.Click
00527393 +0013 TES5Edit.exe Menus                    TMenu.DispatchCommand
00528572 +0082 TES5Edit.exe Menus                    TPopupList.WndProc
005284c1 +001d TES5Edit.exe Menus                    TPopupList.MainWndProc
004c4e8c +0014 TES5Edit.exe Classes                  StdWndProc
775a7885 +000a USER32.dll                            DispatchMessageW
005b2133 +00f3 TES5Edit.exe Forms                    TApplication.ProcessMessage
005b2176 +000a TES5Edit.exe Forms                    TApplication.HandleMessage
005b24a1 +00c9 TES5Edit.exe Forms                    TApplication.Run
00a8ffaf +005f TES5Edit.exe TES5Edit         77   +7 initialization
76403378 +0010 kernel32.dll                          BaseThreadInitThunk
 
thread $ea0:
77c301a2 +0e ntdll.dll     NtWaitForMultipleObjects
76403378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $1ed8 (TWorkerThread):
77c2f916 +0e ntdll.dll                           NtWaitForSingleObject
756514a5 +92 KERNELBASE.dll                      WaitForSingleObjectEx
7640118f +3e kernel32.dll                        WaitForSingleObjectEx
76401143 +0d kernel32.dll                        WaitForSingleObject
005d21e9 +19 TES5Edit.exe   VirtualTrees 6308 +3 TWorkerThread.Execute
00472cf7 +2b TES5Edit.exe   madExcept            HookedTThreadExecute
004c21c6 +42 TES5Edit.exe   Classes              ThreadProc
00407588 +28 TES5Edit.exe   System        148 +0 ThreadWrapper
00472bd9 +0d TES5Edit.exe   madExcept            CallThreadProcSafe
00472c43 +37 TES5Edit.exe   madExcept            ThreadExceptFrame
76403378 +10 kernel32.dll                        BaseThreadInitThunk
>> created by main thread ($24cc) at:
005d20d1 +19 TES5Edit.exe   VirtualTrees 6251 +1 TWorkerThread.Create
 
thread $27d8:
77c31f8b +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76403378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $2748:
77c31f8b +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76403378 +10 kernel32.dll  BaseThreadInitThunk
 
thread $106c:
77c31f8b +0b ntdll.dll     NtWaitForWorkViaWorkerFactory
76403378 +10 kernel32.dll  BaseThreadInitThunk

 
If I just click on "Continue Application," would I have any problems? 
 
(If I do so, I get two folders in the Output folder; "DynDOLOD-temp" and "textures". The first is 269 mb and the latter is 1 mb. Is this normal?)

 

That's not right. Not sure what the issue is though.

 

I also have this problem, but right now I am watching GamerPoets video. After taking a look at MO's conflict tab I discovered that the Billboard files from TES5Lod Gen for Vanilla Trees and Vurt's SFO 1.87 are already included in the STEP Texture Compilation.

Yep, Billboards for STEP are included in that mod.

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That's not right. Not sure what the issue is though.

 

OK, how can I start troubleshooting? And how big should the texture folder be?

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Yes, still necessary for script to read the BSAs.

 

Ah nevermind, I forgot you probably have everything packed in BSA in STEP. I have the optimized hires textures as loose files and DynDoLOD works just fine.

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Does this still apply?

 

I thought it was proven the output was identical if the files were installed somewhere.

 

Also, are the steps describing that textgen thing something specific to STEP? I don't remember seeing this in the manual. What does this actually do?

texgen is make custom LOD textures. If you look at all the textures that end with lod.dds or lod_n.dds they are made from the vanilla textures. That creates a mismatch between your replacers and the LODs. TexGen allows you to make the LOD textures from your replacers in about 10 minutes. 

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SRB,

 

Do we keep the TexGen files active and in the load order after DynDOLOD has ran and you're ready to play?

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Guys I am unable to generate the files. Everytime I run the script in TES5Edit, I get this Unknown error. I have installed every mod in the STEP Core profile in MO.

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You guys have PapyrusUtil install in MO and the latest stable version of SKSE (not the beta), right?

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