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Dynamic Distant Objects LOD - pre 2.xx

dyndolod lod

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#3826 zilav

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Posted 14 April 2016 - 02:09 AM

@Sheson,

Is there something specific worldspaces must have before they are picked up by DynDOLOD? The reason I ask is because I am creating a new mod with an exterior worldspace, but that worldspace is not listed when I run the DynDOLOD script. Right now there isn't much in the space besides some exterior buildings.

Lodsettings file generated by CK or OScape.


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#3827 sheson

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Posted 14 April 2016 - 03:47 AM

@Sheson,

Is there something specific worldspaces must have before they are picked up by DynDOLOD? The reason I ask is because I am creating a new mod with an exterior worldspace, but that worldspace is not listed when I run the DynDOLOD script. Right now there isn't much in the space besides some exterior buildings.

In addition to what Zilav said, they also need a persistent cell.


I'm attempting a STEP Extended setup on a brand new re-installation of Skyrim, following the v2.9.2.2 Wiki. I've finally fought my way down to the bottom of the installation, to fall at the last hurdle, it seems.

Mod organizer v1.3.11 being used to organise the mods.

I struggled a bit to get the STEP compilation to install the Extended version - despite all ESPs being present (I read every list I could find at least three times) it didn't want to let me install the Extended version but eventually seemed to. However, that may be a clue to the following. (It would be really helpful if the FOMOD installer could highlight what *IT* thought was missing when run).

 

When attempting to run the DynLOD Worlds script, I get the following error message in Tes5Edit:

"DynDOLOD Worlds 1.48 using TES5LODGen by Ehamloptiran, Sheson and Zilav, starting...

Exception in unit userscript line 332: Invalid argument to date encode"

 

The only thing that occurs to me is that, being British, it may be mis-reading my day and month fields for the date as they are swapped relative to the US ones, and it would get very confused by a "Month 13"...

Any suggestions?

what xEdit file name do you use? It should be "TES5Edit.exe"


Edited by sheson, 14 April 2016 - 03:53 AM.

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#3828 Snakestone

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Posted 14 April 2016 - 04:27 AM

Since ETaC now supports a new Expanded Winterhold Ruins mod I had to update DyndoLOD. I did it like usual, step by step via the video provided on how to install DyndoLOD. Issue is when I load the game, DyndoLOD is obviously in effect, I have the LOD but DyndoLOD wont activate. It says the json isnt matching with the data. And it should, I even did it twice. So I decided maybe its time to update to 1.49 version of DyndoLOD and I ran into this error: PiIvAuH.png

 

Iv never ran into this error before, but I did recently change my skyrims ini file to [General] bBorderRegionsEnabled=0

 

Is that the culprit? Iv already deleted that line in my ini and saved it, gonna re-run DyndoLOD and see if I run into the issue again.

 

Edit: Nope that didnt work, got the same error.


Edited by Snakestone, 14 April 2016 - 05:08 AM.

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#3829 sheson

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Posted 14 April 2016 - 05:38 AM

Since ETaC now supports a new Expanded Winterhold Ruins mod I had to update DyndoLOD. I did it like usual, step by step via the video provided on how to install DyndoLOD. Issue is when I load the game, DyndoLOD is obviously in effect, I have the LOD but DyndoLOD wont activate. It says the json isnt matching with the data. And it should, I even did it twice. So I decided maybe its time to update to 1.49 version of DyndoLOD and I ran into this error: PiIvAuH.png

 

Iv never ran into this error before, but I did recently change my skyrims ini file to [General] bBorderRegionsEnabled=0

 

Is that the culprit? Iv already deleted that line in my ini and saved it, gonna re-run DyndoLOD and see if I run into the issue again.

 

Edit: Nope that didnt work, got the same error.

Changing that ini settins does not affect xEdit. I just noticed I have a typo in the line that records Dimensions... so it shows a wrong number for the second value which is probably the one larger than +- 128.

 

Anyhow, see if this helps you.

 

If DynDOLOD in the game prints a message that the files do not belong to each other it usually means the DynDOLOD.esp the game loaded does not match the data in the json files in the SKSE folder copied from the output path.

Use the DynDOLOD MCM Information page to verify the files reported bunch of numbers match. Check there are no loose files in MOs overwrite folder.


Edited by sheson, 14 April 2016 - 05:50 AM.

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#3830 Ganda

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Posted 14 April 2016 - 11:40 AM

Not sure if someone did something like this before, but I'm super lazy and didn't really feel like moving the DynDOLOD output back to MO every time I was testing a new mod, so I made this. It's a tiny app/macro that moves everything back to MO, you just to place the MO directory, the mod names you'll want inside MO and the output paths. It's just an executable file. 

 

If you guys like it, I'll update it tomorrow with a tiny help thingy and stuff. Oh and it'll save whatever you put there for the next time you use it, because I know how to be properly lazy.


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#3831 Tacocat

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Posted 14 April 2016 - 01:04 PM

Hello,

 

i got a problem with the newest dyndolod version. I followed the tutorial to update the mod, but when i try to generate new lod i get an error message when tes5edit tries to generate lod for tamriel. I am not sure what to do since i didnt have this problem before. Here is what the script tells me:

 

[00:16:18.899] Doing LOD for Tamriel added by Skyrim.esm
[00:16:18.967]  Options 01000010011111010001000003010300
[00:16:18.984]  Dimensions -57, 51, -43, 51
[00:16:18.999] ERROR: Worldspace bounds of Tamriel outside +- 128 cells, please remove or fix the broken mod.
[Apply Script done]  Processed Records: 0, Elapsed Time: 16:32
 
It tells me about a broken mod, but i have absolutely no clue which mod it could be since it doesnt mention any. I hope someone can help me ^_^

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#3832 sheson

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Posted 14 April 2016 - 01:38 PM

 

Hello,

 

i got a problem with the newest dyndolod version. I followed the tutorial to update the mod, but when i try to generate new lod i get an error message when tes5edit tries to generate lod for tamriel. I am not sure what to do since i didnt have this problem before. Here is what the script tells me:

 

[00:16:18.899] Doing LOD for Tamriel added by Skyrim.esm
[00:16:18.967]  Options 01000010011111010001000003010300
[00:16:18.984]  Dimensions -57, 51, -43, 51
[00:16:18.999] ERROR: Worldspace bounds of Tamriel outside +- 128 cells, please remove or fix the broken mod.
[Apply Script done]  Processed Records: 0, Elapsed Time: 16:32
 
It tells me about a broken mod, but i have absolutely no clue which mod it could be since it doesnt mention any. I hope someone can help me ^_^

 

Look 2 posts up on this page, my answer to Snakestone.


Edited by sheson, 14 April 2016 - 01:39 PM.

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#3833 sheson

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Posted 14 April 2016 - 01:51 PM

Not sure if someone did something like this before, but I'm super lazy and didn't really feel like moving the DynDOLOD output back to MO every time I was testing a new mod, so I made this. It's a tiny app/macro that moves everything back to MO, you just to place the MO directory, the mod names you'll want inside MO and the output paths. It's just an executable file. 

 

If you guys like it, I'll update it tomorrow with a tiny help thingy and stuff. Oh and it'll save whatever you put there for the next time you use it, because I know how to be properly lazy.

If you are super lazy and no output path was given by the user to your exe you could read it from x\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini - which is updated every time when clicking "OK" to run the patcher.

Not sure how to find current path to xEdit installtion though.


Edited by sheson, 14 April 2016 - 01:51 PM.

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#3834 Tacocat

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Posted 14 April 2016 - 02:11 PM

Look 2 posts up on this page, my answer to Snakestone.

When i come to the part where the values are, the last mod that modifies them is your hrothgar window glow.esp. I am not sooo deep into this tes5edit stuff (i was happy when i got dyndolod to generate lod ^_^, but all the numbers there are pretty much the same so i am not really sure what to change. Can you give us a small tutorial video/guide? 


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#3835 MarkInMKUK

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Posted 14 April 2016 - 02:21 PM


what xEdit file name do you use? It should be "TES5Edit.exe"

Yes, it's correctly named and located in P:\Games\Steam\steamapps\common\Skyrim\TES5Edit\

The output of the script is apparently too long to post here in spoiler tags. I checked, and I did remember to press "Shift" when selecting the files at the start.

 

This is the output from TES5Edit_bugreport.txt


Edited by MarkInMKUK, 14 April 2016 - 02:30 PM.

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#3836 sheson

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Posted 14 April 2016 - 03:16 PM

Yes, it's correctly named and located in P:\Games\Steam\steamapps\common\Skyrim\TES5Edit\

The output of the script is apparently too long to post here in spoiler tags. I checked, and I did remember to press "Shift" when selecting the files at the start.

 

Post ..\xEdit\TES5Edit_log.txt to pastebin or upload it somewhere


When i come to the part where the values are, the last mod that modifies them is your hrothgar window glow.esp. I am not sooo deep into this tes5edit stuff (i was happy when i got dyndolod to generate lod ^_^, but all the numbers there are pretty much the same so i am not really sure what to change. Can you give us a small tutorial video/guide? 

Start xEdit with all plugins as always

 

open the Tamriel worldspace record by entering the FormID 3C of the worldspace into the FormID field top left. Hit the Enter key.

 

Scroll down to the rows for Objects Bounds / NAM0 - Min/ NAM9 - Max.

 

Scroll right to the column of the mod that adds values that are smaller than -128 or larger than +128. It can be any mod in the list.

 

Right click the value and select edit and enter a number <= +- 128. Use the numbers from master mod (first row Skyrim.esm) as a guideline. Click OK or hit Enter.

 

Save changed esp.


Edited by sheson, 14 April 2016 - 03:17 PM.

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#3837 Snakestone

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Posted 14 April 2016 - 04:58 PM

How exactly do I do texpas without using MO again? I use NMM so how do I do this to make the roads less bright? I watched the video but im a lil confused and it says to re-run World.pas, so does this mean I gotta reinstall dyndolod again? Iv never really updated, I just deleted the files and uninstalled dnydolod and reinstalled everything.


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#3838 Tacocat

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Posted 14 April 2016 - 05:13 PM

Post ..\xEdit\TES5Edit_log.txt to pastebin or upload it somewhere


Start xEdit with all plugins as always

 

open the Tamriel worldspace record by entering the FormID 3C of the worldspace into the FormID field top left. Hit the Enter key.

 

Scroll down to the rows for Objects Bounds / NAM0 - Min/ NAM9 - Max.

 

Scroll right to the column of the mod that adds values that are smaller than -128 or larger than +128. It can be any mod in the list.

 

Right click the value and select edit and enter a number <= +- 128. Use the numbers from master mod (first row Skyrim.esm) as a guideline. Click OK or hit Enter.

 

Save changed esp.

Ok i think i got what to do but isnt it weird when EVERY mod with these values have the same? even the skyrim.esm got far lower values and after the skyrim.esm every other mod got the same values. Do i have to change it for every mod? I am confused.


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#3839 sheson

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Posted 14 April 2016 - 05:25 PM

How exactly do I do texpas without using MO again? I use NMM so how do I do this to make the roads less bright? I watched the video but im a lil confused and it says to re-run World.pas, so does this mean I gotta reinstall dyndolod again? Iv never really updated, I just deleted the files and uninstalled dnydolod and reinstalled everything.

These things are infinity easier to run without MO.

Make sure the link to start xEdit sets the -o paramater. Start xEdit and execute the script.

Afterwards copy the LOD texture created to the output folder to the game folder. Then either generate LOD anew of you added mods in the meantime that add new objects that should have LOD.

If you just want to update the existing texture atlas follow the instructions in the TexGen manual.

 

Ok i think i got what to do but isnt it weird when EVERY mod with these values have the same? even the skyrim.esm got far lower values and after the skyrim.esm every other mod got the same values. Do i have to change it for every mod? I am confused.

You only need to change a value(s) if it is lower than -128 or higher than +128. Or remove the mod from the load order while generating LOD.

If you do not see a value outside -128, 128, post the list of mods you see listed for the Tamriel record.


Edited by sheson, 14 April 2016 - 05:36 PM.

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#3840 Tacocat

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Posted 14 April 2016 - 05:36 PM

These things are infinity easier to run without MO.

Make sure the link to start xEdit sets the -o paramater. Start xEdit and execute the script.

Afterwards copy the LOD texture created to the output folder to the game folder. Then either generate LOD anew of you added mods in the meantime that add new objects that should have LOD.

If you just want to update the existing texture atlas follow the instructions in the TexGen manual.

 

You only need to change a value(s) if it is lower than -128 or higher than +128. Or remove the mod from the load order while generating LOD.

Ah ok i got it sorry i am a dummie :3 If someone got the same problem: for me the etac complete patch had a far too high number there. Thanks for your help sheson.


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