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Dynamic Distant Objects LOD - DynDOLOD (by Sheson)


DoubleYou

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ohh ok I read a post earlier that said something about using stable instead of beta.  But then again once I get into modding, my insomnia kicks in lol.  got the first part working now I'm on the second part that takes a bit lol.

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Yeah, the beta version of SKSE is actually as stable as the current stable version. It's been in beta for months and there haven't really been any issues with it. You also need the beta to run Racemenu properly.

I was getting crashes using the Beta in Windows 10 while doing that testing...which I still need to finish. Haven't tried it with Windows 7.

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I'm looking over shesons post on DynDOLOD but kinda lost, when I start a new game I get several messages saying can not read data from DynDOLOD_Worlds.json.  I checked the Mod Organizer\mods\TES5LODGenOutput\skse\plugins\StorageUtilData folder and I have DynDOLOD_Worlds.json but its so small maybe something went wrong.  I tried to find a way to attach my file but I can't seem to find a way.

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If I Moved a couple of mods, 1 esm and 2-3 esps  can I just, TES5Edit-Sort Masters, for DYnDOLOD.esp or do I have to re-install and rebuild DynDOLOD?

 

Also since I am here, can I do the same for STEP Extended Patch since LOOT reorders the masters and STEP Extended Patch.esp grumbles in Wrye Smash?

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Yeah, you can reorder masters with the STEP Extended patch. For DynDOLOD it shouldn't matter as long as the masters are ahead of it. You won't be running your bashed patch with DynDOLOD active, so it won't matter if the masters are out of order.

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Hey,

 

I did a complete STEP Extended install with MO. Except  Dyndolod, everything works.

 

The TexGen script does not work for me, I get an unkown expection error while "working on 34". After that, there are about 10 file in the output folder (apart from the temp folder). Using the "DynDOLOD_TexGen_noalpha.txt" from the other forum thread, I hang during "working on 243" , xEDIT is inactive (no error) and no files are in the output folder (apart from the temp dir).

 

I am quite sure I followed every detail of the STEP guide.

 

PS: The "DynDOLOD Worlds" script seem to work (runs 20 min, about 1 gb output).

 

*Update*

 

It seems that I was too impatient, using the modified DynDOLOD_TexGen_noalpha.txt it just worked. You have to let the app run longer than 10 min and ignore the inactivity status of windows task manager.

 

[00:00:00.000]    DynDOLOD TexGen by Sheson, starting...
[00:00:00.005]    
[00:00:00.009]    Creating some temporary files
[00:00:02.637]    Generating LOD textures to E:\modorganizer\TOOLS\TES5Edit\LODGENOUTPUT\
[00:00:02.642]      Working on 1
[00:00:03.349]      Working on 3
[00:00:05.545]      Working on 243
[00:13:15.797]      Almost done
[00:13:15.810]      Working on 7
[00:13:19.185]    Removing temporary files
[00:13:19.777]    
[00:13:19.781]    Failed to delete temporary dir: E:\Steampowered\steamapps\common\Skyrim\Data\DynDOLOD-temp
[00:13:19.787]    If you are using Mod Organizer delete 'DynDOLOD-temp' from 'Overwrite' manually
[00:13:19.793]    
[00:13:19.799]    Copy textures from E:\modorganizer\TOOLS\TES5Edit\LODGENOUTPUT\ to game directory or to a new mod.
[00:13:19.806]    Overwrite any vanilla or DynDOLOD LOD textures.
[00:13:19.812]    Then run DynDOLOD Worlds.pas to generate LOD for world spaces.
[00:13:19.819]    
[00:13:19.826]    Completed successfully
[Apply Script done]  Processed Records: 0, Elapsed Time: 13:19

Edited by hapau3
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when i try to run DynDOLOD_TexGen i get an error[spoiler=error]date/time : 2015-06-27, 11:21:05, 368ms
computer name : CULT-PC
user name : cult
registered owner : cult
operating system : Windows 7 x64 Service Pack 1 build 7601
system language : Greek
system up time : 2 hours 38 minutes
program up time : 1 minute 56 seconds
processors : 4x Intel® Core i5-4570 CPU @ 3.20GHz
physical memory : 3503/8120 MB (free/total)
free disk space : (C:) 378,91 GB
display mode : 1920x1080, 32 bit
process id : $1848
allocated memory : 843,08 MB
command line : "C:\TES5Edit_3_1_1\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 ($1574):
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
756e7885 +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
75033378 +0010 kernel32.dll BaseThreadInitThunk

thread $18b8 (TWorkerThread):
7760f916 +0e ntdll.dll NtWaitForSingleObject
753414a5 +92 KERNELBASE.dll WaitForSingleObjectEx
7503118f +3e kernel32.dll WaitForSingleObjectEx
75031143 +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
75033378 +10 kernel32.dll BaseThreadInitThunk
>> created by main thread ($1574) at:
005d20d1 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Create

thread $dac:
776101a2 +0e ntdll.dll NtWaitForMultipleObjects
75033378 +10 kernel32.dll BaseThreadInitThunk

thread $1914:
77611f8b +0b ntdll.dll NtWaitForWorkViaWorkerFactory
75033378 +10 kernel32.dll BaseThreadInitThunk

thread $1bd4:
77611f8b +0b ntdll.dll NtWaitForWorkViaWorkerFactory
75033378 +10 kernel32.dll BaseThreadInitThunk

thread $1ad0:
77611f8b +0b ntdll.dll NtWaitForWorkViaWorkerFactory
75033378 +10 kernel32.dll BaseThreadInitThunk

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Anyone missing the water wheel in Riverwood after installing DynDOLOD?  I can see water effects (splashing) on the surface of the river below, but the water wheel is completely missing and I can walk right though the water where the wheel should be.

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Am I supposed to activate the DynDOLOD mod after I've added it? And the plugin remaining IN-active until the very end of the process? The instructions doesn't mention it.

 

EDIT: Looking at the Nexus page, I assume that the mod should be activated immediately as well as the plugin, with the plugin remaining at the bottom of the (right-hand pane) load order.

Edited by TorNyan
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