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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15


sheson

Question

Today marks the two years anniversary of my first post of this thread, so it seemed like a good opportunity to publish the ...

 

DynDOLOD 2.18

 

Refer to the newly created videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well.

 


 

What’s New?

 

DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance.

 

Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed.

 

While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs.

 

There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx.

Check the list of "The usual updates" below, if a mod which you are using was added recently. Consider updating or generating LOD from scratch in case you notice missing LOD.

 


 

Important

 

DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder.

 

If an existing save is updated with a DynDOLOD.esp generated from scratch, follow the “clean save� cycle: first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Remove old DynDOLOD.esp, remove old scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp. Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM.

 

Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.

 


 

Download

 

DynDOLOD 2.18 - Download from Mega, Nexus

Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’

It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders.

 

DynDOLOD Resources 2.18 - Download from Mega, Nexus

Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc.

If updating from older versions to 2.15 or higher it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results. Otherwise simply overwrite older 2.xx versions.

Make sure to have matching or higher DynDOLOD Standalone version when generating LOD.

 

DynDOLOD Patches 2.18 - Download from Mega, Nexus

Contains the patches for some of the mods listed under 'Some Assembly Required' - download if needed.

 


 

Instructions

 

Please check DynDOLOD_QuickStart.html, Docs\DynDOLOD_Manual.html and videos for updated instructions. Here is the quick synopsis:

 

Requirements

SKSE, PapyrusUtil 2.8 or higher, vanilla billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards plus billboards for any tree mod.

 

Installation

Install SKSE and PapyrusUtil.

Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD 2.00 archive into a new folder of your choice.

Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything.

Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything.

Install billboards into the game / mod manager overwriting DynDOLOD Resources

 

 

Generation

Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation.

Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources.

 

Execute DynDOLOD.exe to generated tree, static and dynamic LOD.

If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00.

Run the process as normal. Once it finished Save & Exit.

Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything.

Let LOOT sort DynDOLOD.esp.

 

 

Step-by-Step

 

Simple run-through for MO / NMM if you already know what you are doing

https://www.youtube.com/watch?v=90TRMvFdduo https://www.youtube.com/watch?v=1BUAVP9ZPf8

 


 

Trouble

 

Search this thread or check the FAQ for similar problems.

 

If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt

 

If LODGen.exe (white text on black background command line window) post a screenshot of the error message.

 


 

People that made this milestone possible and deserve credits

 

All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation :;):

 

ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up.

 


 

The usual updates

Applies to latest version of DynDOLOD Standalone and Resources.

 

Mods Requiring DynDOLOD

Indistinguishable Vanilla Tree Billboards - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen

Spice of Life - Forts (2.11)

HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created.

 

Some Assembly Required - see included Manual for more details

Revamped Assets Skyrim (2.07)

Enderal (2.15) -  see Enderal section in the manual

Caranthir Tower Reborn (2.18)

 

Verified working out of the box - included rules

Necromancer Hut (2.07)

The People Of Skryim Ultimate Edition (2.07)

Cliffside Cottage (2.08)

Knights of the Garter (2.10) - improved rules for better LOD compared to older versions

Riften Fishing Shack (2.10)

Unofficial Skyrim Legendary Edition Patch (2.10)

Belleteyn - Snowy Cabin (2.12)

Hermit Mountain Cottage (2.12)

Rift Treehouse (2.12)

Snow Elf Palace (2.12)

Swamp Home - A House In Hjaalmarch (2.12)

Whiterun Apartment (2.12)

Windhelm Cabin (2.12)

Snow Elf Hut (2.15)

Round Window Cabin - Player Home (2.16)

Dawn of Skyrim (Director's Cut) (2.17)

The Observatory (2.17)

Trollstigen (2.18)

 

Verified working out of the box

Karthwasten (2.00)

The Elder Scrolls V - Expanded (2.00)

The Elder Scrolls V Expanded - Falkreath - Brdvhyn (2.00)

The Elder Scrolls V Expanded - Falkreath - Viantlek (2.00)

The Elder Scrolls V Expanded - Haafingar - Lainalten (2.00)

The Elder Scrolls V Expanded - Haafingar - Nedenheim (2.00)

The Elder Scrolls V Expanded - The Pale - Port Lysanvir (2.00)

The Elder Scrolls V Expanded - Winterhold - Yorgrim Wall (2.00)

ClefJ's Morthal (2.07)

White River Priory (2.07)

Enhanced Vanilla Trees (2.08) - Billboards - install billboards in correct order and generate tree LOD as usual

Retirement (2.08)

The Pines of Whiterun (2.08)

Riverside Lodge - Buildable Edition (2.10)

Riverside Lodge REDUX - Buildable Edition (2.10)

Thur's Retreat (2.10)

Solitude Docks District (2.11)

Millers Shack (2.12)

Shezrie's Old Hroldan Town Ver 2.0 (2.15)

Solitude Skyway (2.15)

Better Tel Mithryn (2.16)

Simple Raven Rock Expansion (2.16)

Distinct Skyrim Landscapes (2.17)

Killian Castle (2.18)

Lyngwi - A Nordic Village (2.18)

Settlements Expanded (2.19)

Greater Skaal Village (2.19)

Whiteraven Manor (2.19)

 

Ultra Trees support included in DynDOLOD Resources Core Files

Realistic Aspen Trees

Enhanced Landscapes Oaks installation option and Enhanced Landscapes Oaks Standalone courtesy of kojak747

 

Mods with Ultra Trees support

Enhanced Vanilla Trees from Some_Random_Guy_83

 

 

 

Fixes include

Better Enhanced Lights and FX 3.x support - College of Winterhold missing reported by baronaatista, Fenric

Added better LOD for Dragonsreach arch thing and braziers (high only), so certain fires do not float - reported by Paolino

Fixed parent world dynamic LOD sometimes being disabled when leaving interiors - reported by Paolino

Updates to "create mod" function - see Docs\DynDOLOD_Mod_Authors.html

Fixed image paths in all html documents - reported by CreeperLava

Fixed Exception in unit line -1 'Prepare' on line 712: Type mismatch - reported by druninja, Ilkob, hobo1137

Fixed Exception in unit userscript line 340: Access violation at address 0093C4EF in module 'DynDOLOD.exe - reported by Rasor1911

Fixed Exception in unit prepare line 517: Operation not allowed on sorted list - reported by druninja

Fixed wrong bunch of numbers added to json - reported by Ilkob, jennykitten78, LucidAPs, hobo1137 and probably others

Fixed not using SMIM sails meshes - reported by Ilkob

Fixed Exception in unit userscript line 347: 'xxxx' is not a valid integer value - reported by Madpaddy

Fixed erroneous output path - reported by Neovalen, Thallassa

Fixed not ignoring some merged mods correctly  - reported by Darth_mathias, Neovalen

Fixed TexGen output path - reported by Darth_mathias

Optimized applying form id updates from merged mods - reported by Selfishmonkey

Fixed SolitudeExterior.esp conflict with Legacy of Dragonborn - reported by Pickysaurus

Execute patch rules also for mods that are ignored - reported by Thallassa

Disable MCM if PapyrusUtil is not present - reported by disi

Fixed adding Glow LOD nif in certain conditions - reported by kcinlober

Fixed TWO freezes - reported by everyone

Added workaround for a rare case of not finding a base record - reported by GunSlinger21

Fixed finding an empty SolstheimWorld caused by a mod - reported by Tezliov

Hardened objects in exterior esp versus merging and accidentally having LOD - reported by Sundder

Glow LOD windows now using textures from replacer mods after running TexGen - reported by S.T.E.P.

Added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

Fixed meaningless No WRLD message reported by Nebulous112

Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly

 

[spoiler=Changelog DynDOLOD 2.00 BETA]DynDOLOD.esp - removed default esp - it will be created if it doesn't exist

DynDOLOD.esp - new or updated esp will always be saved to output path together with generated meshes, json and texture files

DynDOLOD World.pas - DynDOLOD World.pas script is now started through DynDOLOD.exe - a modified version of xEdit

DynDOLOD.exe - updated logic and seperated functions for standalone version

DynDOLOD.exe - removed plug-in selection - load order is controlled by mod managers

DynDOLOD.exe - use own version of Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat

DynDOLOD.exe - use own settings files

DynDOLOD.exe - somewhat better error handling

DynDOLOD.exe - compile list of missing models for review once process completed

DynDOLOD.exe - some minor performance improvements

DynDOLOD.exe - cleaned up and unified log messages

DynDOLOD.exe - fixed a typo causing error when using IgnoreTrees=1

DynDOLOD.exe - made world bounds error message more descriptive

DynDOLOD.exe - made simple exe files time check to fail nicely if needed

DynDOLOD.exe - reworked create mod mode

DynDOLOD.exe - fixed using an unassigned list too early

DynDOLOD.exe - fixed not setting up manual base elements properly when updating

DynDOLOD.exe - skip parent/child worldspaces missing persistent cell for real this time

DynDOLOD TexGen.pas - DynDOLOD TexGen.pas script is now started through TexGen.exe - a modified version of xEdit

TexGen.exe - added an options window

TexGen.exe - added automatic saving/reading of options

TexGen.exe - added generation for icelakesurface.dds

TexGen.exe - added option window to select output path and texture size

TexGen.exe - do not stop if files are not found

LODGen.exe - now included in DynDOLOD standalone version

LODGen.exe - added logfile parameter so it can run more than one instance

Papyrus Scripts - fixed parent world dynamic LOD sometimes being disabled when leaving interiors

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD_Manual.html - updated for standalone instructions

DynDOLOD_Manual.html - added new tutorial videos

DynDOLOD_TexGen.html - manual updated to reflect new options window

DynDOLOD_Mod_Authors.html - added

DynDOLOD Resources - LOD resources, papyrus scripts and optionals are now a seperate archive

DynDOLOD Resources - updated/added core LOD meshes and textures for better compatibility with mods

DynDOLOD Patches - patches are now a seperate archive

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.01 BETA]

DynDOLOD.exe - fixed sometimes not finding a bunch of numbers

DynDOLOD.exe - fixed a case of uninitialized primitives

 

 

[spoiler=Changelog DynDOLOD 2.02 BETA]

DynDOLOD.exe - fixed not finding all merged mod map files for the load order

DynDOLOD.exe - fixed trying to violate sorted stringlists

DynDOLOD.exe - removed a confirmation message

 

 

[spoiler=Changelog DynDOLOD 2.03 BETA]

DynDOLOD.exe - fixed a variant to cardinal conversion

 

 

[spoiler=Changelog DynDOLOD 2.04 BETA]

DynDOLOD.exe - fixed a string to cardinal conversion

DynDOLOD.exe - fixed not loading mesh_replace list

DynDOLOD.exe - fixed typo caused by having fat fingers syndrome from too much pie

DynDOLOD.exe - use alternative version of setting up grids

DynDOLOD.exe - added switch to control which version of setting up grids is used

 

 

[spoiler=Changelog DynDOLOD 2.05 BETA]

DynDOLOD.exe - use merged map data also for lists using partial mod filename matches

DynDOLOD.exe - only ignore worldspaces if master mod is ignored

DynDOLOD.exe - always copy XEMI from highest override

TexGen.exe - sync updates with DynDOLOD.exe

 

 

[spoiler=Changelog DynDOLOD 2.06 BETA]

2.06 BETA

TexGen.exe - ensure trailing slash is added to selected output path

DynDOLOD.exe - fixed using some preset settings in wizard mode

 

 

[spoiler=Changelog DynDOLOD 2.07 BETA]

DynDOLOD.exe - export stage id -2 for dynamic creepy SovngardeStatue - high only

DynDOLOD.exe - optimized processing of merged form ids

TexGen.exe - added generation for stockadeplanks01.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - Papyrus Scripts - set current pos/angle from parent when enabling LOD object for stage id -2

DynDOLOD Resources - added SolitudeExterior

DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.08 BETA]

DynDOLOD.exe - skip loading - animation, - interface, - shaders, - sound, - voices .BSA

DynDOLOD.exe - get glow LOD from higher LOD level if lower level is not defined

DynDOLOD.exe - only set Has Distant LOD if LOD level 4 has static LOD

DynDOLOD.exe - apply patch rules regardless of mod ignore list

DynDOLOD.exe - disable and set other options accordingly if dynamic LOD is not generated

DynDOLOD.exe - added _dynamic/_static rule file functionality

Edit Scripts - fail properly when being started from xEdit.exe

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated with new step-by-step video

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - disable MCM if PapyrusUtil is not present

DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods

DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.09 BETA]

DynDOLOD.exe - fixed trying to clean dynamic LOD data

 

 

[spoiler=Changelog DynDOLOD 2.10]

DynDOLOD.exe - Release

DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.11]

DynDOLOD.exe - try to catch an unknown case of non existing base record

TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod

DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe

DynDOLOD-FAQ.txt - cleaned up for standalone version

DynDOLOD_Manual.html - updated compatibility information for a mod

 

 

[spoiler=Changelog DynDOLOD 2.12]

DynDOLOD.exe - use linksto instead of baserecord

DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace

DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe

DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file

DynDOLOD.exe - added simple check resource core files are installed

TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds

LODGen.exe - fixed not properly assigning null texture replacement

LODGen.exe - print nice error message if some hashing goes wrong

LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5

LODGen.exe - keep decal shader flag from for game mode TES5

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - open/close dynamic LOD DOORs according to parent

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.13]

DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry

 

 

[spoiler=Changelog DynDOLOD 2.14]

DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors

DynDOLOD.exe - use fastercreate for large worldspaces only

DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla)

DynDOLOD.exe - print strings filename if there is an error

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior

 

 

[spoiler=Changelog DynDOLOD 2.15]

DynDOLOD.exe - added logic for Enderal and seperate set of rule files

DynDOLOD.exe - create diffuse LOD texture atlas with explicit (1 bit) alpha

DynDOLOD.exe - added FakeLightsIntensity= to DynDOLOD_TES5.ini to choose intensity of Fake Lights nif

DynDOLOD.exe - fixed a case of siLODirt

DynDOLOD.exe - added flag to mesh rules to disable window glow LOD, not exposed to interface yet

DynDOLOD.exe - added debug= to DynDOLOD.ini

DynDOLOD.exe - added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

LODGen.exe - fixed a case of using wrong offset for higher LOD levels if origin is not multiple of 4

LODGen.exe - fixed not being able to generate for specific cell if x/y equals -1

LODGen.exe - fixed sometimes not keeping vertex colors in higher LOD levels for passthru

LODGen.exe - trim spaces from texture strings

TexGen.exe - added logic for Enderal and seperate set of rule files

TexGen.exe - added alpha threshold to texture creation if explicit alpha type is used, threshold of 0 disables alpha

TexGen.exe - added a texture convertion with mipmap filter control

TexGen.exe - added check for earlier TexGen Output files in game data folder to avoid circular creation of newly added textures

DynDOLOD_Manual.html - updated compatibility information for several mods and Enderal

trees.ultra\DynDOLOD-Trees.html - txt converted to html

trees.ultra\DynDOLOD-Trees.html - added 3rd party hybrid tree information

DynDOLOD Resources - removed some glow maps that might interfere with other mods - these are created by TexGen now

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods and Enderal

Papyrus Scripts - made scripts backwards compatible with PapyrusUtil 2.8 - was just a convinience function

Papyrus Scripts - made deactivating from MCM work more consistent

DynDOLOD Patches - added improved terrain LOD meshes and textures for Enderal

 

 

[spoiler=Changelog DynDOLOD 2.16]

DynDOLOD.exe - removed extraneous files

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

 

[spoiler=Changelog DynDOLOD 2.17]DynDOLOD.exe - added an installation check

DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data

DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model

DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list

DynDOLOD.exe - show message when building reference info to verify usage of missing models

DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - added more helpful messages for file not found errors

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

[spoiler=Changelog DynDOLOD 2.18]DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees

DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects

DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - fixed generation of dlc01castlefortlod.dds

TexGen.exe - generation for impwood01lod.dds

Papyrus Scripts - activate worldspace Master in case the activate all function is called

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

DynDOLOD Patches - added script patches for Caranthir Tower Reborn

 

 

 

Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.

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So, if I want to uninstall DynDoLOD and play without it for a while, will following the "clean save" procedures cited in the update post be sufficient, or is it not recommended to uninstall on an existing save?

It is not recommended to ever remove esps from any saves. Having said that, the clean save will work just the same without activating a new esp.

Edited by sheson
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Yes they need to match. I would rather fix the loading problem in v2. You could also rename the *_map.txt in the merge folder so it can not be read. Still no idea what the merged mods are - but there is a good chance there is no need to even read the data.

I tried to upload those for you - but Chrome gives up the ghost whenever I try, too many characters I guess. So I'll have to put some links for the map files. I'll try renaming the map.txt just to try it out.

Edited by Selfishmonkey
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So, I've just installed DynDOLOD, and I can't get it to actually run the Worlds Script. Every time I try, it crops up with an error and stops the script altogether before I can even use it. The TextGen works just fine, I have all of the required mods installed, the latest version of FO4Edit, and am running correctly through MO. I honestly have no idea what I've done wrong, but I'd like to use the DynDOLOD to really stabilize my game as much as possible.

 

Edit: The error isn't specified, either. It says (An error occrured in the application.) Exception number 1, class EConvertError, message Invalid argument to date encode.

Edited by kirreah
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I tried to upload those for you - but Chrome gives up the ghost whenever I try, too many characters I guess. So I'll have to put some links for the map files. I'll try renaming the map.txt just to try it out.

Don't worry about it. I think I fixed the issue. Get the latest 2.07 BETA and see if the problem is gone.

 

So, I've just installed DynDOLOD, and I can't get it to actually run the Worlds Script. Every time I try, it crops up with an error and stops the script altogether before I can even use it. The TextGen works just fine, I have all of the required mods installed, the latest version of FO4Edit, and am running correctly through MO. I honestly have no idea what I've done wrong, but I'd like to use the DynDOLOD to really stabilize my game as much as possible.

This is why it is not working: "crops up with an error and stops".

This is what you have to do to make it work: "fix an error"

 

A firstborn broke my crystal ball again, and the replacement got lost in the mail.

Edited by sheson
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So I just completed my first install with new DDL...WOW, just awesome, even on medium settings!

 

Question, I'm using The Pines of Whiterun (https://www.nexusmods.com/skyrim/mods/8182/?), and all the trees in whiterun are being replaced by LOD trees.  Looks great from outside the city, but obvioyusly can't have it look like this in the city.  

 

One response on that mod's post page says "This is due to incorrect flags on the trees. Easy solution is to disable the plugin upon running Dyndolod".  I'd rather fix the flags so I get normal trees in the city, and DDL LODs outside of the city.  Anyone know how I can correct the tree flags on these trees, wither in TES5Edit or CK?  

 

Thx!

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So I just completed my first install with new DDL...WOW, just awesome, even on medium settings!

 

Question, I'm using The Pines of Whiterun (https://www.nexusmods.com/skyrim/mods/8182/?), and all the trees in whiterun are being replaced by LOD trees.  Looks great from outside the city, but obvioyusly can't have it look like this in the city.  

 

One response on that mod's post page says "This is due to incorrect flags on the trees. Easy solution is to disable the plugin upon running Dyndolod".  I'd rather fix the flags so I get normal trees in the city, and DDL LODs outside of the city.  Anyone know how I can correct the tree flags on these trees, wither in TES5Edit or CK?  

 

Thx!

Yeah that is a game engine limitation with tree LOD that needs a workaround. The easiest method is to give each tree reference an enable parent (the player). Then such trees will be ignored by the tree LOD generation and DynDOLOD will automatically create static LOD for them, which works properly.

 

You could edit each tree reference in xEdit. It is probably easier to add a mesh rule for each tree reference, since it is is only 30 or so.

 

In fact, it is as simple as exporting the form ids of the tree references with the almost default xEdit script, copy/paste the data into a text editor and create  the mesh rules file for the mod.

 

15 minutes for creating the rules and generation LOD to verify it works et voila: https://mega.nz/#!VRACHA7S!SiA4u7n3Z2oTsCNVOL2Pb5UP439-OC96KA3XLut3Yro

Put this file into ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_whiterunfernsesp.ini

 

Start DynDOLOD.exe, when you click low/medium/high it will show that it loaded the rules "Loaded 32 mesh rules for Whiterun Ferns.esp" and you will see the trees being processed before it generate tree LOD.

 

 

Rules will be included in next version of course.

Edited by sheson
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Firstly, I would like to thank you, Sheson, for your dedicated work and devotion to the community. I think that your mod is truly essential and helps to make Skyrim feel like more than just a game (especially one that is four and a half years old).

 

Secondly, as many here, I have a bit of a problem...

 

I am following Dirty Weasel's 2016 Skyrim modding guide that you may or may not be aware of. (https://www.youtube.com/playlist?list=PLWMvEg2LxwXa1uMmZMmIl4mheoDRwvOY1)

In his Ep. 19, he discusses and guides viewers through DynDoLOD installation along with Enhanced Landscapes. In the episode prior to that one (Ep. 18), he guides through the installation of SFO and assorted tree mods so that they would be ready to go for the following DynDoLOD episode. I have followed very closely to what he does, yet I have added to his formula only a little. For instance, I have installed a few extra mods here and there, and I also opted for an enb in place of weather mods and lighting mods. The funny thing is, however, that I followed his formula almost exactly as he suggested in Ep. 19, yet I didn't notice him have this problem that I do. And the only mods that I added that I think could even potentially make a difference are Trees HD, 2K Parallax Treebark, and Skyfalls + Skymills. But I really don't think it's any of those to be honest.

 

So, my problem is this:

post-9411-0-92330100-1464091224_thumb.jpg

post-9411-0-27172700-1464091418_thumb.jpg

 

The trees seemingly lose their leaves at a certain distance. It's as if the LOD's are somehow more skinned than my regular 3D models. And the problem seems to be localized to ONLY Enhanced Landscape's added trees. So those marsh pines, the Haafingar Oaks, etc are the ones with issues; SFO trees appear to be unaffected/working as intended. I downloaded nifskope and have tried to look through the files to maybe try to match the LOD's to my 3D models like your FAQ suggested, but Enhanced Landscape's files seem to not make any sense. As an example, Enhanced Landscape's treeoak05a_000012C7.dds contains a 835x544 image of nothing but alpha. I'm just really confused and at a loss of what to do, any advice at this point would be extremely helpful.

 

I use Mod Organizer and my load order in the LEFT pane is as follows:

...

Trees HD

DynDoLOD

Vanilla Skyrim LOD Billboards

Skyrim Flora Overhaul

TES5LODGenOutput

SFO Billboards for v2.5b (updated)

Enhanced Landscapes

DyndoLOD Output

2K Parallax Treebark 1.4.0

Unique Grasses and Groundcovers

...

SkyFalls + SkyMills

...

 

Thanks for your time.

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Firstly, I would like to thank you, Sheson, for your dedicated work and devotion to the community. I think that your mod is truly essential and helps to make Skyrim feel like more than just a game (especially one that is four and a half years old).

 

Secondly, as many here, I have a bit of a problem...

 

I am following Dirty Weasel's 2016 Skyrim modding guide that you may or may not be aware of. (https://www.youtube.com/playlist?list=PLWMvEg2LxwXa1uMmZMmIl4mheoDRwvOY1)

In his Ep. 19, he discusses and guides viewers through DynDoLOD installation along with Enhanced Landscapes. In the episode prior to that one (Ep. 18), he guides through the installation of SFO and assorted tree mods so that they would be ready to go for the following DynDoLOD episode. I have followed very closely to what he does, yet I have added to his formula only a little. For instance, I have installed a few extra mods here and there, and I also opted for an enb in place of weather mods and lighting mods. The funny thing is, however, that I followed his formula almost exactly as he suggested in Ep. 19, yet I didn't notice him have this problem that I do. And the only mods that I added that I think could even potentially make a difference are Trees HD, 2K Parallax Treebark, and Skyfalls + Skymills. But I really don't think it's any of those to be honest.

 

So, my problem is this:

attachicon.gifexample 1 (edited).jpg

attachicon.gifexample 3 (edited).jpg

 

The trees seemingly lose their leaves at a certain distance. It's as if the LOD's are somehow more skinned than my regular 3D models. And the problem seems to be localized to ONLY Enhanced Landscape's added trees. So those marsh pines, the Haafingar Oaks, etc are the ones with issues; SFO trees appear to be unaffected/working as intended. I downloaded nifskope and have tried to look through the files to maybe try to match the LOD's to my 3D models like your FAQ suggested, but Enhanced Landscape's files seem to not make any sense. As an example, Enhanced Landscape's treeoak05a_000012C7.dds contains a 835x544 image of nothing but alpha. I'm just really confused and at a loss of what to do, any advice at this point would be extremely helpful.

 

I use Mod Organizer and my load order in the LEFT pane is as follows:

...

Trees HD

DynDoLOD

Vanilla Skyrim LOD Billboards

Skyrim Flora Overhaul

TES5LODGenOutput

SFO Billboards for v2.5b (updated)

Enhanced Landscapes

DyndoLOD Output

2K Parallax Treebark 1.4.0

Unique Grasses and Groundcovers

...

SkyFalls + SkyMills

...

 

Thanks for your time.

Some full 3D tree models can use "loose" branches the further away from they player they are. They are "Skinned". There are ini settings for that.

Type "tll" without quotes in console (toggle LOD). If the tree is staying visible it has nothing to do with tree LOD / billboards. If the tree you are looking at disappears, it was tree LOD, then continue reading:

 

Each full model 3D mesh needs a matching tree LOD billboard dds for generating tree LOD. If  they do not match visually find or create a billboard that does. When generating tree LOD with TES5LODen or DynDOLOD the log contains lines like

TreePineForest01 [TREE:0001306D] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForest01_0001306D.dds

 

0001306D is the form id of the base record which defines the 3D full model of the tree -> Landscape\Trees\TreePineForest01.nif

compare that in nifskope to Textures\Terrain\LODGen\Skyrim.esm\TreePineForest01_0001306D.dds in an image viewer.

Make sure they match. Simple as that.

 

Regarding the order in the left:

No need to use SkyFalls/Mills. SkyFalls/Mills sorted after DynDOLOD Output makes me worried about the esp order.

If SkyFalls/Mills contains object LOD meshes / textures it it simply wrong to be there.

 

Why is there "TES5LODGenOutput" and "DyndoLOD Output", that doesn't make sense. Either use TES5LODGen or DynDOLOD. I would assume DynDOLOD Output overwrites every single file of TES5LODGenOutput.

 

Billboards should load right after the mod they belong to.

 

Read "Overwrite Orders" in the manual. I can not tell if the order makes sense or not, because it depends on the files in the mods. You have to figure it out based on the files.

No idea why you would insert DynDOLOD Output before any other mods, at least treebark and unqiue grass should have no conflicting files so it shouldn't matter.

Edited by sheson
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Thank you for such a quick reply!

 

So, I tried the "tll" command, and the trees in question do in fact disappear. It must be the LOD's then.

 

Next, I walked up to one of those trees, clicked it with the console open and copied down the info for it. It read, 

"Current cell: Form ID 0000931F

Selected reference: Reference ID 000B4344"

 

Then, I tried looking it up in TES5Edit to see if it could tell me anymore information. When I entered the Form ID that I copied, it would just give me the general cell information; it didn't seem very useful. When I entered the Reference ID, however, it seemed to give me (hopefully) useful information about this particular tree at least. For starters, it said "[00] Skyrim.esm --- [1B] Enhanced Landscapes.esp --- [1E] Enhanced Landscapes - Marsh Pines.esp" at the top of the page. Under "Name - Base" it said, "TreePineForest04 [TREE:0004FBB0] --- 0ACQ_HR_3amt_deadPine02 [TREE:1B00B018] --- TreePineForest02Dead [TREE:000B927B]."

 

I then opened up DynDoLOD in explorer and navigated to "C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Mod Organizer\mods\DynDOLOD\Textures\terrain\LODGen." (Please ignore steam's directory location, I have UAC completely disabled.) Unfortunately, the only folder in there is Dragonborn.esm. 

 

I even took it one step further and created a Skyrim.esm folder at that location, pasted-in the appropriate .dds and .txt file from Enhanced Landscapes, (specifically: C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Mod Organizer\mods\Enhanced Landscapes\textures\Terrain\LODGen\Enhanced Landscapes - Merged.esp\3amt_DeadPine02_0000B018) and renamed those files to "TreePineForest04_0004FBB0" to see if it would fix some of the trees, but it did not seem to change any of them. 

 

The more time I spend with it, the more it seems that these might be just inherent issues with Enhanced Landscape's design or with AceeQ's LOD's.

 

OR...

 

There is an entirely real possibility that I installed this whole thing incorrectly and it is 100% my fault. I'm very willing to believe that, especially considering your confusion regarding my left pane load order. But allow me to attempt to shed some light as to why I have it done this way.

 

As I said, I have been following Dirty Weasel's 2016 Skyrim Modding guide and in his 19th episode, he covered Enhanced Landscapes and DynDoLOD. As far as I can tell, his instructions for the installation of DynDoLOD included the use of TES5LODGenOutput to run DynDOLOD TexGen.pas and DyndoLOD Output to run DynDOLOD Worlds.pas. So the way it is right now in the LEFT Mod Organizer pane, TES5LODGenOutput, Vanilla Skyrim LOD Billboards, and SFO Billboards for v2.5b (updated) are overwriting the original DynDOLOD while Enhanced Landscapes overwrites all of the billboards and SFO. DyndoLOD Output is at the bottom and is only overwriting SFO, but more importantly, nothing is overwriting it.

 

My right pane is a different story, I have DynDoLOD.esp locked at the very bottom to avoid any conflicts whatsoever -- it gets the highest priority.

 

For your convenience, here is a link to the specific episode that I was talking about, fast-forward to 31:55 if you want just the DynDoLOD installation bit.

 

Once again, thank you so much for your time.

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Thank you for such a quick reply!

I then opened up DynDoLOD in explorer and navigated to "C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Mod Organizer\mods\DynDOLOD\Textures\terrain\LODGen." (Please ignore steam's directory location, I have UAC completely disabled.) Unfortunately, the only folder in there is Dragonborn.esm. 

 

I even took it one step further and created a Skyrim.esm folder at that location, pasted-in the appropriate .dds and .txt file from Enhanced Landscapes, (specifically: C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Mod Organizer\mods\Enhanced Landscapes\textures\Terrain\LODGen\Enhanced Landscapes - Merged.esp\3amt_DeadPine02_0000B018) and renamed those files to "TreePineForest04_0004FBB0" to see if it would fix some of the trees, but it did not seem to change any of them. 

 

The more time I spend with it, the more it seems that these might be just inherent issues with Enhanced Landscape's design or with AceeQ's LOD's.

 

OR...

 

There is an entirely real possibility that I installed this whole thing incorrectly and it is 100% my fault. I'm very willing to believe that, especially considering your confusion regarding my left pane load order. But allow me to attempt to shed some light as to why I have it done this way.

 

Doesn't matter what mods you have or what 3rd party video you followed. My steps and explanations are generic:

 

Tree LOD is done by TES5LODGen for trees, DynDOLOD just uses it functionality. Check the TES5LODGen nexus page for information and discussions about trees and billboards.

 

DynDOLOD does not include billboards for the vanilla trees. That is why you need to install vanilla tree LOD from TES5LODGen or the new alternative version as explained in the included manual.

 

If a mod changes the full model tree, which you have identified as 0004FBB0, bring up that record in xEdit you will see the full model it uses -> Landscape\Trees\TreePineForest04.nif 

From that you correctly identified the billboard as ..\textures\terrain\LODGen\Skyrim.esm\TreePineForest04_0004FBB0.dds

 

You should use MO right pane, Data tab, browse to ..\textures\terrain\LODGen\Skyrim.esm\TreePineForest04_0004FBB0.dds to find out which is the current last overwrite mod depending on your load order.

Do the same for ..\Meshes\Landscape\Trees\TreePineForest04.nif

They should match, e.g. if TreePineForest04.nif is supplied by SFO, TreePineForest04_0004FBB0.dds should be supplied by billboards for that SFO version.

 

Open the nif in nifksope, the dds in an image viewer to visually check they match. If not, find or create the correct billboard for that full model tree.

 

After changing the billboard dds files you need to generate LOD again so the process is using the new files. The billboard dds files are not used by the game directly when running.

 

Billboards are a one sided representation of a full model tree and can never truly match its looks. There is always a transition when a LOD tree is replaced by the full model version when moving around in the world.

Edited by sheson
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