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Dynamic Distant Objects LOD - DynDOLOD 2.21


sheson

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DynDOLOD 2.19/2.20 / 2.21 condensed update post | Full Update Post | Skyrim Special Edition

 

What’s New?

 

This updates includes minor speed improvements for DynDOLOD.exe and TexGen.exe, 64 bit executables and visual improvements for billboards used as static LOD (higher LOD levels 8/16) if using the ultra tree LOD option. Of course there are also a few updates for a couple mods.

 

See Full update post for 2.xx update instructions

 


 

64 bit executables

To avoid confusion, this has nothing to do with Skyrim SE being 64 bit. Just going with the flow. There is no requirement for this right now, but it will work natively with 64 bit managers or if executed directly. 64 bit versions are a tiny bit slower due to a couple reasons, but obviously they will allow for more data to be loaded... in the future... for insanely large load orders. Another long term benefit is, that the 64 bit changes are merged back into xEdit sources.

 

Improvements for billboards used as static LOD

When using the ultra tree option and you ever thought far away trees or trees on the map look too dark or too bright, check out the new Trees on the Map section in docs\trees.ultra\DynDOLOD-Trees.html. The new default settings should already result in better lighting behavior. If not try any of the additional tips from the manual. To update an existing save game, it is enough to just do an update generation with the existing DynDOLOD.esp in the load order. Then no clean save cycle is required. Just a save in an interior before updating.

 

Persistent references

There is a new switch Temporary=0/1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini, which instructs the patcher to use less persistent references. This is for users who have so many mods installed and suffer from CTD when clicking new as we discussed recently. The downside is, that by using temporary references more plugins may have to be used as masters and the generated DynDOLOD.esp will be larger, because of additional CELL data that needs to be copied. If you do not have any problems starting the game there should be no reason to use this setting.

 


 

Mods Requiring DynDOLOD

Spice of Life - Orc Strongholds - overwrite meshes from DynDOLOD Resources with the ones included in the mod

 

Verified working out of the box - included rules

Wind's Rest Estate - A Whiterun Tundra Home

Ayleid Palace Remastered

 

Verified working out of the box - added/updated meshes and/or textures

Settlements Expanded

Greater Skaal Village

Whiteraven Manor

Tactical Valtheim

Dwemer Manor

JKs Skaal village

Dolmen Ruins - ESO Dark Anchors

Peak Aspens - Billboards included in versions for DynDOLOD/TES5LODGen in optional files

Fantasy Forest Overhaul - Billboards included in versions for DynDOLOD/TES5LODGen in optional files

 

 


 

DynDOLOD 2.21 - Download from Mega, Nexus

 

DynDOLOD Resources 2.20 - Download from Mega, Nexus

 

DynDOLOD Patches 2.22 - Download from Mega, Nexus

 


 

[spoiler=Changelog DynDOLOD 2.19]DynDOLOD.exe - added xespignore file for XESP markers to ignore instead of the one hardcoded dunCGOutsideClutterMarker from intro scene

DynDOLOD.exe - fixed sometimes not correctly identifying Has Tree LOD flag on base records

DynDOLOD.exe - added settings FlatLODLightingEffect, FlatLODGlowMap and FlatLODLevelLODFlat to DynDOLOD.ini, see docs\trees.ultra\DynDOLOD-Trees.html

DynDOLOD.exe - added a switch Temporary to use less persistent references for overloaded load orders, will result in more plugins required as masters and larger esp

DynDOLOD.exe - added verbose switch for LODGen.exe to DynDOLOD.ini

DynDOLOD.exe - updated reading existing tree LOD to be able to read btt data from BSA

DynDOLOD.exe - some minor performance improvements

DynDOLOD.exe - changed log filename to DynDOLOD_log.txt

DynDOLOD.exe - added a x64 version

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - some minor performance improvements

TexGen.exe - changed log filename to TexGen_log.txt

TexGen.exe - added a x64 version

LODGen.exe - added optional --inputfile path/to/file command line parameter, first parameter just being path/to/file still works too

LODGen.exe - make billboards soft lighting behave more similar to vanilla tree LOD (FlatLODLightingEffect and FlatLODGlowMap)

LODGen.exe - added setting LOD Objects flag for higher LOD levels on billboards (FlatLODLevelLODFlat)

LODGen.exe - added a x64 version

DynDOLOD_Manual.html - updated compatibility information for several mods

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

 

 

[spoiler=Changelog DynDOLOD 2.20]

DynDOLOD.exe - fixed a list assignment

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD Resources - Papyrus Scripts - fixed a race condition

 

 

[spoiler=Changelog DynDOLOD 2.21]

DynDOLOD.exe - fixed a case of removing entire worlds when removing empty cells

DynDOLOD.exe - added an installation path check

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Patches - added script patches for Caranthir Tower Reborn 2.x

 

 

[spoiler=Changelog DynDOLOD 2.22]

DynDOLOD Patches - fixed a typo in Wizard.txt

 

 

 

 

See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skryim mods.

 

DynDOLOD 2.18

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What is the easiest way to find the documentation. I really can't find your very good documentation. I thought that it used to be on your mod description page. I can't find it? 

 

Please help me. 

I found it. Is there an easier to find link?

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I found it. Is there an easier to find link?

The only valid and latest version of the documentation is always in the main download together with the standalone for which it is needed. The Nexus file section with the main download and its description saying what it contains seems pretty straight forward to me. In any case I can not change how the Nexus website works.

Edited by sheson
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True. No problem. Okay. You are so important to the nexus. (skyrim)

 

I have a question. I ran dyndolod back in like 2.09. Everything eventually went great. I had some problems with windmills but I resolved it. Now with 2.21 I am redoing everything from scratch and when I am do and am going to combine the meshes, textures, esp and skse I only have the esp and the skse. The meshes and textures are missing. Did I do something wrong? I have open cities so I ran it with only the first three check boxes ran. Then I did the specific open Cities stuff in the ini then I unchecked those first three boxes but I check the main box and run everything without open cities back in my load order. 

 

Thanks!

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EDIT: I also noticed that the first time that I ran it with only the first three check boxes ran for Open Cities I did not have the option to save and exit. I only had the options to exit, read the log, retry. I know that when doing this the first time for Open Cities I would only be doing exit anyway. But I thought it was odd because I usually asks me if I want to save. 

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EDIT: I also noticed that the first time that I ran it with only the first three check boxes ran for Open Cities I did not have the option to save and exit. I only had the options to exit, read the log, retry. I know that when doing this the first time for Open Cities I would only be doing exit anyway. But I thought it was odd because I usually asks me if I want to save. 

It is not clear what you mean by "first three" checkboxes.

 

When doing the two runs for Open Cities it will ask to save the esp. Make sure you also selected a worldspace. Check the log for errors if it stopped prematurely.

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I must have had a error and didn't notice. I reran both runs and got the save option the first and second times. Obviously not saving the first time, but saving the last time. ALL THAT SAID I got it thank you! Your work is amazing. You have in large part fixed Skyrim. 

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Having some problems running dyndolod.exe, hopefully someone can help, I am not the most experienced with this. Here's the log file: https://www.dropbox.com/s/y6uw7ekvsit7m5v/DynDOLOD_log.txt?dl=0

 

So I downloaded my mods, ran texgen and dyndolod following gamerpoet's video instructions but after getting in game I was having issues with bright trees. I realized after this I had my left pane in the wrong order and was also missing vanilla billboards (i had EVH billboards but I wasn't sure if I needed both?). So I resorted some mods, made some custom meta tags in loot (I had some issues there too), rebuilt my bashed patch, deleted my dyndolod textures and output, and reran it again. First texgen, which went smoothly, then dyndolod which threw an error. I tried reloading MO and running it as admin, but I don't really know what else to try. The only related result I found on google was this: https://github.com/wrye-bash/wrye-bash/issues/298 Which pretty much says I'm F'd.

 

Is there anything I can do to fix this? Should I disable my bashed patch and re enable all my mods, run dyndolod, then re-disable them and re-enable bashed patch? I haven't tried that because I'm not sure if that would be a good idea.

 

Edit: Ahhh, this belongs in a different forum, sorry!

Edited by omgitskae
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I think I already know what the answer is going to be so I'm not holding my breath, however I thought I'd ask just in case...

 

Last night I had occasion to update Dyndolod.  I was bouncing along on the 255 plugin limit again so I merged 6 minor location mods (non scripted, stuff like Dolmen Ruins, Snowy AF Windhelm, etc) to free up some space.  I strictly followed the correct in game procedure, interior used was Breezehome.  No errors in the log.  Don't know if it makes a difference but I recently upgraded to an 8mb 1070 so this time I ran DDL on High for the first time.  Other than that I didn't change any settings, and I'm still running the reduced persistent records setting.

 

The problem I have is an enormous floating rock in the sky outside Whiterun:

 

5P5g4B7.png  k1FmjMK.png  B37mHwl.png  NKK2G2t.png

 

It is visible from both inside and outside of Whiterun.  This problem was there the last time I ran DDL, and I fixed it in game by using TCL and running up to the floating objects and console disabling them.  Doing this presumably had the effect of disabling the LOD from loading because I haven't seen them again since, until today after I updated DDL again.  The objects, from memory, came from four or five different plugins - as well as the enormous rock and a few associated parts there were a couple of sections of fencing and posts, two weapons, and a section of wall all floating in the same area.  I disabled everything including a couple of flat cloud/weather layers which weren't supposed to be there either.  The issue I have now however is that I am only getting the LOD textures floating, as soon as TCL and run towards them the LOD unloads and there are no actual objects there (presumably because I have previously disabled them?).  As an aside one strange thing is that the last time I ran DDL and had the issue initially I'm pretty sure it was a rock texture both on the LOD and actual object, this time it looks like an ice texture but the same shape!  If it makes any difference I did not rerun TexGen as I haven't changed any textures recently.

 

With the visible textures being LOD only obviously nothing shows up in console when I try to click on them.  Is there anything at all that I can do to get rid of them because I really don't want to have to convince myself that some rogue mage is causing it to hover there...

 

 

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The problem I have is an enormous floating rock in the sky outside Whiterun:

Fix the mod that adds the references and tell the author that the mod has wild edits so it can be fixed.

 

Read the "How LOD works in Skyrim" section in the manual.

 

If the LOD for this reference is dynamic, the LOD will also disable if the source is disabled.

If the LOD for this reference is static, the LOD will stay. Static LOD are pre-computed *.BTO supermeshes. They have no reference. Update static LOD after removing the wild edit from the mod.

Edited by sheson
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Yeah I thought that the answer would be along these lines. So a couple of follow up questions if you don't mind. Is there any way I can identify the offending records from my existing save point given that the objects themselves are already disabled, or am I going to have to try and load a much earlier save and see if they are there to console and get IDs? Once I have the IDs how do I identify what needs to be fixed in xEdit (ie what sort of wild edit am I looking for)?

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I am a little confused however.  As the LOD is sticking around despite the base objects being disabled in game does that suggest this is static LOD?  If so, how was I able to completely disable the LOD prior to this update?

Edited by dunc001
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Yeah I thought that the answer would be along these lines. So a couple of follow up questions if you don't mind. Is there any way I can identify the offending records from my existing save point given that the objects themselves are already disabled, or am I going to have to try and load a much earlier save and see if they are there to console and get IDs? Once I have the IDs how do I identify what needs to be fixed in xEdit (ie what sort of wild edit am I looking for)?

It might be easier to just check in xEdit which mod adds references to cell 0, 0 with position 0, 0, 0.

A mod that adds a reference in this cell also needs to contain the cell 000099A2 itself. So the mod will be in the overwrite list for that cell.

Then CTRL+Click the Record Header / FormID row entry for a mod to update left pane to show the mod in the tree view, unfold tree [+] Bleakwind... [+] Temporary.

The offending mod won't have many references to check. Typically you just remove the entire cell from the mod (right click [+] Bleakwind... in left pane - remove)

 

I am a little confused however.  As the LOD is sticking around despite the base objects being disabled in game does that suggest this is static LOD?  If so, how was I able to completely disable the LOD prior to this update?

It was dynamic LOD or you reverted the BTO file(s) for that area.

Edited by sheson
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Excellent, thanks. Still confused though, if it's dynamic LOD why is it showing even though the base objects are disabled and not there when you get up close and the LOD unloads?

We concluded that back in the day it probably was dynamic LOD and this time it is static LOD.

 

Dynamic LOD references do not show in loaded cells (unless they specifically replace the original reference like water wheels or windmill fans for example).

 

Dynamic LOD references check the state of the original reference only at the times when the dynamic LOD reference switches states e.g. the moment LOD turns on or off for cell.

Typically, the state of the original reference can only be checked when its cell is attached. However, quest enabled/disabled items usually have a persistent enable parent marker that can always be checked.

 

If you manually disable a reference, it naturally is loaded and when the cell detaches the state of the dynamic LOD reference updates accordingly.

Edited by sheson
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Thanks again to your advice it was easy to identify the culprit(s).  The main issue was caused by https://www.nexusmods.com/skyrim/mods/80987/? which I threw in for fun before Christmas.  There are sooooo many wild edits in it, I can't believe it with the calibre of the team involved!  Anyway, edits removed, DDL rerun, rock gone, happy :D

 

I also took the opportunity having just upgraded to an 8Gb GTX1070 (previously 4Gb GTX970) to try running with DDL High and 3D tree LOD, along with BethINI Ultra.  I am surprised to report that given the jump in quality my game is still playing smoothly even in locations like Riverwood and Falkreath.  DDL took a LOT longer to generate this time compared to Medium and no 3d trees (twice as long - 28 minutes).  But WOW, does it all make a difference in visuals.  I'll see how it plays over the next couple of evenings but hopefully I can retain these settings moving forwards.

 

Thank you again for your unerring support [doffs cap]

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