Jump to content
  • 0

Dynamic Distant Objects LOD - DynDOLOD 2.18


Question

Posted

DynDOLOD 2.18 condensed update post

 

What’s New?

 

This is a simple maintenance update to address a bug and add updates for a couple mods.

See Full update post for 2.xx update instructions

 


 

Some Assembly Required

 

Caranthir Tower Reborn - DynDOLOD Resources contains an optimized full model of the tower for a little bit more performance friendly Neverfade LOD. Mesh rules also add LOD for the stone dragon and the portal building.

Optional: to sync concealing/revealing the tower from far distances install and overwrite the two original scripts with the ones from DynDOLOD Patches.

 

Verified working out of the box - included rules

Trollstigen

 

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

Killian Castle

Lyngwi - A Nordic Village

 

Fixes include

Fixed sometimes not falling back to billboard when generating ultra trees by Monobloc

 

[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

 

 

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

 

DynDOLOD 2.17

Recommended Posts

  • 0
Posted (edited)

Its possible the main dyndolod file for download is corrupted, either that or all my openers stopped working

All downloads extract fine for me.

Edited by sheson
  • 0
Posted (edited)

I've been using DynDOLOD awhile but I'm a little confused on the Caranthir Tower Reborn instructions. :)

 

The instructions say to overwrite the scripts from DynDOLOD Patches, but the optional scripts ARE from patches. What should my MO left pane look like?

 

DynDOLOD Resources

Caranthir Tower Reborn

Caranthir Tower Reborn optional scripts from DynDOLOD Patches

DynDOLOD Texgen Output

DynDOLOD Worlds Output

 

?

Edited by Noobsayer
  • 0
Posted (edited)

So I gave 3d LODs a try yesterday and have to say they make a huge difference.  Two things - firstly they look quite odd/dark in the World Map view, anything I can do to change that without affecting in game; and second WOW did it take a long time!  Normally full gen takes around 38 minutes on my build (Skyrim and OS on two seperate SSDs) but running for 3D tree LOD it too a little over 59 minutes.  Reverted and confirmed 38, back to 3D and confirmed 59.  Wouldn't want to be doing THAT too often!

Edited by dunc001
  • 0
Posted

I've been using DynDOLOD awhile but I'm a little confused on the Caranthir Tower Reborn instructions. :)

 

The instructions say to overwrite the scripts from DynDOLOD Patches, but the optional scripts ARE from patches. What should my MO left pane look like?

 

DynDOLOD Resources

Caranthir Tower Reborn

Caranthir Tower Reborn optional scripts from DynDOLOD Patches

DynDOLOD Texgen Output

DynDOLOD Worlds Output

 

?

Just like that. Overwrite the original scripts with the one from the patches.

  • +1 1
  • 0
Posted (edited)

So I gave 3d LODs a try yesterday and have to say they make a huge difference.  Two things - firstly they look quite odd/dark in the World Map view, anything I can do to change that without affecting in game; and second WOW did it take a long time!  Normally full gen takes around 38 minutes on my build (Skyrim and OS on two seperate SSDs) but running for 3D tree LOD it too a little over 59 minutes.  Reverted and confirmed 38, back to 3D and confirmed 59.  Wouldn't want to be doing THAT too often!

All static LOD on the map looks that odd. Should be the same as for vanilla tree LOD (can only bee seen on worldmap if terrain/static object LOD is turned off with tll in console)

You could try the alternative normals and/or creating normal maps *_n.dds for the flat LOD billboards.

Worldmap lighting can probably be changed by adjusting record 000A6858 worldmapweather settings.

 

Or turn off all static LOD on the map by setting in Skyrim.ini

[MapMenu]

uLockedObjectMapLOD=32

Edited by sheson
  • 0
Posted

When I download and install the DynDOLOD Resources file version 2.18, Mod Organizer indicates that it is version 2.15. Is this what everyone else is seeing?

  • 0
Posted

When I download and install the DynDOLOD Resources file version 2.18, Mod Organizer indicates that it is version 2.15. Is this what everyone else is seeing?

I've seen MO pull in the wrong version number several times in the past.  It is nothing usual in my own experience.  As long as you know which package you actually installed, you can manually correct the version number in the mod information screen.

  • 0
Posted (edited)

When I download and install the DynDOLOD Resources file version 2.18, Mod Organizer indicates that it is version 2.15. Is this what everyone else is seeing?

This can happen when I forget to update the version in the info.xml in the archive.

Edited by sheson
  • 0
Posted (edited)

No matter how much I try I have no long distance tree lods after updating.

 

 

If this is vanilla tree LOD then increase [TerrainManager] fTreeLoadDistance in SkyrimPrefs.ini or DynDOLOD MCM Settings page.

 

If this is ultra trees it seems that LOD16 column is not set to Billboard for "tree" mesh rule (maybe an earlier rule overwrites the default at the bottom) or billboards are not installed, though I think the aspen are billboards already.

Edited by sheson
  • 0
Posted (edited)

If that is the issue bethini is a real trouble maker lol. Thanks.

 

Edit : Didn't seem to solve it.

 

I didn't have this issue even with my old ini settings before updating to 2.18

Edited by Monobloc
  • 0
Posted (edited)

If that is the issue bethini is a real trouble maker lol. Thanks.

 

Edit : Didn't seem to solve it.

 

I didn't have this issue even with my old ini settings before updating to 2.18

So, I have to deduct the screenshot shows vanilla tree LOD. Vanilla tree LOD has only one LOD level, which is 4.

 

The draw distance of vanilla tree LOD is defined by [TerrainManager] fTreeLoadDistance in SkyrimPrefs.ini. Make sure to change the correct SkyrimPrefs.ini if using MO.

 

If loading an existing save game with DynDOLOD check the DynDOLOD SkyUI MCM Settings page for fTreeLoadDistance. It will overwrite the setting from the ini when the MCM setting is restored.

The tree LOD distance can be adjusted in real time from the DynDOLOD SkyUI MCM Settings page. It should update the world after closing all menus.

 

If that fails, try a new game with coc whiterun in console from main menu. That should use the ini setting for sure.

Edited by sheson
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.