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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

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Updating DynDOLOD

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Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

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DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

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Posted
  On 3/13/2015 at 11:46 AM, sheson said:

If you still have the tree LOD billboards installed from the TES5LODGen process and also still have the tree LOD generated by TES5LODGen you already did half the work!

 

Unpack the data folder from the DynDOLOD archive to a mod in MO so you have all the extra LOD objects to be used in place.

Install the TES5Edit scripts from the DynDOLOD archive to your TES5Edit installation.

 

Now you just have to start up TES5Edit from MO with your load order and then execute the DynDOLOD Worlds.pas script. Here you have to do each worldspace 1 by 1 though.

 

Select a worldspace and then either use 'low', 'medium, or 'high' buttons, set the 'Output Path' (it is like -o: parameter of TES5LODGen) to a directory not part of the game and not part of MO to avoid overwriting/nasty error messages. Then click OK and let it run.

 

If needed, start DynDOLOD Worlds.pas script again, select another worldspace, click OK

 

Save DynDOLOD.esp after completion and move files generated to the output directory selected above to a mod in MO.

Thanks you man, it totally made my day!

The installation is much more easier that it looks from the video, and your instructions worked like a charm!

Thanks a lot again, you are a great man!

  • 0
Posted (edited)

Guys - well it took some time, but I finally got this to work well in my game.  The results are fantastic.  When I look at the before/after shots, you can definitely see the difference, but in game, the distant detail quality just elevates the game immersion to a new level.  Because of the way you handle the 3 different zones, it really reduces pop-in, so I was able to take my uGrids down from 7 to 5.  As a result, I actually get a small FPS bump along with the much better detailed LODs.

 

Creating an updated mod build takes a tremendous amount of work.  This last build took the entire weekend working almost non-stop.  I really just went through and updated my last build, changing out probably 10% of the mods, but the implementations seem to be getting more and more complex.  Between figuring out DynDLOD, catching up with the latest way to implement Perkus Maximus, and adding to that Real Shelter, ASIS, Spoolies Spears, Duel Sheath Redux, and others that require patches to be run.  Add to that having to merge merge a bunch of plugins to make room within the 255 limit, and it is quite exhaustive to make any changes to a build.  

 

But at the end of the day (or in this case, 11pm Sunday evening), the results are worth it.  I still have some tweaking to do to make everything stable, but I really wanted to give you guys my thanks for your work on this.  

Edited by jbvertexx
  • 0
Posted
  On 3/17/2015 at 10:04 PM, EssArrBee said:

Can grass be added as an object? If you somehow add as an lod object would it just cripple anyone's system due to resource demands?

It has its own way how it is implemented, it would be difficult. First lets add the shrubs and bushes to the tree LOD. That can be done already if someone takes the time to work on billboards for them...

 

@darksynth0 and @jbvertexx

Good to read your feedback and my respects actually, because my load order is much smaller and I haven't even begun doing all the other modifications to the game mechanics like you did. I am collecting mods since over a year for my next play through... It is very encouraging to hear that the game works as expected with all the mods and patching.

 

The next DynDOLOD update will make the process even easier, as Zilav helped to add tree LOD generation right into DynDOLOD Worlds.pas, so tree and object LOD can be generated in one go.

  • 0
Posted

Hi again, in my endless search to have night-time skyrim lit up like a christmas tree I've stumbled across a problem getting the solitude's blue palace to show up as a full model (the window light should be visible from a long way away). I've tried mesh rules sbluepalace, sbluepalace.nif and even Skyrim.esm;0002E4D0 and the LOD mesh always appears, any ideas? Ultimately I'd love to learn how to add a glow map to the actual LOD mesh of a whole load of lit buildings to save on polygons but that's for another time. 

  • 0
Posted (edited)
  On 3/18/2015 at 11:46 PM, johnarnaud said:

Hi again, in my endless search to have night-time skyrim lit up like a christmas tree I've stumbled across a problem getting the solitude's blue palace to show up as a full model (the window light should be visible from a long way away). I've tried mesh rules sbluepalace, sbluepalace.nif and even Skyrim.esm;0002E4D0 and the LOD mesh always appears, any ideas? Ultimately I'd love to learn how to add a glow map to the actual LOD mesh of a whole load of lit buildings to save on polygons but that's for another time. 

The problem you have with the Palace is because 2E4D0 actually only exists in the town child world and not in Tamriel.

In addition DynDOLOD uses some build-in logic when it scans the child worlds for new objects added by mods which will prevent it from changing most vanilla models in child worlds and their siblings in the parent world to avoid things getting messy. So whatever rules you set for it will most likely be filtered out anyways.

 

Instead, address the Palace that is added to the Tamriel world Skyrim.esm;0007ADF8 which uses meshes\architecture\solitude\sbluepalace_lod.nif for when the cell is attached.

So even when the cell is attached it will always use a LOD model for it. Worse, this is the LOD16 version and not the LOD4 version (DynDOLOD fixes it to keep using the LOD4 version)

 

To make sure it also uses the full model for when the cell is attached, copy meshes\architecture\solitude\sbluepalace.nif to meshes\architecture\solitude\sbluepalace_lod.nif

or update its base element 0008E2CE to use the full mesh

 

Then try the "usual" mesh rules you use on Skyrim.esm;0007ADF8

 

Let me know if it worked or not, as I haven't tested it. This is just from top of my head :)

 

 

 

 

You are right, the best option would be to create windowglow neverfades as Bethesda did with meshes\architecture\whiterun\wrbuildings\wrlodwindowglow01.nif

Note the mesh rules 'windowglow' with all empty columns to make sure DynDOLOD leaves it alone

Edited by sheson
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Posted

@sheson - cool, I'll crack on with that later this evening and let you know.

 

@jbvertexx - could you give a few details on how you got real shelter to work with DynDOLOD? On their own they work fine but I've found that when used together all dynamic LODs are switched off when under a shelter, regardless of the weather. Thanks!

  • 0
Posted (edited)
  On 3/19/2015 at 9:30 AM, johnarnaud said:

 could you give a few details on how you got real shelter to work with DynDOLOD? On their own they work fine but I've found that when used together all dynamic LODs are switched off when under a shelter, regardless of the weather. Thanks!

Just using real shelter or with the RS patcher? I only know it exists, never tested it yet, but will look into it. Whatever details you might have help.

Edited by sheson
  • 0
Posted (edited)
  On 3/19/2015 at 9:30 AM, johnarnaud said:

@sheson - cool, I'll crack on with that later this evening and let you know.

 

@jbvertexx - could you give a few details on how you got real shelter to work with DynDOLOD? On their own they work fine but I've found that when used together all dynamic LODs are switched off when under a shelter, regardless of the weather. Thanks!

I hadn't noticed that, but I was primarily checking for stability initially and that the individual mods worked.  I haven't had much chance to play this week - will definitely check it out this weekend.

 

My sequence of patches was:

 

DynDOLOD

TES5Edit Merge Patch

Bashed Patch

Patchus Maximus

RSPatch

Then using SUM:  ASIS, Dual Sheath Redux, and Spears by Soolie

 

I have something going on with the last three causing occasional CTDs, so I need to figure that out this weekend as well.

 

p.s. - I wouldn't say I know exactly what I'm doing with this - I'm just good at following instructions and videos....

Edited by jbvertexx
  • 0
Posted (edited)

I don't see any problems by just using RealShelter. Both dynamic LOD and shelter seems to work as intended.

I will have to test more with the patcher and order of things.

 

For now I would suggest not to load either mods when running the scripts.

So when you run DynDOLOD Worlds.pas do not load any real shelter mods, and when running RS patcher do not load DynDOLOD.esp.

Usually LOD objects don't need shelter (unless "Replace" is used on an object that qualifies as shelter, which is not the case with the default rules and its use is intended for a few animated things).

Vice versa references added by realshelter are not visible objects that would need LOD AFAIK.

Edited by sheson
  • 0
Posted (edited)

DynDOLOD 0.57

Updating
There are some ini and rule updates, so if updating from older version delete 'TES5Edit\Edit Scripts\DynDOLOD\' directory and all its contents first.
As always just overwrite everything in Skyrim data directory when updating meshes and textures etc.

New
DynDOLOD Worlds.pas now also creates tree LOD as part of the process. Tree and object LOD are generated in one go.

Get latest TES5Edit from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/
Manual and videos have been updated to reflect the changes.

DynDOLOD Worlds.pas now adds and uses custom rules for specific mods automatically when clicking default, low, medium or high. Check the list of compatible mods in the manual.

DynDOLOD Worlds.pas now starts in a wizard mode that hopefully is less intimidating to new users not familiar with the process.
The new DynDOLOD_QuickStart.html covers the wizard mode - complete with videos - to get started.

Experienced users can either press the advanced button, or set Wizard=0 in DynDOLOD.ini to start in advanced mode right away.

Note that meshes, textures for both tree and object LOD *AND* also the skse\plugins\StorageUtilData\*.json files are now all created in the select output path.
Just as before copy or move everything from output path to mod in MO or into game data directory.

See DynDOLOD-Changelog.txt for full list

Edited by sheson
  • 0
Posted (edited)

Firstly,love your mod,it's a must-have mod for my skyrim now.

But in v0.57 when i apply script it occur an error saying

Error in unit 'lodgenalt' on line 10:undedared idntifier 'wbOutputPath'.

Is there anything wrong?

Edited by psrvi7
  • 0
Posted
  On 3/20/2015 at 6:23 AM, zilav said:

"Get latest TES5Edit"

I would be unhappy if that is the case,because google is blocked from my country.

I can't download it.That's why I just get the version in nexus.

But it's OK,thanks for answering,maybe I can get it one way or another

  • 0
Posted
  On 3/20/2015 at 6:06 PM, psrvi7 said:

I would be unhappy if that is the case,because google is blocked from my country.

I can't download it.That's why I just get the version in nexus.

But it's OK,thanks for answering,maybe I can get it one way or another

I sent you a PM with an alternative link to download 1921 

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