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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

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

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]

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

DynDOLOD - Dynamic Distant Objects LOD - Sheson

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  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 4/4/2015 at 1:11 AM, sheson said:

Cool, do you have any specific map menu settings in skyrim.ini?

Performance?

Nope, nothing out of the ordinary. Performance was just fine.

 

Do not use data from a processed DynDOLOD.esp in a mod. That will be messy, especially if that data becomes part of the load order when running DYnDOLOD Worlds.

In adds a lot of extra data for the dyanmic LOD switching that should not be part of any other mod.

 

 

Set the neverfade flag with CK or xEdit on references that you want to see further away. That is what modders do already and DynDOLOD knows how to work with that.

I just created the _lod.nif version of all the plant meshes, but I was wondering if I could do anything else. I can mess with it in the CK then.

skyrim.iniFetching info...

skyrimprefs.iniFetching info...

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Posted (edited)
  On 4/4/2015 at 1:26 AM, EssArrBee said:

I just created the _lod.nif version of all the plant meshes, but I was wondering if I could do anything else. I can mess with it in the CK then.

Oh wait, sorry I thought were talking about full model objects. If you have created LOD meshes, that is another story. You do not really need to do anything in CK or xEdit to have DynDOLOD use them.

 

Just make sure that the filename part before _lod.nif match the the full model name like house01.nif -> house01_lod.nif.

If the _lod.nif is for a small object name it _lod_0.nif so it only is used for LOD level 4. If it is a big object name it _lod_1.nif so it shows in 4 and 8. Name it _lod_2.nif so it shows in 4, 8 and 16. 

 

The  _lod.nif just needs to be put into meshes\ where see fit. DynDOLOD scans all folders for _lod.nif files and uses all that match full model file name used in the world.

Edited by sheson
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Posted
  On 4/3/2015 at 11:14 PM, sheson said:

@darkside and @Hazado and anybody else who might have had the  

Access violation at address 00A15C1E in module 'TES5Edit.exe'. Read of address 00000000

Please get xEdit svn 1930 or higher and let us know if the error is fixed.

Okay, It finished Tamriel fine, but then errored when it started to add references to WrymstoothWorld

[00:40:26.020]    Add 444 references from child worlds to WyrmstoothWorld
Error in unit 'functions' on line 356 : Type mismatch
[Apply Script done]  Processed Records: 0, Elapsed Time: 40:48

Here is the logs and esp.

https://mega.co.nz/#!PAQUBJ4S!3W_V_TeJ9-rnLpUQkRJcgPKymfFdzwU1qeLZvyrN1X4

  • 0
Posted

That error will be fixed next version. In the meantime select all but WyrmstoothWorld and then immediately after that completed run it just for WyrmstoothWorld

  • 0
Posted
  On 4/4/2015 at 1:11 AM, sheson said:

That is the one with the water. I never saw any that adds the buildings. Maybe I will do one some time.

 

Start again with the default DynDOLOD.esp. Do all worlds you want to update LOD for in one session. Please post complete log if it still fails.

Tried that oh so many times, with everything from my full load order to only skyrim and update esms checked in xedit. The result is always the same. This was run with dyndolod 59.3 and xedit 1930. Did a full run, i.e. not using any cached data and generating everything fresh, and I didn't see the new error, just the "processed record:0".

TES5Edit_log.7zFetching info...

  • 0
Posted
  On 4/4/2015 at 12:31 PM, narphous said:

Tried that oh so many times, with everything from my full load order to only skyrim and update esms checked in xedit. The result is always the same. This was run with dyndolod 59.3 and xedit 1930. Did a full run, i.e. not using any cached data and generating everything fresh, and I didn't see the new error, just the "processed record:0".

 

[Apply Script done] Processed Records: 0, Elapsed Time: 19:12

This is the normal message from TES5Edit after everything ran successful. I guess DynDOLOD Worlds.pas should print out something more descriptive at the end. 

  • 0
Posted

I

 

  On 4/4/2015 at 1:06 PM, sheson said:

[Apply Script done] Processed Records: 0, Elapsed Time: 19:12

This is the normal message from TES5Edit after everything ran successful. I guess DynDOLOD Worlds.pas should print out something more descriptive at the end. 

Really? Because I always used to get processed record: xxxxx where xxxx was some number much greater than 0.

  • 0
Posted (edited)
  On 4/4/2015 at 3:08 PM, narphous said:

I

 

Really? Because I always used to get processed record: xxxxx where xxxx was some number much greater than 0.

It is just the way DynDOLOD Worlds.pas works, unlike most other scripts it reads records itself instead of getting them fed from TES5Edit. It got too complex for that simple mechanics   ::):

Edited by sheson
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Posted (edited)
  On 4/4/2015 at 8:54 PM, narphous said:

OK... well, any ideas on the error about reading dyndolods_worlds.json? Or still looking/haven't had a chance to look?

Nothing in the log suggests a problem right away. If you are sure you correctly copied the json files to Skyrim data\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json etc. please upload it or post its contents, you can open it with notepad.

 

 

0.59.31

fixes the error generating Wyrmsthooth after Tamriel among other small improvements

Edited by sheson
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Posted (edited)
  On 4/4/2015 at 12:18 AM, gmahadhika said:

For the water is this what you meant: https://www.nexusmods.com/skyrim/mods/51096/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D51096%26preview%3D&pUp=1

 

As for the building, I can't seem to find it...do you know any? Thanks in advance.

59721-1-1428194854.jpg59721-2-1428194855.jpg

 

Whiterun Exterior

https://mega.co.nz/#!gc5GADJD!FJFEVcZqrmLVitayc0u2OvGQR9YQQg9sc8ZmBd1LmWY

 

Will be in DynDOLOD archive options folder with next update

It is a bit of a shame still because the medium/high LOD for this area now looks more detailed than this...

Edited by sheson
  • +1 2
  • 0
Posted

Receiving the below error:

 

Cannot open file "C:\Games\Steam\SteamApps\common\Skyrim\Data\meshes\terrain\Tamriel\trees\Tamriel.4.-12.-12.btt". The system cannot find the path specified
[Apply Script done]  Processed Records: 0, Elapsed Time: 28:06
 
Any ideas?
  • 0
Posted
  On 4/5/2015 at 1:56 AM, jbvertexx said:

 

Receiving the below error:

 

Cannot open file "C:\Games\Steam\SteamApps\common\Skyrim\Data\meshes\terrain\Tamriel\trees\Tamriel.4.-12.-12.btt". The system cannot find the path specified
[Apply Script done]  Processed Records: 0, Elapsed Time: 28:06
 
Any ideas?

 

Did DynDOLOD generate tree LOD successfully first?

  • 0
Posted
  On 4/5/2015 at 2:00 AM, sheson said:

Did DynDOLOD generate tree LOD successfully first?

I realized I didn't delete the DynDOLOD edit scripts directory before upgrading to the new version.  Trying again now - looks like I made it past that point now.

  • 0
Posted
  On 4/5/2015 at 2:11 AM, jbvertexx said:

I realized I didn't delete the DynDOLOD edit scripts directory before upgrading to the new version.  Trying again now - looks like I made it past that point now.

Another error.  Maybe I need to go back and re-install again - I was upgrading.  Probably missed something.

 

DynDOLOD.esp] Adding master "Real Roads.esp"
[DynDOLOD.esp] Adding master "Moss Rocks.esp"
[00:04:01.038]      972 of 9720 done
[00:04:13.848]      1944 of 9720 done
Found a NULL reference, expected: TXST
[Apply Script done]  Processed Records: 0, Elapsed Time: 06:54

TES5Edit_log.txtFetching info...

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