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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

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

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 (edited)

Hi Sheson, I'm using the whiterun fix esp. It works, but not without problem:

https://postimg.org/image/825hic22p/

Waterfall coming out of the windmill LOD (LoL). Also, should I install Skyfalls + Skymills? Or just Skymills? And one last thing; the water looks great inside whiterun, but at the end of the stream, there wasn't any water coming out from whiterun's water system. And no rocks also. Thanks again.

 

Edit: Ah, I realize I took that picture OUTSIDE of whiterun, so it's not the fix fault. But where do I do wrong? Thanks.

Edited by gmahadhika
  • 0
Posted (edited)

YOU 

 

  On 4/11/2015 at 1:18 AM, gmahadhika said:

Hi Sheson, I'm using the whiterun fix esp. It works, but not without problem:

https://postimg.org/image/825hic22p/

Waterfall coming out of the windmill LOD (LoL). Also, should I install Skyfalls + Skymills? Or just Skymills? And one last thing; the water looks great inside whiterun, but at the end of the stream, there wasn't any water coming out from whiterun's water system. And no rocks also. Thanks again.

 

Edit: Ah, I realize I took that picture OUTSIDE of whiterun, so it's not the fix fault. But where do I do wrong? Thanks.

This looks like you generated a new DynDOLOD.esp and didn't follow the update procedure for an existing save game.

 

I only added the buildings and the water plane to the outside, more stuff outside will mean more and more performance impact

 

Neither SkyFalls or SkyMills is needed when you use DynDOLOD.

Edited by sheson
  • 0
Posted
  On 4/11/2015 at 9:31 AM, sheson said:

 

This looks like you generated a new DynDOLOD.esp and didn't follow the update procedure for an existing save game.

 

I only added the buildings at a water plane to the outside and more stuff outside will mean more and more performance impact

 

Neither SkyFalls or SkyMills is needed when you use DynDOLOD.

Ah, is that so. So if I were to start anew then there would be no problem? Thanks I'll try it now. :)

  • 0
Posted
  On 4/10/2015 at 10:16 PM, sheson said:

Not that I know of. But I can write this up real quick :)

 

Either use Photoshop (dds import/export plugin form nvida) or Gimp (find dds plugin through google).

 

Then look at the vanilla LOD textures, for the imperial forts it is

textures\lod\imperialfortlod.dds (may need to unpack Skyrim Textures.bsa)

 

This is a mini atlas of 4 textures simply put in a 2x2 square.

 

top left textures\dungeons\imperial\impextrubble01.dds

top right textures\dungeons\imperial\impextfloor01.dds

bottom left textures\dungeons\imperial\impwall05_n.dds

bottom right textures\dungeons\imperial\impextwall01.dds

 

So, copy paste those 4 textures into a grid of 4, then shrink to 256x256 (or 512x512 if you don't care about vram)

Do the same for the _n.dds versions and you are all set.

 

If you have a complete set of updated textures for a replacer I will happily add them to DynDOLOD as optionals and of course I'll give credit :)

Ok - this worked after some trial and tribulation.  The textures I am using have parallax (Vivid Landscapes), and I was getting BSODs until I figured out I also needed to do the _p files as well.

 

Here's how it looks now:

 

https://imgur.com/jfalugM

https://imgur.com/or88zp8

 

I'm really pleased with this.  

 

Is there a pattern for what textures make up the LOD tile? (and I thought I was actually going to get to PLAY Skyrim this weekend - ha!).

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

Ok - this worked after some trial and tribulation.  The textures I am using have parallax (Vivid Landscapes), and I was getting BSODs until I figured out I also needed to do the _p files as well.

 

Here's how it looks now:

 

https://imgur.com/jfalugM

https://imgur.com/or88zp8

 

I'm really pleased with this.  

 

Is there a pattern for what textures make up the LOD tile? (and I thought I was actually going to get to PLAY Skyrim this weekend - ha!).

 

LOD doesn't use parallax textures. The only way I think textures can cause CTD is when their dimensions are not one of 64, 128, 256, 512, 1024, 2048, 4096, 8192

There is usually no pattern across different types of architecture as far as I can tell. Just use nifksope and open specific LOD nifs to see what textures they use by unfolding NiTriShape->BSLightingShaderProperty->BSShaderTextureSet

  • 0
Posted

What normal did you use for the bottom left of dlc01\lod\dlc01castlefortlod_n.dds?

 

Four textures were:

dlc01\dungeons\castle\castlefloorstone03.dds top right

dlc01\dungeons\castle\castlerubblepile01.dds top left

dlc01\dungeons\castle\castlewallstone01.dds bottom right

dlc01\dungeons\castle\castlewallstone05.dds bottom left - this one has no corresponding normal map

  • 0
Posted (edited)
  On 4/11/2015 at 9:02 PM, EssArrBee said:

Now I feel dumb. It never even occurred to me to check the model.  :facepalm:

Don't worry about it, after a year working with this I picked up a few things - I assure you, it was not over night, so no problem  :)

Edited by sheson
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Posted
  On 4/12/2015 at 12:01 AM, sheson said:

1.00 Woohoo!

 

Finally created Dawnguard Castle LOD models. I had them on my list for a long time.

 

59721-1-1428792102.jpg

Sjel Blad Castle

That's beautiful

  • 0
Posted

First of all congrats on 1.0! 

 

Second, I followed the HTML guide to the letter, and this guide from reddit but I'm having problems getting new LOD objects to show up in game. I tried using version 0.59 and 1.0 but both don't seem to generate any LOD objects except trees (which the LOD billboards are incorrect or missing for the full model despite installing Vanilla LOD billboards, SFO billboards, and Tamriel Reloaded Trees billboards in the correct order as per my load order) and waterfalls and windmills. 

There doesn't seem to be anything in the 'Meshes\Terrain\Tamriel\Objects' folder after generation. I used version 0.52 previously and it generated a lot of files for that folder. 

 

I am using TESVedit r1930 with MO.

 

Thanks for any help!

  • 0
Posted
  On 4/12/2015 at 12:01 AM, sheson said:

Finally created Dawnguard Castle LOD models. I had them on my list for a long time.

You really mastered LOD mesh making ::P:

  • 0
Posted (edited)
  On 4/12/2015 at 7:02 AM, steveowashere said:

First of all congrats on 1.0! 

 

Second, I followed the HTML guide to the letter, and this guide from reddit but I'm having problems getting new LOD objects to show up in game. I tried using version 0.59 and 1.0 but both don't seem to generate any LOD objects except trees (which the LOD billboards are incorrect or missing for the full model despite installing Vanilla LOD billboards, SFO billboards, and Tamriel Reloaded Trees billboards in the correct order as per my load order) and waterfalls and windmills. 

There doesn't seem to be anything in the 'Meshes\Terrain\Tamriel\Objects' folder after generation. I used version 0.52 previously and it generated a lot of files for that folder. 

 

I am using TESVedit r1930 with MO.

 

Thanks for any help!

Sounds like LODGen.exe has a problem creating those files. It is the white on black command prompt window popping up.

Post content of TES5Edit\LODGen_log.txt if it has any. If not you need to watch the white on black window for errors and report it.

 

The rest works OK? You have json files in SKSE and the dds in textures?

Edited by sheson
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