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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

  • 0
Posted (edited)
  On 4/12/2015 at 3:32 PM, TechAngel85 said:

Octo, you're using the MO beta which could be causing some of your issues. Have you tried it with the latest stable version of MO?

I've only upgraded to 1.3.3 today. I'll do a few more runs (there are still combinations of things I can try I believe) and then downgrade.

 

  On 4/12/2015 at 3:38 PM, sheson said:

Test with this version of LODGen.exe please

https://mega.co.nz/#!AUAhUQKR!M26iBnbu7H3L7WiUpPxIKryiCi-nmPAALks4gZQ-AfQ

 

It won't fix the underlying problem accessing the meshes and landscape terrain files, but may print a decent error message instead of crashing.

I'll give it a shot and get back to you.

P.S. you could convert the 5MB bmp pictures from edit scripts folder to like, png or jpg to make the mod slightly smaller :P Not like size matters in the age of gigabit internet, but...

Edited by Octopuss
  • 0
Posted
  On 4/12/2015 at 3:47 PM, Octopuss said:

I've only upgraded to 1.3.3 today. I'll do a few more runs (there are still combinations of things I can try I believe) and then downgrade.

 

I'll give it a shot and get back to you.

P.S. you could convert the 5MB bmp pictures from edit scripts folder to like, png or jpg to make the mod slightly smaller :P Not like size matters in the age of gigabit internet, but...

TES5Edit pas scripts only supports bmp at the moment. Support for other formats can be added but I didn't 't find it important enough to request it. :)

  • 0
Posted

Sheson, a quick question.

 

I know you've posted a process that works for updating the mod. What about adding it into a game already in progress? I know the STEP team was thinking adding this into STEP would cause users to have to start a new game. The only other mod we've ever added that required this was aMidianBorn Content Addon. If having to start a new game can be avoided this would be great! I can test it on my current game if you can post the best way to do this.

  • 0
Posted (edited)
  On 4/12/2015 at 4:11 PM, TechAngel85 said:

Sheson, a quick question.

 

I know you've posted a process that works for updating the mod. What about adding it into a game already in progress? I know the STEP team was thinking adding this into STEP would cause users to have to start a new game. The only other mod we've ever added that required this was aMidianBorn Content Addon. If having to start a new game can be avoided this would be great! I can test it on my current game if you can post the best way to do this.

The process is only about dynamic LOD, tree and static object LOD, the *.bto, *.btt and *.dds files can always be updated.

 

Technically if a game in progress never saw dynamic LOD (DynDOLOD.esp) before, it is the same as a new game.

 

The only side effect is, that there may be dynamic LOD showing for objects that start as enabled/visible in a new game but have since been disabled by quests.

 

This fixes itself as soon as you enter the cell that contains that full object.

Edited by sheson
  • 0
Posted

I think there really is a problem with MO's hook rather than DynDoLOD outputting files in the overwrite folder being problematic by design. I just get crashes lodgen randomly when I do that. So yes, the documentation is correct, BUT it shouldn't matter!

 

Btw sheson, could you make the lodgen's logging so that for each instance, a new file with unique name is generated? Or alternatively, just append the new output to the existing file. And btw the version you posted doesn't do anything. When lodgen crashes, nothing extra is written in the file at all. What's worse, I have to click on the usual terminate process button in order for anything to be written, but just as I do, another (the next) instance of lodgen is started, leaving me with about 1-2 seconds to switch to Total Commander and open the log file.

  • 0
Posted
  On 4/12/2015 at 4:00 PM, sheson said:

TES5Edit pas scripts only supports bmp at the moment. Support for other formats can be added but I didn't 't find it important enough to request it. :)

If you check "Worldspace browser" script, you can notice that it supports reading DDS too (when building a map from LOD tiles) :woot:

  • 0
Posted
  On 4/12/2015 at 5:12 PM, zilav said:

If you check "Worldspace browser" script, you can notice that it supports reading DDS too (when building a map from LOD tiles) :woot:

You are right. I should use it. They would be 1/3rd in size.

  • 0
Posted

I assume at some point the SFO 2.1 Billboards will be uploaded to the TES5LODGen nexus presence? For some reason EssArrBee's copy.com link doesn't work for me... just brings up a blank page with a sign in area. I don't need to create an account to get them no?

 

Edit: Turns out the link posted a few pages back in the forum is wrong, the actual "fixed" link is: https://copy.com/CDdyCBKnSDWvLbIm

 

Trying to get this setup in my user area for an eventual SR:LE update... depending on results of course.

 

Edit2: Looks like RAT doesn't have proper billboards yet for 3.0 version, even then its not SFO 2.1 compatible yet... so gonna drop RAT for this test run.

  • 0
Posted
  On 4/12/2015 at 2:45 PM, Octopuss said:

One random thought: could symbolic links cause any problems? I have a bunch of them so I don't go crazy switching folders all the time. I briefly looked at DynDOLOD-LODGen preset default.ini, where "Mod Organizer" in Destination=F:\Games\Skyrim\Mod Organizer\overwrite\ is actually a directory junction, the real path is f:\Games\Skyrim\utilities\Mod Organizer\overwrite.

I know I had problems with this approach elsewhere with different programs.

 

I'll try reinstalling DynDoLOD after I try one more thing I wanted.

I seem to recall sometime in my support of MO symlinks coming up, and MO not liking them overly much.

  • 0
Posted (edited)
  On 4/12/2015 at 6:33 PM, DeathByDestiny said:

Congrats on 1.0 Sheson! It's been a long road, remember those disappearing windmills? :p

Sure thing! You helped to get us here.

Edited by sheson
  • 0
Posted

I seem to be getting this error 1yla2jF.

I've searched through this thread and there wasnt much.

I also to a look through the docs and there wasnt anything.

 

The LO is the SRLE guide

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