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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

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

  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)

Does mountaincliffcrevasse_lod_0h.nif actually exist?

 

In Skyrim - meshes.bsa\meshes\lod\mountains there is a mountaincliff01_lod_0h.nif and few more of the 0h.nif-like, but no mountaincliffcrevasse_lod_0h.nif.

 

In DynDOLOD install files, in data\meshes\lod\mountains, there are mountaincliffcrevasse_lod_0l.nif, mountaincliffcrevasse_lod_1.nif and mountaincliffcrevasse_lod_2.nif.

Edited by Ilkob
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Posted (edited)
  On 4/18/2015 at 3:28 PM, Ilkob said:

Does mountaincliffcrevasse_lod_0h.nif actually exist?

 

In Skyrim - meshes.bsa\meshes\lod\mountains there is a mountaincliff01_lod_0h.nif and few more of the 0h.nif-like, but no mountaincliffcrevasse_lod_0h.nif.

 

In DynDOLOD install files, in data\meshes\lod\mountains, there are mountaincliffcrevasse_lod_0l.nif, mountaincliffcrevasse_lod_1.nif and mountaincliffcrevasse_lod_2.nif.

It does, I have unpacked the Skyrim - Meshes.bsa and it is present in meshes\lod\mountains\mountaincliffcrevasse_lod_0h.nif. MO also reports it being loaded by TES5Edit in the logs. 

 

EDIT: Just double checked again, 'mountaincliffcrevasse_lod_0h.nif' doesn't exists inside Skyrim - Meshes.bsa...

Why is LODGen looking for that file? 

Edited by steveowashere
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Posted

There must be a mod that defines that LOD mesh to a base element without providing the LOD mesh.

 

I will add a fail check to the next DynDOLOD version. It should be able to report the esp that adds it.

  • 0
Posted
  On 4/18/2015 at 4:09 PM, sheson said:

There must be a mod that defines that LOD mesh to a base element without providing the LOD mesh.

 

I will add a fail check to the next DynDOLOD version. It should be able to report the esp that adds it.

Sounds good!  ::D: (I made a copy of mountaincliffcrevasse_lod_0l.nif and renamed it to mountaincliffcrevasse_lod_0h.nif and LODGen works now)

 

Is there a way to find which mod is adding mountaincliffcrevasse_lod_0h.nif? So I can disable it or remove it all together. 

  • 0
Posted
  On 4/18/2015 at 4:28 PM, steveowashere said:

Sounds good!  ::D: (I made a copy of mountaincliffcrevasse_lod_0l.nif and renamed it to mountaincliffcrevasse_lod_0h.nif and LODGen works now)

 

Is there a way to find which mod is adding mountaincliffcrevasse_lod_0h.nif? So I can disable it or remove it all together. 

That mod is fine. It is actually not directly defining the h mesh, but rather adding a new combination with heavy snow settings that make DynDOLOD World pas believe there should be the h version of that LOD Mesh.

It should look OK falling back to the l version - which the next DynDOLOD version will do. Once it is is out, see if you you can spot a message about it in the log with a MOD name.

  • 0
Posted
  On 4/18/2015 at 4:36 PM, sheson said:

That mod is fine. It is actually not directly defining the h mesh, but rather adding a new combination with heavy snow settings that make DynDOLOD World pas believe there should be the h version of that LOD Mesh.

It should look OK falling back to the l version - which the next DynDOLOD version will do. Once it is is out, see if you you can spot a message about it in the log with a MOD name.

Awesome, I will look for that when the next update comes out.

 

Thank you for all your help! Truly awesome work you do.  ::D:

  • 0
Posted (edited)

1.10

 

fixes the h LOD Mesh problem from steveowashere, hopefully print out a nice info message without further interruption

fixes the empty master from hallowieners

uses the red sails version for the Solitude windmill from SMIM when installing SMIM with the SkyMills option, so Ilkob is happy :)

 

@EssArrBee and anybody else who wants to dive into LOD textures, check out DynDOLOD TexGen.pas. It has a lot of info at the top of script that should get you started.

 

 

  On 4/18/2015 at 4:45 PM, narphous said:

Something odd is going on. The mega link asks for a decryption key, and the nexus link just dumps you to the main nexus greeting page.

give it a minute to settle, was just updating :)

Edited by sheson
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Posted (edited)

sheson, with the 1.04 version the Solitude windmill linnen colored sails were red like they're supposed to - with SkyMills & SkyFalls installed - and in SMIM-installer the Windmills SkyMills Compatibility Sails option ticked.

But the Solitude mill colored sails were yellow when using the option Windmills Base Vanilla Version Sails in SMIM-installer - so without having SkyMills & SkyFalls in the load order. Rest of the windmill fans and sails possibilities in 1.04 were fine: vanilla fans, SMIM fans, SMIM fans for SkyMills & SkyFalls, SMIM sails for SkyMills & SkyFalls.

 

With the 1.11 version - with SkyMills & SkyFalls in the load order - the Solitude windmill colored sails (Windmills SkyMills Compatibility Sails option ticked in SMIM installer) are red as they should be. Also the SMIM-installer option Windmills SkyMills Compatibility works fine.

 

The other SMIM options however - version 1.11, now without SkyMills & SkyFalls installed - are not working correctly with the Solitude mill - well, disclaimer :) not in my game. The alternate sails or fans are not being used. The Solitude mill uses the vanilla fans. One time, just after DynDOLOD had initialized, when in Solitude, the mill used both the vanilla fans and the red linnen sails from SMIM, deattached.

Looking from the swamp with SMIM option Windmills Base Vanilla Version Sails ticked, the Solitude fans get a solid structure without differentiating color - much like how it looks when having opened the .nif in nifskope. Zooming with fov 10 then shows them as normal transparant fans.

 

With version 1.11 doubling seems more frequent and persistent with non vanilla meshes when hopping from Solitude to Katla's and then looking at the Solitude mill. BTW, when fast travelling from e.g. the swamp to Katla's farm, then there is no doubling of mill wings when looking at Solitude - this was tested with SkyMills & SkyFalls in the load order.

 

All in all, concerning the Solitude windmill, the 1.04 version seems better than version 1.11. Just no red sails with Windmills Base Vanilla Version Sails in SMIM-installer ticked. Sometimes, with 1.04, doubling with non vanilla meshes installed can still occur when looking from Katla's to Solitude after fast travelling, coming from Solitude, but increasing the distance a little resolves this, and then when approaching again it stays good. Coming from other directions than Solitude to Katla's, then no doubling occurs. Might be just a loading thing.

Edited by Ilkob
  • 0
Posted

Well, I figured out my issue, it was the bashed patch.

I should probably stop using the beta wrye bash because half the time it breaks everything and I dont really want to deal with it for skyrim.

  • 0
Posted (edited)
  On 4/20/2015 at 4:06 PM, Ilkob said:

sheson, with the 1.04 version the Solitude windmill linnen colored sails were red like they're supposed to - with SkyMills & SkyFalls installed - and in SMIM-installer the Windmills SkyMills Compatibility Sails option ticked.

But the Solitude mill colored sails were yellow when using the option Windmills Base Vanilla Version Sails in SMIM-installer - so without having SkyMills & SkyFalls in the load order. Rest of the windmill fans and sails possibilities in 1.04 were fine: vanilla fans, SMIM fans, SMIM fans for SkyMills & SkyFalls, SMIM sails for SkyMills & SkyFalls.

 

With the 1.11 version - with SkyMills & SkyFalls in the load order - the Solitude windmill colored sails (Windmills SkyMills Compatibility Sails option ticked in SMIM installer) are red as they should be. Also the SMIM-installer option Windmills SkyMills Compatibility works fine.

 

The other SMIM options however - version 1.11, now without SkyMills & SkyFalls installed - are not working correctly with the Solitude mill - well, disclaimer :) not in my game. The alternate sails or fans are not being used. The Solitude mill uses the vanilla fans. One time, just after DynDOLOD had initialized, when in Solitude, the mill used both the vanilla fans and the red linnen sails from SMIM, deattached.

Looking from the swamp with SMIM option Windmills Base Vanilla Version Sails ticked, the Solitude fans get a solid structure without differentiating color - much like how it looks when having opened the .nif in nifskope. Zooming with fov 10 then shows them as normal transparant fans.

 

With version 1.11 doubling seems more frequent and persistent with non vanilla meshes when hopping from Solitude to Katla's and then looking at the Solitude mill. BTW, when fast travelling from e.g. the swamp to Katla's farm, then there is no doubling of mill wings when looking at Solitude - this was tested with SkyMills & SkyFalls in the load order.

 

All in all, concerning the Solitude windmill, the 1.04 version seems better than version 1.11. Just no red sails with Windmills Base Vanilla Version Sails in SMIM-installer ticked. Sometimes, with 1.04, doubling with non vanilla meshes installed can still occur when looking from Katla's to Solitude after fast travelling, coming from Solitude, but increasing the distance a little resolves this, and then when approaching again it stays good. Coming from other directions than Solitude to Katla's, then no doubling occurs. Might be just a loading thing.

DynDOLOD does not support SMIM small sails Solitude option. I never said it would :)

Nobody installs the small sails option, right?

 

All your other troubles sound like updating a save game went wrong. Did you test with new game? Please only report problems regarding latest version.

  On 4/20/2015 at 5:59 PM, hishutup said:

Well, I figured out my issue, it was the bashed patch.

I should probably stop using the beta wrye bash because half the time it breaks everything and I dont really want to deal with it for skyrim.

Hmm, DynDOLOD Worlds.pas tries to ignore mods with the name containing "Bashed Patch".

However, if something uses it as master things will do god knows what.

 

You think it should warn to remove "Bashed Patch" esp from load order instead of silently trying to hope it works?

On second thought, I might be able to throw a warning if something uses a "ignored" master mod.

Edited by sheson
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Posted

well bashed patch didnt have any Worldspace or Cell groups.

However, there are error in some references. It appears that it merged some plugins that added keywords.

 

I would avoid relying on plugin names because people merge mods today.

A bashed patch is determined by the author being "BASHED PATCH"

  • 0
Posted
  On 4/20/2015 at 7:41 PM, hishutup said:

well bashed patch didnt have any Worldspace or Cell groups.

However, there are error in some references. It appears that it merged some plugins that added keywords.

 

I would avoid relying on plugin names because people merge mods today.

A bashed patch is determined by the author being "BASHED PATCH"

Good idea, I will use that for some "logic" for some messages or something anything is better than some obscure error from TES5Edit :)

  • 0
Posted

How reliant are you on plugin names?

 

I know newer versions of the merge script will actually make a formID list. 

Maybe you can use that to look for matching plugin names.

Here is a small merge that make be of use.

I can provide the file if you feel that it would be beneficial.

 

How difficult would it be to generate my own lod textures?

 

Are the default LOD used for the objects?

Such as Textures\tamriel\Objects

That directory may be incorrect because its from memory.

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