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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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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

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

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

  • +1 15

Recommended Posts

  • 0
Posted
  On 5/6/2015 at 12:43 PM, sheson said:

 

The problem is a mod changes the base elements of those ruins and there are no LOD meshes matching it. Better Snow is one of those mods, but we have that one covered  - unless you forgot to copy the DATA folder form the DynDOLOD archive which contains all the new LOD resources or there is a new version of Better Snow that does things differently?

 

Open your load order in TES5Edit, enter 00026F96 into the FormID top left and hit enter.

In the right window CTRL+Click onto the field to the right of NAME - Base, which looks like NorTempleExteriorRib01Snow [sTAT:00026FCC]

It will switch to the baselement

Top row tells you the name of the mod, please let me know which one it is.

 

Please post TES5Edit\TES5Edit_log.txt if above does not help

So I did your instruction, see picture below:

 

Searching FormID 00026F96

 

CTRL+Click Name Base under Skyrim.esm

 

CTRL+Click Name Base under No snow under roof (out of curiosity)

 

When I go in game and click the ruins in Bleak Falls Barrow, formID points back to no snow under roof. Let me know if you need anything else.

  • 0
Posted (edited)
  On 5/8/2015 at 1:27 AM, nealredding said:

yea the problem was occuring just in the normal view. zooming out was just to see if the detail would pop in, and it did.  ...But anyway, it was something in the ini's, but i don't know what.  I reverted to previous copies and it fixed it.  If someone knows which settings effect like the draw distance, or object fade, or whatever it's called, I'd still be curious to know what it was.  thanks!

See the manual in docs in the DynDOLOD archive, there are some ini settings explained.

 

 

 

@Obliterator2 and @WantedPC

Both your cases are the same. There is something going on with No Snow Under the Roof. I am working with Zilav to figure out what it is.

In the meantime generate LOD without it being loaded and it will be fine.

 

To just update static LOD so you get those buildings back, start TES5Edit without New Snow Under the Roof.esp (until I write an update note whenever the problem is fixed)

Keep you already processed DynDOLOD.esp. Start DynDOLOD Worlds.pas script, click advanced. Uncheck "Generate DynDOLOD", click on of low/medium/high, select worlds top left that having missing pieces or simply all... Click OK to start generating.

Once completed close TES5Edit and let it save DynDOLOD.esp

Then copy all files from output folder as before.

 

1.18

Small maintenance release for DynDOLOD Worlds.pas

no need to generate any LOD again.

Edited by sheson
  • 0
Posted (edited)

Thanks, I'm not in a massive rush to play so I'll do your static LOD update and wait around a bit :)    For the record, I also have that problem with bleak falls barrow, so it's not just random objects

 

Edit: Now you know the cause I dunno if mentioning new objects helps, but 0001E67C (some tower near bleak falls barrow) is also missing it's LOD.

 

Edit 2: Tried your tips to generate the static LOD (I turned off generate tree LOD and create texture atlas, not sure if I should have), but copying over the generated files didn't work

However I noticed I had a couple of esps for snow under the roof, not just the main file, I'll try disabling the individual ones and rerunning the code.

 

Prometheus_No_snow_Under_the_roof.esp
Prometheus_NSUTR BDS Patch.esp    (bds = better dynamic snow)
Prometheus_NSUTR Falskaar Dock.esp
 

Edited by Obliterator2
  • 0
Posted
  On 5/8/2015 at 1:27 AM, nealredding said:

yea the problem was occuring just in the normal view. zooming out was just to see if the detail would pop in, and it did. ...But anyway, it was something in the ini's, but i don't know what. I reverted to previous copies and it fixed it. If someone knows which settings effect like the draw distance, or object fade, or whatever it's called, I'd still be curious to know what it was. thanks!

Did you ever figure out what ini setting was the culprit? Just ran into the same issue.

  • 0
Posted
  On 5/8/2015 at 12:17 PM, Obliterator2 said:

Thanks, I'm not in a massive rush to play so I'll do your static LOD update and wait around a bit :)    For the record, I also have that problem with bleak falls barrow, so it's not just random objects

 

Edit: Now you know the cause I dunno if mentioning new objects helps, but 0001E67C (some tower near bleak falls barrow) is also missing it's LOD.

 

Edit 2: Tried your tips to generate the static LOD (I turned off generate tree LOD and create texture atlas, not sure if I should have), but copying over the generated files didn't work

However I noticed I had a couple of esps for snow under the roof, not just the main file, I'll try disabling the individual ones and rerunning the code.

 

Prometheus_No_snow_Under_the_roof.esp

Prometheus_NSUTR BDS Patch.esp    (bds = better dynamic snow)

Prometheus_NSUTR Falskaar Dock.esp

 

The xEdit team is working on a fix so no more reports needed.

 

Remove all those esps for now or just wait until we have new xEdit svn version.

Only uncheck Generate DynDOLOD or you might end up with wrong LOD textures and double LOD trees or something.

You can also keep all checkboxes and then just not save updated DynDOLOD and not use any files from the SKSE folder.

  • 0
Posted
  On 5/6/2015 at 3:46 PM, zilav said:

The link to svn revisions is right in the first line of post there.

You're assuming stuff like "Nif scanner: fix getting string by invalid index" means anything to the average user, lol. But, thank you for the help. Looks fantastic in-game, even on just medium.

  • 0
Posted
  On 5/6/2015 at 12:43 PM, sheson said:

 

The problem is a mod changes the base elements of those ruins and there are no LOD meshes matching it. Better Snow is one of those mods, but we have that one covered  - unless you forgot to copy the DATA folder form the DynDOLOD archive which contains all the new LOD resources or there is a new version of Better Snow that does things differently?

 

Open your load order in TES5Edit, enter 00026F96 into the FormID top left and hit enter.

In the right window CTRL+Click onto the field to the right of NAME - Base, which looks like NorTempleExteriorRib01Snow [sTAT:00026FCC]

It will switch to the baselement

Top row tells you the name of the mod, please let me know which one it is.

 

Please post TES5Edit\TES5Edit_log.txt if above does not help

 

 

That error was fixed in 1.16. Are you using the latest version? Make sure to overwrite all files in TES5Edit\Edit Scripts\DynDOLOD\ when installing a newer version.

So, I have managed to install the mod now. No errors during the process, but whenever I start the game up,as long as I remain in Whiterun everything is fine. The moment I decide to get out of the city the game crashes. Do you maybe have any Idea why it happens? Too much strain on my video card?

  • 0
Posted

I apologise if this has been asked or if I have not read properly. But the textures provided in DyndoLOD, the landscape ones, overwrite the ones I have from Serious HD Retexture LANDSCAPE 1024px-2146-v2-0.rar. Is that supposed to be overwriten for DyndoLOD to work properly? Can I use the serious hd landscape textures instead?  Would I lose performance because of this?

Thanks again, the amount of difference this makes is amazing.

  • 0
Posted
  On 5/9/2015 at 9:00 AM, Tarath said:

I apologise if this has been asked or if I have not read properly. But the textures provided in DyndoLOD, the landscape ones, overwrite the ones I have from Serious HD Retexture LANDSCAPE 1024px-2146-v2-0.rar. Is that supposed to be overwriten for DyndoLOD to work properly? Can I use the serious hd landscape textures instead?  Would I lose performance because of this?

 

Thanks again, the amount of difference this makes is amazing.

As a general rule if you have a mod that has its own LOD textures then do not overwrite them.

  • 0
Posted
  On 5/9/2015 at 9:37 AM, sheson said:

As a general rule if you have a mod that has its own LOD textures then do not overwrite them.

I don't think this is LOD textures. Its just overall landscape textures. From, Data\textures\landscape.

For example, the DyndoLOD pack has its own mountain textures, mountainslab01 which overwrites Improved Vanilla mountainds .dds and normals

 

So if its safe to use the textures that I previously had instead of Dyndolod's textures?

 

Cheers!

  • 0
Posted
  On 5/9/2015 at 10:02 AM, Tarath said:

I don't think this is LOD textures. Its just overall landscape textures. From, Data\textures\landscape.

For example, the DyndoLOD pack has its own mountain textures, mountainslab01 which overwrites Improved Vanilla mountainds .dds and normals

 

So if its safe to use the textures that I previously had instead of Dyndolod's textures?

 

Cheers!

DynDOLOD doesn't have a mountainslab texture or any other non-LOD textures in its archive.

  • 0
Posted
  On 5/9/2015 at 10:23 AM, sheson said:

DynDOLOD doesn't have a mountainslab texture or any other non-LOD textures in its archive.

Oh, wow I'm stupid. Sorry, I forgot to mention I merged DyndoLOD with Skyrim Vanilla LOD Source Files v1.6. So the textures come from that file.

  • 0
Posted
  On 5/9/2015 at 10:28 AM, Tarath said:

Oh, wow I'm stupid. Sorry, I forgot to mention I merged DyndoLOD with Skyrim Vanilla LOD Source Files v1.6. So the textures come from that file.

I suggest to let the texture replacer overwrite any mountainslab and landscape textures. LOD will still use vanilla LOD textures of course - just like before -  unless someone creates a patch.

  • 0
Posted (edited)

Can we get some basic instructions for installing this mod into the 2.2.9.1 guide from someone who has properly installed this into STEP?  I've been waiting to test this out to see how it works.  The mod has been in the guide for a few weeks now, but no one put detailed info/instructions for it yet (and it looks like that kind of mod that needs some).

Edited by oqhansoloqo
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