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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

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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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Posted

I just wanted to continue this question I had with Sheson,

 

my question was:

 

Hey Sheson, im really confused about how to use both dyndolod and open cities, I tried following directions but, I get lost on what exactly should be happening, especially in step 2 dyndolod asks me to overwrite and im not sure if i should. also when the script ends the command promt seems to still be running, so im not sure if I should close it or not.

 

Shesons reply:

  Quote

 

You need to use advanced mode In step 2,  say no to overwrite so it doesn't redo the static LOD e.g. no command prompt for LODGen.exe should pop up.

Keep meshes/textures from step 1. Use DynDOLOD.esp and skse from step 2.

Now I'm at the end of step 2 and I need to know before I press OK, do I need to select all worlds again?

  • 0
Posted (edited)
  On 5/9/2015 at 2:04 PM, oqhansoloqo said:

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).

The only good instructions I can find are:

 

Neovalen STEP Revisited Legendary Edition

https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#DynDOLOD (very brief install instructions)

Reddit

https://www.reddit.com/r/skyrimmods/comments/306bdh/tes5lodgen_and_dyndolod_tutorial/

Youtube

https://www.youtube.com/watch?v=PN2nG9DphEQ

The Manual in the archive

(DynDOLOD/Docs/DynDOLOD_Manual.html)

Edited by Dhampyru
  • 0
Posted

Thank you, Dhampyru.  I appreciate the links.  I'm not just trying to get instructions catered more towards STEP, but also trying to prompt someone with the knowhow to action.  I've noticed that staff mod testing and progress towards 2.2.9.1 has really slowed down within the last few weeks - even before the paywall situation got people preoccupied.  There are many mods that have been in testing for a long time without much discussion towards resolution.

  • 0
Posted
  On 5/9/2015 at 2:25 PM, oqhansoloqo said:

Thank you, Dhampyru.  I appreciate the links.  I'm not just trying to get instructions catered more towards STEP, but also trying to prompt someone with the knowhow to action.  I've noticed that staff mod testing and progress towards 2.2.9.1 has really slowed down within the last few weeks - even before the paywall situation got people preoccupied.  There are many mods that have been in testing for a long time without much discussion towards resolution.

It's getting close to finals for college, so I imagine it might pick up again once it's over.

  • 0
Posted (edited)
  On 5/9/2015 at 2:06 PM, Dhampyru said:

I just wanted to continue this question I had with Sheson,

 

my question was:

 

Hey Sheson, im really confused about how to use both dyndolod and open cities, I tried following directions but, I get lost on what exactly should be happening, especially in step 2 dyndolod asks me to overwrite and im not sure if i should. also when the script ends the command promt seems to still be running, so im not sure if I should close it or not.

 

Shesons reply:

Now I'm at the end of step 2 and I need to know before I press OK, do I need to select all worlds again?

There will be a tutorial video soon that includes Open Cities.

 

 

Get DynDOLOD 1.18

 

 

Step 1 is still the same, Start TES5Edit without OpenCities

start DynDOLOD Worlds.pas, go to advanced.

Select all worlds, click low/medium/high

Check Generate Static LOD, Generate Tree LOD, Create Texture Atlas

Uncheck Generate DynDOLOD

Click OK

Do not save esp

Keep only Meshes and Textures

 

 

Step 2

Edit DynDOLOD.ini:

* remove Open Cities Skyrim from WarnModFileName=

* comment out every line at the bottom as before

Start TES5Edit with OpenCities

Start DynDOLOD Worlds.pas, go to advanced.

Select all worlds, click low/medium/high

Check Generate DynDOLOD

Uncheck Generate Static LOD, Generate Tree LOD, Create Texture Atlas

Click OK

Save esp.

Keep only esp and SKSE folder

 

There should be no prompt for overwriting following these steps. In case there is say 'No'

Edited by sheson
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Posted

In regards to No Snow Under the Roof (not sure this is even going to help anything but I thought I'd throw my 1 cent in) when using the mod in the past I would always get CTD. I'm sure it was something to do with other mods in my order conflicting with it at the time but i hadn't had any apparent conflicts (if something conflicted it wasn't on the surface or just beneath it). I ended up just ditching the mod. Since removing the mod, using STEP extended as well as a massive amount of other mods I haven't had a single crash in at least 6 months. 

  • 0
Posted (edited)
  On 5/9/2015 at 4:27 PM, Obliterator2 said:

Just noticed lanterns of skyrim isn't working well with your mod, the lanterns don't unload their LOD when you get close, so they're all surrounded by a cube with a low res wood texture :P

I tested here again, and everything is fine, e.g. static LOD is switched off for the loaded cells and I only see full models.

 

If you see this with every light post try reverting the Skyrim INIs back to default. If it is only a few select light posts please post a couple form ids.

 

If everything went according to plan, the light posts are done as vanilla static LOD. Their mesh is merged with all other objects using the same texture atlas in a quad (4x4 cells). Either the whole merged static object LOD for a cell is unloaded or not.

 

Some lanterns are done as dynamic LOD. In that case this indicates an esp update gone wrong. Test with a new game.

Edited by sheson
  • 0
Posted (edited)

So i'm following SR:LE there it is said to:

 

Start TES5Edit select evry esp before dyndolod.esp

right click apply script on DynDOLOD.esp and start Worlds.pas
Select all worlds, click low/medium/high and that is it. now question, sometimes I get meshes, textures and script folder in the output I selected and sometimes the SKSE Folder is in overwrite folder of MO.

 

What do i need so that this runs like it shoudl then? Cause i started the game and i got in upper left corner messeges missing and random numbers like f31856

Edited by minos55
  • 0
Posted (edited)
  On 5/9/2015 at 5:55 PM, minos55 said:

So i'm following SR:LE there it is said to:

 

Start TES5Edit select evry esp before dyndolod.esp

right click apply script on DynDOLOD.esp and start Worlds.pas

Select all worlds, click low/medium/high and that is it. now question, sometimes I get meshes, textures and script folder in the output I selected and sometimes the script Folder is in overwrite folder of MO.

 

What do i need so that this runs like it shoudl then? Cause i started the game and i got in upper left corner messeges missing and random numbers like f31856

The script folder is part of the installation and is not changed when running DynDOLOD Worlds.pas

 

Set the output path to a new directory that is nowhere near MOD Organizers folders. 

 

Make sure to have no old files in TES5Edit\Edit Scripts\DynDOLOD\ from older versions, delete it before installing a new version.

 

Make sure StorageUtilDataSameAsOutput=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini 

 

Once everything is generated and DynDOLDO Worlds.pas finished with "DynDOLOD Worlds completed successfully." and the command prompt window closed, close TES5Edit and save esp.

 

Then copy Meshes/SKSE/Textures folder from output directory into a new mod folder in Mod Organizer

Edited by sheson
  • 0
Posted
  On 5/9/2015 at 5:55 PM, sheson said:

I tested here again, and everything is fine, e.g. static LOD is switched off for the loaded cells and I only see full models.

 

If you see this with every light post try reverting the Skyrim INIs back to default. If it is only a few select light posts please post a couple form ids.

 

If everything went according to plan, the light posts are done as vanilla static LOD. Their mesh is merged with all other objects using the same texture atlas in a quad (4x4 cells). Either the whole merged static object LOD for a cell is unloaded or not.

 

Some lanterns are done as dynamic LOD. In that case this indicates an esp update gone wrong. Test with a new game.

 

I found skyrimCustom.ini (the annoying 43kb saveini version) had somehow appeared in my skyrim folder, so I deleted that, and loaded a vanilla save, and it was fine. Not sure if it's fine with my main save but I'll test it out later, gotta run in 5 mins :)

  • 0
Posted

If I would use higher ugridstoload then 5 let's say 7 would I have to change something or would be the instalation ok? Cause i went through all of the instalation with ugrids to load 5, and it bothers me a bit that i see the pop in of things.

  • 0
Posted (edited)
  On 5/9/2015 at 6:50 PM, minos55 said:

If I would use higher ugridstoload then 5 let's say 7 would I have to change something or would be the instalation ok? Cause i went through all of the instalation with ugrids to load 5, and it bothers me a bit that i see the pop in of things.

You can use any uGrids you like. It will work just like that with any setting.

 

On the other hand you can add more full model objects that you deem LOD worthy to the Near and Far Grid of DynDOLOD. "Simply" add a mesh rule for the base element.

Edited by sheson
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