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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.

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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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Recommended Posts

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Posted

The temple of miraak has a purple texture from a distance. going to try installing again, but i thought i should point it out. but amazing work btw it looks absoluty stunning!

  • 0
Posted
  On 5/22/2015 at 1:31 AM, ericspace1 said:

The temple of miraak has a purple texture from a distance. going to try installing again, but i thought i should point it out. but amazing work btw it looks absoluty stunning!

Make sure to use the latest Unofficial Dragonborn Patch

  • 0
Posted (edited)
  On 5/22/2015 at 1:06 PM, ericspace1 said:

I have the latest version of the Unofficial Patch. I can't think of anything else that might cause those purple textures.

The Unofficial Dragonborn Patch comes with a LOD version of that temple that is used over the version shipping with DynDOLOD.

It may not be able to read the texture Textures\dlc02\lod\apoexttowerbase01_lod_d.dds from the bsa for some reason.

 

There is probably a message in TES5Edit\TES5Edit_log.txt 'Can not find [texture name].dds for texture atlas'

That is not a huge problem if the texture is still there when the game starts. It will use the single texture instead.

 

However in this case the texture is missing from the game as well

Edited by sheson
  • 0
Posted (edited)

I've only just installed this tool today, and also MO as well which I've never used before, so it's highly probable it's a 'noob' error, so please be gentle. :)

 

I'm working on a clean install of Skyrim, with all DLC and the Unofficial patches, also SkyUI, a couple of savegame mods, the Quality Map and Atlas mods and that's about it.  None of the mods add anything to the world.

 

I think I've followed the video accurately .. I have no idea how I'd have got the thing running without that! .. and DynDOLOD is running apparently okay in the game, but I have a bunch of errors when running the script, they come in blocks like this one example:

 

[DeepwoodRedoubtWorld] Generating LOD
<Note: TreeDeadShrubSnow [TREE:000A731D] LOD not found Textures\Terrain\LODGen\Skyrim.esm\DeadShrub01Snow_000A731D.dds>
<Note: TreeFloraSnowberry01Snow "Snowberry" [TREE:000BCF34] LOD not found Textures\Terrain\LODGen\Skyrim.esm\FloraSnowberry01Snow_000BCF34.dds>
...

<snip>

...

TreePineForestSnow05 [TREE:0005C06E] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow05_0005C06E.dds
TreeTundraDriftWoodTree01 [TREE:000B8F53] using LOD Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.dds
[DeepwoodRedoubtWorld] Trees LOD Done.

 

Watching the video carefully, and also the videos linked on the OP of this thread I don't see errors like those appearing, so figure I've not done something I need to but can't fathom what.

 

I've no idea if I'm missing a billboard file, or what.  Can someone offer some idea as to what this is?

 

Cheers.

Edited by Kraggy
  • 0
Posted (edited)
  On 5/22/2015 at 8:57 PM, Kraggy said:

I've only just installed this tool today, and also MO as well which I've never used before, so it's highly probable it's a 'noob' error, so please be gentle. :)

 

I'm working on a clean install of Skyrim, with all DLC and the Unofficial patches, also SkyUI, a couple of savegame mods, the Quality Map and Atlas mods and that's about it.  None of the mods add anything to the world.

 

I think I've followed the video accurately .. I have no idea how I'd have got the thing running without that! .. and DynDOLOD is running apparently okay in the game, but I have a bunch of errors when running the script, they come in blocks like this one example:

 

[DeepwoodRedoubtWorld] Generating LOD

...

...

TreePineForestSnow05 [TREE:0005C06E] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow05_0005C06E.dds

TreeTundraDriftWoodTree01 [TREE:000B8F53] using LOD Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.dds

[DeepwoodRedoubtWorld] Trees LOD Done.

 

Watching the video carefully, and also the videos linked on the OP of this thread I don't see errors like those appearing, so figure I've not done something I need to but can't fathom what.

 

I've no idea if I'm missing a billboard file, or what.  Can someone offer some idea as to what this is?

 

Cheers.

Everything is fine. There is no billboard LOD for shrubs, bushes and ferns, only for real tall trees.

 

I guess in the videos the LOD not found messages for the small vegetation just go by too fast.

Edited by sheson
  • 0
Posted
  On 5/22/2015 at 8:57 PM, Kraggy said:

I've only just installed this tool today, and also MO as well which I've never used before, so it's highly probable it's a 'noob' error, so please be gentle. :)

Welcome to STEP @Kraggy.

 

I think you deserve some sort of commendation. First time user of both MO and DynDoLOD and after using them... NO ERRORS.

Great work. Many users stumble over some of the finer details yet you have sailed through unscathed. I see many years of good modding ahead for you. ::D:

  • 0
Posted

i keep running this and the cmd window throws out errors. I looked in advanced and it seems that the dynworlds thinks my skyrim is on my g:/ but its on my d:/. i would like to fix this. also im using Mod Organizer and i cleaned my skyrim dawngard heathfire and moved them out of my data folder and into my mod organizer mods folder. So nothing is unhandled in my mod organizer. anyway these errors didnt seem to affect anything. i was playing along quite nicely than i entered a building and when i came out it was bad bad stuttering. you could tell something was running in the backround and sure enough check the pap log and dyndolod was spitting out the same error over and over. when i saved and closed and tried to restart it would CTD after the load screen. now i dunno if this is due to these errors im getting at set up or something else. is "A Quality world map" Map Markers and map overhaul compatible? that was one error i caught. the other i caught was couldnt find .nif from skyrim - bsa. I left my bsa's ll in my regular skyrim folder and didnt move them to mod organizer. other than that the script runs fine. just bothers me that the file path is poin to to a directory that doesn't exist. And the other error was Japhets Folly World. it threw an error trying to get the lod's for that as well..

 

 

 

heres the pap log

 

https://www.dropbox.com/s/j3ty3haah9kuonq/Papyrus.0.log?dl=0

  • 0
Posted (edited)

DynDOLOD World.pas is a TES5Edit script. It gets all its data and variables from TES5Edit. You probably manually moved the game folder. 

I suggest to start by making sure the MO profile you are using has default inis and fixing the game folder in the registry.

 

None of the included tools will work correctly if the folders and inis are all weird.

 

The papyrus log shows countless script errors from all over the place. It seems you already removed a bunch other mods and scripts. There is orphaned data and update scripts left in limbo.

The stack dumping starts with AutosortContainer. If other mods already cause low frame rate it won't help either.

 Dropping DynDOLOD dynamic LOD scripting on top of that won't work. You could try cleaning the save file before attempting to add dynamic LOD to it.

Make sure you generally have a decent frame rate before adding more detail.

 

I can't say anything about the other "I got an error" without knowing what it is. You would need to copy and paste the message or upload TES5Edit\TES5Edit_log.txt

Edited by sheson
  • 0
Posted

Hi Sheson,

 

Thank you for this wonderful tool! it's works like a charm and do a really amazing job, Congratulations  :thumbsup:

A must have for me now!

 

Have a nice day.

  • 0
Posted

I'm having a bit of a problem after updating to v. 1.28 using MO.  When I load a saved game and go to the MCM menu all that is there is the DynDoLOD name.  There is no mod info when I click on the name.  However when starting a new game all the info for the mod is there when I click on the name.  All I did was update through MO to 1.28 from 1.27.  I'm pretty sure the mod is working as it should otherwise.  Any help is greatly appreciated.

  • 0
Posted
  On 5/24/2015 at 2:22 PM, Amanatie said:

I'm having a bit of a problem after updating to v. 1.28 using MO.  When I load a saved game and go to the MCM menu all that is there is the DynDoLOD name.  There is no mod info when I click on the name.  However when starting a new game all the info for the mod is there when I click on the name.  All I did was update through MO to 1.28 from 1.27.  I'm pretty sure the mod is working as it should otherwise.  Any help is greatly appreciated.

You will need to do the update cycle. See https://www.youtube.com/watch?v=c3zVK8PD3Vg&t=1755

  • 0
Posted

I'll give it a try even though I can't deactivate the mod from inside the game because of my MCM problem.  I appreciate the help.  Thanks

  • 0
Posted

Hello. I am having trouble getting this to generate the correct LOD for imperial forts. DynDOLOD always uses the default/vanilla LOD for imperial forts, even though I am using the Vivid Landscapes Imperial Forts. I have removed all loose LOD textures from my data files, so, from what I understand, the mod should generate its own LOD atlas textures from the base texture files. Is this not correct?

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