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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

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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

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

  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

I noticed this a couple of times too, I'm suspecting this might not be a DynDOLOD issue but rather some form of optimization of the first couple of minutes of the game? This is because I feel that stuttering/FPS drops are minimal or even nonexistent during the whole carriage ride and dragon attack even with a lot of high res texture replacers, while in any other exterior area I get slight stutters when resources load. I can't remember if I had DynDOLOD active the last time I did the intro though

  • 0
Posted (edited)
  On 7/16/2015 at 2:42 PM, Pretendeavor said:

I noticed this a couple of times too, I'm suspecting this might not be a DynDOLOD issue but rather some form of optimization of the first couple of minutes of the game? This is because I feel that stuttering/FPS drops are minimal or even nonexistent during the whole carriage ride and dragon attack even with a lot of high res texture replacers, while in any other exterior area I get slight stutters when resources load. I can't remember if I had DynDOLOD active the last time I did the intro though

I have never noticed that before, just under using DynDOLOD and I guess this could be because Helgen looks different after Alduin attacks then before. Some object does not exist after you leave the cave. I've tried to make screens but couldn't because textures looks wierd and flicker just a moment.

 

2ij107b.jpg

 

s2scir.jpg

 

nly8zo.jpg

 

11jllpk.jpg

 

These are just scenes where I noticed that flickering issue, on walls, rocks, etc... Sorry, it was hard to press print screen just in time. :/ Right after we left the cave and hurry back to Helgen from the first gate those issues had gone, everything looked right.

Edited by kranazoli
  • 0
Posted

Hi, I did some more reading and after generating the DynDOLOD.esp with the DynDOLOD Worlds script and saving, I did reopened TESEdit and used the Check for Errors funtion on it with the following result (see attachment) ...Errors Only.txt

  • 0
Posted (edited)

This happens because at the vanilla start a LOT of objects like mountains, roads and rocks are disabled in the cells around Helgen while the intro scene is playing.

I assume because of gaming consoles.

 

Whenever the game engine enables an object in a cell, there can be LOD flicker when the whole cell is reloaded. I think this effect is amplified by certain ENB features. No big problem in the vanilla game when virtually nothing has LOD...

 

I guess a solution could be to make these landscape objects active from the start. But then isn't like almost everybody using Alternate start anyways?


  On 7/16/2015 at 5:41 PM, hh2ohexhh said:

Hi, I did some more reading and after generating the DynDOLOD.esp with the DynDOLOD Worlds script and saving, I did reopened TESEdit and used the Check for Errors funtion on it with the following result (see attachment) ...attachicon.gifErrors Only.txt

 

 

FAQ: TES5Edit / TES5Edit\TES5Edit_log.txt: DynDOLOD.esp Record Header \ Record Flags ->
Are normal and can be ignored. Save DynDOLOD.esp and reopen it before checking for errors.

Edited by sheson
  • 0
Posted (edited)

Yep, already done, and then checked DynDOLOD.esp with Check for Errors in TES5Edit with the above result ...

 

FWIW, I've got TESEdit 3.1.1, DynDoLOD 1.35, MO 1.3.8, Loot 7.1.  After generating the new DynDOLOD.esp, I closed TES5Edit.  It created a backup of the old DynDOLOD.esp in a TES5Edit Backup folder.  Then I ran again TES5Edit and loaded all mods (like usual), right clicked on the DynDOLOD.esp and used the TES5Edit function Check for errors.

 

In the Errors Only.txt there's a lot (around 940) errors related to HearthFires, Lanterns Of Skyrim, Holidays, Hearthfire Chimneys, Realistic Water Two, Dawnguard and Dragonborn.

 

I guess if I erase the new DynDOLOD.esp and rename the old one to reapply the DynDOLODS Worlds script (clearing out the Meshes, Textures and SKSE folder generated the first time), and leaving out of the load order the non-DLC mods (Lanterns Of Skyrim, Holidays, Hearthfire Chimneys, Realistic Water Two) maybe the "missing data for f***" wont get created?

 

Just trying to be helpful ::O: :O_o: :innocent:

Edited by hh2ohexhh
  • 0
Posted (edited)
  On 7/16/2015 at 5:52 PM, sheson said:

This happens because at the vanilla start a LOT of objects like mountains, roads and rocks are disabled in the cells around Helgen while the intro scene is playing.

I assume because of gaming consoles.

 

Whenever the game engine enables an object in a cell, there can be LOD flicker when the whole cell is reloaded. I think this effect is amplified by certain ENB features. No big problem in the vanilla game when virtually nothing has LOD...

 

I guess a solution could be to make these landscape objects active from the start. But then isn't like almost everybody using Alternate start anyways?

 

 

Okay, thanks Sheson for the detailed explanation. Don't bother yourself, I will use LAL just because of I will use Helgen Reborn and starting vanilla game with Helgen Reborn is also buggy.  :unworthy:

Edited by kranazoli
  • 0
Posted
  On 7/16/2015 at 5:58 PM, hh2ohexhh said:

Yep, already done, and then checked DynDOLOD.esp with Check for Errors in TES5Edit with the above result ...

 

FWIW, I've got TESEdit 3.1.1, DynDoLOD 1.35, MO 1.3.8, Loot 7.1.  After generating the new DynDOLOD.esp, I closed TES5Edit.  It created a backup of the old DynDOLOD.esp in a TES5Edit Backup folder.  Then I ran again TES5Edit and loaded all mods (like usual), right clicked on the DynDOLOD.esp and used the TES5Edit function Check for errors.

 

In the Errors Only.txt there's a lot (around 940) errors related to HearthFires, Lanterns Of Skyrim, Holidays, Hearthfire Chimneys, Realistic Water Two, Dawnguard and Dragonborn.

 

I guess if I erase the new DynDOLOD.esp and rename the old one to reapply the DynDOLODS Worlds script (clearing out the Meshes, Textures and SKSE folder generated the first time), and leaving out of the load order the non-DLC mods (Lanterns Of Skyrim, Holidays, Hearthfire Chimneys, Realistic Water Two) maybe the "missing data for f***" wont get created?

 

Just trying to be helpful ::O: :O_o: :innocent:

 

Something is seriously wrong then.

You should delete the TES5Edit\Edit Scripts\DynDOLOD\ folder and all its contents. Then reinstall and start over. Make sure the DynDOLOD.esp is the default one from the archive, there is also a DynDOLOD.esp.bak

 

If the problem persists, please post what windows version and language/region settings you are using. Let me know what mod manager is used.

then  upload these files somewhere so I can check

TES5Edit\TES5Edit_log.txt

skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

  • 0
Posted (edited)

Hey guys! I am getting this error: "Error: Can not find tree LOD billboards required to create tree LOD." I am using Skyrim Flora Overhaul. Are these two mods incompatible? I looked on both mod pages for SFO and DynDOLOD to see if there was a specific LOD file I needed to download, but didn't anything that looked like one.

 

EDIT: I have the vanilla billboards installed from DynDOLOD

EDIT: I seached around and found someone else with the problem used a step texture compilation, however I am not following STEP to the letter. I am afraid this will mess up my other textures. I just need the tree LODs for SFO and DynDOLOD.

Edited by kOfSk
  • 0
Posted
  On 7/16/2015 at 9:41 PM, kOfSk said:

Hey guys! I am getting this error: "Error: Can not find tree LOD billboards required to create tree LOD." I am using Skyrim Flora Overhaul. Are these two mods incompatible? I looked on both mod pages for SFO and DynDOLOD to see if there was a specific LOD file I needed to download, but didn't anything that looked like one.

 

EDIT: I have the vanilla billboards installed from DynDOLOD

The billboards are on the TES5LODGen page. You need the vanilla billboard file and the corresponding SFO file for your version of SFO.

  • 0
Posted
  On 7/16/2015 at 9:43 PM, EssArrBee said:

The billboards are on the TES5LODGen page. You need the vanilla billboard file and the corresponding SFO file for your version of SFO.

Thank you so much! Exactly what I was looking for!

  • 0
Posted

Hello :) I am having a strange issue where the tree lods are a different, and brighter green than they are supposed to be. I installed STEP in the order that I was supposed to and followed the directions as far as I know. We are not supposed to download anything from TES5LODGen right? Skyrim revisited does I know that.

 

Here is an example. I am using Pure Weather if that affects anything. I am also using the basic version of Vurt's Flora Overhaul as suggested.

 

https://i.imgur.com/ctVCbBs.jpg

  • 0
Posted

Just wanted to say thank you developers for all the hard work. I tried it on my long load order and it's working perfectly.

 

Also, not sure if there's a better place to report this but DynDOLOD handles the missing LODs of The Watchtowers perfectly. This mod is not on the compatible list.

  • 0
Posted
Hello. I am having a problem upgrading from 1.33 to 1.35. I followed the instructions in the MCM about disabling, saving indoors, etc. Since upgrading, the check box for reactivating the mod remains greyed out. 

 

Up in the top corner it says "DynDOLOD_Tamriel_objects.json does match dyndolod.esp", and the mod status in the MCM says "DynDOLOD_Tamriel.json does match dyndolod.esp" (note: that is not a typo on my part: it says "does" not "doesn't".) but then it says that there is no data for the location. I have gone outside repeatedly, and I am in the Falkreath area so there definitely should be worldspace info available. I have tried fast travelling and entering / exiting dungeons. Nothing triggers it to work. 

 

I have rebuilt the LODs 3 times so far this evening, including completely deleting the existing files and copying only the ones from the 1.35 package into them, but without success. I also have tried creating a new game, but again no success.

 

The maddening thing about this is it was working just fine in 1.33. I just figured "hey, 1.35 will have some cool new stuff, lets upgrade" and it just refuses to work for me.

 

Using Mod Organizer 1.3.8, and on Windows 8.1 64 bit. 

  • 0
Posted
  On 7/17/2015 at 2:19 AM, Eliian said:

Hello :) I am having a strange issue where the tree lods are a different, and brighter green than they are supposed to be. I installed STEP in the order that I was supposed to and followed the directions as far as I know. We are not supposed to download anything from TES5LODGen right? Skyrim revisited does I know that.

 

Here is an example. I am using Pure Weather if that affects anything. I am also using the basic version of Vurt's Flora Overhaul as suggested.

 

https://i.imgur.com/ctVCbBs.jpg

Pure Weather has it's own tweaked LOD for trees because it changes brightness drastically and needs trees to be darker. You either need to split LOD atlas that comes with Pure Weather into separate billboards yourself (they won't match SFO trees for sure), or just try to tweak trees LOD brightness when generating, there is an option for that.

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