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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

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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

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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

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Recommended Posts

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Posted
  On 8/4/2015 at 5:56 PM, BeastOfxThaEast said:

Yup.

 

Assuming the game can see the files then, please upload 

 

skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

DynDOLOD.esp

  • 0
Posted
  On 8/1/2015 at 12:01 PM, sheson said:

All sub folders like ash. brown, coast etc but NOT the 'unique' one are from DynDOLOD. I would suspect a file in the main mountain folder.

Though I can not rule out that I might have a bad nif either. Thanks for hunting. 

 

The first thing I tested were the ones in the main mountain folder and alas, it's not that. I still haven't found the culprit, but I haven't had the time to keep re-running each folder to test either.

 

I do have another question though. Should the .esp always show as active in the MCM? It's always greyed out for me and it says there's no data in the .esp. However, I'm clearly getting gorgeous LOD's. 

 

5lhDp7J.png

 

OdjHATx.png

 

20061727178_a04db1d6fb_h.jpg

  • 0
Posted (edited)
  On 8/4/2015 at 9:25 PM, MelissaGT said:

The first thing I tested were the ones in the main mountain folder and alas, it's not that. I still haven't found the culprit, but I haven't had the time to keep re-running each folder to test either.

 

I do have another question though. Should the .esp always show as active in the MCM? It's always greyed out for me and it says there's no data in the .esp. However, I'm clearly getting gorgeous LOD's. 

 

It usually should be active for any worldspace that has dyanmic LOD. Waterfalls and windmills fans, fires. So Tamriel for sure.

 

Static object and tree LOD (the meshes/textures) seem to be in place correctly.

 

Did you save the DynDOLOD.esp when closing TES5Edit? It should be maybe 3 or 4 MB in size. Make sure it is the one that is loaded by the game.

Edited by sheson
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Posted
  On 8/4/2015 at 9:36 PM, sheson said:

It usually should be active for any worldspace that has dyanmic LOD. Waterfalls and windmills fans, fires. So Tamriel for sure.

 

Static object and tree LOD (the meshes/textures) seem to be in place correctly.

 

Did you save the DynDOLOD.esp when closing TES5Edit? It should be maybe 3 or 4 MB in size. Make sure it is the one that is loaded by the game.

It's working now. I re-ran DynDOLOD to lower the brightness on the LOD's and for whatever reason the .esp is now showing as active!

 

I will keep trying to figure out which folder is causing the nif error. It's just a tedious process to keep trying each one. Thank you so much for your help! My Skyrim is utterly beautastic now!

  • 0
Posted

Indeed, I recently gave DynDoLOD a try. Will be in all future load orders. Amazing work. Intuitive program and very informative, a must-have. I'm so late to the game!! ::hands over first born::

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Posted

I have a problem with the last step of the current STEP guide, revolving around DynDOLOD.

 

Notes:

  • Yes, I've been able to run the DynDOLOD TexGen script in TES5Edit.
  • Yes, I have the line mentioned in the STEP Detailed Instructions for DynDOLOD added to my Skyrim.ini file.
  • Yes, I have the STEP Texture Compilation installed.

My problem is that when I try to run the DynDOLOD Worlds script in TES5Edit, I get some error messages, and the script doesn't actually run.

 

The first error stated that I needed to deactivate the BirdsHFclean.esp plugin associated with the Birds and Flocks mod the STEP Guide has you install.

After deselecting that plugin and trying to run the script again, it tells me that it couldn't find the "tree LOD billboard," whatever that means.

 

I tried getting help in the General Support & Troubleshooting section, but it was suggested I post here, directly in the DynDOLOD thread.

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Posted
  On 8/5/2015 at 3:06 AM, IonutRO said:

I screwed up installing the mod and this was the result:

 

https://i.imgur.com/6PPOt3Y.png

 

Anyone have any idea what I did wrong and how to fix it? :(

Considering how the tree LOD generation works, it is impossible to get such broken output after creating new LODs. This means that you hadn't installed generated files correctly or some other mod overwrites them. Check that all those files created by DynDOLOD are in the right folders and the winning ones over all other mods

meshes\terrain\tamriel\trees\*.* (several files with BTT extension and one with LST)

textures\terrain\tamriel\TamrielTreeLOD.dds

  • 0
Posted (edited)
  On 8/5/2015 at 1:41 AM, AddictedxGamer said:

I have a problem with the last step of the current STEP guide, revolving around DynDOLOD.

 

Notes:

  • Yes, I've been able to run the DynDOLOD TexGen script in TES5Edit.
  • Yes, I have the line mentioned in the STEP Detailed Instructions for DynDOLOD added to my Skyrim.ini file.
  • Yes, I have the STEP Texture Compilation installed.

My problem is that when I try to run the DynDOLOD Worlds script in TES5Edit, I get some error messages, and the script doesn't actually run.

 

The first error stated that I needed to deactivate the BirdsHFclean.esp plugin associated with the Birds and Flocks mod the STEP Guide has you install.

After deselecting that plugin and trying to run the script again, it tells me that it couldn't find the "tree LOD billboard," whatever that means.

 

I tried getting help in the General Support & Troubleshooting section, but it was suggested I post here, directly in the DynDOLOD thread.

FAQ: Tree LOD: Error: Can not find tree LOD billboards required to create tree LOD

 

Install Vanilla Skyrim LOD Billboards from TES5LODGen https://www.nexusmods.com/skyrim/mods/62698/ and then any optional LOD Billboards in the load order. STEP users download STEP Texture Compilation from https://www.nexusmods.com/skyrim/mods/11/

 

It can not find the textures\terrain\LODGen\Skyrim.esm\*.dds from the STEP Texture Compilation. Double check you have it installed correctly.

 

  On 8/5/2015 at 3:06 AM, IonutRO said:

I screwed up installing the mod and this was the result:

 

https://i.imgur.com/6PPOt3Y.png

 

Anyone have any idea what I did wrong and how to fix it? :(

FAQ: Tree LOD: LOD trees textures cut off mid-way

 

Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the output folder and none of the files are overwritten by other mods. The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.*. Keep generated files in sync.

Edited by sheson
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Posted (edited)
  On 8/5/2015 at 6:57 AM, sheson said:

FAQ: Tree LOD: LOD trees textures cut off mid-way

 

Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the output folder and none of the files are overwritten by other mods. The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.*. Keep generated files in sync.

Sorry about that, "cut off mid-way" sounded nothing like what my game looked like -I would've described it as "replaced with randomly textured in squares"- so I didn't realize it was that same bug. I'll go do that and see if it fixes things.

 

EDIT: Ok, that worked, but now I have another problem: https://i.imgur.com/Q90mHvG.png :V

Edited by IonutRO
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Posted (edited)

I came across another issue last night. I'm seeing both full 3D trees and the 2D LOD's in Whiterun. The only mod I have that alters Whiterun is "Perfect Whiterun," which places trees within the city, but it doesn't use it's own textures. The tree textures are textures provided by my tree mods - SFO and Dark Fantasy Overhaul. The 3D trees are appearing correctly, however they are overlapped by their 2D LOD counterparts:

 

DDGLm7W.png

 

I read a bunch of pages back someone having a similar issue, but it seems they were seeing only the 2D LOD's. I wasn't sure if the fix would also fix my issue, because in my case the 3D trees are there. 

 

Everywhere else in Tamriel I'm not seeing this issue (so far). The same trees outside of Whiterun show up fine. Up close I'm only seeing the correct 3D textures. 

 

Again, thank you for the help!

Edited by MelissaGT
  • 0
Posted (edited)
  On 8/5/2015 at 12:55 PM, IonutRO said:

Sorry about that, "cut off mid-way" sounded nothing like what my game looked like -I would've described it as "replaced with randomly textured in squares"- so I didn't realize it was that same bug. I'll go do that and see if it fixes things.

 

EDIT: Ok, that worked, but now I have another problem: https://i.imgur.com/Q90mHvG.png :V

I keep wanting to add images the FAQ, one day... :)

It is still the same problem. It is the wrong tree LOD texture atlas for the *.btt files.

Unless you have borken billboards that already look that way for some reason. Most likely you downloaded them so they are OK.

 

Start TES5Edit, right click, Skyrim.esm, Other, Generate LOD,  check Tamriel, check Trees LOD. It will generate tree LOD *btt and the texture atlas to the output folder defined by -:o command line parameter.

This is the same function that DynDOLOD uses. This way you just update tree LOD real quick.

 

Copy those files in meshes/textures to a mod, make sure nothing overwrites them this time.

 

  On 8/5/2015 at 1:09 PM, MelissaGT said:

I came across another issue last night. I'm seeing both full 3D trees and the 2D LOD's in Whiterun. The only mod I have that alters Whiterun is "Perfect Whiterun," which places trees within the city, but it doesn't use it's own textures. The tree textures are textures provided by my tree mods - SFO and Dark Fantasy Overhaul. The 3D trees are appearing correctly, however they are overlapped by their 2D LOD counterparts:

 

 

 

I read a bunch of pages back someone having a similar issue, but it seems they were seeing only the 2D LOD's. I wasn't sure if the fix would also fix my issue, because in my case the 3D trees are there. 

 

Everywhere else in Tamriel I'm not seeing this issue (so far). The same trees outside of Whiterun show up fine. Up close I'm only seeing the correct 3D textures. 

 

Again, thank you for the help!

The discussion you found is exactly what is happening.

 

FAQ: Tree LOD: LOD trees show in child worlds / towns

 

This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static or dynamic LOD which don't have the limitation.

Edited by sheson
  • 0
Posted (edited)
  On 8/5/2015 at 2:55 PM, sheson said:

I keep wanting to add images the FAQ, one day... :)

It is still the same problem. It is the wrong tree LOD texture atlas for the *.btt files.

Unless you have borken billboards that already look that way for some reason. Most likely you downloaded them so they are OK.

 

Start TES5Edit, right click, Skyrim.esm, Other, Generate LOD,  check Tamriel, check Trees LOD. It will generate tree LOD *btt and the texture atlas to the output folder defined by -:o command line parameter.

This is the same function that DynDOLOD uses. This way you just update tree LOD real quick.

 

Copy those files in meshes/textures to a mod, make sure nothing overwrites them this time.

 

The discussion you found is exactly what is happening.

 

FAQ: Tree LOD: LOD trees show in child worlds / towns

 

This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static or dynamic LOD which don't have the limitation.

Thanks for the response! Am I correct in thinking that my options are:

 

1 - Re-run DynDOLOD, leaving the mod disabled when generating the LOD...which would require me going through the whole "updating DynDOLOD" process as outlined by GamerPoets in his tutorial vid...or

2 - add a XESP - Enable Parent to the player reference as indicated, and then re-generate LOD's. There are only two tree textures in question. 

 

It seems like option 1 would be the easier of the two!

Edited by MelissaGT
  • 0
Posted (edited)
  On 8/5/2015 at 4:12 PM, MelissaGT said:

Thanks for the response! Am I correct in thinking that my options are:

 

1 - Re-run DynDOLOD, leaving the mod disabled when generating the LOD...which would require me going through the whole "updating DynDOLOD" process as outlined by GamerPoets in his tutorial vid...or

2 - add a XESP - Enable Parent to the player reference as indicated. There are only two tree textures in question. Would this also require me to re-generate and update DynDOLOD?

1 Not needed, if you just want to get rid of the 2D tree LOD. Just need to update tree LOD: Start TES5Edit without the mod

 

a) right click, Skyrim.esm, Other, Generate LOD, check Tamriel, check Trees LOD. It will generate tree LOD *btt and the texture atlas to the output folder defined by -:o command line parameter. This is the same function that DynDOLOD uses. This way you just update tree LOD real quick.

 

OR

 

b)  start DynDOLOD Worlds.pas, click advanced, check Tamriel, uncheck all at the bottom but "Generate tree LOD", do not save any changes to DynDOLOD.esp if there are any. Basically the same as a) but you can select the output folder.

 

 

2 If you did the XESP update, it is like in 1, but you can leave the mod active.

 

 

If you do generate from scratch with either the mod not loaded or the updated XESP data, it will again not generate tree LOD but in addition do those tree as static LOD. You only "need" to do this if you really want to see LOD trees in whiterun when looking in from the outside. Then the save game update routine applies, unless you happen to have a save from before using DynDOLOD not too long ago you might want to use instead.

Edited by sheson
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