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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

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

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Recommended Posts

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Posted

Hi Sheson, the rules in DynDOLOD_mesh_replace.txt seem not to be working anymore in 1.42, though the rules are exactly the same as before. In my game the windmill fans are of vanilla size and when using SMIM's compatibility option for sails the Solitude mill is missing them. I installed twice from scratch, both with SMIM 1.75 and 1.87.

 

The version I was using prior to 1.42 was 1.31.

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Posted
  On 8/8/2015 at 10:33 PM, kranazoli said:

Do you mean these rocks and stream?

 

t6zqHuB.png

 

in3MdUD.jpg

 

If yes. On my side everything works well.

 

Notice: Enhanced Wetness and Puddles + Verdant

 

Once, I also had this issue. At Riverwood. I also generated DynDOLOD again, and my issue gone away.

yes it is that spot only a bit further up i have run DynDoLod and few time now even done a total reinstall on the mods and still no joy I am using SRLE so maybe one on those texture mods causing the issue

  • 0
Posted
  On 8/8/2015 at 8:01 PM, Darth_mathias said:

is anyone else get horrible texture flickering on the rocks in the stream outside whiterun behind the stables as if there are 2 competing textures

it when the stream runs over the rocks? figured it out DynDoLod is causing the issue wil re-run and see what happens.

 

I have re-run DynDoLod chose the Medium Setting and the rocks in the stream are still flickering horribly, I can confirm it is indeed DynDoLod causing the issue as de-activing in the MCM in game and the ESP and makes it stop.

 

Could be updating of save game with old DynDOLOD.esp gone wrong. Test with new game by using coc whiterun from console in main menu.

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Posted (edited)
  On 8/9/2015 at 7:23 AM, sheson said:

Could be updating of save game with old DynDOLOD.esp gone wrong. Test with new game by using coc whiterun from console in main menu.

I do have a totally vanillia save whcih is use for testing purposes it was created outside of MO and starts just after helgen but i will try and new save a see what happens

Edited by Darth_mathias
  • 0
Posted

Hi,

 

Sry, for a little bit off topic question here. A little bit related to DynDOLOD :) and I know there are lot's of Tamriel Guru are here. :)

 

So:

 

1.) I had merged 3 COT DLC related patches into one file (these are)

 

  • ClimatesOfTamriel-Dragonborn-Patch
  • ClimatesOfTamriel-Dawnguard-Patch
  • ClimatesOfTamriel Falskaar

2.) Now, for some reason I can't (do not want to) use this merged file. But when I generated DynDOLOD.esp file that merged one was added as a Master file to DynDOLOD.esp.

 

Now, DynDOLOD.esp missing this file. I had used Wrye Bash to change masters, or change an esp to an other esp.

But now my question is: (I'm nor sure...)

 

I really do not want to create the whole DynDOLOD process again. :/ But as far as I know, via WB I can't remove master file. So for the time being I have no other choice, just change a new master file instead of that "custom merged one". I guess it could be one of them from the above three file. I guess!

 

Now, I choosed for instance, that one via Wrye Bash: ClimatesOfTamriel-Dragonborn-Patch.esp

 

The missing esp error has gone away, I could load save game, till now I didn't notice any issue.

 

I'd like to know, did I make it right? It does not matter which one of them to choose?

Or no, this is wrong and I have nothing to do, I have to generate DynDOLOD again? :/

(I hope not)

 

I hope there's (exist) something else solution is, not just make the whole DynDOLOD process again?

 

Thanks is advance, if anyone could give me useful advice! :)

 

Ps: I hope, I was clear. I tried to explain my "problem" my best. :)

  • 0
Posted (edited)
  On 8/9/2015 at 7:56 AM, kranazoli said:

Hi,

 

Sry, for a little bit off topic question here. A little bit related to DynDOLOD :) and I know there are lot's of Tamriel Guru are here. :)

 

So:

 

1.) I had merged 3 COT DLC related patches into one file (these are)

 

  • ClimatesOfTamriel-Dragonborn-Patch
  • ClimatesOfTamriel-Dawnguard-Patch
  • ClimatesOfTamriel Falskaar

2.) Now, for some reason I can't (do not want to) use this merged file. But when I generated DynDOLOD.esp file that merged one was added as a Master file to DynDOLOD.esp.

 

Now, DynDOLOD.esp missing this file. I had used Wrye Bash to change masters, or change an esp to an other esp.

But now my question is: (I'm nor sure...)

 

I really do not want to create the whole DynDOLOD process again. :/ But as far as I know, via WB I can't remove master file. So for the time being I have no other choice, just change a new master file instead of that "custom merged one". I guess it could be one of them from the above three file. I guess!

 

Now, I choosed for instance, that one via Wrye Bash: ClimatesOfTamriel-Dragonborn-Patch.esp

 

The missing esp error has gone away, I could load save game, till now I didn't notice any issue.

 

I'd like to know, did I make it right? It does not matter which one of them to choose?

Or no, this is wrong and I have nothing to do, I have to generate DynDOLOD again? :/

(I hope not)

 

I hope there's (exist) something else solution is, not just make the whole DynDOLOD process again?

 

Thanks is advance, if anyone could give me useful advice! :)

 

Ps: I hope, I was clear. I tried to explain my "problem" my best. :)

That most likely will not work, because the masters are used to link records from the different esp. If you remove a master the records can not be resolved anymore. In TES5Edit check DynDOLOD.esp for errors. Right click DynDOLOD.esp in the left pane and select 'Check for Errors'. If it finds any errors you need to generate again from scratch or fix the broken links manually by entering their new load order form ids.

Edited by sheson
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Posted (edited)
  On 8/5/2015 at 4:31 PM, sheson said:

1 Not needed nif 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 TEDynDOLOD 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.

Sorry it took me a few days to come back to this. I'm all set! I also installed "Open Cities," so I'm getting great LOD's while in Whiterun! 

 

I wanted to give a huge "THANK YOU" for DynDOLOD. My Skyrim will never look the same again! 

 

19772562733_d0c10de69a_k.jpg

Edited by MelissaGT
  • 0
Posted
  On 8/9/2015 at 1:43 AM, Ilkob said:

Hi Sheson, the rules in DynDOLOD_mesh_replace.txt seem not to be working anymore in 1.42, though the rules are exactly the same as before. In my game the windmill fans are of vanilla size and when using SMIM's compatibility option for sails the Solitude mill is missing them. I installed twice from scratch, both with SMIM 1.75 and 1.87.

 

The version I was using prior to 1.42 was 1.31.

Will be fixed next version

  • 0
Posted
  On 8/9/2015 at 9:13 AM, sheson said:

That most likely will not work, because the masters are used to link records from the different esp. If you remove a master the records can not be resolved anymore. In TES5Edit check DynDOLOD.esp for errors. Right click DynDOLOD.esp in the left pane and select 'Check for Errors'. If it finds any errors you need to generate again from scratch or fix the broken links manually by entering their new load order form ids.

Ehhhhhh! :/

I was an idea, that just remove a master does not work. :/

 

But changing to another master it works?

I mean not just change to any esp from random, to choose the right one. For instance now, I had to change my STEP Extended Patch ELE master to an another ELE master. (ELE_Legendary_Fs_Wt_Lite.esp) Sadly, I do not remember who has wrote me that kind of solution, but one the big one STEP Guru. :)

 

"In TES5Edit check DynDOLOD.esp for errors. Right click DynDOLOD.esp in the left pane and select 'Check for Errors'. If it finds any errors you need to generate again from scratch"

 

Done it. I didn't show any error after I changed that master like that.

I guess, I won't leave it that way for a long time, but just to test some thing maybe it will be okay. I do DynDOLOD so many times from scratch... :/

Never mind! Thank you Sheson and I am sorry for that little off topic.

  • 0
Posted

I have an issue i just can't seem to solve. Before using DynDOLOD obv my LOD look terrible but everything works just fine.

Now after running however everything looke GREAT except 2 major issues for me. On the whitrun wall i get a texture flicker with DynDOLOD activated and i got no idea how to fix it. Alt i get this weird papercraft looking trees in the distance. Its not all tress just some. Gonna post a gallery of the issues.

 

https://imgur.com/a/me5Vw

 

Hope someone can explain to me how it can be fixed if there is any.

This is my modwatch: https://modwat.ch/d3nn1sv0#/modlist

  • 0
Posted
  On 8/9/2015 at 10:54 AM, kranazoli said:

Ehhhhhh! :/

I was an idea, that just remove a master does not work. :/

 

But changing to another master it works?

I mean not just change to any esp from random, to choose the right one. For instance now, I had to change my STEP Extended Patch ELE master to an another ELE master. (ELE_Legendary_Fs_Wt_Lite.esp) Sadly, I do not remember who has wrote me that kind of solution, but one the big one STEP Guru. :)

 

"In TES5Edit check DynDOLOD.esp for errors. Right click DynDOLOD.esp in the left pane and select 'Check for Errors'. If it finds any errors you need to generate again from scratch"

 

Done it. I didn't show any error after I changed that master like that.

I guess, I won't leave it that way for a long time, but just to test some thing maybe it will be okay. I do DynDOLOD so many times from scratch... :/

Never mind! Thank you Sheson and I am sorry for that little off topic.

You know how form ids start with 0Axxxxxx and 0A is a mods load order. The masters are used to determine at what position a mod is in case load order changes so that records are till found.

You just need to make sure that after merging and mods and changing masters in other that the link records linked by those form id still point to the same data. If an error check shows no error that is a good sign.

Weather mods records are typically used in world and cell data (via Regions). Just find a couple cell records that use records from the weather mods and compare and after to double check.

 

  On 8/9/2015 at 11:50 AM, secreth said:

I have an issue i just can't seem to solve. Before using DynDOLOD obv my LOD look terrible but everything works just fine.

Now after running however everything looke GREAT except 2 major issues for me. On the whitrun wall i get a texture flicker with DynDOLOD activated and i got no idea how to fix it. Alt i get this weird papercraft looking trees in the distance. Its not all tress just some. Gonna post a gallery of the issues.

 

https://imgur.com/a/me5Vw

 

Hope someone can explain to me how it can be fixed if there is any.

This is my modwatch: https://modwat.ch/d3nn1sv0#/modlist

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.

 

The texture flicker of the Whiterun main gate will be fixed next version.

  • +1 1
  • 0
Posted (edited)

"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.

 

The texture flicker of the Whiterun main gate will be fixed next version."

 

 

Let me see if i understand this correctly. "TamrielTreeLod.dds" is in my DynDOLOD - Output folder. In Textures\Terrain\Tamriel\Trees  but it is not suppose to?

Nothing is overwriting afaik cause the Output folder is at the bottom of my left pane window in MO.

Edited by secreth
  • 0
Posted (edited)
  On 8/9/2015 at 12:53 PM, sheson said:

You know how form ids start with 0Axxxxxx and 0A is a mods load order. The masters are used to determine at what position a mod is in case load order changes so that records are till found.

You just need to make sure that after merging and mods and changing masters in other that the link records linked by those form id still point to the same data. If an error check shows no error that is a good sign.

Weather mods records are typically used in world and cell data (via Regions). Just find a couple cell records that use records from the weather mods and compare and after to double check.

Okay Shason! If you have managed to find out, I really try to be very aware with my never ending Skyrim configuring. ;)

I just can't imagine if this is so hard here, how could it be at your(s) side mog makers. :D

 

Ps:

 

May I a have one more off topic question? If there's a topic already exists, you or someone else please give me an URL.

(I don't want to much off topic at here)

So, in SKSE.INI file, why do not we use the a maximum values? (1024 and 512)

 

Tried to find via Google, and what I found mostly just 768; 256. I'm sure this is also because for reason, but till now, haven't found any realiable infos about, why don't we use the max values?

 

Thanks!

Edited by kranazoli
  • 0
Posted (edited)

So I just cant shake this problem with the error message: ".json does not belong to this DynDOLOD.esp"

 

I saw your posts some pages back regarding this happening because there are still present some files from a previous version when running LOD generation. I've updated thru a number of versions ago since it started happening (around 1.37). I am without doubt making sure that any files from older versions are not present before running DydnoLOD. Starting a new game everytime but I still get this message. DyndoLOD creation process is running fine and no other issues. But cant get past this! Are there some files hiding somewhere perhaps that Im unaware of before updating?

 

EDIT: Ok for some reason I found a bunch of DyndoLOD json files in the Overwrite folder in Mod Organizer. I guess that this occurs as whenever Tesvedit saves an esp (in LOD creation process), MO puts it into the Overwrite folder. I never noticed any actual overwriting notification in MO of the installed DyndoLOD mod or the installed Output folder though which is strange. I'll give it a shot now.

Edited by Atardecer
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