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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

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  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 (edited)
  On 8/24/2015 at 8:14 AM, sheson said:

Looks like left over files from Tropical Skyrim?

 

If they are dynamic you can open console, click on them and get the reference form id. If you have a mod that also shows the base form id like Mfg Console it is a bit easier.

Open TES5Edit

Enter the the formd id into the FormID field top left and press enter to bring up the reference. Find the row NAME - Base, and CTRL + left mouse click on the base record, probably 'Mountain something [sTAT:xxxxxxxx]'.

Or if you already have the base form id enter it into the FormID field and press enter to bring up the base record.

Once at the base record find the row Model \ MODL - Model Filename and take note of the full mesh path like 'Landscape\Mountains\MountainPeak01.nif'

Then also look for the row MNAM - Distant LOD \ LOD #0 (Level0) \ Mesh and take note of the first LOD mesh like 'LOD\Mountains\MountainPeak01_LOD_0L.nif'

 

Now check the game folder for these meshes

C:\SteamLibrary\SteamApps\common\Skyrim\Data\Meshes\Landscape\Mountains\MountainPeak01.nif or C:\SteamLibrary\SteamApps\common\Skyrim\Data\Meshes\LOD\Mountains\MountainPeak01_LOD_0L.nif for example.

 

Open the files in nifskope.

In the Block List window,  unfold the tree by clicking on the [+] BSFadeNode [+] NiTriShape [+] BSLightingShaderProperty until you find BSShaderTextureSet

The Block Details window should now show a list of textures that this model uses. Vanilla mountains use these 2 versions

textures\landscape\mountains\MountainSlab02.dds

or

textures\landscape\mountains\MountainSlab01.dds

 

If it points to any other texture, the mesh is not vanilla and was supplied by another mod. Remove it or overwrite with correct version.

 

Find the textures in the game folder

C:\SteamLibrary\SteamApps\common\Skyrim\Data\textures\landscape\mountains\MountainSlab02.dds

 

Open them in an image viewer to find the sandy version which was supplied by another mod. Remove it or overwrite with correct version.

 

The vanilla versions of the meshes and textures are usually in Data\Skyrim - Meshes.bsa. Then you can not find the files in the game folder.

A mod can also supply these versions in its BSA file, then you may never find the loose files. Use a BSA browser to find out which mod supplies the mesh / texture.

Okay nevermind I managed to follow your directions properly now.  I think the problem comes from the fact that I use parallax mountain meshes which point to 3 textures each, rather than just the MountainSlab02.dds and normalmap (though they point to those as well).  However, no mod has replaced the mountainpeak LOD meshes, meaning that they still should point to MountainSlab02 and 01, which are both fine.  Perhaps the mountainslab textures used by Vivid Landscapes only look fine in my image viewer and are, in fact, not fine without the mesh using them also using the other parallax textures the mod relies on, meaning I should extract the LOD meshes from the base game and point them to all 3 of the texture files that Vivid Landscapes comes with, and add them as a new mod?  Still, this doesn't explain why some of the mountain LODs in my game are fine and some aren't.  Here are some more pictures to give a better idea of just what is going on.

 

https://imgur.com/a/qp27h

Edited by MrKrupples
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Posted (edited)

Can I just ask if this Mod replaces 'High Quality LOD's'? Additionally, and I believe this has been definitively answered, does this replace (or partially so) 'Skyfalls and Skymills' and the optional file of 'The Ruffled Feather', Enhanced Distance Terrain?

Edited by Ryanjtombs
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Posted (edited)
  On 8/24/2015 at 12:22 PM, Astakos said:

Looking at the ini in EL, I think I can figure it out.

Need to do some testing though when i get back home tonight.

I assume if someone does not use a mod (esp) from the ones described in the ini; we can safely remove these lines, right?

There is no need to manually edit the inis. Just like in only load inis of mods that are in the load order, it will only load rules of a [mod section] when the mod is on the load order.

 

 

  On 8/24/2015 at 3:24 PM, MrKrupples said:

Okay nevermind I managed to follow your directions properly now.  I think the problem comes from the fact that I use parallax mountain meshes which point to 3 textures each, rather than just the MountainSlab02.dds and normalmap (though they point to those as well).  However, no mod has replaced the mountainpeak LOD meshes, meaning that they still should point to MountainSlab02 and 01, which are both fine.  Perhaps the mountainslab textures used by Vivid Landscapes only look fine in my image viewer and are, in fact, not fine without the mesh using them also using the other parallax textures the mod relies on, meaning I should extract the LOD meshes from the base game and point them to all 3 of the texture files that Vivid Landscapes comes with, and add them as a new mod?  Still, this doesn't explain why some of the mountain LODs in my game are fine and some aren't.  Here are some more pictures to give a better idea of just what is going on.

 

https://imgur.com/a/qp27h

AFAIK parallax does not change color tone. If the used textures do not show the coloration, it could be vertex colors or maybe some BSShader settings.

 

Are you certain these mountains are dynamic LOD? Do they change when you get close? What is their form ids before/after? (static LOD objects have no form id, can't be clicked on)

Which version from the download page of VIVID Landscapes did you install?

 

 

  On 8/24/2015 at 7:34 PM, Ryanjtombs said:

Can I just ask if this Mod replaces 'High Quality LOD's'? Additionally, and I believe this has been definitively answered, does this replace (or partially so) 'Skyfalls and Skymills' and the optional file of 'The Ruffled Feather', Enhanced Distance Terrain?

High Quality LODs Meshes and Textures do terrain (landscape and water). DynDOLOD does tree and object LOD. They compliment each other.

The description, manual and video mention SkyFalls extensively.

Enhanced Distance Terrain is again terrain... not objects.

Edited by sheson
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Posted (edited)
  On 8/24/2015 at 8:26 PM, sheson said:

 

AFAIK parallax does not change color tone. If the used textures do not show the coloration, it could be vertex colors or maybe some BSShader settings.

 

Are you certain these mountains are dynamic LOD? Do they change when you get close? What is their form ids before/after? (static LOD objects have no form id, can't be clicked on)

Which version from the download page of VIVID Landscapes did you install?

 

I guess I can click on them?  The few times form IDs have come up clicking on them, they've been IDs for clouds and stuff near/behind the mountain or rock I'm aiming for.  I did manage to click on one close up, back away from it until it turned gold again and became "distant", click on it again and get the same form ID, and then look the base ID up in tes5edit and confirm it to be a mountain ID; so I suppose that means I can click on them, however it could have just been the ID of an unaffected mountain right next to it.  It's rather hard to get the console to select exactly what I think my cursor is pointing to.  I downloaded the xVivid Landscapes - All in One - Loose Files - Better Performance version.  I'll try uninstalling it and see what happens to my mountains.

 

K it's not vivid landscapes; the problem persists.  Next up is Skyrim 2015 Parallax Terrain.  I kind of suspect Enhanced Landscapes by Aceeq has something to do with this, but it's a lot harder to uninstall than these texture packs and it doesn't touch mountain textures or meshes, even if it may place rocks and such, so I really want the problem to be something convenient like a landscape replacer :P.

 

K it wasn't Skyrim 2015 Parallax Terrain, next up is Skyrim HD Landscape.  If it's none of the landscape replacers I'll try with all of them uninstalled.

 

Wasn't that one.  I can't uninstall Tamriel Reloaded HD because it's a master of DynDOLOD; I guess I'll try with DynDOLOD off.  I probably should have tried that to begin with so I could see if it's even the source of the problem.

Edited by MrKrupples
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Posted (edited)
  On 8/24/2015 at 10:22 PM, MrKrupples said:

I guess I can click on them?  The few times form IDs have come up clicking on them, they've been IDs for clouds and stuff near/behind the mountain or rock I'm aiming for.  I did manage to click on one close up, back away from it until it turned gold again and became "distant", click on it again and get the same form ID, and then look the base ID up in tes5edit and confirm it to be a mountain ID; so I suppose that means I can click on them, however it could have just been the ID of an unaffected mountain right next to it.  It's rather hard to get the console to select exactly what I think my cursor is pointing to.  I downloaded the xVivid Landscapes - All in One - Loose Files - Better Performance version.  I'll try uninstalling it and see what happens to my mountains.Th

This indicates they are static LOD. Open console type "tll" without quotes, if they disappear they are static LOD, if everything else disappears and they stay the are dynamic LOD.

If they are static LOD, please upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_alt_textures_tamriel.txt and TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt

 

it would be nice if you could post a couple form ids.

Edited by sheson
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Posted
  On 8/24/2015 at 10:32 PM, sheson said:

This indicates they are static LOD. Open console type "tll" without quotes, if they disappear they are static LOD, if everything else disappears and they stay the are dynamic LOD.

If they are static LOD, please upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_alt_textures_tamriel.txt and TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt

 

it would be nice if you could post a couple form ids.

Okay, I just tested with DynDOLOD off and the problem disappeared, so at least I know it isn't something completely unrelated and random.  I'll turn it back on and do as you said.

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Posted (edited)

They disappeared.  I guess that means they don't have formIDs to post.  I'm not sure if there's somewhere to upload on the site because I haven't really used the step forums, so I just put them on google drive.

 

atlas map:

https://drive.google.com/file/d/0B7fSL6dP_L1oaWRDazBMNXdyOFE/view?usp=sharing

 

alt textures:

https://drive.google.com/file/d/0B7fSL6dP_L1odkJGVHZwMnl1bzA/view?usp=sharing

 

edit: posted them backwards oops lol

Edited by MrKrupples
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Posted
  On 8/24/2015 at 11:14 PM, MrKrupples said:

They disappeared.  I guess that means they don't have formIDs to post.  I'm not sure if there's somewhere to upload on the site because I haven't really used the step forums, so I just put them on google drive.

 

atlas map:

https://drive.google.com/file/d/0B7fSL6dP_L1oaWRDazBMNXdyOFE/view?usp=sharing

 

alt textures:

https://drive.google.com/file/d/0B7fSL6dP_L1odkJGVHZwMnl1bzA/view?usp=sharing

 

edit: posted them backwards oops lol

 

What is the name of the mod at load order B2?

 

Remember when I talked about from id for reference and base form ids? Is there a mod overwriting the reference or the base of  those sandy mountains? If so which one?

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Posted (edited)
  On 8/25/2015 at 12:03 AM, sheson said:

What is the name of the mod at load order B2?

 

Remember when I talked about from id for reference and base form ids? Is there a mod overwriting the reference or the base of  those sandy mountains? If so which one?

B2 is a mod called sexlab dangerous nights that adds a chance of getting raped when you sleep :^)  It has no worldspace edits and doesn't replace any assets.  Nothing is modifying any of the mountain records I check in tes5edit, like 0005304f, 00046032, 0005055c and 000485bf.  All those are mountains that turn gold when distant.  I notice, checking more mountains, that the problem isn't unique to any particular type.  Ridges, peaks, cliffs, etc. all turn sandy gold when distant; snow mountains, non-snow mountains as well.  They have in common that nothing modifies them.

Edited by MrKrupples
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Posted (edited)

I might add that there are mountains which don't turn sandy when distant that have a base change from DynDOLOD, as well as mountains which don't turn sandy when distant that have not been touched by DynDOLOD.  Here are 2 examples.

 

0005fced - Not sandy when distant, last base change by DynDOLOD

0006f275 - Not sandy when distant, completely vanilla

 

EDIT: Oops, the first one was a rock, not a mountain.  I think I may be mistaken with these IDs, as sometimes I think a mountain doesn't turn sandy when distant because I'm just too close to it and it's already been rendered fully.

Edited by MrKrupples
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Posted
  On 8/25/2015 at 12:25 AM, MrKrupples said:

B2 is a mod called sexlab dangerous nights that adds a chance of getting raped when you sleep :^)  It has no worldspace edits and doesn't replace any assets.  Nothing is modifying any of the mountain records I check in tes5edit, like 0005304f, 00046032, 0005055c and 000485bf.  All those are mountains that turn gold when distant.  I notice, checking more mountains, that the problem isn't unique to any particular type.  Ridges, peaks, cliffs, etc. all turn sandy gold when distant; snow mountains, non-snow mountains as well.

There is a LOD texture called textures\lod\aom\chmountainslab02lod.dds in the setup.

Any idea which mods adds it and what it looks like?

 

Regarded mod B2, I think the order changed. The alt textures file shows a lot of form ids starting with B2 right at top for rockcliffs, mountainscliffs, roads etc so there was a mod adding landscape stuff.

  On 8/25/2015 at 12:39 AM, MrKrupples said:

I might add that there are mountains which don't turn sandy when distant that have a base change from DynDOLOD, as well as mountains which don't turn sandy when distant that have not been touched by DynDOLOD.  Here are 2 examples.

 

0005fced - Not sandy when distant, last base change by DynDOLOD

0006f275 - Not sandy when distant, completely vanilla

 

EDIT: Oops, the first one was a rock, not a mountain.  I think I may be mistaken with these IDs, as sometimes I think a mountain doesn't turn sandy when distant because I'm just too close to it and it's already been rendered fully.

Those are new LOD meshes supplied by DynDOLOD. They all fine. I think the problem is only with vanilla LOD meshes.

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Posted (edited)
  On 8/25/2015 at 12:46 AM, sheson said:

There is a LOD texture called textures\lod\aom\chmountainslab02lod.dds in the setup.

Any idea which mods adds it and what it looks like?

 

Regarded mod B2, I think the order changed. The alt textures file shows a lot of form ids starting with B2 right at top for rockcliffs, mountainscliffs, roads etc so there was a mod adding landscape stuff.

Those are new LOD meshes supplied by DynDOLOD. They all fine. I think the problem is only with vanilla LOD meshes.

It was probably my player home merge.  It has 10 or so mods in it and most are from elianora.  I copied and renumbered the custom mesh rules for homes pertaining to it into a new rule for the merged esp before running DynDOLOD worlds.  Checking that texture.

 

There is no path textures\lod\aom\... in MO's virtual filetree, just textures\lod\  Might be missing and causing the problem?

 

Yep it was definitely the player home merge.  I had Tamriel Reloaded HD.esp above it, and the esp got moved down when I uninstalled and reinstalled Tamriel Reloaded, so the player home merge was B2 and it became B1.

Edited by MrKrupples
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Posted (edited)

I have an idea as to what that mountain texture might be from.  Before I ran DynDOLOD Worlds, I turned off MO's archive management and extracted all the contents of the bsas that weren't getting loaded because I merged their esps together, so many of my bsas are now loose files.  Something in my load order could have pointed to that texture, and it might not have gotten extracted successfully from the archive it should be in, so it isn't in the virtual filetree now.

 

FOUND IT.

 

I turned archive management back on, told all the archives to load, refreshed the virtual filetree, and now there's an aom path in textures\lods.  The texture is from the quest mod Vigilant, and sure enough, it's sandy-tan.  I wonder why DynDOLOD used textures that should only show up in Vigilant's worlds in the alternate textures of tamriel.  This archive does load properly and I haven't unpacked it.  Vigilant.esp hasn't been merged, and it's at load order 21.

Edited by MrKrupples
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Posted (edited)

Should I uninstall Vigilant?  or do you think there's something I could do to prevent DynDOLOD from using its textures where they shouldn't be used?

Edited by MrKrupples
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Posted
  On 8/23/2015 at 9:54 PM, sheson said:

 

  On 8/23/2015 at 2:48 PM, Kesta said:

0000BCDA cell is actually overriden by a lot of plugins (overrides weren't displayed after the exception occured). Not only the USKP, but Enhanced landscape, ELFX-exterior and a fast travel mod (this CFTO.esp) add stuffs in there. RWT change its XCWT as well, change carried over in the BashedPatch 0.

We narrowed this down to a bashed patch created by the experimental version. Removing it allows the LOD generation to complete. We continue to work on this behind the scenes.

 

It seems the latest versions are all fixed now according to https://forums.bethsoft.com/topic/1525110-wrye-bash-thread-104/page-4?do=findComment&comment=24273052

 

  On 8/25/2015 at 2:10 AM, MrKrupples said:

Should I uninstall Vigilant?  or do you think there's something I could do to prevent DynDOLOD from using its textures where they shouldn't be used?

Good job finding out. I will have a look at that mod and see what I can find out.
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