Jump to content

Question

Posted

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

  • +1 15

Recommended Posts

  • 0
Posted
  On 8/24/2015 at 9:49 AM, sheson said:

DynDOLOD is not meant to be used with toasters. I suggest to use the low settings and to read the Performance section in the included manual.

 

There is two tests to check the impact of LOD:

Turn off all static and tree LOD by opening console and typing "tll" without the quotes. Type it again to turn it back on again.

Turn off dynamic LOD in DynDOLOD SkyUI MCM.

 

If static LOD is the cause use the smaller 128 LOD textures.

If dynamic LOD is the cause it most likely will be fires and such animated things. If there is still a problem with low settings, remove mesh rules like 01burning, 01landburning, fxwaterfall.

 

There is a third test. If turning off dynamic LOD didn't change anything;

If there is still a performance impact you may be using a mod that adds lots of new things into the towns which gets picked up and transferred to the Tamriel world.

Use console "tfc" without the quotes and fly up to see if there is lots of new objects behind the walls.

Start game without DynDOLOD.esp to test if it changes anything.

Generate LOD without the mods being active.

Thank you for your support.

Unfortunately it didn't change much.

I've tried  using the console commands you gave me and "tll" made no difference whatsoever. Lods or not, every time I face the mountains I get to 0 FPS (I have now changed location. Now, when I travel from Whiterun to the Lunar forge, everything works fine and I am happy with that, but when I am near the stairs of the forge or at its top, when facing towards Bleak Falls Barrow, I get 0 Fps again. Facing in other directions doesn't cause this problem).

Using the "tfc" command gives the same result: I can travel everywhere without any performance problem, but whenever I decide to go back to the Lunar forge with the camera, once I am nearer, I start getting huge fps drops. If I want to get out of it I have to face the ground until I am at the bottom of the stairs.

 

How do I install the lower textures?

Is it enough to copy the content of the folder "textures.128" into "D:\Skyrim\SteamApps\common\Skyrim\Mod Organizer\mods\DynDOLOD 1.45\Textures"?

Should I do it before generating the Lods again or can I do it after the process as well? (It takes almost 2 hours for me to complete the process on my laptop)

 

 

 

P.S.

Also, I am not running any mods that add new objects to towns. I've removed all mods that could add new buildings and towns and I have generated new lods following the instructions on your mod page.

I am not using hd textures for landscapes, but only for npcs, weapons and smaller effects like smoke and fires and I am always using the lower resolution version, if available (1k or less. 2k only for the amidianborn armours).

 

I am trying to learn how to properly use MO and Tes5Edit, but I am still a beginner. In the meantime, I am reading your manual.

 

 

Thanks in advance for your help. :)

  • 0
Posted

Sheson, I have finally gotten rid of the lod UFO. I deleted the items with T5E, ran dyndolod again, and now it's gone. I've notified the author as well.

 

The two Whiterun trees still look shady. Could you make a patch for them, so that dyndolod doesn't make lods for them at all? Or can I do something to manually remove the lods?

 

I've also noticed that Enhanced Landscapes and Elianora's Pinegrove Lodge conflict. I have notified Ace, and I believe a patch will be included in the next script. For now, I deleted the clipping rocks from EL in T5E, but running dyndolod still produced a massive lod blob in place of the rocks, one that doesn't go away when you come close to it. Perhaps that lod will disappear once the patch has been made?

  • 0
Posted
  On 9/6/2015 at 2:33 PM, Carboniac said:

Sheson, I have finally gotten rid of the lod UFO. I deleted the items with T5E, ran dyndolod again, and now it's gone. I've notified the author as well.

 

The two Whiterun trees still look shady. Could you make a patch for them, so that dyndolod doesn't make lods for them at all? Or can I do something to manually remove the lods?

 

I've also noticed that Enhanced Landscapes and Elianora's Pinegrove Lodge conflict. I have notified Ace, and I believe a patch will be included in the next script. For now, I deleted the clipping rocks from EL in T5E, but running dyndolod still produced a massive lod blob in place of the rocks, one that doesn't go away when you come close to it. Perhaps that lod will disappear once the patch has been made?

I will add rules for those 2 trees with next update. Just to verify they are from JKs Whiterun exterior.esp right?

 

Once AceeQ added a patch for Pinegrove Lodge and you generate LOD again everything should be fine.

  • 0
Posted
  On 9/6/2015 at 4:26 PM, sheson said:

I will add rules for those 2 trees with next update. Just to verify they are from JKs Whiterun exterior.esp right?

 

Once AceeQ added a patch for Pinegrove Lodge and you generate LOD again everything should be fine.

Sweet, thanks for your help. I have verified that they're from JK's Whiterun outskirts yes. Their two first digits matched my load order for the mod.

  • 0
Posted (edited)
  On 9/6/2015 at 2:13 PM, Werterdert1 said:

Thank you for your support.

Unfortunately it didn't change much.

I've tried  using the console commands you gave me and "tll" made no difference whatsoever. Lods or not, every time I face the mountains I get to 0 FPS (I have now changed location. Now, when I travel from Whiterun to the Lunar forge, everything works fine and I am happy with that, but when I am near the stairs of the forge or at its top, when facing towards Bleak Falls Barrow, I get 0 Fps again. Facing in other directions doesn't cause this problem).

Using the "tfc" command gives the same result: I can travel everywhere without any performance problem, but whenever I decide to go back to the Lunar forge with the camera, once I am nearer, I start getting huge fps drops. If I want to get out of it I have to face the ground until I am at the bottom of the stairs.

 

How do I install the lower textures?

Is it enough to copy the content of the folder "textures.128" into "D:\Skyrim\SteamApps\common\Skyrim\Mod Organizer\mods\DynDOLOD 1.45\Textures"?

Should I do it before generating the Lods again or can I do it after the process as well? (It takes almost 2 hours for me to complete the process on my laptop)

 

 

 

P.S.

Also, I am not running any mods that add new objects to towns. I've removed all mods that could add new buildings and towns and I have generated new lods following the instructions on your mod page.

I am not using hd textures for landscapes, but only for npcs, weapons and smaller effects like smoke and fires and I am always using the lower resolution version, if available (1k or less. 2k only for the amidianborn armours).

 

I am trying to learn how to properly use MO and Tes5Edit, but I am still a beginner. In the meantime, I am reading your manual.

 

 

Thanks in advance for your help. :)

You should check with Skyrim Performance Monitor if you run into memory, main or VRAM/GPU troubles.

 

Yes, copy the contents of the textures.128 overwriting the textures from the archive. You do not have to generate all LOD again. If you set Expert=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini and start TES5Edit and apply DynDOLOD Worlds.pas as normal.

At the top left click the button "LODGen export" and find TES5Edit\Edit Scripts\LODGen_Tamriel.txt then at the bottom click the button "Rebuild atlas"

 

It will be quicker and actually better if you just resize

Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds

Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel_n.dds

Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds

with a dds tool of your choice. The texture.128 does not cover all textures that are used in the LOD atlas listed above.

Edited by sheson
  • 0
Posted

By the way Sheson, I just wanted to say how cool it is to see your HF homes from afar, various buildings and objects and mod player homes. It makes the world seem much bigger. And the SFO/EL lods in Falkreath hold really does wonders for the immersion, now it seems much more like a huge, dense forest, with great trees in the distance. Even if it was somewhat of a PITA to install and use, the results are pretty great =D

  • 0
Posted
  On 9/6/2015 at 6:26 PM, Carboniac said:

By the way Sheson, I just wanted to say how cool it is to see your HF homes from afar, various buildings and objects and mod player homes. It makes the world seem much bigger. And the SFO/EL lods in Falkreath hold really does wonders for the immersion, now it seems much more like a huge, dense forest, with great trees in the distance. Even if it was somewhat of a PITA to install and use, the results are pretty great =D

I know right :)

Once you sorted out the hurdles the first time you are set. Then it just is a PITA because it runs forever when you update.

  • 0
Posted

Another question if you will, when you have run Dyndolod and everything is up and running in game, is it still important to keep the .esp file at the very bottom of your load order? (NMM). I see in T5E that it does overwrite some worldspace entries, so would it be safe to place it higher up in the load order, or is that a no go?

  • 0
Posted
  On 9/7/2015 at 9:52 PM, Carboniac said:

Another question if you will, when you have run Dyndolod and everything is up and running in game, is it still important to keep the .esp file at the very bottom of your load order? (NMM). I see in T5E that it does overwrite some worldspace entries, so would it be safe to place it higher up in the load order, or is that a no go?

Let LOOT sort it out. It should be OK them.

  • 0
Posted

Ok, I need some Help, I followed the GamerPost tutorial, but I get and error message in TES5Edit. When I right click the DynDOLOD.esp and click "Apply Script" it says the the Tamriel worldspace is missing. I have seen this question answered before and TES5Edit gives a solution but the solutions and answers are for Mod Organizer users, which I am not. They say something about checking the Skyrim.ini so I went to the only one I am aware of, near the save game directory in my documents. They say to check under the archive section for the line that should be there, but there is not Archive section. So I am guessing I must be looking at the wrong .ini file. TES5Edit and the people that answered similar questions say to check a certain directory, but it leads through the Mod Organizer folders, which I don't have because I don't have Mod Organizer. I looked around in my Skyrim Folder and found a Skyrim_Default.ini file that has an Archive section and has the line that TES5Edit says should be in my Skyrim.ini I am guessing that this isn't the right file but maybe I am wrong. Please help, After 3 hrs of Google-ing and looking through my Skyrim files, I need a happy ending.

  • 0
Posted
  On 9/10/2015 at 11:49 AM, StopherSylvia said:

Ok, I need some Help, I followed the GamerPost tutorial, but I get and error message in TES5Edit. When I right click the DynDOLOD.esp and click "Apply Script" it says the the Tamriel worldspace is missing. I have seen this question answered before and TES5Edit gives a solution but the solutions and answers are for Mod Organizer users, which I am not. They say something about checking the Skyrim.ini so I went to the only one I am aware of, near the save game directory in my documents. They say to check under the archive section for the line that should be there, but there is not Archive section. So I am guessing I must be looking at the wrong .ini file. TES5Edit and the people that answered similar questions say to check a certain directory, but it leads through the Mod Organizer folders, which I don't have because I don't have Mod Organizer. I looked around in my Skyrim Folder and found a Skyrim_Default.ini file that has an Archive section and has the line that TES5Edit says should be in my Skyrim.ini I am guessing that this isn't the right file but maybe I am wrong. Please help, After 3 hrs of Google-ing and looking through my Skyrim files, I need a happy ending.

Everything says to make sure the Skyrim.ini contains

 

[Archive]

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

 

You are reporting your Skyrim.ini does not contain that. Just add it and see what happens?

 

This is not a DynDOLOD problem. You may want to search for how to recreate default inis.

  • 0
Posted
  On 8/28/2015 at 12:16 PM, sheson said:

Please upload

TES5Edit\TES5Edit_log.txt

DynDOLOD.esp

skse\plugins\StorageUtilData\DynDOLOD_Worlds.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json

skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json

Apparently I'm not permitted to upload this kind of file. Sorry for the late reply

  • 0
Posted
  On 9/10/2015 at 12:28 PM, spambot3000 said:

Apparently I'm not permitted to upload this kind of file. Sorry for the late reply

In that case the minimum requirements to use DynDOLOD are not met.

  • 0
Posted
  On 9/10/2015 at 11:58 AM, sheson said:

Everything says to make sure the Skyrim.ini contains

 

[Archive]

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

 

You are reporting your Skyrim.ini does not contain that. Just add it and see what happens?

 

This is not a DynDOLOD problem. You may want to search for how to recreate default inis.

Which .ini? The only one I can find that is called Skyrim.ini is the one in my save file directory and it doesnt even have and archive section. I have seen other people upload a defauil .ini and it looks nothing like mine. I think I am looking at the wrong one. I don't know of another Skyrim.ini but there is a file in my skyrim folder called Skyrim_Default.ini and it does contain that line. Am I supposed to add the line to the Skyrim.ini in my save file directory (aka in my documents) or is there another Skyrim.ini I am unaware of. if I am supposed to add the line to the Skyrim.ini in my save file directory do I add the [Archive] part? Where do I add it,  below [Display]? Below [Grass]? Below [Water]?

 

Just to be sure this is the Skyrim.ini file I am talking about. Is this the wrong one, if so where would I find the right one?

 

[Display]
sD3DDevice="NVIDIA GeForce G100"
[Grass]
b30GrassVS=1
iMaxGrassTypesPerTexure=7
iMinGrassSize=75
[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=1
bReflectLODTrees=1
[General]
sLanguage=ENGLISH
 
Also I don't know why it says that is my Graphics Card, I replaced it a long time ago and it doesn't say that Graphics Card in the Skyrim Launcher.
  • 0
Posted
  On 9/10/2015 at 11:36 PM, StopherSylvia said:

 

Which .ini? The only one I can find that is called Skyrim.ini is the one in my save file directory and it doesnt even have and archive section. I have seen other people upload a defauil .ini and it looks nothing like mine. I think I am looking at the wrong one. I don't know of another Skyrim.ini but there is a file in my skyrim folder called Skyrim_Default.ini and it does contain that line. Am I supposed to add the line to the Skyrim.ini in my save file directory (aka in my documents) or is there another Skyrim.ini I am unaware of. if I am supposed to add the line to the Skyrim.ini in my save file directory do I add the [Archive] part? Where do I add it,  below [Display]? Below [Grass]? Below [Water]?

 

Just to be sure this is the Skyrim.ini file I am talking about. Is this the wrong one, if so where would I find the right one?

 

[Display]
sD3DDevice="NVIDIA GeForce G100"
[Grass]
b30GrassVS=1
iMaxGrassTypesPerTexure=7
iMinGrassSize=75
[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=1
bReflectLODTrees=1
[General]
sLanguage=ENGLISH
 
Also I don't know why it says that is my Graphics Card, I replaced it a long time ago and it doesn't say that Graphics Card in the Skyrim Launcher.

 

See https://wiki.step-project.com/Guide:Troubleshooting#INI_Issues and https://wiki.step-project.com/Guide:Skyrim_Configuration_Settings

The order of entries doesn't matter.

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.