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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.

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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

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

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 10/20/2015 at 5:36 AM, sheson said:

 

It could just be the things it has to load for the cells itself. It may not even have to send new amounts of data to the graphics card.

 

Static(*.bto)/Tree(*.btt)/Terrain(*.btr) LOD only need to load every 4 cells. I guess put those and their textures on the ramdisk

 

Just for testing, I would test if using the low/medium/high settings of only [terrain] make a difference at all.

Strange! Low/medium/high/ultra settings have minimal effect. I noticed that stutter always happen when a lot of full model tree load (LOD-> Full model). Any suggestion? Thanks for your help.     

  • 0
Posted
  On 10/20/2015 at 12:56 PM, manguz said:

Great work Sheson, you magnificent beast :P

It worked on the (cleaned) save I uploaded before, dyndolod is up and running again with its objects.

I have no sons and I'm not planning to have some so I'm sorry :p 

Glad you go through this

Great that it worked, that is all that counts :) 

 

  On 10/20/2015 at 12:58 PM, darkside said:

Strange! Low/medium/high/ultra settings have minimal effect. I noticed that stutter always happen when a lot of full model tree load (LOD-> Full model). Any suggestion? Thanks for your help.

Maybe it is just that trees are one of the first things to switch? Is it different in regions with less trees?

You using any tree mods?

 

I dunno, maybe changing these settings help?

[Trees]

bRenderSkinnedTrees=1

uiMaxSkinnedTreesToRender=20

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Posted
  On 10/20/2015 at 2:20 PM, sheson said:

Great that it worked, that is all that counts :)

 

 

Maybe it is just that trees are one of the first things to switch? Is it different in regions with less trees?

You using any tree mods?

 

I dunno, maybe changing these settings help?

[Trees]

bRenderSkinnedTrees=1

uiMaxSkinnedTreesToRender=20

Stutter is much better in the region with less tree. Trees settings make no difference. Thank you for trying to help me out. I am using SFO 2.3 and Realistic Aspen tree. I know that SFO is performance heavy.

  • 0
Posted

I discovered a whole new world of tree INI settings which I have gone through great lengths to express in the INI guides. Note the following settings:

 

Skyrim.ini

[Trees]
bEnableTreeAnimations=1
bEnableTrees=1
fUpdateBudget=0

SkyrimPrefs.ini

[Display]
fMeshLODLevel1FadeTreeDistance=2844
fMeshLODLevel2FadeTreeDistance=2048
fTreesMidLODSwitchDist=10000000

[TerrainManager]
fTreeLoadDistance=25000

[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=20

Be advised that there are two tree systems in the game. The default system is sort of a deferred rendering of the trees that enables tree animations, tree pop-in, and tree-specific LOD settings. The other system makes trees behave as static models like everything else. I intend to make a tree optimization thread eventually explaining all this, as the trees do play a significant role in performance. You can get an idea in the guides, as most all the information is there.

 

https://wiki.step-project.com/Guide:Skyrim_INI/Trees

https://wiki.step-project.com/Guide:SkyrimPrefs_INI

  • 0
Posted
  On 10/20/2015 at 3:10 PM, ed209 said:

its shared, I never used google drive before

 

I checked the files you sent. Very thorough which I like :)

 

The effect you are seeing is not static/tree/dynamic LOD generated by DynDOLOD, as your examples are always the full model and its object decal fade - a function to remove detail in short distance for performance. If using DynDOLOD the decal fade can

happen earlier because of more objects I suppose. There is a fix and since we run on modern hardware it should not matter performance wise.

 

This mod has an ini fix, you can either download a fake esp/ini combo or just update the Skyrim.ini drectly with

 

[LightingShader]

fDecalLODFadeEnd=1.0000

fDecalLODFadeStart=1.0000

 

 

  On 10/20/2015 at 4:31 PM, DoubleYou said:

I discovered a whole new world of tree INI settings which I have gone through great lengths to express in the INI guides. Note the following settings:

 

Skyrim.ini

[Trees]
bEnableTreeAnimations=1
bEnableTrees=1
fUpdateBudget=0
SkyrimPrefs.ini

[Display]
fMeshLODLevel1FadeTreeDistance=2844
fMeshLODLevel2FadeTreeDistance=2048
fTreesMidLODSwitchDist=10000000

[TerrainManager]
fTreeLoadDistance=25000

[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=20
Be advised that there are two tree systems in the game. The default system is sort of a deferred rendering of the trees that enables tree animations, tree pop-in, and tree-specific LOD settings. The other system makes trees behave as static models like everything else. I intend to make a tree optimization thread eventually explaining all this, as the trees do play a significant role in performance. You can get an idea in the guides, as most all the information is there.

 

https://wiki.step-project.com/Guide:Skyrim_INI/Trees

https://wiki.step-project.com/Guide:SkyrimPrefs_INI

 

That is great. I amm looking forward to it.

I just want to mention that anything with fMeshLOD in its name usually has to with the BSLODTriShape fade defined in the nif - meaning they apply to the full models.

  • 0
Posted

It looks as if that latest set of scripts finally did something. I can see lit windows and the windmills are spinning. MCM says Dyndolod is initialized, in both Tamriel and Solstheim.  The bottom two  headers, Settings and Information have not gone away, not sure if that's by design or not. 

  • 0
Posted (edited)
  On 10/20/2015 at 6:27 PM, Mebantiza said:

It looks as if that latest set of scripts finally did something. I can see lit windows and the windmills are spinning. MCM says Dyndolod is initialized, in both Tamriel and Solstheim.  The bottom two  headers, Settings and Information have not gone away, not sure if that's by design or not.

Sounds all good. The Settings and Information MCM pages should stay yes.

Edited by sheson
  • +1 1
  • 0
Posted (edited)
  On 10/20/2015 at 6:47 PM, sheson said:

Sounds all good. The Settings and Information MCM pages should stay yes.

One thing I was trying out, I cant seem to see Whiterun lit up from HH. It could be my ENB at work there. I have to get sort of close to see glowys. Again I am going to say at a guess, its likely my ENB which is not really in the  'vivid and vibrant' style. If I went back to Real Vision, I expect I might get a different result yet again.

 

Added Apocrypha does not seem able to initialize. Will keep eye on this. NVM its all good, I just had to exit apoc, re-zone, then I was able in initialize it just fine. Same with Blackreach.

Edited by Mebantiza
  • 0
Posted (edited)
  On 10/20/2015 at 6:55 PM, Mebantiza said:

One thing I was trying out, I cant seem to see Whiterun lit up from HH. It could be my ENB at work there. I have to get sort of close to see glowys. Again I am going to say at a guess, its likely my ENB which is not really in the  'vivid and vibrant' style. If I went back to Real Vision, I expect I might get a different result yet again.

By default most LOD windows turn off once you traveled past the Far Grid. Only Dragonsreach castle stays on. How much lights gets through the haze so to speak also highly depends on the current weather.

 

Test with console sw 81a or sw 15e, bring up the ENB in-game settings and unfold WINDOWLIGHT to change multiplier.

Also see "Glow LOD" section for further details

Edited by sheson
  • 0
Posted (edited)
  On 10/20/2015 at 6:10 PM, sheson said:

 

I checked the files you sent. Very thorough which I like :)

 

The effect you are seeing is not static/tree/dynamic LOD generated by DynDOLOD, as your examples are always the full model and its object decal fade - a function to remove detail in short distance for performance. If using DynDOLOD the decal fade can

happen earlier because of more objects I suppose. There is a fix and since we run on modern hardware it should not matter performance wise.

 

This mod has an ini fix, you can either download a fake esp/ini combo or just update the Skyrim.ini drectly with

 

[LightingShader]

fDecalLODFadeEnd=1.0000

fDecalLODFadeStart=1.0000

 

 

 

That is great. I amm looking forward to it.

I just want to mention that anything with fMeshLOD in its name usually has to with the BSLODTriShape fade defined in the nif - meaning they apply to the full models.

thank you so much sheson that seemed to work, and I knew it would be something simple...I just couldnt find it no where. I suspected it was something like that, I was reading about full lod and  decal fade and was thinking that has to be it but what do I do? couldn't find ini fix or link, just some post about why but not what to do...lol thanks a lot...might be a good ideal to note that in your doc with a link attached that you sent me. you could call it " Modding 4 dummies,for guys like that ed"...lol, thank you for your help and time. I'm sure ill be back with something else......Mr.Ed.

Edited by ed209
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Posted (edited)

Hey Sheson,
 
It is after a freshly generated DynDOLOD TexGen + Worlds (Medium Settings)
 
I have never tried before that for DynDOLOD. (Looking DynDOLOD.esp for ITM records)

 

[01:12] Background Loader: finished
[00:00] Checking for Errors in [5A] DynDOLOD.esp
[00:05] All Done!

 

 

  Reveal hidden contents

 

 

[Removing "Identical to Master" records done]  Processed Records: 42435, Removed Records: 217, Elapsed Time: 00:00

 

I am really curious, what should I do whith those ITMs records? What do you recommend?

Remove them? Leave them?

 

Thank you!

Edited by kranazoli
  • 0
Posted (edited)

I seem to keep running into a "Stack Overflow" error which causes an error box to come up, after which I have to close LodGeneratorCMD.  The script continues running after this point, but the error is worrisome.

 

Is that something that is going to harm my game at some point?  Or will just some textures be missing?

Edited by bearcano
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