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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

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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

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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]

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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)

I'm having a strange issue.

 

I have followed the STEP guide precicely in installation, with all the prerequisites in the right order, and newest version. I've run both texgen and worldoutput successfully and added them to my load order.

 

DynDoLOD is at the bottom, and everything.

 

But sometimes, not always, when I run the game, I get a lot of errors on other mods, typically failure to load DLL's, like jaxonzconsoleplugin, AH Hotkeys, jcontainers, hdt High heels etc. 

 

Normally, errors like these are due having too many plugins activated, but my game is at 248 plugins, below the limit.

 

If I disable DynDoLOD, the other plugins run normally.

 

I've also checked for conflicts in MO, and DynDOLOD or the outputs don't conflict with the plugins that are failing to load properly.

 

Sometimes the game starts/loads normally without errors, and I'm not getting any error messages on those occasions.

 

Any ideas? perhaps I'm going over some kind of limit of another kind? I do run Perma?

 

EDIT: I now encountered the same problem while running without DynDOLOD, so I'm guessing it's a different issue altogether. It's so strange, it's really inconsistent, and doesn't happen all the time, but happen far more frquently with DynDOLOD. Perhaps it's a scriptoverload issue?

 

EDIT 2: After some thorough troubleshooting and testing the issue seems to be related to a mod overwriting the XP32 skeleton. Once I made sure the XP skeleton was in use, the issue has gone away. For now at least :)

Edited by caveat
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Posted

So I installed DynDOLOD last night, first using the medium settings. Went to the mountain outside Whiterun, looked down, everything was fine. The windmills were spinning in the distance.

This morning I decided to upgrade to High settings. Deleted the necessary stuff, restored the blank esp, re-ran the program. Loaded it up, went back to the mountain and its even better. But the windmills no longer spin in the distance, in fact the sails are completely invisible.

The only other change I made between teh two was I (as the video said I could) removed SkyMills-SkyFalls, but made sure the SMIM windmill option was installed. Which should have still worked

  • 0
Posted
  On 10/28/2015 at 10:07 AM, Nephenee13 said:

So I installed DynDOLOD last night, first using the medium settings. Went to the mountain outside Whiterun, looked down, everything was fine. The windmills were spinning in the distance.

This morning I decided to upgrade to High settings. Deleted the necessary stuff, restored the blank esp, re-ran the program. Loaded it up, went back to the mountain and its even better. But the windmills no longer spin in the distance, in fact the sails are completely invisible.

The only other change I made between teh two was I (as the video said I could) removed SkyMills-SkyFalls, but made sure the SMIM windmill option was installed. Which should have still worked

You have waterfalls?

You used a default esp for the high generation?

Clean save? Best to use the save that never seen the medium DynDOLOD from before.

Used wizard mode or advanced mode? If advanced make sure to press low/high/medium again after adding/removing mods.

  • 0
Posted

wanted to share some pics of DynDOLOD in action on latest install of skyrim, 278 mods, 171 plugins running, hope sharing these pics is ok...Sheson will remember me as "dirt cliff ed"

post-8176-0-25545000-1446050300_thumb.jpg

  • 0
Posted

thank you for your help sheson I'm loving this tool, was wondering about the windows setting...is there a way to make only some windows light up instead of all of them? some places like an old tower out side of riften an old stone tower all the windows is lit up, looks nice but all of them is a bit much for me, if I could get like half of them on would be great,don't know if I can do that or not, can I make the windows just a bit dimmer? thanks....

....ed

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Posted
  On 10/28/2015 at 3:56 PM, sheson said:

You have waterfalls?

You used a default esp for the high generation?

Clean save? Best to use the save that never seen the medium DynDOLOD from before.

Used wizard mode or advanced mode? If advanced make sure to press low/high/medium again after adding/removing mods.

 

I didn't check waterfalls, I only had a few minutes this morning to load it up (I'd set the program to run as I went to bed).

 

Yes, I used the default ESP for the high generation

 

I went back to an earlier save that I'm 99% sure had never seen teh medium (this is just a testing game atm anyway, so I'll just start a new game and try that)

 

Wizard mode, all I did was load up the script, select the worldspaces and hit "High"

 

Just to make sure I understand, for rotating windmills and waterfalls do I have to have Skimills/falls installed at all, or can I remove it entirely and just use the SMIM meshes? Do I need to leave the Skymills meshes, but just deactivate the ESP?

  • 0
Posted
  On 10/28/2015 at 6:32 PM, alt3rn1ty said:

I have just the SMIM meshes installed ( never used Skyfalls and Mills ), and the Windmills are rotating in the distance

Hmm its just weird they were working and now they aren't

  • 0
Posted (edited)
  On 10/28/2015 at 5:23 PM, ed209 said:

thank you for your help sheson I'm loving this tool, was wondering about the windows setting...is there a way to make only some windows light up instead of all of them? some places like an old tower out side of riften an old stone tower all the windows is lit up, looks nice but all of them is a bit much for me, if I could get like half of them on would be great,don't know if I can do that or not, can I make the windows just a bit dimmer? thanks....

....ed

 

The windows should be the exact same lit/unlit as the full model when up close. You would to edit the log LOD window meshes, but then they won't match the full model.

What you also could do is just delete select window glow LOD files before generating LOD so certain types of buildings won;t have any at all.

 

  On 10/28/2015 at 5:26 PM, Nephenee13 said:

I didn't check waterfalls, I only had a few minutes this morning to load it up (I'd set the program to run as I went to bed).

 

Yes, I used the default ESP for the high generation

 

I went back to an earlier save that I'm 99% sure had never seen teh medium (this is just a testing game atm anyway, so I'll just start a new game and try that)

 

Wizard mode, all I did was load up the script, select the worldspaces and hit "High"

 

Just to make sure I understand, for rotating windmills and waterfalls do I have to have Skimills/falls installed at all, or can I remove it entirely and just use the SMIM meshes? Do I need to leave the Skymills meshes, but just deactivate the ESP?

SkyFalls/Mills is not required it will detect vanilla windmills/waterwheels and waterfalls. The most likely cause to not see certain object is usually left over data from old generation.

 

Can you test that you have windmillsfans after removing skymills but not yet adding DynDOLOD?

Also see what happens when you start new game with coc whiterun from main menu with the new DynDOLOD added.

 

For testing you could look up the objects in the DynDOLOD.esp with TES5Edit and double check they have their values in the jsons. I can talk you thru it.

Edited by sheson
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Posted
  On 10/28/2015 at 7:52 PM, sheson said:

The windows should be the exact same lit/unlit as the full model when up close. You would to edit the log LOD window meshes, but then they won't match the full model.

What you also could do is just delete select window glow LOD files before generating LOD so certain types of buildings won;t have any at all.

 

SkyFalls/Mills is not required it will detect vanilla windmills/waterwheels and waterfalls. The most likely cause to not see certain object is usually left over data from old generation.

 

Can you test that you have windmillsfans after removing skymills but not yet adding DynDOLOD?

Also see what happens when you start new game with coc whiterun from main menu with the new DynDOLOD added.

 

For testing you could look up the objects in the DynDOLOD.esp with TES5Edit and double check they have their values in the jsons. I can talk you thru it.

Its quite possible I didn't fully remove the medium generated data

 

Are there specific folders I can just remove entirely and then just start over from scratch?

  • 0
Posted

I made BAINs out of the OutPut files so as to easily uninstall every single one of them the next time around ..

 

Heres the package structure :

Package Structure:
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  • 0
Posted (edited)

Yes I think I forgot to uninstall teh Medium ones from BAIN before I just overwrote them with the High ones.

 

It was like 5:30 in the morning and I'd just woken up

 

Edit: anyway I uninstalled the current BAIN folder, deleted a couple orphaned files, and will be trying again shortly. RIght now double checking I have hte SMIM windmill meshes installed

Edited by Nephenee13
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Posted (edited)

And success!

 

Took 40 minutes to do the processing but the windmills move properly and everything. This is excellent.

 

IBxjIUv.jpg

 

D5fCMAS.jpg

 

byXlMyv.jpg

Edited by Nephenee13
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