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 11/4/2015 at 12:48 PM, sheson said:

That brings back my LOD water troubles, too.

 

As you know LOD is 4x4 cells, and the terrain/objects nifs are segmented to know in which quadrant vertices that need to be disabled are. Seems that a related routine gets confused for whatever reason and saving resets it.

Just look at here.

What about autosave and DynDOLOD? Or save game at all?

 

I use autosave, quicksave and hardsave. Would be useful to leave one(s) of them?

 

Thank you!

  • 0
Posted (edited)
  On 11/4/2015 at 2:22 PM, snares said:

Hello,

 

i am using Dyndolod for some time now and am very happy with it. However, i found a minor issue and hope to get some insight on how to rectify this. Ice and icebergs dont seem to have lods made for them with dyndolod, even on High pre-settings. Here is a picture of it: https://i.imgur.com/x5EgOR0.jpg - If i go a little closer, it becomes the normal high res ice.

 

The affected objects have the base ID's: 

 

60D86

180E2

90942

C3817

 

(and probably some more i missed)

 

Thanks in advance.

Those glaciers and icebergs use the vanilla LOD models and textures - which are really bad.

AFAIK all ice uses the parallax shader which vanilla static object LOD does not support. I have not yet tested yet if static object supports it. There is always the problem that LOD can only do alpha/transparency on/off. It is on my list to check.

 

In the meantime the only way to get better LOD for glaciers/ice is to try to create a better LOD texture within the current limitations or convert them to full model dynamic LOD with mesh rules.

Edited by sheson
  • 0
Posted
  On 11/4/2015 at 3:48 PM, sheson said:

Those glaciers and icebergs use the vanilla LOD models and textures - which are really bad.

AFAIK all ice uses the parallax shader which vanilla static object LOD does not support. I have not yet tested yet if static object supports it. There is always the problem that LOD can only do alpha/transparency on/off. It is on my list to check.

 

In the meantime the only way to get better LOD for glaciers/ice is to try to create a better LOD texture within the current limitations or convert them to full model dynamic LOD with mesh rules.

Thanks for explaining this Sheson. I am content with knowing it is on your todo list and not something silly i did to my game.

  • 0
Posted

This tool is fantastic. I had it running quite well on Windows 8.1 and then (perhaps foolishly) updated to Windows 10. Now I'm getting considerable LOD pop-in at close distances. Tried rerunning DynDOLOD fresh using Gamerpoets' tutorial as I did originally. Same issue... Anybody know how to fix this? I haven't even changed my load order since I had it originally working.

  • 0
Posted

Minor update: just saw the previous save game issue. Not sure if mine is related, but I'll look at my .ini when I get off work and see if that might be the case.

Minor update: just saw the previous save game issue. Not sure if mine is related, but I'll look at my .ini when I get off work and see if that might be the case.

  • 0
Posted
  On 11/6/2015 at 6:59 PM, 4EyedDragon said:

This tool is fantastic. I had it running quite well on Windows 8.1 and then (perhaps foolishly) updated to Windows 10. Now I'm getting considerable LOD pop-in at close distances. Tried rerunning DynDOLOD fresh using Gamerpoets' tutorial as I did originally. Same issue... Anybody know how to fix this? I haven't even changed my load order since I had it originally working.

The majority of LOD is static object LOD in Meshes\Terrain\tamriel\Objects\*.bto and tree LOD in Meshes\Terrain\tamriel\Trees\*.btt

Make sure those folder and files from the output folder are still the ones used by the game.

  • 0
Posted (edited)

Can someone explain to me how to get the Blue Palace in Solitude to show up in the far distance?  I have parts of it but not all of it.

 

  Reveal hidden contents

 

I did find an earlier post about this.  I tried using the full mesh as the LOD mesh, still didn't work.  The person in the post did state something about "usual" rules, yet I have no idea what those would be.  Any help would be appreciated. Detailed step by step would be lovely seeing as I'd rather get it right than stumble around in the dark...

 

FYI - A "step" closer and the whole things appears.  Anything further back and I get what is in the first picture.

 

  Reveal hidden contents

 

 

 

**********************

EDIT:  I do not know if what I did is the proper way, but I managed to get it to appear in the far distance.

1. went into advanced mode

2. set quality to medium

3. located the legacy of the dragonborn mod rules (since it modifies the solitude area)

4. just below its rules, right clicked and added a new rule

5. saved the preset

 

added rule as displayed in the preset ini file

 

LODGen70=Skyrim.esm;0007ADF8,Full model,Full model,Full model,Far Full,Unchanged,0

This was using the full model mesh copied and renamed to replace the LOD mesh.

 

There is also a roof mesh for LOD, but the whole thing appeared with just the one mesh as mentioned in the earlier linked post so I didn't bother with making a rule. Tho I had already replaced the LOD mesh with the full one.

 

If it should have been done differently, please let me know.

Edited by IsharaMeradin
  • 0
Posted
  On 11/7/2015 at 1:24 AM, IsharaMeradin said:

Can someone explain to me how to get the Blue Palace in Solitude to show up in the far distance?  I have parts of it but not all of it.

 

  Reveal hidden contents

 

I did find an earlier post about this.  I tried using the full mesh as the LOD mesh, still didn't work.  The person in the post did state something about "usual" rules, yet I have no idea what those would be.  Any help would be appreciated. Detailed step by step would be lovely seeing as I'd rather get it right than stumble around in the dark...

 

FYI - A "step" closer and the whole things appears.  Anything further back and I get what is in the first picture.

 

  Reveal hidden contents

 

 

 

**********************

EDIT:  I do not know if what I did is the proper way, but I managed to get it to appear in the far distance.

1. went into advanced mode

2. set quality to medium

3. located the legacy of the dragonborn mod rules (since it modifies the solitude area)

4. just below its rules, right clicked and added a new rule

5. saved the preset

 

added rule as displayed in the preset ini file

LODGen70=Skyrim.esm;0007ADF8,Full model,Full model,Full model,Far Full,Unchanged,0

This was using the full model mesh copied and renamed to replace the LOD mesh.

 

There is also a roof mesh for LOD, but the whole thing appeared with just the one mesh as mentioned in the earlier linked post so I didn't bother with making a rule. Tho I had already replaced the LOD mesh with the full one.

 

If it should have been done differently, please let me know.

The question would be, what did you do that made it disappear in the first place?

If selecting "Full Model" there is no need to copy the full mesh to the LOD model filename anymore. It doesn't hurt either though.

  • 0
Posted (edited)

Hey Sheson,

 

m7tyt.png

 

About that picture, I ask:

 

I've read the section from DynDOLOD RTFM(Guide, Manual) but the lack of my both english and Skyrim modding knowledge is not enough for, that I can choose everything from the *.esm box, or this "Glow World" works just for Tamriel?

 

I just want to try it out, how it look like, etc...

 

Thank you!

Edited by kranazoli
  • 0
Posted (edited)
  On 11/7/2015 at 2:16 PM, kranazoli said:

Hey Sheson,

 

m7tyt.png

 

About that picture, I ask:

 

I've read the section from DynDOLOD RTFM(Guide, Manual) but the lack of my both english and Skyrim modding knowledge is not enough for, that I can choose everything from the *.esm box, or this "Glow World" works just for Tamriel?

 

I just want to try it out, how it look like, etc...

 

Thank you!

There is no such thing as "Glow World"?

 

If you mean "Fake lights selected world" it means it will look for light references in all the the selected worlds in the box top left.

If you mean "Fake lights child worlds" it will look for light references in child worlds of all the selected worlds in the box top left. Tamriel has child worlds - the cities. But some other mods use that functionality too. Only mods/childwords added specifically via settings to DynDOLOD.ini are actually scanned.

Edited by sheson
  • +1 1
  • 0
Posted
  On 11/7/2015 at 11:05 AM, sheson said:

The question would be, what did you do that made it disappear in the first place?

If selecting "Full Model" there is no need to copy the full mesh to the LOD model filename anymore. It doesn't hurt either though.

I would suspect one or more of the mods that are installed to be the culprit.  I personally didn't knowingly do anything to make it disappear.

 

With USLEEP coming out of beta I was going to start fresh anyway. If I were to make a save say in Morthal via COC to the area without any mods installed, could I then use that save to test the LOD for the Blue Palace as I slowly add mods in and peroidically update DynDOLOD?  Do it without the added rule in place to see what causes it...

  • 0
Posted (edited)
  On 11/7/2015 at 5:43 PM, IsharaMeradin said:

I would suspect one or more of the mods that are installed to be the culprit.  I personally didn't knowingly do anything to make it disappear.

 

With USLEEP coming out of beta I was going to start fresh anyway. If I were to make a save say in Morthal via COC to the area without any mods installed, could I then use that save to test the LOD for the Blue Palace as I slowly add mods in and peroidically update DynDOLOD?  Do it without the added rule in place to see what causes it...

What other mods despite Legacy of Dragonborn might you have that alters Solitude/Palace?

Load the load order in TES5Edit, enter the form id 0007ADF8 you already had and check what mods overwrite it. Also check base element 008E2CE

Edited by sheson
  • 0
Posted
  On 11/7/2015 at 6:19 PM, sheson said:

What other mods despite Legend of Dragonborn might you have that alters Solitude/Palace?

Load the load order in TES5Edit, enter the form id 0007ADF8 you already had and check what mods overwrite it. Also check base element 008E2CE

With all mods currently active loaded into TES5Edit, here are the results for those two entries.

0007ADF8 -- Skyrim.esm & LegacyoftheDragonborn.esp

0008E2CE -- Skyrim.esm

 

LotDB changes the base form entry from 0008E2CE to the following: SBluePalace [sTAT:0002E4D0]

0002E4D0 -- is an unmodified Skyrim.esm record.

 

I do not know why LotDB changed it.  I'll have to ask icecreamassassin about it.

  • 0
Posted (edited)
  On 11/7/2015 at 6:41 PM, IsharaMeradin said:

With all mods currently active loaded into TES5Edit, here are the results for those two entries.

0007ADF8 -- Skyrim.esm & LegacyoftheDragonborn.esp

0008E2CE -- Skyrim.esm

 

LotDB changes the base form entry from 0008E2CE to the following: SBluePalace [sTAT:0002E4D0]

0002E4D0 -- is an unmodified Skyrim.esm record.

 

I do not know why LotDB changed it.  I'll have to ask icecreamassassin about it.

The palace is changed from LOD to full model, since you get really close now when using the outside path around the museum. Hmm I will have to test that mod again. Maybe a recent update changed something.

Edited by sheson
  • 0
Posted (edited)
  On 11/7/2015 at 5:17 PM, sheson said:

There is no such thing as "Glow World"?

 

If you mean "Fake lights selected world" it means it will look for light references in all the the selected worlds in the box top left.

If you mean "Fake lights child worlds" it will look for light references in child worlds of all the selected worlds in the box top left. Tamriel has child worlds - the cities. But some other mods use that functionality too. Only mods/childwords added specifically via settings to DynDOLOD.ini are actually scanned.

I was in a hurry. Sorry! I wanted to write: Glow LOD

And as you put that image in Guide as a reference, I just wanted to ask is it good to choose every "World Records" from the box at the left side?

 

ngsnyr.png

Edited by kranazoli
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.