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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.

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

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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
  On 2/22/2016 at 11:47 AM, Tyrvordr said:

So it will never fix those terrain holes at all? And some parts of the mountain sides will look like trash too? :(

Use OScape to regenerate terrain LOD for your load order.

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Posted (edited)
  On 2/22/2016 at 5:08 PM, zilav said:

Use OScape to regenerate terrain LOD for your load order.

It turned out this wasn't the thing I missed.

  On 2/22/2016 at 2:27 PM, sheson said:

LODGen_log.txt shows "Skyrim Object LOD Generator v0.9"

 

You didn't update xEdit incuding latest LODGen.exe. Check requirements for DynDOLOD / update post.

Daaamn right this! I've been struggling for days because I kept following links to old xEdit versions ::(:

 

I've done the ritual with the new FO4Edit and now everything looks so beautiful  :woot:

Thank you guys both for your patience and help! You may have my first born and even the 7th son!

Edited by Tyrvordr
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Posted
  On 2/22/2016 at 6:15 PM, Tyrvordr said:

It turned out this wasn't the thing I missed.

Daaamn right this! I've been struggling for days because I kept following links to old xEdit versions ::(:

 

I've done the ritual with the new FO4Edit and now everything looks so beautiful  :woot:

Thank you guys both for your patience and help! You may have my first born and even the 7th son!

One off spring per user is quite enough :devil:

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Posted
  On 2/20/2016 at 11:08 PM, sheson said:

Let me guess: MO BSA management turned on... which means the BSA containing the mesh was not loaded by TES5Edit, because of the merge patch there was no esp of the same filename as the BSA to load it. Please let me know if that is the case, then I'll have to amend the FAQ answer with specific instructions for MO users...

Yip, that's correct, MO BSA management enabled and esp file  from merge has a different name to corresponding bsa from same merge.

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Posted
  On 2/20/2016 at 11:08 PM, sheson said:

Let me guess: MO BSA management turned on... which means the BSA containing the mesh was not loaded by TES5Edit, because of the merge patch there was no esp of the same filename as the BSA to load it. Please let me know if that is the case, then I'll have to amend the FAQ answer with specific instructions for MO users...

I bet you're glad the new MO versions will be dropping the whole "manage BSAs" code and going back to using the "dummy plugin to load a BSA"!

  • 0
Posted

Well, Ive done everything I can think of, so I'm asking for help. Everything goes well as far as making the DynDoLod.esp etc, and when I get in game I get the message saying it initialized and the MCM menu appears. Everything looks great, but I get CTDs when i cross a couple borders. Im not CTDing due to memory, Ive looked at the papyrus logs but i get lost looking at it. There are no missing nifs at the bottom. I am using MO and i have tried with and without MO managing archives, no luck. Ive tried low, medium, and high settings, no luck. If I start a new game I make just past the Guardian Stones and CTD, If I start on a save in Breezehome, I CTD just before reaching HonningBrew Meadery.

 

Also not sure how to attach the papyrus log, soooo any help with that would also be appreciated. haha

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Posted (edited)
  On 2/24/2016 at 7:58 AM, sebastion2 said:

Well, Ive done everything I can think of, so I'm asking for help. Everything goes well as far as making the DynDoLod.esp etc, and when I get in game I get the message saying it initialized and the MCM menu appears. Everything looks great, but I get CTDs when i cross a couple borders. Im not CTDing due to memory, Ive looked at the papyrus logs but i get lost looking at it. There are no missing nifs at the bottom. I am using MO and i have tried with and without MO managing archives, no luck. Ive tried low, medium, and high settings, no luck. If I start a new game I make just past the Guardian Stones and CTD, If I start on a save in Breezehome, I CTD just before reaching HonningBrew Meadery.

 

Also not sure how to attach the papyrus log, soooo any help with that would also be appreciated. haha

You need to check SKSE.ini heap memory settings with Memory Blocks Log not in Papyrus. Check ../TES5Edit/TES5Edit_log.txt for messages like 'Missing model "meshes\..\*.nif" - ignoring * [sTAT:xxxxxxxx] for dynamic LOD'

Edited by sheson
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Posted

Oh I know, guess I worded that weird. The memory block logs are fine. Ive ran ugrids at 7 and 9 with crashing, (without Dyndolod) although the framerate suffers at 9, it was just to test. I have no trouble running the game without the Dyndolod.esp at any setting, but with it active i crash. I believe when i used the previous version i would get a missing swrordfern03.nif, but im not getting that anymore with the new version. Everything at the bottom of my papyrus log says something about the Dark Brotherhood, but no missing nifs. 

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Posted (edited)
  On 2/24/2016 at 5:48 PM, sebastion2 said:

Oh I know, guess I worded that weird. The memory block logs are fine. Ive ran ugrids at 7 and 9 with crashing, (without Dyndolod) although the framerate suffers at 9, it was just to test. I have no trouble running the game without the Dyndolod.esp at any setting, but with it active i crash. I believe when i used the previous version i would get a missing swrordfern03.nif, but im not getting that anymore with the new version. Everything at the bottom of my papyrus log says something about the Dark Brotherhood, but no missing nifs. 

The papyrus log will not report missing nifs. They are reported to TES5Edit_log.txt when DynDOLOD Worls.pas is generating LOD.

 

You can enable debugging in game for DynDLOD as explained in the readme.txt. It will list all used nifs in the location and if an invalid or missing nif is causing the CTD it will be one of the last lines in papyrus log. Test with a new game, coc whiterun.

Edited by sheson
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Posted (edited)

I believe you forgot to update the readme for the trees.ultra option with 1.47 :

 

The instructions point the user to DynDOLOD.ini, though it seems you moved the relevant settings to DynDOLOD_TES5.ini

 

Edit : Btw, can you confirm that Dyndolod dl include passthru_lod and passthru_lod_flat_2 for any vanilla trees and thus on a vanilla setup, the fallback option have no incidence on the output with this rule :

Mesh mask | LOD 4       | LOD 8       | LOD 16    | VWD     | Grid    | Reference
tree      | Static LOD4 | Static LOD8 | Billboard | Checked | Far LOD | Unchanged
Edited by Kesta
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Posted (edited)
  On 2/25/2016 at 6:08 AM, Kesta said:

 

I believe you forgot to update the readme for the trees.ultra option with 1.47 :

 

The instructions point the user to DynDOLOD.ini, though it seems you moved the relevant settings to DynDOLOD_TES5.ini

 

Edit : Btw, can you confirm that Dyndolod dl include passthru_lod and passthru_lod_flat_2 for any vanilla trees and thus on a vanilla setup, the fallback option have no incidence on the output with this rule :

Mesh mask | LOD 4       | LOD 8       | LOD 16    | VWD     | Grid    | Reference
tree      | Static LOD4 | Static LOD8 | Billboard | Checked | Far LOD | Unchanged

Ha, will update the ini filenames. Thanks.

 

Yes, the vanilla trees are covered. However the _Static LOD8 *_flat_2.nif are replaced by the newer and better 'Billboards" instead. I just left the flat nifs in there in case something goes wrong with the automatic Billboard creation and for fallback. Eventually I want to get rid of them. Current fallback for TreeFullFallBack=0 will use whatever billboard, lod.nif, lod_0.nif, lod_1.nif, lod_2.nif is found first.

 

So use Static LOD4,  Billboard, Billboard. It is the better option and makes sure that LOD 8/16 always use the installed billboards and already match non-vanilla trees.

 

 

 

I am currently working on a process to createnew 3D statics with 2D trunks for non vanilla trees for Static LOD4 as much a possible automatically.

Edited by sheson
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Posted (edited)

Nice.

 

Another quick question following a discussion I just had on a chat : Would it be conceivable to set any water plan to "is full lod" ? To prevent this kind of issue https://i.imgur.com/greAQVT.jpg

(I have no idea how water lod work, are water planes just regular objects ?)

Edited by Kesta
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Posted (edited)
  On 2/25/2016 at 4:00 PM, Kesta said:

Nice.

 

Another quick question following a discussion I just had on a chat : Would it be conceivable to set any water plan to "is full lod" ? To prevent this kind of issue https://i.imgur.com/greAQVT.jpg

(I have no idea how water lod work, are water planes just regular objects ?)

Actually this already happens for water1024.nif for medium/high.

 

However the water in the screenshot is not a reference with a baselement / mesh. It is water defined in the cell record,  which uses WATR records directly.

The LOD for this water generated in the terrain LOD *btr files. LOD water always just uses one WATR defined for a worldspace.

 

Technically the LOD water planes in the *btr files can be disabled (or just removed from LOD4 only) and replaced by dynamic LOD water meshes with animation and everything. Somebody would have to create those meshes so they match the look and reflection of the WATR though. They need to ACTI records with a nif and a link to the WATR. It could be as simple as creating a 4096x4096 version.

 

I have yet not looked into that. In theory they could be done in static LOD as well - but I think that would be worse to the existing LOD water.

 

I find that between Skyrim.ini settings and ENB water settings I never have THAT problem shown in the screenshot. May have to do with the fact that currently I do not use a water mod. I might get to this problem some day - after trees and ice/glaciers - when I do more testing about the bad occlusion culling that turns off large patches of the ocean from terrain LOD.

Edited by sheson
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Posted

Never tried it myself, but I believe it would be enough to adjust LOD Water record set in WRLD to match the color of ordinary water. Vanilla Skyrim Tamriel worldspace record uses the same WATR for both LOD and non LOD water, so new water record for LOD need to be created and set in WRLD, and that plugin must be loaded dead last.

  • 0
Posted

Hallo Sheson,

 

just wanted to know if it is normal that creating a setup with DynDOLOD increases save size.

I have noticed that while testing my STEP setup with additional mods. I run my testgames with chosen mods without generating DynDOLOD because it would take to long to generate it.

After creating a new character without DynDOLOD I have a save around 6 MB.

When I generate a save with DynDOLOD activated the size of the save grows to 9 MB.

Thats 50% more just by adding one esp. Is it intended?

 

I have used both 1.46 and now 1.47 without any problems with the installation/generation. I use a modified STEP extended + Requiem + Falskaar setup.

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