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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

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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

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]

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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
  On 3/12/2016 at 3:22 PM, champions123 said:

I made sure it does.

There are LODs of the fans/sails at first, but when I get up close, they disappear.

I had the same problem and SMIM was responsible. 

You'll need to install SMIM compatibility sails and generate DynDoLod with SMIM and compatibility sails activated if I remember this correctly.

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Posted (edited)
  On 3/12/2016 at 4:06 PM, some_random_guy said:

I had the same problem and SMIM was responsible. 

You'll need to install SMIM compatibility sails and generate DynDoLod with SMIM and compatibility sails activated if I remember this correctly.

Oh wait, so you to put Dyndolod before of after SMIM in the left panel of MO?

Btw it starts when I get close to loreius farm.... 

  On 3/12/2016 at 3:37 PM, sheson said:

SkyMills / SMIM or any other mod modifying the windmills fans? Check the compatibility list.

Yes, I have, I have done some tweaks, I'm trying it again :D

Edited by champions123
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Posted (edited)
  On 3/12/2016 at 2:46 PM, sheson said:

It is not possible that after the installation of this mod there are random fps drops.

I mean if I completely disable DynDoLod and Enhanced Landscapes, there is no issues at all.
I'll try to generate Lods again without Enhanced Landscapes, and see if it helps.
Edited by skyless_kingdom
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Posted (edited)
  On 3/12/2016 at 2:46 PM, sheson said:

It is not possible that after the installation of this mod there are random fps drops.

 

The snow shaders use the normal map _n.dds. The HD LOD snow shader also uses the vertex color alpha channel for something.

In nifkope you will notice the shapes are named objSnow and objSnowHD. The name containing "snow" activates the snow shader, while the Shader Flag 2 "SLSF2_LOD_Objects" / "SLSF2_HD_LOD_Objects" defines if it is the LOD shader or the HD LOD shader.

 

Which LOD mesh gets the HD flag is a little bit twisted and an essay in itself. You may notice the Is HD LOD flag on base records, with a combination of  "h.nif' in the filename, and the LOD model using a full textures. The export file defines a couple mesh mask in that regard.

Thank you ! I guess creating an .esp to toggle HD LOD lod flag off the mountains should do the trick, i'll get right to it!

 

Edited by some_random_guy
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Posted
  On 3/12/2016 at 4:15 PM, some_random_guy said:

 

Enhanced landscapes has nothing to do with it, but when you disable DynDoLod your Mills sails will show correctly, yes. You just need to reinstall DynDoLod correctly, together with SMIM compatibility sails.

I was talking about my problem with fps drops, not with mills.

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Posted (edited)
  On 3/12/2016 at 4:12 PM, champions123 said:

Oh wait, so you to put Dyndolod before of after SMIM in the left panel of MO?

Btw it starts when I get close to loreius farm.... 

 

Yes, I have, I have done some tweaks, I'm trying it again :D

In DynDOLOD_Manual.html "Compatibility" section, see the instructions for "Static Mesh Improvement Mod" / video link.

 

  On 3/12/2016 at 4:12 PM, skyless_kingdom said:

I mean if I completely disable DynDoLod and Enhanced Landscapes, there is no issues at all.

I'll try to generate Lods again without Enhanced Landscapes, and see if it helps.

Oh, so you did generate LOD after installing DynDOLOD. You didn't mention if low/medium/high settings where used. In any case, RANDOM FPS drops are unlikely. I could list a few pointers to test repeatable FPS drops, besides reading the manuals "Performance" section. For example, turn off dynamic LOD from MCM to see if that changes anything. Disable static and tree LOD by using tll from console to test if that changes anything.

 

  On 3/12/2016 at 4:15 PM, some_random_guy said:

Thank you ! I guess creating an .esp to toggle HD LOD lod flag off the mountains should do the trick, i'll get right to it!

You may have to remove the IsHDMeshMask=_lod_0 from the export file in case you have LOD meshes with that in file name and don't want them to have the HD flag.

Edited by sheson
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Posted
  On 3/12/2016 at 4:36 PM, sheson said:

 

You may have to remove the IsHDMeshMask=_lod_0 from the export file in case you have LOD meshes with that in file name and don't want them to have the HD flag.

Will do, thanks!

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Posted
  On 3/12/2016 at 4:36 PM, sheson said:

In DynDOLOD_Manual.html "Compatibility" section, see the instructions for "Static Mesh Improvement Mod" / video link.

 

 

I believe I found the problem, it only happens if I use tcl to check things from above. It works well if I don't tcl.

Thanks! 

 

I have another question though, I have some textures mods, so the only way for the LOD of an object to look like the object is that the author makes his own version of the LOD file, is that right?

For example, a textures mod change the texture of the windmill, so the author will have to change the texture for the LOD file of the windmill. 

Thanks again.

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Posted (edited)
  On 3/12/2016 at 5:07 PM, champions123 said:

I believe I found the problem, it only happens if I use tcl to check things from above. It works well if I don't tcl.

Thanks! 

 

I have another question though, I have some textures mods, so the only way for the LOD of an object to look like the object is that the author makes his own version of the LOD file, is that right?

For example, a textures mod change the texture of the windmill, so the author will have to change the texture for the LOD file of the windmill. 

Thanks again.

I suggest to read DynDOLOD-README.txt regarding the tcl command and DynDOLOD_TexGen.html for the texture question.

Edited by sheson
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Posted

Hey sheson, I wanna thank you for all the help with this and for dealing with my stupid and possibly repeated questions. Never met a mod author so patience. You're a really great guy and thanks for this mod.

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Posted
  On 3/12/2016 at 5:10 PM, sheson said:

I suggest to read DynDOLOD-README.txt regarding the tcl command and DynDOLOD_TexGen.html for the texture question.

Oh my bad.... I should have read the readme.txt :P

Thanks again sheson :D

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Posted
  On 3/12/2016 at 4:36 PM, sheson said:

 

Oh, so you did generate LOD after installing DynDOLOD. You didn't mention if low/medium/high settings where used. In any case, RANDOM FPS drops are unlikely. I could list a few pointers to test repeatable FPS drops, besides reading the manuals "Performance" section. For example, turn off dynamic LOD from MCM to see if that changes anything. Disable static and tree LOD by using tll from console to test if that changes anything.

Will do, thanks for awesome mod.

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Posted
  On 3/12/2016 at 5:20 PM, Snakestone said:

Hey sheson, I wanna thank you for all the help with this and for dealing with my stupid and possibly repeated questions. Never met a mod author so patience. You're a really great guy and thanks for this mod.

If you only knew what I do to the firstborns.

  • +1 1
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