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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

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 (edited)
  On 3/14/2016 at 6:07 PM, some_random_guy said:

Well, you can see DynDoLod is working because windmill sails are seen from the distance (unless you have Skyfalls and Skymills instead of course), but you seem to be missing static lods, which should be located inside your dynDolod generated folder (which should be inside your mods folder if you are installing DynDoLod with mod organizer), look for a folder called meshes\terrain\tamriel. You should see alot of .bto files inside that folder and the total size of Tamriel folder should be around 900mb depending on the options you chose.

My DynDOLOD - Output folder is 350mb.

 

In the meshes/terrain/tamriel folder there's a bunch of stuff in the trees folder, but the objects folder is empty.

 

(Also I updated my older post with my load order)

 

EDIT: I used TES5Edit version 3.1.2 (I think that is or was a developer version)

Edited by Tyler799
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Posted
  On 3/14/2016 at 7:02 PM, Tyler799 said:

My DynDOLOD - Output folder is 350mb.

 

In the meshes/terrain/tamriel folder there's a bunch of stuff in the trees folder, but the objects folder is empty.

 

(Also I updated my older post with my load order)

 

EDIT: I used TES5Edit version 3.1.2 (I think that is or was a developer version)

It looks like you didn't click generate static objects when you were generating DynDoLod, that's the only explanation for you missing all the lod objects, and only having the tree lods.

 

Go through DynDoLod process again, but load up advanced options and in advanced options unclick generate Dynamic objects and generate tree lods and only check for Generate static lods and create atlas.

 

https://imgur.com/iJXBbyY

 

Select low med or high for whichever preset you want.

After LodGen is done just copy the files over to your mod organizer, dyndolod folder.

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Posted
  On 3/14/2016 at 7:20 PM, some_random_guy said:

It looks like you didn't click generate static objects when you were generating DynDoLod, that's the only explanation for you missing all the lod objects, and only having the tree lods.

 

Go through DynDoLod process again, but load up advanced options and in advanced options unclick generate Dynamic objects and generate tree lods and only check for Generate static lods and create atlas.

 

https://imgur.com/iJXBbyY

 

Select low med or high for whichever preset you want.

After LodGen is done just copy the files over to your mod organizer, dyndolod folder.

I'll try that, but why in the world didn't it work the first time?

 

Someone mentioned it was because I wasn't using FO4 edit. Does that matter?

  • 0
Posted
  On 3/14/2016 at 7:27 PM, Tyler799 said:

I'll try that, but why in the world didn't it work the first time?

 

Someone mentioned it was because I wasn't using FO4 edit. Does that matter?

Yes. That is why required things that matter are listed under requirements.

  • +1 1
  • 0
Posted (edited)

I have the same problem,  no static objects LOD's, so I can see the windmill sails from the walls of Whiterun, but no mills and getting a lot of pop-up as I head down the road towards Riverwood... 

 

What is FO4 edit?  Fallout4???  Perhaps a setting in DynDOLOD

I've re-read the relevant STEP sections, and while certainly possible I missed it, but didn't see any mention of FO4 edit "under requirements" or other procedures when generating LOD's.  Trying not to be snide, but am sure we must seem clueless to the utility author, but put yourself in our shoes running this for the first time.  I could quote more of the relevant sections of STEP guide and LOD generation, but moderators seem to be picky about board space...

  Quote
Requirements
  1. Latest version of DynDOLOD.
  2. TES5Edit
  3. PapyrusUtil-Modders Scripting Utility Functions
  4. STEP Compilation
  5. Setup TES5Edit with "-o:" argument. Instructions are here.
  6. Be sure the following line is in your Skyrim.ini or DynDOLOD will not fully process: ... etc...

EDIT: OK, I see mention of FO4 linked in the "Read Update post" of the downloads page of DynDOLOD, which then links to page 216 of this thread, and then links to the FO4Edit prerelease alpha.  Are we supposed to be using a "prerelease alpha"? See below.  Why the heck is the DynDOLOD download called a "complete package" then???

 

If the intent of STEP is to make the procedure accessible to more people to enjoy a stable TESV, not just those with deeper modding knowledge, then this needs to be explained better in the guide.  Yes, we need to be responsible modders, but perhaps too much drilling required here? 

 

  Quote

This is an initial release of FO4Edit and is still being updated. If you have never used FO4Edit, if you are not familiar with how plugins work, or you don't know what FO4Edit is then you probably shouldn't be using it.

Edited by Bandy
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Posted (edited)
  On 3/15/2016 at 11:38 AM, Bandy said:

I have the same problem,  no static objects LOD's, so I can see the windmill sails from the walls of Whiterun, but no mills and getting a lot of pop-up as I head down the road towards Riverwood... 

 

What is FO4 edit?  Fallout4???  Perhaps a setting in DynDOLOD

I've re-read the relevant STEP sections, and while certainly possible I missed it, but didn't see any mention of FO4 edit "under requirements" or other procedures when generating LOD's.  Trying not to be snide, but am sure we must seem clueless to the utility author, but put yourself in our shoes running this for the first time.  I could quote more of the relevant sections of STEP guide and LOD generation, but moderators seem to be picky about board space...

EDIT: OK, I see mention of FO4 linked in the "Read Update post" of the downloads page of DynDOLOD, which then links to page 216 of this thread, and then links to the FO4Edit prerelease alpha.  Are we supposed to be using a "prerelease alpha"? See below.  Why the heck is the DynDOLOD download called a "complete package" then???

 

If the intent of STEP is to make the procedure accessible to more people to enjoy a stable TESV, not just those with deeper modding knowledge, then this needs to be explained better in the guide.  Yes, we need to be responsible modders, but perhaps too much drilling required here? 

This is the official support thread of DynDOLOD not STEP. If you use 3rd party videos or guides and think they need updating, please provide feedback to their maintainers directly.

 

The webpages, guides and documentation belonging/included to DynDOLOD are constantly updated to reflect the latest changes and updates. I point people to read these latest first hand notes, guides and docs on every occasion possible.

 

"Dynamic Distant Objects LOD (DynDOLOD) is a set of tools based on..."

3rd party tools are not included.

Edited by sheson
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Posted (edited)

I updated DynDOLOD successfully in order to get the hires trees, got the message that it initialized successfully and everything seemed fine. But when fast traveling to the College of Winterhold I got a message that said: "DynDOLOD_file not found". I couldn't find anything about it in the FAQ and am not sure what to check for really. 

Edited by arkngt
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Posted (edited)
  On 3/15/2016 at 1:28 PM, arkngt said:

I updated DynDOLOD successfully in order to get the hires trees, got the message that it initialized successfully and everything seemed fine. But when fast traveling to the College of Winterhold I got a message that said: "DynDOLOD_file not found". I couldn't find anything about it in the FAQ and am not sure what to check for really. 

Does the same happen with a new game? "coc whiterun" in console from main menu, wait for it to initialize, "tmm 1" in console to enable all map markers, then fast travel?

Check DynDOLOD SkyUI MCM Information Page if it shows n/a for any entry.

Edited by sheson
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Posted (edited)
  On 3/15/2016 at 1:31 PM, sheson said:

Does the same happen with a new game? "coc whiterun" in console from main menu, wait for it to initialize, "tmm 1" in console to enable all map markers, then fast travel?

Check DynDOLOD SkyUI MCM Information Page if it shows n/a for any entry.

I'll try to follow your instructions for updating more closely. I haven't deactivated DynDOLOD in an exterior first. I'll follow your steps precisely and see how it goes.

 

EDIT: Yes, everything seems to work fine now. :)

Edited by arkngt
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Posted
  On 3/15/2016 at 10:28 PM, sirjesto said:

Would it be disastrous to use the existing Billboards for SFO 2.3 for the new version? (2.4)

Since billboards are textures the worse that can happen is that they look wrong...The LOD atlas texture included in 2.4 is from April 2015. You could always split it yourself in case it is different or wait for someone to do it.

  • 0
Posted

Hey Sheson I like to say that I've also had the black squares issue happening in my installation of Dynolod. I'm testing to see if this is an issue only prevalent on medium settings (I'm downgrading my Lod from medium to low).

 

I can't upload any pictures right now because Imgur site is down, I will when it's back up.

  • 0
Posted
  On 3/14/2016 at 7:02 PM, Tyler799 said:

My DynDOLOD - Output folder is 350mb.

 

In the meshes/terrain/tamriel folder there's a bunch of stuff in the trees folder, but the objects folder is empty.

 

(Also I updated my older post with my load order)

 

EDIT: I used TES5Edit version 3.1.2 (I think that is or was a developer version)

For me this was because I sometimes install all the optionals and patches for DynDOLOD in the same folder so I don't have to open the download archive. The script checks every folder for lod files, so it starts looking in DynDOLOD - Base\options\meshes etc, fix was to just install the necessary base files. Or maybe the LODGEN script could be modified to ignore folders named options

  • 0
Posted
My "Dyndolod output\Meshes\Terrain\Tamriel\Objects" foler is empty, hence no distant lod in game. Meshes are created for all other world spaces (Blackreach, Sovangarde, Soulcairn etc.).

In MCM, Dyndolod is active, but no distant objects are to be seen.

 

I use Mod Organizer. My load order is the following:

 

Skyrim.esm

Update.esm

Dawnguard.esm

Hearthfire.esm

Dragonborn.esm

Unofficial Skyrim Legendary Edition Patch.esp

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Unofficial High Resolution Patch.esp

SkyUI.esp

DynDOLOD.esp

 

And of course I have:

 

SKSE - scripts

PapyrusUtil - Modders Scripting Utility Functions v3.2

Vanilla Skyrim LOD Billboards

 

as requested by DynDOLOD.

 

I have followed all the tutorials I could find starting with Gamer Poets video.I have tried multiple times to run the lod generator. It takes a long time as it would actually be doing something but in the end the "Meshes\Terrain\Tamriel\Objects" folder is empty.

I have the output folder on my desktop. In the past I had Skyrim installed in Program Files (x86) and Mod Organizer and Tes5Edit within the Skyrim folder and DynDOLOD was working fine then. I moved the steam folder with Skyrim and all my other games to C:\ as some people say that beeing in Program Files (x86) can be problematic for mods.

 

I don't know where else to post this.

Any help would be welcomed. Thank you.

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