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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

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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)

Yes, that's from ELFX 3.0

 

Replacing dyndolod's LOD FXGlow didn't help. I reverted back to a vanilla weathers, and the issue is "hidden" from the distance, i.e. the vanilla visuals make the issue almost unperceptible (there is still a difference if you know what to look for, but not as pronounced as with my previous screens), thanks to morn imagespaces and inconsistent fog, which might explain why this have never been reported before.

 

However, I did find the root cause. This isn't the mesh itself. DynDOLOD is placing three FXGlow at each spot instead of a single one, which cause the super-novae effect :

Ddshrs2.jpg

OXnTseU.jpg

ymPssBY.jpg

 

 

So I guess this is an incompatibility between the rules and the references ELFX put there. Investigating more on this tonight, just wanted to let you know that it's not your actual FXGlow mesh.

 

Btw, I tested on a new game as well, in case the fact that persistence+is Full Lod from the original references would have been baked into the savegame before dyndolod installation, but that's not the case (both because the issue is present on a new game, and because as you can see on screenshots the three refs have base objects from dyndolod.esp).

 

 

Edit : Or could it be bad settings for far/near grid and INI settings that cause the three ref to be enabled at the same time, while there is supposed to be only one per LOD-level ?

Edited by Kesta
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Posted (edited)
  On 3/26/2016 at 4:19 PM, Kesta said:

Yes, that's from ELFX 3.0

 

Replacing dyndolod's LOD FXGlow didn't help. I reverted back to a vanilla weathers, and the issue is "hidden" from the distance, i.e. the vanilla visuals make the issue almost unperceptible (there is still a difference if you know what to look for, but not as pronounced as with my previous screens), thanks to morn imagespaces and inconsistent fog, which might explain why this have never been reported before.

 

However, I did find the root cause. This isn't the mesh itself. DynDOLOD is placing three FXGlow at each spot instead of a single one, which cause the super-novae effect :

Ddshrs2.jpg

OXnTseU.jpg

ymPssBY.jpg

 

 

So I guess this is an incompatibility between the rules and the references ELFX put there. Investigating more on this tonight, just wanted to let you know that it's not your actual FXGlow mesh.

 

Btw, I tested on a new game as well, in case the fact that persistence+is Full Lod from the original references would have been baked into the savegame before dyndolod installation, but that's not the case (both because the issue is present on a new game, and because as you can see on screenshots the three refs have base objects from dyndolod.esp).

It probably picks up a LIGH from the internal city and add second glow mesh on top of the mesh from ELFX. Turn of parent and child world GLOW see if that works. I can then later update rules to make this compatible.

 

 

If that is not it, there is no reason that the same mesh should have different intensity, maybe more than those two I found in ELFX get replaced somewhere else. Just find the last overwrites for the meshes in effects\ambient and copy them over to the dyndolod folder adding the _dyndolod_lod.nif at the end.

Edited by sheson
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Posted
  On 3/26/2016 at 1:33 PM, elenhil said:

An older version did work, but that was several mod changes ago, so not exactly a proper experiment. I have since overwritten the older TES5Edit, unfortunately.

 

P.S. I tried making as good as possible a reinstall, DynDOLOD, FO4Edit, checked for bits of previous install... No luck: even loading just bare Vanilla esms (plus DynDOLOD.esp, naturally) still gives me the error.

What language / local settings is that Windows using?

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Posted

hi sheson i hope i didnt over looked this ive search, you help me with a dirtcliff fade in problem back around oct., now i just reinstalled skyrim and used dynDOLOD and everything is great but the lod trees are half size and when nearing them "pop" to full size, they seem to look ok as far as matching , they just look like there half the size they should be...please help what did i do wrong??? i didnt have this in the past and sure i did everything i did in the past install.....thank you.

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Posted
  On 3/26/2016 at 7:18 PM, sheson said:

What language / local settings is that Windows using?

Non-English. Though the path to Skyrim/xEdit game dir is strictly English.

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Posted (edited)
  On 3/26/2016 at 9:04 PM, ed209 said:

hi sheson i hope i didnt over looked this ive search, you help me with a dirtcliff fade in problem back around oct., now i just reinstalled skyrim and used dynDOLOD and everything is great but the lod trees are half size and when nearing them "pop" to full size, they seem to look ok as far as matching , they just look like there half the size they should be...please help what did i do wrong??? i didnt have this in the past and sure i did everything i did in the past install.....thank you.

Hi Ed, this sounds like there may be old left over tree LOD - or maybe a new mod that changes trees that you need to make sure to get the correct billboards for.

Tree LOD itself is done by TES5LODGen built into xEdit so check over there as well.

 

Double check that the files the game loads from ..\meshes\Terrain\Tamriel\Trees\*.btt and *.lst and the file meshes\textures\Terrain\Tamriel\Trees\*.dds are indeed from the last generation / copied from output folder and are not overwritten by anything. Check MO overwrite folder.

 

  On 3/26/2016 at 9:18 PM, elenhil said:

Non-English. Though the path to Skyrim/xEdit game dir is strictly English.

If I were to reproduce the problem,  I would need to know the language and any manual changes to the localization page.

Edited by sheson
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Posted
  On 3/26/2016 at 10:37 PM, sheson said:

If I were to reproduce the problem, I would need to know the language and any manual changes to the localization page.

Russian. But I don't know what page you're talking about.

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Posted (edited)
  On 3/26/2016 at 10:42 PM, elenhil said:

Russian. But I don't know what page you're talking about.

There a settings page where you could change date format and currency despite the default language settings, but if you do not know it it means you didn't change anything. Let me see if I can reproduce in a VM, small chance though. Russian would be the one other language I assume to be OK when it comes to xEdit and stuff. Really odd. For the time being you could delete the manual base file or comment out the line. It is just info for the burned beehives after a certain quest, so nothing important.

Edited by sheson
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Posted (edited)
  On 3/26/2016 at 4:19 PM, Kesta said:

Yes, that's from ELFX 3.0

 

However, I did find the root cause. This isn't the mesh itself. DynDOLOD is placing three FXGlow at each spot instead of a single one, which cause the super-novae effect :

 

This will be "fixed" next version by ignoring everything ELFX adds inside the child worlds so it won't be added in the parent world again. Since the mod covers that itself. Will be released next few days hopefully.

In the meantime, do not select child world glow.

 

The mod still seems a bit rough at the moment, so I rather wait for it to mature a bit more before checking it more in-depth. Otherwise glow LOD seems to work OK, though - matching the things in the loaded cells.

Edited by sheson
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Posted

I'm using the FX glow and candles options on medium settings and have not experienced and issues with it. Whiterun actually looks beautiful at night! I'll be taking some shots and recommending it be turned on for the next release of STEP.

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Posted (edited)
  On 3/26/2016 at 11:44 PM, sheson said:

This will be "fixed" next version by ignoring everything ELFX adds inside the child worlds so it won't be added in the parent world again. Since the mod covers that itself. Will be released next few days hopefully.

In the meantime, do not select child world glow.

 

The mod still seems a bit rough at the moment, so I rather wait for it to mature a bit more before checking it more in-depth. Otherwise glow LOD seems to work OK, though - matching the things in the loaded cells.

Well, I was actually looking at the plugin in the Creation Kit right now, and finally found the root cause : Instead of adjusting each light individually, ELFX put several of them on the same spot to simulate various light intensities. Obviously, DynDOLOD just do its job and put as much FXGlow as there is lightbulbs, so this range from 1 to 3 (Maybe even 4, haven't checked all of the ELFX lightsources). The child world generation was just worsening the whole thing around whiterun walls by adding even more of them, but that wasn't the only problem.

 

However, it actually do the job by itself (though less optimized) by setting all of those lightbulbs to neverfade already. So yeah, I guess simply ignoring ELFX - Exterior is both the easiest and the best solution. Looking forward to the next update then, because right now this behavior result in either supernovae or no FXGlow at all but the ELFX neverfades.

 

If you're really willing to optimize it, it seem anamorphus simply used Ctrl+D to multiply its lightsources, their position data match exactly, up to the 6th digit. But seems like more code than it's worth.

 

 

Offtopic - For you or Zilav's LODGen page : Here are "AOF HD billboard", billboards from this atlas by AnOldFriend, I don't think its been uploaded anywhere yet. It was pretty straightforward to generate actually, since this atlas match vanilla's exactly, LODGen-Split did his job absolutely perfectly.

To anyone willing to use it : Some improvement, though not all LODs match vanilla trees correctly, so for pine you probably want to keep vanilla ones. Aspens (yellow trees in the rift) are FAR superior though.

 

 

Edit : Oh wait, I'm dumb, I can already ignore ELFX Exterior by adding it to the IgnoreModFileName list right ?

Edited by Kesta
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Posted (edited)
  On 3/27/2016 at 12:15 AM, Kesta said:

Well, I was actually looking at the plugin in the Creation Kit right now, and finally found the root cause : Instead of adjusting each light individually, ELFX put several of them on the same spot to simulate various light intensities. Obviously, DynDOLOD just do its job and put as much FXGlow as there is lightbulbs, so this range from 1 to 3 (Maybe even 4, haven't checked all of the ELFX lightsources). The child world generation was just worsening the whole thing around whiterun walls by adding even more of them, but that wasn't the only problem.

 

However, it actually do the job by itself (though less optimized) by setting all of those lightbulbs to neverfade already. So yeah, I guess simply ignoring ELFX - Exterior is both the easiest and the best solution. Looking forward to the next update then, because right now this behavior result in either supernovae or no FXGlow at all but the ELFX neverfades.

 

If you're really willing to optimize it, it seem anamorphus simply used Ctrl+D to multiply its lightsources, their position data match exactly, up to the 6th digit. But seems like more code than it's worth.

 

 

Offtopic - For you or Zilav's LODGen page : Here are "AOF HD billboard", billboards from this atlas by AnOldFriend, I don't think its been uploaded anywhere yet. It was pretty straightforward to generate actually, since this atlas match vanilla's exactly, LODGen-Split did his job absolutely perfectly.

To anyone willing to use it : Some improvement, though not all LODs match vanilla trees correctly, so for pine you probably want to keep vanilla ones. Aspens (yellow trees in the rift) are FAR superior though.

 

 

Edit : Oh wait, I'm dumb, I can already ignore ELFX Exterior by adding it to the IgnoreModFileName list right ?

Yes you can, but that will ignore everything including the new fires. I only found the LIGH in the city child worlds to be really problematic and adding more glow on top than ELFX intended. But also the fires on the wall can sometimes get doubled of course.

The LIGH get picked up by checking "Fake lights child world". The ELFX Exterior basically added the effect that function creates by hand in addition to the new light sources. The fires and whatnot need my update.

 

 

Also ELFX Exterior makes windows dark on purpose. Looks broken but seems intended. LOD window glow is matching the lit and unlit full windows as far as I could tell -  that all that matters to me.

Edited by sheson
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Posted

Wow... I'm working with JawZ (and team) on Relighting Skyrim - Remastered and that is so not the right way to do intensities. Their way of doing that could actually cause some issues and affect performance negatively.

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Posted

I have downloaded TES5Edit 3.1.3 as instructed and I still can't process DynDOLOD with the "no snow under the roof" mod activated.  More accurately:

 

I CAN process no snow under the roof mod that isn't merged with the instruction as given with Revisited.  But once I merged the patches with the mod esp, DynDOLOD fails.  

 

I have run out of slots to keep it unmerged, which would be the simple solution, I have deactivated the no snow under the roof esp to process DynDOLOD for now, doesn't make a huge difference to the LOD of course.

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Posted (edited)
  On 3/27/2016 at 3:26 PM, Garfink said:

I have downloaded TES5Edit 3.1.3 as instructed and I still can't process DynDOLOD with the "no snow under the roof" mod activated.  More accurately:

 

I CAN process no snow under the roof mod that isn't merged with the instruction as given with Revisited.  But once I merged the patches with the mod esp, DynDOLOD fails.  

 

I have run out of slots to keep it unmerged, which would be the simple solution, I have deactivated the no snow under the roof esp to process DynDOLOD for now, doesn't make a huge difference to the LOD of course.

Care to explain how or posting the log and stuff? Have you read the manual section about merged mods - though I don't think there are any rules targeting that mod.

Edited by sheson
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