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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

=======================================================================

  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

  • 0
Posted

I've just updated to 1.48, the new xEdit with Lodgen 1.0 and the new tes5lodgen.

 

I'm getting this error when trying to create DynDOLOD Worlds:

 

ERROR: Worldspace bounds of DLC2SolstheimWorld outside +- 128 cells, please remove or fix the broken mod.

  • 0
Posted (edited)
  On 4/7/2016 at 2:28 PM, JUNKdeLUXE said:

I've just updated to 1.48, the new xEdit with Lodgen 1.0 and the new tes5lodgen.

 

I'm getting this error when trying to create DynDOLOD Worlds:

 

ERROR: Worldspace bounds of DLC2SolstheimWorld outside +- 128 cells, please remove or fix the broken mod.

Ops, will upload a 1.49 in a minute. Just replace the xEdit scripts. Nothing else changed.

 

This stuff is pure rocket science.

Edited by sheson
  • 0
Posted (edited)

Okay, I updated to 1.49 today and ran into two issues. One, the road LOD is much brighter than my regular roads. I checked the DyndoLod Tex pas but the video was for MO and not NMM (that I use), how do I fix that via NMM?

2EGipIC.jpg

Also, for some reason the windmills on this one windmill is a firepit, even when I get close. Sometimes windmills vanish when I get close to them. Iv installed it 3 times today and got the same results:

 

Et5xIjS.jpg

 

6u47O7Y.jpg

Damn it, I just remembered the building I entered before unistalling and reinstalling DyndoLOD isnt vanilla. Its Breezehome, but I have a firepit  removal mod. Thats probably the issues.

Edited by Snakestone
  • 0
Posted (edited)
  On 4/7/2016 at 7:52 PM, Snakestone said:

Okay, I updated to 1.49 today and ran into two issues. One, the road LOD is much brighter than my regular roads. I checked the DyndoLod Tex pas but the video was for MO and not NMM (that I use), how do I fix that via NMM?

 

 

 

Also, for some reason the windmills on this one windmill is a firepit, even when I get close. Sometimes windmills vanish when I get close to them. Iv installed it 3 times today and got the same results:

 

 

 

 

Damn it, I just remembered the building I entered before unistalling and reinstalling DyndoLOD isnt vanilla. Its Breezehome, but I have a firepit  removal mod. Thats probably the issues.

If you can run DynDOLOD Worlds.pas you can also just run DynDOLOD TexGen.pas. You just have to make sure you have both DawnGuard and Dragonborn installed so all textures for Legendary are available.

DynDOLOD Worlds.pas and DynDOLOD TexGen.pas are scripts for xEdit and do not require a mod manager to work. Make sure to set the -o: output path on the link that starts xEdit.exe

 

The fire on the windmill means the update routine was not followed correctly when updating an existing save game. You need to start and save the game once without the esp (and scripts in this case).

 

 

  On 4/7/2016 at 8:26 PM, nappilydeestruction said:

What about Holds The City Overhaul https://www.nexusmods.com/skyrim/mods/74638/? 

and THE PEOPLE OF SKYRIM ULTIMATE EDITION https://www.nexusmods.com/skyrim/mods/72449/?

 

Will DynDOLODs work for these mods? :)

See the update post for comments about Holds. THE PEOPLE OF SKYRIM ULTIMATE EDITION will work so so. It is not fully supported yet.

Edited by sheson
  • 0
Posted

@Sheson. When I said I solve the problem, I thought I had, but I hadn't. I went tinkering with it again, doing what you've suggested and all but nothing fixed it. With and without DynDOLOD my game took 5-60 mins to load up. I was so frustrated I decided to find out if it was a mod conflict. Just today I found out that Immersive Citizens - AI Overhaul has/had loads of incompatibility issues with my loadorder(I always do that, must've been in a hurry when I installed this), reinstalled DynDOLOD(just loaded up the mods that I wanted DynDOLOD to LOD for), booted up Skyrim and BAM!!! Loaded the save while listening to Mother by Danzig, was done loading during it.

 

This may be irrelevant but I thought you'd wanted to know if it was fixed.

 

My game now looks gorgeous.  ::D:

  • 0
Posted
  On 4/7/2016 at 10:04 PM, sheson said:

If you can run DynDOLOD Worlds.pas you can also just run DynDOLOD TexGen.pas. You just have to make sure you have both DawnGuard and Dragonborn installed so all textures for Legendary are available.

DynDOLOD Worlds.pas and DynDOLOD TexGen.pas are scripts for xEdit and do not require a mod manager to work. Make sure to set the -o: output path on the link that starts xEdit.exe

 

The fire on the windmill means the update routine was not followed correctly when updating an existing save game. You need to start and save the game once without the esp (and scripts in this case).

 

 

See the update post for comments about Holds. THE PEOPLE OF SKYRIM ULTIMATE EDITION will work so so. It is not fully supported yet.

Ah, worked wonders. Thanks.

  • 0
Posted
  On 4/7/2016 at 11:32 PM, Seyes17 said:

@Sheson. When I said I solve the problem, I thought I had, but I hadn't. I went tinkering with it again, doing what you've suggested and all but nothing fixed it. With and without DynDOLOD my game took 5-60 mins to load up. I was so frustrated I decided to find out if it was a mod conflict. Just today I found out that Immersive Citizens - AI Overhaul has/had loads of incompatibility issues with my loadorder(I always do that, must've been in a hurry when I installed this), reinstalled DynDOLOD(just loaded up the mods that I wanted DynDOLOD to LOD for), booted up Skyrim and BAM!!! Loaded the save while listening to Mother by Danzig, was done loading during it.

 

This may be irrelevant but I thought you'd wanted to know if it was fixed.

 

My game now looks gorgeous.  ::D:

  On 4/7/2016 at 11:37 PM, Snakestone said:

Ah, worked wonders. Thanks.

Good to hear. If you like, please post screenshot(s) to https://www.nexusmods.com/skyrim/mods/addimage/?id=59721

  • 0
Posted

Two questions I've been meaning to ask for a long time.

 

1) It seems like I have a frumpy boat problem. Is it just me - i.e., am I doing something wrong in the way I build my DynDoLODs at medium settings (+glow settings) - or is it a general limitation of DynDoLOD. So many other things look soooo gooood, but those boats are a bit of an eyesore. 

 

https://drive.google.com/file/d/0B-75ii8q8eebUWxnS1A0dFdaUDA/view?usp=sharing

 

2) Long ago, in some earlier iteration of the mod, I used LODGen.exe from inside TES5Edit to build a bunch of dds files based on my complete modset BEFORE running the DynDoLOD script. At the time, I thought it was supposed to provide a basis for DynDoLOD work a bit better. I can't find anything of the sort in current DnyDoLOD documentation - and, knowing me, chances are it was never there in the first place! Anyway, the resulting folder is still in MO, though I have currently de-activated it. If I activate it, it seems to have a few files (all with some form of *lod*.dds in the title) that are NOT overwritten by DynDoLOD. Should I just erase it or does it have some use??

  • 0
Posted
  On 4/8/2016 at 8:26 AM, mikegray said:

Two questions I've been meaning to ask for a long time.

 

1) It seems like I have a frumpy boat problem. Is it just me - i.e., am I doing something wrong in the way I build my DynDoLODs at medium settings (+glow settings) - or is it a general limitation of DynDoLOD. So many other things look soooo gooood, but those boats are a bit of an eyesore. 

 

https://drive.google.com/file/d/0B-75ii8q8eebUWxnS1A0dFdaUDA/view?usp=sharing

 

2) Long ago, in some earlier iteration of the mod, I used LODGen.exe from inside TES5Edit to build a bunch of dds files based on my complete modset BEFORE running the DynDoLOD script. At the time, I thought it was supposed to provide a basis for DynDoLOD work a bit better. I can't find anything of the sort in current DnyDoLOD documentation - and, knowing me, chances are it was never there in the first place! Anyway, the resulting folder is still in MO, though I have currently de-activated it. If I activate it, it seems to have a few files (all with some form of *lod*.dds in the title) that are NOT overwritten by DynDoLOD. Should I just erase it or does it have some use??

1) Those boats are still the vanilla LOD model. I mainly only create new models for objects that didn't have any LOD at all and only created a handful improved models for some existing so far. I may one day create a better one but its lower priority. You could use rules to use the fuill model for LOD instead.

 

2) Run DynDOLO TexGen.pas to generate LOD textures before running DynDOLOD World.pas. Check docs/DynDOLOD_TexGen.html

  • 0
Posted
  On 4/8/2016 at 5:33 PM, archer said:

Many thanks for the update(s).

 

I'm using 1.47 nd it works fine.

 

Is there an advantage to upgrade to 1.49?

Depends ... on your load order. All changes are detailed in the update post.

  • 0
Posted

Hello Sheson,

 

I did a little bit more testing.

 

The draw count you described varies from 1500 to as high as 4000 but the fps doesn't seem to correlate with these numbers. I can get the fps drop with 1500 but have stable in another location around 4000.

 

I should also note that I have observed that the drop is not always consistent, some loads I get the drop for a few seconds and other it will be locked at 19 fps until I leave the location.

Using the free VRAM key on enb does seem to make the problem disappear temporarily but if I run around for a few more minutes it will return.

 

If I am indeed simply running out of memory, I am not sure how I would solve it short of switching to Windows 7 to bypass enb's 4 gig limit on dx9 games. What concerns me though is that other people do not report such steep drops in fps when running out of memory.

 

I have uploaded the resources you have requested.

 

https://drive.google.com/file/d/0B9LvaZjT0SUhNkJtRlJycW1Qdmc/view

https://drive.google.com/file/d/0B9LvaZjT0SUhbHgtWVYzaEtYdkE/view

 

The LOD gen is actually from a different run with two mods missing but the slow down occurs in this one as well.

 

Thanks again for the help Sheson.

  • 0
Posted
  On 4/8/2016 at 10:53 AM, sheson said:

1) Those boats are still the vanilla LOD model. I mainly only create new models for objects that didn't have any LOD at all and only created a handful improved models for some existing so far. I may one day create a better one but its lower priority. You could use rules to use the fuill model for LOD instead.

 

2) Run DynDOLO TexGen.pas to generate LOD textures before running DynDOLOD World.pas. Check docs/DynDOLOD_TexGen.html

Thanks for the replies!

 

On (1) got it. Is there a tutorial out there that would teach us mod users how to create LODs and maybe contribute them to the community? I'm a looong way from being good at anything related to graphics - but I wouldn't mind takign a stab at it ...

 

(2) Ah - that explains it. So, do I understand correctly that my MO folder with the results of the TexGen.pas script should have been activated while World.pas was doing its thing - and that, for best results, I should activate said folder then re-run World.pas?

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