Jump to content

Question

Posted

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

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

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

  • +1 15

Recommended Posts

  • 0
Posted (edited)

hey Sheson I am having is bit an issue that i need help with. I have heavy frames when opening the skills menu I have narrowed do to Dyndolod.esp. I am wondering is it possible to block a mod from added to the esp as a master without deactiving it when running the scripts?

Edited by Darth_mathias
  • 0
Posted

Hi Sheson, I have some more issues.. hope you don't mind .. ;p

 

-First, I have a small problem with my lod.. my fblocklevel1distance-LOD occasionally freaks out, it looks like this (it just occurs and stays for a while, its not always like this):

 

https://i.imgur.com/AfKy8AQ.jpg

 

https://i.imgur.com/DMz9gHw.jpg

 

looks like some kind of weird sharpening.. the tree flat models get white, snow looks weird etc. .... Any idea whats going wrong? I am using weather esps for an ENB but I cant imagine this is the reason.. I did run DynDOLOD last, I did not change esps afterwards

 

 

-Second, I tried the new normal map generation for the tree ultra feature.... I used xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5_flat_normals_standard.txt

This is the normal map that DynDOLOD produced:

 

https://i.imgur.com/175iR0O.png

 

I dont know much texturing but it doesnt look right to me .. its not intended to look that empty right? ^^

Thought I give some feedback since you say its still experimental..

 

 

-Third, Any possibility to get a higher res texture atlas for the DynDOLOD vanilla hybrid trees?

 

Cheers & best Regards

Dammal

  • 0
Posted (edited)
  On 4/17/2016 at 6:08 PM, Darth_mathias said:

hey Sheson I am having is bit an issue that i need help with. I have heavy frames when opening the skills menu I have narrowed do to Dyndolod.esp. I am wondering is it possible to block a mod from added to the esp as a master without deactiving it when running the scripts?

That's a first and seems very odd. What mod is that?

 

Add its name to IgnoreModFileName= in ..\xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini, but it maybe one of its assets that might need to be blocked too.

A mod can only be fully ignored if it is not part of the load order.

 

 

  On 4/17/2016 at 7:22 PM, Dammal19 said:

Hi Sheson, I have some more issues.. hope you don't mind .. ;p

 

-First, I have a small problem with my lod.. my fblocklevel1distance-LOD occasionally freaks out, it looks like this (it just occurs and stays for a while, its not always like this):

 

https://i.imgur.com/AfKy8AQ.jpg

 

https://i.imgur.com/DMz9gHw.jpg

 

looks like some kind of weird sharpening.. the tree flat models get white, snow looks weird etc. .... Any idea whats going wrong? I am using weather esps for an ENB but I cant imagine this is the reason.. I did run DynDOLOD last, I did not change esps afterwards

 

 

-Second, I tried the new normal map generation for the tree ultra feature.... I used xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5_flat_normals_standard.txt

This is the normal map that DynDOLOD produced:

 

https://i.imgur.com/175iR0O.png

 

I dont know much texturing but it doesnt look right to me .. its not intended to look that empty right? ^^

Thought I give some feedback since you say its still experimental..

 

 

-Third, Any possibility to get a higher res texture atlas for the DynDOLOD vanilla hybrid trees?

 

Cheers & best Regards

Dammal

The first screenshots almost look like the the further away level 8/16 bto files expect a different sorted texture atlas.

This could happen if LODGen.exe stoppped and didn't create all bto files, and old ones are still there mixed with new ones. Check file time of all btos are from the same generation process.

It could be the those single LOD textures used for the texture atlas have been altered. Those far away mountains are pre-rendered mountain LOD textures and DynDOLOD just uses the ones it finds in your load order. Check ..\Data\textures\lod\mrkcliff01lod.dds etc

Usually they are in Skyrim Textures.bsa

 

You are confusing the normal map texture with mesh normals, those are two different but related things.

You need to create the normal texture yourself. Only if a normal texture exists can the mesh normals be of use. They decide how the lighting is effects the normal texture.

 

The pre-made texture atlas for the hybrid is just an interim solution while I am working on the process to basically create it on the fly from the current load order. So a hi-res version will happen automatically.

Edited by sheson
  • 0
Posted
  On 4/17/2016 at 7:58 PM, sheson said:

That's a first and seems very odd. What mod is that?

 

Add its name to IgnoreModFileName= in ..\xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini, but it maybe one of its assets that might need to be blocked too.

A mod can only be fully ignored if it is not part of the load order.

Ordinator but I think the issue I am having is more because of how script heavy my Load order is then Dyndolod. But I do find it interesting that If I deactive Dyndolod.esp I dont get any lag when opening the skills menu.

  • 0
Posted

-Thank you very much for your tips, I'll find the solution soon now. Might just rerun DynDOLOD as first try and see if it persists.

 

-OK, I understood wrong.  So I have to create the normal texture map for the tree billboard dds (which is traditionally used for the usual TES5LODGen tree LOD generation) I assume.. 

 

-Really looking forward to the automated atlas generation ;)

Cheers

  • 0
Posted
  On 4/17/2016 at 8:04 PM, Darth_mathias said:

Ordinator but I think the issue I am having is more because of how script heavy my Load order is then Dyndolod. But I do find it interesting that If I deactive Dyndolod.esp I dont get any lag when opening the skills menu.That

There are no scripts from DynDOLOD running unless you cross a cell border, leave/enter a world space or open its MCM. Noting should be running more than a couple seconds. It might be the extra amount of (different types of) memory all the LOD needs in conjunction with whatever.

Maybe check Papyrus log for stack dumps.

  On 4/17/2016 at 8:19 PM, Dammal19 said:

-Thank you very much for your tips, I'll find the solution soon now. Might just rerun DynDOLOD as first try and see if it persists.

 

-OK, I understood wrong.  So I have to create the normal texture map for the tree billboard dds (which is traditionally used for the usual TES5LODGen tree LOD generation) I assume.. 

 

-Really looking forward to the automated atlas generation ;)

Cheers

Once you have a normal texture, use the different flat_normals.txt to see how the different lighting affects the flat static LOD trees.

  • 0
Posted
  On 4/17/2016 at 9:15 PM, Darth_mathias said:

re-ran Dyndolod using 1.49 scripts and the lag I was sufferig has now gone skyrim weridness abound sheogorath is at work.

Great news :)

  • 0
Posted (edited)
  On 4/15/2016 at 7:30 PM, MarkInMKUK said:

 

(1) DynDOLOD.esp isn't last in my load order because I have a Bashed Patch,0.esp and LOOT has sorted that to be last - is this a problem?

 

Simple solution, use LOOTs "Load After" Metadata, In the right handlist choose the 3 dot menu on DynDOLOD.esp, and select "Edit Metadata"

 

Choose the Load After section

 

Scroll the left list so you can see bashed patch, then Drag n Drop Bashed Patch into DynDOLODs Load After section

 

Now click the Tick ( top right of the Metadata Editor ) to save the edit

 

Now when you run LOOTs Sort Plugins, DynDOLOD.esp will always be sorted to Load After the Bashed Patch

 

CZX22vE.jpg

 

 

You are instructing LOOT that you want DynDOLOD, to Load After, the following listed plugins.

You will notice I have already sorted my plugins and DynDOLOD is coming last in the list.

Edited by alt3rn1ty
  • 0
Posted
  On 4/15/2016 at 9:51 AM, sheson said:

Update/overwrite the xEdit Edit Scripts with these and let me know if it worked or post TES5Edit_log.txt again if it doesn't

 

 

  On 4/16/2016 at 4:35 AM, MarkInMKUK said:

Hi sheson,

 

Your updated scripts seem to have worked ok - the generation finished with no error messages, and as far as I can tell from a New Game start, and up to the execution point, the game appears to be running ok, and there are no major oddities that I can see in the LOD.

 

Thank you for taking the time and trouble to help.

 

Nark

 

Just wanted to say I had the exact same issue as MarkInMKUK, and Google led me to this fix. I am also UK based so this likely is a date related issue, as was pointed out.

 

Thank you for the fix Sheson, it worked great for me as well!

  • 0
Posted

Hi folks,

 

Anyone had issues with lod for the College of Winterhold?

 

 

  Reveal hidden contents

 

 

I'm seeing this.

 

I'm using Immersive College of Winterhold.

 

I had just installed a couple new quest mods so wanted to redo the whole process, but when I started the worldgen it notified me that DyndoLOD.esp was found.  I had forgotten to remove the old one, but it said something to the extent that it would update the old one, so I let it go.  I don't know if that could have anything to do with it.

 

Should I delete the data and redo it from scratch this time, or is there something else going on?

 

Thanks.

  • 0
Posted (edited)
  On 4/23/2016 at 4:41 PM, Fenric said:

Hi folks,

 

Anyone had issues with lod for the College of Winterhold?

 

 

  Reveal hidden contents

 

 

I'm seeing this.

 

I'm using Immersive College of Winterhold.

 

I had just installed a couple new quest mods so wanted to redo the whole process, but when I started the worldgen it notified me that DyndoLOD.esp was found.  I had forgotten to remove the old one, but it said something to the extent that it would update the old one, so I let it go.  I don't know if that could have anything to do with it.

 

Should I delete the data and redo it from scratch this time, or is there something else going on?

 

Thanks.

ICW 4.1 from 21:42, 6 January 2016 is compatible. See this post

I have no idea how you make the vanilla static LOD for the main towers vanish all of sudden. Are you using a new/additional patch for ICW for something else?

 

Check in xEdit if a mod modifies base record 00105569 or the reference 000CA6EA

Edited by sheson
  • 0
Posted (edited)
  On 4/23/2016 at 4:57 PM, sheson said:

ICW 4.1 from 21:42, 6 January 2016 is compatible. See this post

I have no idea how you make the vanilla static LOD for the main towers vanish all of sudden. Are you using a new/additional patch for ICW for something else?

No, definitely using 4.1.

 

I'll redo it from scratch this time instead of updating an existing esp, give me an hour and a half or so and I'll report back.

 

  On 4/23/2016 at 4:57 PM, sheson said:

Check in xEdit if a mod modifies base record 00105569 or the reference 000CA6EA

Woops, saw this too late.  It's already running again.
 
I don't think I had the Beyond Reach patch installed, so it needed to be done again anyway.
Edited by Fenric
  • 0
Posted
  On 4/23/2016 at 4:57 PM, sheson said:

ICW 4.1 from 21:42, 6 January 2016 is compatible. See this post

I have no idea how you make the vanilla static LOD for the main towers vanish all of sudden. Are you using a new/additional patch for ICW for something else?

 

Check in xEdit if a mod modifies base record 00105569 or the reference 000CA6EA

 

Looking good now!

 

  Reveal hidden contents

 

 

Sorry I missed your edit.  I would've been curious to see if something had somehow modified the records, but I'd restarted the worldgen already.

 

Thanks again, for the prompt response and the excellent work.

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.