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
  On 4/23/2016 at 6:25 PM, Fenric said:

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.

Great. You could still check those 2 record in xEdit now and report back if you like.

  • 0
Posted (edited)

Hi, Sheson, I really like your mod and appreciate the work you've put into it, it really improves the game!  ::D:

 

I was wondering if you could help me with an issue I'm having; when having DynDOLOD enabled, after running the TES5Edit scripts, I am encountering a reproducible crash at the tiny crossroads outside Dawn Star (via the main road). I've follow Neovalen's Skyrim Revisited: Legendary Edition guide to the t but, this is one issue I just can't put my finger on! Do you have any idea what I could have done wrong to be experiencing such a peculiar thing?

 

Just to note, I have the script's output files enabled and all of DynDOLOD.esp's dependencies are present.  :confused:

 

I look forward to your reply!  :lol:

 

 

  Reveal hidden contents

 
These are the offending meshes I found with your readme!
Edited by AmeerHM
  • 0
Posted (edited)
  On 4/23/2016 at 10:09 PM, AmeerHM said:

 

Hi, Sheson, I really like your mod and appreciate the work you've put into it, it really improves the game!  ::D:

 

I was wondering if you could help me with an issue I'm having; when having DynDOLOD enabled, after running the TES5Edit scripts, I am encountering a reproducible crash at the tiny crossroads outside Dawn Star (via the main road). I've follow Neovalen's Skyrim Revisited: Legendary Edition guide to the t but, this is one issue I just can't put my finger on! Do you have any idea what I could have done wrong to be experiencing such a peculiar thing?

 

Just to note, I have the script's output files enabled and all of DynDOLOD.esp's dependencies are present.  :confused:

 

I look forward to your reply!  :lol:

 

 

  Reveal hidden contents

 
These are the offending meshes I found with your readme!

 

Looks like Farmhouse Chimneys meshes are not installed properly. We had similar cases in this thread before. Search my discussion with user "SkulldozeR"

Edited by sheson
  • 0
Posted (edited)

Hi Sheson,

 

Ive just made a mod thats put all of ETaC's exterior light bulbs onto a timer so they come on and switch off automatically. All is working and I plan to release soon. However, i did wonder if i needed to do anything to the bulbs to take advantage of your Dyndolod glowlod feature. I will have a look through your manual and documentation to see whats involved, but if you have any advice for me re DynDoLod and glowlod implementation for something like ETaC I would love to hear your thoughts.

 

Regards

 

Bill

Edited by kojak747
  • 0
Posted
  On 4/24/2016 at 1:58 AM, sheson said:

Looks like Farmhouse Chimneys meshes are not installed properly. We had similar cases in this thread before. Search my discussion with user "SkulldozeR"

Hey man, turns out I didn't rename the statue .nif files properly, the EXACT same issue that guy was having haha.

 

Thank you for the support, I really appreciate it!  ::):

  • 0
Posted (edited)
  On 4/24/2016 at 2:52 AM, kojak747 said:

Hi Sheson,

 

Ive just made a mod thats put all of ETaC's exterior light bulbs onto a timer so they come on and switch off automatically. All is working and I plan to release soon. However, i did wonder if i needed to do anything to the bulbs to take advantage of your Dyndolod glowlod feature. I will have a look through your manual and documentation to see whats involved, but if you have any advice for me re DynDoLod and glowlod implementation for something like ETaC I would love to hear your thoughts.

 

Regards

 

Bill

You wont find that patch I did for Lantern of Skyrim explained in text. However it is quickly explained.

The script that runs when turning things on/off needs to trigger a SHESON_DynDOLOD_Master function to have all dynamic LOD around the player update its current state.

 

To do that add this top or bottom of script where the other variables are defined

ObjectReference MyMaster = None

 

Then add this after your script changed the enable parent of the lights

 

if (MyMaster == None) && (SKSE.GetScriptVersionRelease() >= 48) && (PapyrusUtil.GetVersion() >= 30)

    MyMaster = Game.GetFormFromFile(JsonUtil.IntListGet("DynDOLOD_" + JsonUtil.GetStringValue("DynDOLOD_Worlds", StringUtil.Substring(Game.GetPlayer().GetWorldspace() as string, 13, StringUtil.Find(Game.GetPlayer().GetWorldspace() as string, "(") - 14), "None") as string, "master", 0), "DynDOLOD.esp") As ObjectReference

endIf

if (MyMaster != None) && (StorageUtil.GetIntValue(None, "DynDOLOD_Active", 0) == 1)

    Utility.Wait(1)

    (MyMaster as SHESON_DynDOLOD_Master).IBowToTheev2(StorageUtil.GetFormValue(MyMaster, "DynDOLOD_MyActiveFirstborn", None) As ObjectReference, (MyMaster as SHESON_DynDOLOD_Master).MyCurrentFirstbornList, (MyMaster as SHESON_DynDOLOD_Master).MyCurrentMinionList, TRUE, TRUE)

endIf

 

First condition makes sure requirements are fulfilled and then sets the MyMaster Reference for the current worldspace. Second condition calls the update function which will "activate" all dynamic LOD objects in the current Near/Far Grids.

 

 

 

 

  On 4/24/2016 at 6:00 AM, AmeerHM said:

Hey man, turns out I didn't rename the statue .nif files properly, the EXACT same issue that guy was having haha.

 

Thank you for the support, I really appreciate it!  ::):

Great. I had a hunch it was the same problem :)

Edited by sheson
  • 0
Posted (edited)
  On 4/24/2016 at 12:51 PM, sheson said:

You wont find that patch I did for Lantern of Skyrim explained in text. However it is quickly explained.

The script that runs when turning things on/off needs to trigger a SHESON_DynDOLOD_Master function to have all dynamic LOD around the player update its current state.

 

To do that add this top or bottom of script where the other variables are defined

ObjectReference MyMaster = None

 

Then add this after your script changed the enable parent of the lights

 

if (MyMaster == None) && (SKSE.GetScriptVersionRelease() >= 48) && (PapyrusUtil.GetVersion() >= 30)

    MyMaster = Game.GetFormFromFile(JsonUtil.IntListGet("DynDOLOD_" + JsonUtil.GetStringValue("DynDOLOD_Worlds", StringUtil.Substring(Game.GetPlayer().GetWorldspace() as string, 13, StringUtil.Find(Game.GetPlayer().GetWorldspace() as string, "(") - 14), "None") as string, "master", 0), "DynDOLOD.esp") As ObjectReference

endIf

if (MyMaster != None) && (StorageUtil.GetIntValue(None, "DynDOLOD_Active", 0) == 1)

    Utility.Wait(1)

    (MyMaster as SHESON_DynDOLOD_Master).IBowToTheev2(StorageUtil.GetFormValue(MyMaster, "DynDOLOD_MyActiveFirstborn", None) As ObjectReference, (MyMaster as SHESON_DynDOLOD_Master).MyCurrentFirstbornList, (MyMaster as SHESON_DynDOLOD_Master).MyCurrentMinionList, TRUE, TRUE)

endIf

 

First condition makes sure requirements are fulfilled and then sets the MyMaster Reference for the current worldspace. Second condition calls the update function which will "activate" all dynamic LOD objects in the current Near/Far Grids.

I had a go at adding your script to my existing script but I'm not sure I'm doing it right.

 

Here is the original light switching script. https://justpaste.it/tm8h . I took it from here

 

Here is my edited version of that script that now includes your script.  https://justpaste.it/tm7m

 

Does that look correct or should I be doing something else?

 

Thanks

Edited by kojak747
  • 0
Posted (edited)
  On 4/24/2016 at 10:03 PM, kojak747 said:

I had a go at adding your script to my existing script but I'm not sure I'm doing it right.

 

Here is the original light switching script. https://justpaste.it/tm8h . I took it from here

 

Here is my edited version of that script that now includes your script.  https://justpaste.it/tm7m

 

Does that look correct or should I be doing something else?

 

Thanks

 

You need to insert the 2 if/endIf  twice, after self.Enable(false) and self.Disable(false) inside the states/functions

 

this should work (untested)

Edited by sheson
  • 0
Posted

I noticed something weird when I went from Dyndolod 1.46 to 1.49.

 

Finishing DynDOLOD Worlds, TES5Edit says script done its work, but LODGen hasn't yet finished (the command prompt window is still working). Although I exited TES5Edit and saved the .esp, MO is still locked until LODGEn finishes.

 

Is this okay?

  • 0
Posted
  On 4/25/2016 at 7:49 AM, trackho said:

I noticed something weird when I went from Dyndolod 1.46 to 1.49.

 

Finishing DynDOLOD Worlds, TES5Edit says script done its work, but LODGen hasn't yet finished (the command prompt window is still working). Although I exited TES5Edit and saved the .esp, MO is still locked until LODGEn finishes.

 

Is this okay?

It is what you want.

 

If you unlock MO and do any changes to the load order while LODGen.exe is still running it might accidentally remove access to required source files mid process causing LODGen.exe to terminate early with a file not found message or make it crash.

  • 0
Posted
  On 4/25/2016 at 12:39 AM, sheson said:

You need to insert the 2 if/endIf  twice, after self.Enable(false) and self.Disable(false) inside the states/functions

 

this should work (untested)

That worked, THANKYOU. Going to run DynDoLod now and see what the lights look like.

  • 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

Sorry for the delayed response.

 

No, nothing besides the base entries in Skyrim.esm.

  • 0
Posted (edited)

I managed to get the light bulbs for ETaC to emit your FX glow lods and I'm not sure if I'm doing right.  Here's a pic of three bulbs I setup in Paradise Valley.  They also had the Neverfade flag set and whilst they illuminated the statues correctly and continuously across the valleys 5 grids, when the lod kicks in they are replaced by the grey ball like fxglowlod meshes you can see in the pic, and as I understand it, that's as good as the Skyrim lod system can manage without setting ugrids to load higher.

 

 

I had a look under the hood of Lanterns Of Skyrim and the way Manny handles it is to have the Neverfade flag set on the bulbs (and the persistent flag which I don't quite understand) and they illuminate their surroundings continuously so long as you are in the cell.  I can go ahead and set the NeverFade flag on more of ETaC's bulbs but I also understand that has a performance cost.  If I could do that selectively without eating too much FPS, that may be a better solution than applying the glowlod mesh. I will have another read through the manual to see if it's possible for users to benefit from NeverFade bulbs and still be able to run Dyndolod's glowlod features without having the glowlodmesh applied to ETaC's NeverFade bulbs.  It maybe just a case of reverting back to my original script, but if you have any advice for me that would be most helpful.

Edited by kojak747
  • 0
Posted
  On 4/26/2016 at 2:49 AM, kojak747 said:

I managed to get the light bulbs for ETaC to emit your FX glow lods and I'm not sure if I'm doing right.  Here's a pic of three bulbs I setup in Paradise Valley.  They also had the Neverfade flag set and whilst they illuminated the statues correctly and continuously across the valleys 5 grids, when the lod kicks in they are replaced by the grey ball like fxglowlod meshes you can see in the pic, and as I understand it, that's as good as the Skyrim lod system can manage without setting ugrids to load higher.

 

 

I had a look under the hood of Lanterns Of Skyrim and the way Manny handles it is to have the Neverfade flag set on the bulbs (and the persistent flag which I don't quite understand) and they illuminate their surroundings continuously so long as you are in the cell.  I can go ahead and set the NeverFade flag on more of ETaC's bulbs but I also understand that has a performance cost.  If I could do that selectively without eating too much FPS, that may be a better solution than applying the glowlod mesh. I will have another read through the manual to see if it's possible for users to benefit from NeverFade bulbs and still be able to run Dyndolod's glowlod features without having the glowlodmesh applied to ETaC's NeverFade bulbs.  It maybe just a case of reverting back to my original script, but if you have any advice for me that would be most helpful.

Yeah that is as good as it gets. The neverfade flag on bulbs just means the light does not fade inside the 5x5 cells grid.

If I remember correctly, it makes it ignore the [Display] fLightLODMin/Max... Skyrim.ini settings.

 

You should be able to achieve the same effect by just increasing the ini settings for the light fade. But, they wont work outside the loaded cells. Of course that would apply to all lights equally, but it would also be a good test if there actually is any performance impact on newer hardware.

  • 0
Posted

Hey sheson, for awhile iv always ran DyndoLOD with my entire loadorder cause I didnt know what would and wouldn't add something for a LOD. Doing this obviously takes awhile but I wanted to make sure I got everything, but yesterday I learned of cleaning masters so I cleaned DnydoLOD and it removed alot of my load order as masters. I was wondering if this at all harmed my DyndoLOD. It still has a good 30 or so mods as masters but alot of mods (IE cloaks of skyrim, SIC, etc etc) and everything that it left were towns, new land mods and well I guess anything that made a LOD. Should I rerun DyndoLOD or is it safe to use this new "clean" version of DyndoLOD with fewer masters.

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.