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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

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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

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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
  On 4/26/2016 at 12:47 PM, Snakestone said:

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.

See this

  • 0
Posted (edited)

So I just recently got Skyrim Legendary Edition and spent the last day and half getting the game ready for mods, so far I'm having fun with it. I decided to try the Real Vision ENB since I have a very strong PC

 

i7-6700

GTX Classified 980

16 RAM

 

I want to see what my PC can do with the ENB and all the mods recommended for it to look like the screen shots. However I'm having some serious problems with DynDOLOD. I've been watching the Gamer Poet installation video and when he goes into the next part where he explains how to instal DynDOLOD itself, he clicks on the newest version and downloads manually, I do the same thing however for him, he is given the option of where to save the file. For me, I don't get the option of saving the file anywhere, instead I get the option to either Open With or just save the file to my general download list. I guess it's different because I'm on Win7. I then followed the installation instructions instead, currently I have the TES5edit folder from the DynDOLOD archive in the TES5edit/edit scripts folder and the Data folder in my Skyrim Data folder.

 

I still don't see the DynDOLOD esp file in MO, in the video he manually downloads DynDOLOD and suddenly he has the download file in the MO download list which never popped up for me.

 

Guess what I'm trying to ask is. Do I really need DynDOLOD to get Real Vision to work properly? It would save me alot of time and hassle if I didn't. Followed the installation video precisely up to the point where downloading DynDOLOD itself gave me a different result than what the video was showing and doing the other installation by manually putting the files it's asking for in the right places and still nothing changed in my MO as far as seeing a esp file for DynDOLOD.

Edited by CxxProphet
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Posted (edited)
  On 4/29/2016 at 10:55 PM, CxxProphet said:

So I just recently got Skyrim Legendary Edition and spent the last day and half getting the game ready for mods, so far I'm having fun with it. I decided to try the Real Vision ENB since I have a very strong PC

 

i7-6700

GTX Classified 980

16 RAM

 

I want to see what my PC can do with the ENB and all the mods recommended for it to look like the screen shots. However I'm having some serious problems with DynDOLOD. I've been watching the Gamer Poet installation video and when he goes into the next part where he explains how to instal DynDOLOD itself, he clicks on the newest version and downloads manually, I do the same thing however for him, he is given the option of where to save the file. For me, I don't get the option of saving the file anywhere, instead I get the option to either Open With or just save the file to my general download list. I guess it's different because I'm on Win7. I then followed the installation instructions instead, currently I have the TES5edit folder from the DynDOLOD archive in the TES5edit/edit scripts folder and the Data folder in my Skyrim Data folder.

 

I still don't see the DynDOLOD esp file in MO, in the video he manually downloads DynDOLOD and suddenly he has the download file in the MO download list which never popped up for me.

 

Guess what I'm trying to ask is. Do I really need DynDOLOD to get Real Vision to work properly? It would save me alot of time and hassle if I didn't. Followed the installation video precisely up to the point where downloading DynDOLOD itself gave me a different result than what the video was showing and doing the other installation by manually putting the files it's asking for in the right places and still nothing changed in my MO as far as seeing a esp file for DynDOLOD.

I doubt any ENB requires DynDOLOD to generate tree, static and dynamic LOD. So the answer to your question would be "No".

The correct person to ask would be the author of the mod.

 

The other things you described mean the requirements to use DynDOLOD to generate LOD are not met, yet. I suggest to download the DynDOLOD showcase instead.

Edited by sheson
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Posted
  On 4/30/2016 at 1:24 AM, sheson said:

I doubt any ENB requires DynDOLOD to generate tree, static and dynamic LOD. So the answer to your question would be "No".

The correct person to ask would be the author of the mod.

 

The other things you described mean the requirements to use DynDOLOD to generate LOD are not met, yet. I suggest to download the DynDOLOD showcase instead.

Really? I have all the pre req tools needed that were shown in the video up to the point of having to install DynDOLOD itself. Is DynDOLOD showcase in the same page as the DynDOLOD download itself?

  • 0
Posted
  On 4/30/2016 at 5:23 AM, CxxProphet said:

Really? I have all the pre req tools needed that were shown in the video up to the point of having to install DynDOLOD itself. Is DynDOLOD showcase in the same page as the DynDOLOD download itself?

The DynDOLOD Static Object LOD Only Showcase downloads are in the miscellaneous files section on Nexus.

  • 0
Posted (edited)

Hey, not sure if this is the right place to be posting this - I run Immersive College of Winterhold in a pretty heavy setup (STEP: Extended + SRLE + parts of SRLE Explorers (no town/city mods though) + Dreadflopps' packs + patches + my own additions) and am getting a weird LOD issue with the College - the main tower as well as a couple of the other towers just don't have LOD's.  They appear invisible until I am just inside Winterhold itself, though I do get some of the top detailing on the towers (crenellations i think they're called?) hovering around in open air.  There are MCM settings for LOD's of certain new areas added, and I've got them toggled to on, but I'm wondering if maybe there's a STEP I missed for compatibility with DynDOLOD?  As far as I can see, there aren't any special instructions in SRLE Extended for this?

 

NNSNFRF.jpg?1

Edited by baronaatista
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Posted (edited)
  On 4/30/2016 at 8:44 PM, baronaatista said:

Hey, not sure if this is the right place to be posting this - I run Immersive College of Winterhold in a pretty heavy setup (STEP: Extended + SRLE + parts of SRLE Explorers (no town/city mods though) + Dreadflopps' packs + patches + my own additions) and am getting a weird LOD issue with the College - the main tower as well as a couple of the other towers just don't have LOD's.  They appear invisible until I am just inside Winterhold itself, though I do get some of the top detailing on the towers (crenellations i think they're called?) hovering around in open air.  There are MCM settings for LOD's of certain new areas added, and I've got them toggled to on, but I'm wondering if maybe there's a STEP I missed for compatibility with DynDOLOD?  As far as I can see, there aren't any special instructions in SRLE Extended for this?

 

 

See my answer, then this and this

Edited by sheson
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Posted (edited)
I read everything, not sure I really gathered what was identified to be the problem?  I didn't install the SDO patch for ICW, I am using ver.4.1, my vanilla BSA's are intact and accessible, and nothing is overwriting DynDOLOD.  I checked the two lines in xEdit, ELFX - Exteriors.esp overwrites the ref. 000CA6EA, nothing is overwriting base record 00105569

 

* Tried the fix suggested by the one post, and it worked.  Seemed counter intuitive to me, but placing ICW below DynDOLOD in MO sorts the issue.

Edited by baronaatista
  • 0
Posted (edited)
  On 4/30/2016 at 9:43 PM, baronaatista said:

 

I read everything, not sure I really gathered what was identified to be the problem?  I didn't install the SDO patch for ICW, I am using ver.4.1, my vanilla BSA's are intact and accessible, and nothing is overwriting DynDOLOD.  I checked the two lines in xEdit, ELFX - Exteriors.esp overwrites the ref. 000CA6EA, nothing is overwriting base record 00105569
 
* Tried the fix suggested by the one post, and it worked.  Seemed counter intuitive to me, but placing ICW below DynDOLOD in MO sorts the issue.

 

That is not a fix...

 

If nothing changes the reference or the base record and the default LOD meshes from Skyrim Meshes.bsa are available and nothing overwrites the LOD bto meshes or textures then there is no reason that there shouldn't be static LOD for the college main tower.

Those are the only 5 things I can think of to check first.

 

I tested generation again, it works with ICW installed every time. Generating LOD again also worked for Fenric, which is why I linked the posts.

  On 4/30/2016 at 9:13 PM, Darth_mathias said:

Thanks Sheson I only discovered the ICW issue myself yesterday but not had time to look into a solution and since I am the author of SRLE Extended I'll be updating things when I can.

Looking forward to what you find, there is a probably some odd interaction from another mod.

Edited by sheson
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Posted (edited)

I'm running WorldGen right now, I'll check back when finished

 

* EDIT - just a thought, I used instructions from SRLE Extended to NOT unpack BSA for ICW, could this be part of the issue?

Edited by baronaatista
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Posted (edited)
  On 4/30/2016 at 11:25 PM, baronaatista said:

I'm running WorldGen right now, I'll check back when finished

 

* EDIT - just a thought, I used instructions from SRLE Extended to NOT unpack BSA for ICW, could this be part of the issue?

The dome on top of the college you see floating in your screenshot is included in ICW, so it did read that BSA OK.

Edited by sheson
  • 0
Posted (edited)

Yeah, re-ran worldgen and same results.

 

* I am using Neovalen's DynDOLOD WorldGen Instructions;

 

Open TES5Edit and click [OK] to load all plugins prior to DynDOLOD.esp.
Right-click DynDOLOD.esp and select "Apply Script".
In the drop down, select "DynDOLOD Worlds" and click [Ok].
When the pop up window appears, click the [Advanced >>>] button.
In the top left selection box, check all of the boxes.
Click the [High] preset button. If performance is an issue, consider selecting [Medium] or [Low].
In the "Output Path" text box, select a folder such as "C:/DynDOLOD Output". Make sure this folder is outside the MO directory structure.
In the options panel, tick the "Windows" and "High" check boxes.
Click [OK], this will begin the LOD generation process (can take up to 30 minutes).
Once the script completes and any command prompts have closed, exit TES5Edit and save DynDOLOD.esp.

 

* ....just thinking now, I used Optimized Vanilla Textures with install from SRLE, and followed this instruction (for convenience, not utility - lots of disk space)

 

      Notice:If on an SSD and drive space is a concern, deleting HighResTexturePack01.bsa/.espHighResTexturePack02.bsa/esp, and HighResTexturePack03.bsa/.esp will not negatively affect the game unless running fully vanilla. To reacquire them at any time use the [Verify integrity of game cache] function from the Steam library options. This will remove the Unmanaged: HighResTexturePack entries in Mod Organizer.

 

Just did validate game cache with Steam, reaquiring the files and I suppose I'll run WorldGen again, see if anything changes.

Edited by baronaatista
  • 0
Posted (edited)
  On 4/30/2016 at 11:44 PM, baronaatista said:

Yeah, re-ran worldgen and same results.

 

* I am using Neovalen's DynDOLOD WorldGen Instructions;

 

Open TES5Edit and click [OK] to load all plugins prior to DynDOLOD.esp.

Right-click DynDOLOD.esp and select "Apply Script".

In the drop down, select "DynDOLOD Worlds" and click [Ok].

When the pop up window appears, click the [Advanced >>>] button.

In the top left selection box, check all of the boxes.

Click the [High] preset button. If performance is an issue, consider selecting [Medium] or [Low].

In the "Output Path" text box, select a folder such as "C:/DynDOLOD Output". Make sure this folder is outside the MO directory structure.

In the options panel, tick the "Windows" and "High" check boxes.

Click [OK], this will begin the LOD generation process (can take up to 30 minutes).

Once the script completes and any command prompts have closed, exit TES5Edit and save DynDOLOD.esp.

That part won't be a problem.

 

The LOD model meshes\lod\winterhold\winterholdexttower01_lod.nif is in Skyrim - Meshes.bsa

 

In xEdit enter form id 000CA6EA and then 00105569 into FormID field top left, hit enter to bring up the data.

Is any mod changing the data from Skyrim.esm for either of tem?

If nothing changes them, double check reference form id of the main tower in the game, once it shows, open console, click it and the number 000CA6EA should show

 

If all that is fine

Check ..\xEdit\LODGen_log.txt for file not found errors

 

if it doesn't, check ..\xEdit\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt contains meshes\lod\winterhold\winterholdexttower01_lod.nif

 

if it does, check ..\xEdit\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_tamriel_mesh_count.txt contains meshes\lod\winterhold\winterholdextentring01_lod.nif  and the number 3

 

if it does, check ..\xEdit\Edit Scripts\LODGen_Tamriel.txt contains this line, just search for 000CA6EA

000CA6EA    00000000    116384.000000    111648.000000    -7744.000000    0.0000    0.0000    45.0000    1.0    WinterholdExtTower01    00008000    Snow    meshes\architecture\winterhold\winterholdexttower01.nif    meshes\lod\winterhold\winterholdexttower01_lod.nif    meshes\lod\winterhold\winterholdexttower01_lod.nif    meshes\lod\winterhold\winterholdexttower01_lod.nif

Edited by sheson
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