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)

As I said before, ELFX - Exteriors overwrites 000CA6EA * just saw now, it changes the name of the tower.  From WinterholdExtTower01 00105569 to ELFXWinterholdTower 1D03438F.  Apologies, that should have been obvious before. 

Edited by baronaatista
  • 0
Posted (edited)
  On 5/1/2016 at 12:35 AM, baronaatista said:

As I said before, ELFX - Exteriors overwrites 000CA6EA * just saw now, it changes the name of the tower.  From WinterholdExtTower01 00105569 to ELFXWinterholdTower 1D03438F.  Apologies, that should have been obvious before. 

Oh I missed it. There is your problem :)

ELFX adds a new full model mesh with a new filename architecture\ELFX\ELFXwinterholdexttower01.nif  that doesn't match the LOD mesh filename AND doesn't define LOD meshes in the LOD levels.

So both methods DynDOLOD can use to assign LOD to a reference fail.

 

ELFX author should set the LOD levels for the new base record(s).

 

You can add yourself: right click the empty cell to the right of 'MNAM - Distant LOD' and select 'Add'

Right click empty cell of the 'Mesh' rows, click 'Edit' and enter LOD\Winterhold\WinterholdExtTower01_LOD.nif for #0 to #2, save.

Generate static LOD.

 

Author should be notified.

 

I will add an appropriately named copy of the vanilla LOD mesh in my next update so DynDOLODs auto matching works too:

Copy Meshes\LOD\Winterhold\WinterholdExtTower01_LOD.nif from Skyrim Meshes.bsa to Meshes\LOD\Winterhold\ELFXwinterholdexttower01_LOD.nif

 

Edit: I see the mod does this do about 20 buildings. Give me a bit and I will upload an archive with renamed LOD models so all are covered.

 

You only need to do either one, no need to do both to fix your issue.

Edited by sheson
  • +1 2
  • 0
Posted (edited)

I'm having a bit of trouble figuring out how to do what you told me to, lol.  I'm a complete layman at all this, can only use these tools because of the wonderful STEP guides and help from the community.  Though I am learning... 

 

Thank you so much for the assistance here, can't believe how helpful and responsive you've been, honestly.

* btw if you have a patreon or something Id be more than happy to donate.

Edited by baronaatista
  • 0
Posted (edited)
  On 5/1/2016 at 1:15 AM, baronaatista said:

I'm having a bit of trouble figuring out how to do what you told me to, lol.  I'm a complete layman at all this, can only use these tools because of the wonderful STEP guides and help from the community.  Though I am learning... 

 

Thank you so much for the assistance here, can't believe how helpful and responsive you've been, honestly.

Just wait about 15 for minutes. I will then post a link to an archive with updated LOD resources that you can just install over the current DynDOLOD Resources.

 

 

EDIT: Download these additional DynDOLOD-ELFX LOD models and just install/copy into the same mod where you already installed the meshes/texture from the DynDOLOD archive. Then generate static LOD.

Edited by sheson
  • +1 3
  • 0
Posted

Sorry if this is the wrong place, I just made this account to post about my error. Using the most recent version of Dyn on the Nexus and the most recent FO4Edit/TES5Edit/xEdit from the Fallout 4 Nexus, 3.1.3 I believe. The Dyn script runs for around 23 minutes every time and then I get the Error: Error in unit "functions" on line 929: Undeclared Identifier "halt". After this error if I go in game, DynDOLOD is not working.
 
This is what I get when it breaks.
EFeRis2.jpg
 
The error seems to come after different plugins, sometimes Complete Fast Travel Overhaul, on this particular screenshot it was adding an ETaC Patch as a master when it broke. I don't know if this is in any way related.

 

It always seems to come after this error at the bottom:
eugrSON.jpg
 
Something to do with no model for "benchpodest.nif". I don't know if this is in any way related, I don't really know anything about Dyn or Tes5Edit, I have ran Dyn probably two dozen times without problems and this is the first time I have seen this error. When I looked around the internet for help on this error all I could find was "this error usually comes when you don't have the latest developer version of xEdit." Which I do, I even uninstalled xEdit and Dyn and reinstalled them to be sure.
 
 
If you need my load order or any log files that get created after this error, please let me know where to find them and I'll post them up.
 
Thanks.

  • 0
Posted (edited)
  On 5/3/2016 at 7:30 PM, pheromonekvlt said:

Sorry if this is the wrong place, I just made this account to post about my error. Using the most recent version of Dyn on the Nexus and the most recent FO4Edit/TES5Edit/xEdit from the Fallout 4 Nexus, 3.1.3 I believe. The Dyn script runs for around 23 minutes every time and then I get the Error: Error in unit "functions" on line 929: Undeclared Identifier "halt". After this error if I go in game, DynDOLOD is not working.

 

This is what I get when it breaks.

EFeRis2.jpg

 

The error seems to come after different plugins, sometimes Complete Fast Travel Overhaul, on this particular screenshot it was adding an ETaC Patch as a master when it broke. I don't know if this is in any way related.

 

It always seems to come after this error at the bottom:

eugrSON.jpg

 

Something to do with no model for "benchpodest.nif". I don't know if this is in any way related, I don't really know anything about Dyn or Tes5Edit, I have ran Dyn probably two dozen times without problems and this is the first time I have seen this error. When I looked around the internet for help on this error all I could find was "this error usually comes when you don't have the latest developer version of xEdit." Which I do, I even uninstalled xEdit and Dyn and reinstalled them to be sure.

 

 

If you need my load order or any log files that get created after this error, please let me know where to find them and I'll post them up.

 

Thanks.

This is the error message:

 

Missing model "meshes\stroti\treebench\benchpodest.nif"

Error: No model, can not create a dynamic LOD base record for bp2benchbase [STAT:230F1B87]

 

23hex or 35 decimal is the mod load order number causing the problem.

This came up before. install the missing nif or fix the base record, e.g. remove it, or update the MODL to point to an existing nif.

Edited by sheson
  • 0
Posted

Not sure if anyone else has asked as this is a huge forum and no way in hell am I sifting through all the pages to look for it. I have a question regarding  \roads\. Are they static LOD or no? I ask because I use the low setting of DynDOLOD but I would like to add roads on top of it. Thanks in advance

  • 0
Posted (edited)
  On 5/4/2016 at 7:40 AM, Imperator_Phil said:

Not sure if anyone else has asked as this is a huge forum and no way in hell am I sifting through all the pages to look for it. I have a question regarding  \roads\. Are they static LOD or no? I ask because I use the low setting of DynDOLOD but I would like to add roads on top of it. Thanks in advance

On the advanced screen, after clicking 'Low' scroll down until you find the rule "\roads\" and double click it, rename it to "\roadchunk". Then roads will be done like on 'Medium' as static LOD.

The 'low' rule turns off all /roads/ and you change it to only turn of all /roadchunk which are the small pieces - which means /roads/ are now generated. Note that /roadchunk has no trailing /

Edited by sheson
  • 0
Posted

Hey, love the mod, been using it for around a year now and it really makes Skyrim look better.

 

I'm having an issue, though. I used Trees.Ultra without issues in my previous load order, but now I decided to give SFO a try and when I use Trees.Ultra there are no tree LODs - trees just pop in when I get near to them. Running DynDOLOD without Trees.Ultra works fine, but I'd really prefer if I could use Trees.Ultra.

 

Is there something special I have to do to use Trees.Ultra with SFO? Or is it just not possible at all? I have the latest tree LOD billboards for SFO.

 

Thanks.

  • 0
Posted (edited)
  On 5/4/2016 at 5:00 PM, Tezliov said:

Hey, love the mod, been using it for around a year now and it really makes Skyrim look better.

 

I'm having an issue, though. I used Trees.Ultra without issues in my previous load order, but now I decided to give SFO a try and when I use Trees.Ultra there are no tree LODs - trees just pop in when I get near to them. Running DynDOLOD without Trees.Ultra works fine, but I'd really prefer if I could use Trees.Ultra.

 

Is there something special I have to do to use Trees.Ultra with SFO? Or is it just not possible at all? I have the latest tree LOD billboards for SFO.

 

Thanks.

The hybrids shipping with DynDOLOD are made for  vanilla trees. We discussed creating hybrids/static 3D trees in this thread quite a bit.

It should automatically fall back using the billboards for any tree it doesn't have a 3D static hybrid for. Alternatively you can try fall back to full model statics as outlined in the ultra tree txt. It works, but I doubt this is usable for a play through at this time because of the default heap memory requirements.

Edited by sheson
  • 0
Posted (edited)

Alright, im at a loss. Few days ago I lost my current saves, so I had to reload to an old save that was running some mods I dont use anymore and DyndoLOD wasnt co-oping with that old save. So I re-ran DyndoLOD v1.46 (v1.46 is the only one that has roads in the distance that matches my texture mod and I cant get the texgen thing to work), iv done this 3 times. Down to the t on how to uninstall, reinstall and update DyndoLOD. Each time I load the game, I get the message DyndoLOD Sussecfully Activated then I get the message 1 New MCM Menu Registered.

 

When I go to check the MCM manager for DyndoLOD I get this: Y0mvVlt.jpg

 

But I dont get that message in the corner at all, iv loaded, reloaded, uninstalled and reinstalled DyndoLOD 3 times now and im at a loss as to why I keep getting this message in the MCM menu. I tfc'd and looked around and my LODs seem fine, nothing out of place, no missing textures or meshes but I still have that message in the MCM menu. Any idea on what im doing wrong?

 

Edit: I deactivated, waited for the message and then reactivated DyndoLOD and the message is gone. Saying DyndoLOD sussecully activated. I fast traveled to Markart and saw that Markarths worldspace fully activated then left and the message wasnt there anymore. Guess I fixed it?

Edited by Snakestone
  • 0
Posted (edited)
  On 5/5/2016 at 8:49 AM, Snakestone said:

Alright, im at a loss. Few days ago I lost my current saves, so I had to reload to an old save that was running some mods I dont use anymore and DyndoLOD wasnt co-oping with that old save. So I re-ran DyndoLOD v1.46 (v1.46 is the only one that has roads in the distance that matches my texture mod and I cant get the texgen thing to work), iv done this 3 times. Down to the t on how to uninstall, reinstall and update DyndoLOD. Each time I load the game, I get the message DyndoLOD Sussecfully Activated then I get the message 1 New MCM Menu Registered.

 

When I go to check the MCM manager for DyndoLOD I get this: Y0mvVlt.jpg

 

But I dont get that message in the corner at all, iv loaded, reloaded, uninstalled and reinstalled DyndoLOD 3 times now and im at a loss as to why I keep getting this message in the MCM menu. I tfc'd and looked around and my LODs seem fine, nothing out of place, no missing textures or meshes but I still have that message in the MCM menu. Any idea on what im doing wrong?

 

Edit: I deactivated, waited for the message and then reactivated DyndoLOD and the message is gone. Saying DyndoLOD sussecully activated. I fast traveled to Markart and saw that Markarths worldspace fully activated then left and the message wasnt there anymore. Guess I fixed it?

Older versions are not supported anymore. TexGen never changed its requirements or behavior. If 1.46 TexGen ran, so should 1.49 TexGen.

However, there is no need to rerun it, if the single full textures didn't change. Just reuse the textures it created.

Use the papryus script from 1.49. They have been updated and still work with DynDOLOD.esp and json data from 1.46. Check update posts 1.46, 1.47, 1.49

Edited by sheson
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.