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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.

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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

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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

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Posted
  On 5/7/2016 at 2:05 PM, sheson said:

Check BSA files... or maybe you do not use USLEEP. There is this arc missing in your screenshot, which USLEEP adds with the updated nif.

The fires will still float a bit over that arc , that is by design since there is no LOD for the braziers.

No, I do not use unofficial patch because the italian versions have always caused me problems. I will try to download the bsa of USLEEP and extract missing arc mesh.

 

Thanks again.

  • 0
Posted (edited)
  On 5/7/2016 at 2:23 PM, Arthadion said:

Is anyone able to recreate this problem with a custom world space not working with dyndolod, while Tamriel and all that does?

DynDOLOD processes dozen of custom worldspace from mods without problem...

The error happens when DynDOLOD wants to add dynamic LOD data into that worldspace. The error indicates that the persistent cell for that worldspace may be missing or has a problem. It it were missing then the worldspace shouldn't even show in the dropdown but maybe that safeguard is not working as it should.

 

  On 5/7/2016 at 2:34 PM, Paolino said:

No, I do not use unofficial patch because the italian versions have always caused me problems. I will try to download the bsa of USLEEP and extract missing arc mesh.

 

Thanks again.

You could download and install these resources (or just pick the model you need from it) before DynDOLOD Resources

Edited by sheson
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Posted
  On 5/7/2016 at 2:57 PM, sheson said:

DynDOLOD processes dozen of custom worldspace from mods without problem...

The error happens when DynDOLOD wants to add dynamic LOD data into that worldspace. The error indicates that the persistent cell for that worldspace may be missing or has a problem. It it were missing then the worldspace shouldn't even show in the dropdown but maybe that safeguard is not working as it should.

Well, apparently a "persistent cell" is not needed for the worldspace to appear in the DDL window. There is no such thing in my test esp. (It should show in tes5edit, right?)

  • 0
Posted (edited)
  On 5/7/2016 at 2:57 PM, sheson said:

DynDOLOD processes dozen of custom worldspace from mods without problem...

The error happens when DynDOLOD wants to add dynamic LOD data into that worldspace. The error indicates that the persistent cell for that worldspace may be missing or has a problem. It it were missing then the worldspace shouldn't even show in the dropdown but maybe that safeguard is not working as it should.

Problem solved! It was the persistent cell. I've generated it by placing an item wich is "full lod" and DDL managed to do the job.
I was so ignorant to remove it from my actual projects esm after I decided to use DDL instead of Skyfalls, since the waterfalls from that mod were the only objects in that cell.
Thanks Dragonborn! (edit: I mean Sheson, lol...)
Edited by Arthadion
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Posted (edited)
  On 5/7/2016 at 3:33 PM, Arthadion said:

 

Problem solved! It was the persistent cell. I've generated it by placing an item wich is "full lod" and DDL managed to do the job.
I was so ignorant to remove it from my actual projects esm after I decided to use DDL instead of Skyfalls, since the waterfalls from that mod were the only objects in that cell.
Thanks Dragonborn! (edit: I mean Sheson, lol...)

 

Great. Next update will properly ignore worldspaces without the persistent cell as was intended. The solution to add it is of course the same. It will just safeguard the script from crashing.

Edited by sheson
  • 0
Posted (edited)

This mod more than doubles my load time for a save.  Is there any way around this?  At least once in game? I am afraid it will be a deal breaker if not.  Too bad to because this looks like it might really make a difference.

Edited by primem0ver
  • 0
Posted (edited)

Is it possible to run 1.49 of DyndoLOD with the texture and meshes from 1.46? Everytime I run 1.49 the roads and well, world in general is much brighter than my other textures. While 1.46 is pretty close to the same color of roads and ground.

 

And Ill be honest, I cant figure out how to get the texpas to work, aswell id just have to rerun DyndoLOD with the new textures anyway, right? Also 1.49 lod roads are very, broken. The lod roads look cracked and only bits a pieces of road show up, very brightly too, while 1.46 has full dark roads.

Edited by Snakestone
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Posted (edited)
  On 5/8/2016 at 10:01 AM, primem0ver said:

This mod more than doubles my load time for a save. Is there any way around this? At least once in game? I am afraid it will be a deal breaker if not. Too bad to because this looks like it might really make a difference.

You are one of 3 people to have reported this problem in a year. For the onet it was only the first load and then it was fine. For the other it was Immersive Citizens - AI Overhaul. Try default inis. In any case, it is because of the load order or the setup.

 

  On 5/8/2016 at 10:10 AM, Snakestone said:

Is it possible to run 1.49 of DyndoLOD with the texture and meshes from 1.46? Everytime I run 1.49 the roads and well, world in general is much brighter than my other textures. While 1.46 is pretty close to the same color of roads and ground.

The textures between the versions did not change which can be verified by the file times in the archives. Run DynDOLOD TexGen to generate textures for the load order if texture replacers are used.

Edited by sheson
  • 0
Posted (edited)
  On 5/8/2016 at 10:33 AM, sheson said:

You are one of 3 people to have reported this problem in a year. For the onet it was only the first load and then it was fine. For the other it was Immersive Citizens - AI Overhaul. Try default inis. In any case, it is because of the load order or the setup.

 

 

The textures between the versions did not change which can be verified by the file times in the archives. Run DynDOLOD TexGen to generate textures for the load order if texture replacers are used.

Then why does 1.49 have brighter roads than 1.46, I dont really understand. Aswell I cant figure out how to get texgen to work, I dont use MO, so how do I set up the -c: path without it? The RTFM doesnt touch on this and really only shows how to use it via MO.

 

Edit: Sorry to be really persistant on this issue, I know iv posted about it before. But I cant seem to figure out how to get this to work and always end up back to using 1.46.

Edited by Snakestone
  • 0
Posted (edited)
  On 5/8/2016 at 10:37 AM, Snakestone said:

Then why does 1.49 have brighter roads than 1.46, I dont really understand. Aswell I cant figure out how to get texgen to work, I dont use MO, so how do I set up the -c: path without it? The RTFM doesnt touch on this and really only shows how to use it via MO.

 

Edit: Sorry to be really persistant on this issue, I know iv posted about it before. But I cant seem to figure out how to get this to work and always end up back to using 1.46.

The roads have the same LOD meshes sine 1.27 and the same single LOD textures since 1.14. If you see any difference you must have done something to the LOD meshes or the single LOD textures (like running TexGen which creates single LOD textures from the current full textures found in the load order) at some point and installing the resources from 1.49 overwrote those changes.

 

Setting the command line parameter on a windows shortcut is explained in DynDOLOD_TexGen.html: Right click the TES5Edit shortcut, select Properties, in the Target field add -o:"c:\output" after ..\TES5Edit.exe.

 

See

 

Edited by sheson
  • 0
Posted (edited)
  On 5/8/2016 at 11:22 AM, sheson said:

The roads have the same LOD meshes sine 1.27 and the same single LOD textures since 1.14. If you see any difference you must have done something to the LOD meshes or the single LOD textures (like running TexGen which creates single LOD textures from the current full textures found in the load order) at some point and installing the resource from 1.49 overwrote those changes.

 

Setting the the command line parameter on a windows shortcut is explained in DynDOLOD_TexGen.html: Right click the TES5Edit shortcut, select Properties, in the Target field add -o:"c:\output" after ..\TES5Edit.exe.

 

See

 

 

Crap, it was there the entire time. Ill be the first to admit I am an idiot. Alright, so I got the shortcut looking like this "C:\Users\User\Documents\Skyrim - TES5EDIT\TES5Edit.exe" -o:"c:\output"

 

Is that right?

 

 

Edit: I read I have to set "Set Expert=1 in DynDOLOD.ini", but I cant find DyndoLOD.ini, may I ask were it is located?

Edited by Snakestone
  • 0
Posted
  On 5/8/2016 at 11:27 AM, Snakestone said:

Crap, it was there the entire time. Ill be the first to admit I am an idiot. Alright, so I got the shortcut looking like this "C:\Users\User\Documents\Skyrim - TES5EDIT\TES5Edit.exe" -o:"c:\output"

 

Is that right?

 

 

Edit: I read I have to set "Set Expert=1 in DynDOLOD.ini", but I cant find DyndoLOD.ini, may I ask were it is located?

It is in ..\xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini

  • +1 1
  • 0
Posted

When im rebuilding the texture atlas it says "cannot find lod something something" for the rebuilding of the atlas? Should I worry that ill have missing textures or is it because that specific thing wasnt changed to be rebuilt?

  • 0
Posted
  On 5/8/2016 at 12:52 PM, Snakestone said:

When im rebuilding the texture atlas it says "cannot find lod something something" for the rebuilding of the atlas? Should I worry that ill have missing textures or is it because that specific thing wasnt changed to be rebuilt?

That depends on the exact message and if it happens at normal generation time as well and if it is mentioned in the FAQ.

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