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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

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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

Installing DynDOLOD makes it so that I can not load save games. Even making a new game after installing DynDOLOD and saving and re-loading still has issues loading. What happens is it simply gets stuck in the load screen (have waited 10+ mins) and the task in task manager stops responding.

 

Other mods installed:

Unofficial Skyrim+DLC patches

SkyUI

SMIM

Skyrim HD Textures

Realistic Water Two

 

System info:

OS: Win 8.1 x64

CPU: i5 2500k

Mobo: ASRock Extreme4 Z77

GPU: GTX 970

Ram: 8gb

 

I am following the instructions in DynDOLOD_QuickStart to the tee. I have watched the GamerPoets tutorial and I don't see anything they are doing that I am doing differently. Any help figuring this out would be appreciated. Worth noting: my game functions perfectly with all of my other mods installed; the issue only arises once I install DynDOLOD.

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Posted
  On 6/30/2015 at 10:37 PM, TechAngel85 said:

Increase your SKSE memory numbers in your SKSE.ini file.

I had no ini file so I made one under /Data/SKSE (which I also had to create). Here's what I put in it:

 

 

[Memory]
DefaultHeapInitialAllocMB=2048
ScrapHeapSizeMB=1024

 

Are these values not high enough? Because it did not fix the issue.

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Posted
  On 6/30/2015 at 11:09 PM, EssArrBee said:

Those may be to high. Where did you ever get 2048 and 1024 from? I'd try 1024 and 512.

I started with 768 and 256, and kept moving them up because it was making no difference. I did try 1024/512. I have also tried to place the ini in my Mod Organizer overwrite folder (under /skse/), with several different values, to no avail.

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Posted
  On 6/30/2015 at 10:49 PM, Applehammer said:

I had no ini file so I made one under /Data/SKSE (which I also had to create). Here's what I put in it:

[Memory]
DefaultHeapInitialAllocMB=2048
ScrapHeapSizeMB=1024

Are these values not high enough? Because it did not fix the issue.

The established method of installing SKSE using MO is described here along with the method of ensuring you have a valid 'skse.ini' file for the game to use.

  • 0
Posted

sheson, would there be a way to add a smoke effect to the chimneys added by Farmhouse Chimneys in the LODs? I created the _lod.nif for the meshes and it looks good with the farmhouses having the chimneys from afar, but I'm feeling a little greedy.

  • 0
Posted
  On 6/30/2015 at 8:20 PM, Gentester said:

I can just remove the trees closest to the walls - I'm starting a new game so it won't make any difference. But, again, I was wondering if anyone can suggest a better solution?

This is a bug of trees LOD system in Skyrim - it doesn't switch off trees LOD of parent worldspace when entering child worldspaces. You will need to remove those trees manually from parent worldspace, or don't use trees LOD system and generate trees as objects LOD.

  • 0
Posted
  Quote

 

I doubt DynDOLOD.esp is the cause of crashes at start up. You probably should default the inis and look at the proccers.

Found it. ENB. Thx for the lead with inis.

  • 0
Posted (edited)
  On 7/1/2015 at 7:38 AM, zilav said:

This is a bug of trees LOD system in Skyrim - it doesn't switch off trees LOD of parent worldspace when entering child worldspaces. You will need to remove those trees manually from parent worldspace, or don't use trees LOD system and generate trees as objects LOD.

Is it possible to set up a specific rule on them, I'm reading the maanual and i can see a way to specify form id and maybe I could just tell it to do object lod on these trees only ( I think about 10 of them), is that possible or will it simply not work like that?  I'm not 100% sure I understand how to do it but I'd give it a go if I thought it would work.

Edited by Gentester
  • 0
Posted
  On 6/30/2015 at 4:21 PM, adelinadragonborn said:

Nope...Second fan still appears.

I think you need to enter Solitude once for the second fan to show up. That is why I missed the bug. New version with fix coming soon.

 

 

  On 6/30/2015 at 4:46 PM, cult77 said:

thank you for your time sheson but now it seems that tes5edit doesnt respond while working on 243

Please get the updated version of DynDOLOD TexGen.pas from this post. It will tell us which LOD textures it is creating at the time of error. Please post last few lines of log after trying with it.

 

 

  On 6/30/2015 at 8:22 PM, Griwildor said:

It's working :woot:

 

As you can see in this screenshot I have windmill sails and waterfall lod.

All I did was regenerating DynDOLOD completely fresh without SkyFalls - I did this before as well, but I had the missing-sails-problem. What I did differently this time, was reinstalling SMIM with the SMIM-Skyfalls Compatibility Option with sails. I'm not sure if the "no sails" option I used before caused the issues I was having, or if I messed somthing up without noticing. But anyway: it's working now :)

 

Thank you Sheson for your time, your Memory Patch and this marvelous tool! :gnome:

Glad it works now!

 

 

  On 7/1/2015 at 5:29 AM, EssArrBee said:

sheson, would there be a way to add a smoke effect to the chimneys added by Farmhouse Chimneys in the LODs? I created the _lod.nif for the meshes and it looks good with the farmhouses having the chimneys from afar, but I'm feeling a little greedy.

First of all, I would like to add the LODs to DynDOLOD. I will give credit of course :)

 

you can add a rule for whatever the smoke nif is used. Most likely meshes\effects\ambient\fxsmokechimney01.nif and fxsmokechimney02

 

Mesh: fxsmokechimney

LOD 4, 8, 16 all empty

VWD unchecked

Grid Near or Far LOD

Reference Unchanged

  • 0
Posted (edited)
  On 7/1/2015 at 10:41 AM, Gentester said:

Is it possible to set up a specific rule on them, I'm reading the maanual and i can see a way to specify form id and maybe I could just tell it to do object lod on these trees only ( I think about 10 of them), is that possible or will it simply not work like that?  I'm not 100% sure I understand how to do it but I'd give it a go if I thought it would work.

This can't be done with a rule yet. One way would be to give the references of those trees XESP enable parents (use the player form id 14).

Then they will be ignored by the built-in tree LOD generator and should be done as dynamic LOD.

Edited by sheson
  • 0
Posted
  On 6/30/2015 at 4:46 PM, cult77 said:

thank you for your time sheson but now it seems that tes5edit doesnt respond while working on 243

 

 

  On 7/1/2015 at 12:17 PM, sheson said:

Please get the updated version of DynDOLOD TexGen.pas from this post. It will tell us which LOD textures it is creating at the time of error. Please post last few lines of log after trying with it.

 

 

I've been following this discussion with great interest, in part because of the most spectacular explanations and (at least for myself) otherwise unreachable insights into how every tiny bit connects and forms a whole, and also since I too have been suffering from TES5Edit not responding after stating -working on 243.

I must admit that I am still a bit baffled and lost about the "connecting" and "whole" thing, but I'm getting closer, as for the -working on 243...

well, I used the second replacement of the DynDOLOD_Texgen_noalopha.txt that you posted and desided to let it take its time and like the Little Engine that could it puffed on and after about 20-25minutes it all worked out. Success... and a sigh of relief.

 It looks Amazing. For real. Truly Amazing. I cannot see myself not using DynDOLOD ever again.

So in short, Thanks so much for all your time and effort.

 

 

 

  • 0
Posted
  On 7/1/2015 at 12:17 PM, sheson said:

First of all, I would like to add the LODs to DynDOLOD. I will give credit of course :)

 

you can add a rule for whatever the smoke nif is used. Most likely meshes\effects\ambient\fxsmokechimney01.nif and fxsmokechimney02

 

Mesh: fxsmokechimney

LOD 4, 8, 16 all empty

VWD unchecked

Grid Near or Far LOD

Reference Unchanged

I'll ask Sparrow Prince and Scarla about adding LODs. I just followed the directions in the manual. It was pretty easy to just copy the mesh and add _lod.nif. 

 

rwz9Gyq.jpg

 

I'll try out the smoke effect to see if works good.

  • 0
Posted (edited)
  On 7/1/2015 at 6:08 PM, EssArrBee said:

I'll ask Sparrow Prince and Scarla about adding LODs. I just followed the directions in the manual. It was pretty easy to just copy the mesh and add _lod.nif. 

 

rwz9Gyq.jpg

 

I'll try out the smoke effect to see if works good.

Oh you cheated :) Then I pass on the mesh.

You can also have the same effect by adding a mesh rule for the mesh in question and set LOD 4 to full model.

Copying and adding _lod will be rule independent, since they get reset whenever you click low, medium, high, so  I guess it is the better solution.

 

In the meantime I tested the smoke rule and it works quite nicely. I guess it really makes sense with the chimneys mod.

  On 7/1/2015 at 2:36 PM, Ashesremain said:

I've been following this discussion with great interest, in part because of the most spectacular explanations and (at least for myself) otherwise unreachable insights into how every tiny bit connects and forms a whole, and also since I too have been suffering from TES5Edit not responding after stating -working on 243.

I must admit that I am still a bit baffled and lost about the "connecting" and "whole" thing, but I'm getting closer, as for the -working on 243...

well, I used the second replacement of the DynDOLOD_Texgen_noalopha.txt that you posted and desided to let it take its time and like the Little Engine that could it puffed on and after about 20-25minutes it all worked out. Success... and a sigh of relief.

 It looks Amazing. For real. Truly Amazing. I cannot see myself not using DynDOLOD ever again.

So in short, Thanks so much for all your time and effort.

That took a really long time then... Glad it worked out.

Edited by sheson
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