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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]

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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

I guess you could just make a custom mod rule for this like SkyFalls has? That might be the best way to do it. I just read the manual and did the first thing it said. Probably should have read the section.  ::D:

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

 

Hi Guys
 
Wonder if someone can help me on an issue.
 
i have run Dyndolod successfully, everything works fine and in 99% of the places I hopped into from a loading screen coc its all looking beautiful.  Thank you for the mod - wonderful stuff!
 
Now to my wee problems, 
 
I have a mod that add stuff to Whiterun, mod author has long since departed - I've tweaked it for my own use. 
It adds trees into Whiterun, it also puts the same tree into the wilderness in Tamriel worldspace, at the same location, same size, same rotation etc etc, so that the tree can be seen from outside the city walls. Works perfectly without Dyndolod. With Dyndolod I get doubled up lods on the trees inside the city - they seem to be pushing each other out of position and I have no idea how or why that could happen - and it looks awful.  
I can however run dyndolod without that particular mod ticked off in Tes5 edit and that seems to work to the extent that I don't get the doubled up lods, but of course I get tree pop in in the city as I approach it - I just wondered if there is a better way, maybe make the trees in the wilderness cells a percentage smaller or something? I have no idea and wondered if anyone could suggest something.
 
The other small issue is allied to the above I think, similar problem in a mod that adds trees outside Whiterun but it puts a few of them near the city walls. and because it does so it puts the same tree in the same place in WhiterunWorld so that they can be seen over the wall.I get the same lod fighting issue with overlapping lods showing - sometimes blotting out the actual tree completely 
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?
 
For additional info both mods are just esp's no added textures or anything. I use MO. And I run SFO Summer (and yes I have the SFO Summer billboards placed immediately after SFO in my load order). I did try Gamer Poets suggestion of moving the dyndolod output above SFO in the left hand side load order in MO, which obviously worked fine - but kinda negates the point of having a new tree lod

 

  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.

 

  On 7/1/2015 at 12:22 PM, sheson said:

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.

That worked a treat  ::D:

I set up both my "problem" mods with it and both now work properly, there is one tree right inside the whiterun gate that just briefly gets the double lods, then the game catches up and they vanish, very minor. Thank you Sheson for suggesting the answer and explaining how to do it when I asked. Very much appreciated.   ::):

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Posted
  On 6/30/2015 at 11:52 PM, GrantSP said:

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.

This didn't fix the issue. Sheson, any idea's what might be up with my install? Link to original post with my problem: https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-129/page-101?do=findComment&comment=131651

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Posted (edited)
  On 7/2/2015 at 5:21 AM, Applehammer said:

This didn't fix the issue. Sheson, any idea's what might be up with my install? Link to original post with my problem: https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-129/page-101?do=findComment&comment=131651

In my experience the cause of ILS is always not enough heap memory (block 1) defined.

Use Memory Blocks Blog to verify heap memory settings are working and raise value in case value for block 1 reaches maximum.

 

Maybe double check enb boost settings as well.

Edited by sheson
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Posted

I've fixed my issue, and I'm just reporting back what fixed it for anyone who finds these posts later: I had to add the -forcesteamloader argument to SKSE_Loader.exe in MO. This fixed the issue of skse.ini memory settings not applying correctly. Thanks for everything, excellent mod sheson!

  • 0
Posted (edited)

DynDOLOD  1.30

 
Fixed double Solitude windmill reported by adelinadragonborn
Fixed changes made to arnima.esp reported by Snakestone
 
DynDOLOD TexGen.pas is now the version I posted earlier in this thread. It always prints out the current LOD texture it is working on, so reports about trouble are more specific.
The alternative LOD texture list without the 3 troublesome LOD textures is included as well, together with notes about it in the TexGen manual and FAQ.
 
Added a bunch of updated LODs, rules and 3 additional billboards (in patches folder) for Beyond Reach, see notes in Manual for more information
Added rules for Pinegrove Lodge - Family house and The Great Forest of Whiterun Hold
 
Consider generating LOD from scratch if you use any of the above mods or if you encountered the fixed bugs mentioned above.
 
[spoiler=Changelog]1.30
DynDOLOD TexGen.pas - added printing a line for each created LOD texture for better troubleshooting
DynDOLOD_TexGen.html - added a note for an alternative textures list file in case of crash
DynDOLOD Worlds.pas - fixed loading some rules twice sometimes
DynDOLOD Worlds.pas - fixed creating LOD for neverfades in child worlds that are copied to parent world
DynDOLOD Worlds.pas - fixed updating existing texture replacements on master record causing changes to other mods
DynDOLOD Worlds.pas - remember status of custom mod handling accross reruns without reloading default rules
DynDOLOD Worlds.pas - do not show child worlds in case they have erroneous *.lod file
DynDOLOD Worlds.pas - raised possible position changes to detect existing child world copies from 1/100 to 1/1000
DynDOLOD Worlds.pas - updated function to add manual base elements based on worldspace name
DynDOLOD_Manual.html - updated compatibility information for several mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods


 
DynDOLOD 1.29

Edited by sheson
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Posted (edited)
  On 7/2/2015 at 9:18 PM, paradoxbound said:

A quick question regarding Helgen Reborn should I generate the lods as soon as I have installed it or after the rebuild quest is complete?

That is what the "Dyn" from dynamic stands for. LOD updates with all changes happening in Helgen in the vanilla game and with the Helgen Reborn mod.

 

DynDOLOD Worlds.pas looks at the load order, not the save games. It detects objects that are changed by quests and adds them to the dynamic LOD system instead of creating static or no LOD for them. When a save game is loaded or quests change objects DynDOLOD will adjust accordingly to current status of these objects.

 

If DynDOLOD is added mid quest so to speak, some objects may require the player to visit the cells they belong to, so the current status of these objects can be read.

Edited by sheson
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Posted
  On 7/2/2015 at 7:49 PM, Applehammer said:

I've fixed my issue, and I'm just reporting back what fixed it for anyone who finds these posts later: I had to add the -forcesteamloader argument to SKSE_Loader.exe in MO. This fixed the issue of skse.ini memory settings not applying correctly. Thanks for everything, excellent mod sheson!

Thank you for posting this solution. I was having the same problem as you (infinite loading screen whenever loading or starting a new game) and this fixed it! I tried every memory combination in skse.ini I could find and nothing seemed to affect my game at all, and I guess this is why. 

 

Makes me wonder how long this has been affecting my game though, as I've always had instability issues when running lots of mods..

  • 0
Posted

Updated DynDOLOD and im getting the Windmills vanishing issue. So I got a question, if I install DynDOLOD will it make the windmills bigger or not? Cause I use SMIM but I use the Merge-All.esp to save slots.

  • 0
Posted

Hey guys, finally upgraded my PC and it's now time to fully enjoy Skyrim again.

 

I was just wondering if this list is up to date:

 

Beyond Reach - Billboards included
Climates Of Tamriel - Winter Edition
Dark Fantasy Overhaul - Billboards
Falskaar
Open Cities Skyrim
Static Mesh Improvement Mod
SkyFalls and SkyMills
Skyrim Flora Overhaul - Billboards
Skyrim Spring Overhaul - Billboards

 

Only planning to use OCS, SFO, SMIM and CoT(non-winter), so OCS, SFO and SMIM should be the only ones I need to generate LOD?

  • 0
Posted (edited)
  On 7/3/2015 at 4:17 AM, Snakestone said:

Updated DynDOLOD and im getting the Windmills vanishing issue. So I got a question, if I install DynDOLOD will it make the windmills bigger or not? Cause I use SMIM but I use the Merge-All.esp to save slots.

Follow the update instructions for existing save games.

 

Whenever running DynDOLOD Worlds.pas it will use whatever install option for the windmill fans was chosen in SMIM. Vanilla or large, with or without sails.

 

The SMIM esp do not matter for DynDOLOD. Windmill fans are meshes and textures only.

 

  On 7/3/2015 at 8:24 AM, Doryani said:

Hey guys, finally upgraded my PC and it's now time to fully enjoy Skyrim again.

 

I was just wondering if this list is up to date:

 

Beyond Reach - Billboards included

Climates Of Tamriel - Winter Edition

Dark Fantasy Overhaul - Billboards

Falskaar

Open Cities Skyrim

Static Mesh Improvement Mod

SkyFalls and SkyMills

Skyrim Flora Overhaul - Billboards

Skyrim Spring Overhaul - Billboards

 

Only planning to use OCS, SFO, SMIM and CoT(non-winter), so OCS, SFO and SMIM should be the only ones I need to generate LOD?

 

This is a list of mods that need extra work. The extra work is detailed in the manual.

The list can not be up-to-date and have such info for all mods which need work.

 

LOD is generated for the load order opened with TES5Edit.

Edited by sheson
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Posted (edited)

Alright boss, thanks.

 

Is this normal though?

 

https://i.imgur.com/eKk3A1n.jpg

 

Everything(rocks, buildings etc, and no purple textures) seems to work just fine, it's just that trees still popping in. Do I need an extra LOD mod for that? Or do I need to set a higher NearGridtoLoad for that?

Edited by Doryani
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