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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.

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

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Recommended Posts

  • 0
Posted
  On 7/6/2015 at 12:22 PM, gilgalad said:

At first I tried a save game, but then I started a new game and the sails are missing too. The generated DynDOLOD.esp with the added master files is activated and the output of the two scripts are loaded entirely as mods in MO, the json files are inside too.

Then the json files do not match the DynDOLOD.esp. See discussion with Griwildor.

 

If the dynamic LOD objects do not have the matching data in the json files they do not appear.

This can only happen when the json files are from a different generation run than the DynDOLOD.esp

  • 0
Posted (edited)
  On 7/6/2015 at 12:22 PM, gilgalad said:

 

Thanks! Now the mod works, but the windmills are broken (I have just all the STEP Core mods):

 

https://onedrive.liv...thint=photo,jpg

At first I tried a save game, but then I started a new game and the sails are missing too. The generated DynDOLOD.esp with the added master files is activated and the output of the two scripts are loaded entirely as mods in MO, the json files are inside too.

 

 

 

 

I have the same issue! And in my experience after upgrading to version 1.30 from 1.28 FPS in the game became less (-10)!

Now the generation of the world takes an hour of time! (previously held 20 minutes). Please give me back my version 1.28 on nexus)

Sorry for that english.

 

My log in TES5Edit attached.

Log.txtFetching info...

Edited by Jack9999
  • 0
Posted (edited)
  On 7/6/2015 at 3:02 PM, Jack9999 said:

I have the same issue! And in my experience after upgrading to version 1.30 from 1.28 FPS in the game became less (-10)!

Now the generation of the world takes an hour of time! (previously held 20 minutes). Please give me back my version 1.28 on nexus)

Sorry for that english.

 

My log in TES5Edit attached.

Are you trying to update an existing DynDOLO.esp generated with an older version? RTFM maybe or watch video.

Edited by sheson
  • 0
Posted (edited)
  On 7/6/2015 at 3:52 PM, sheson said:

Are you trying to update an existing DynDOLO.esp generated with an older version? RTFM maybe?

No. I deleted all files in DynDOLOD and DynDOLOD - Output folders in Mod Organizer\mods\ folder. Then I deleted and override all files in Tes5Edit\Edit Scripts folders. After generating i start a new game. All the action steps in this manual. Give me please 1.28 version and I'll go. So I deleted it in the hope that the new version is better.(( My screen from v. 1.28, My screen from v.1.30 (60 vs 48 fps)

Edited by Jack9999
  • 0
Posted (edited)
  On 7/6/2015 at 4:06 PM, Jack9999 said:

No. I deleted all files in DynDOLOD and DynDOLOD - Output folders in Mod Organizer\mods\ folder. Then I deleted and override all files in Tes5Edit\Edit Scripts folders. After generating i start a new game. All the action steps in this manual. Give me please 1.28 version and I'll go. So I deleted it in the hope that the new version is better.(( My screen from v. 1.28 

Nobody else reported any of these problems using 1.29 or 1.30.

There are no functional changes how LOD is done between the versions only a couple bug fixes, updates to documents and a couple new rules for some mods and new meshes.

 

I suggest to read the update posts DynDOLOD 1.28, DynDOLOD 1.29 and DynDOLOD 1.30 to decide if you want to generate LOD again and for old versions. 

 

You are suffering from the bug that some worlds show more than once in the world space selection box. Do not select all worlds. Make sure to select each world only once. Will be fixed in next version.

Edited by sheson
  • 0
Posted (edited)

DynDOLOD 1.31

 

Fixed worlds showing up more than once in the selection box reported by TrulyBigHeaded

Fixed weapons used as LOD moving and almost killing things reported by Agnusthemagi

 

Papyrus scripts updated to switch dynamic LOD in attached cells quicker when using fast travel. This is plug and play, just overwrite the papyrus script folder.

There is no need to update DynDOLOD.esp or the save game.

 

Verified and added a bunch of mods to the compatibility list. However, there is no need to generate LOD again with this update, since they all worked out of the box.

 

[spoiler=Changelog]DynDOLOD Worlds.pas - made worldspace list for checkbox resilient versus overwrite records

DynDOLOD Worlds.pas - upgraded log message to a message dialog in case DynDOLOD.esp is not last in load order

DynDOLOD Worlds.pas - changed copied base element use the same signature as the source base element

DynDOLOD Worlds.pas - copy OBND data and flags when copying base elements for dynamic LOD

DynDOLOD Worlds.pas - added cache handling for LOD using emissive color for future releases

Papyrus Scripts - improve switching times of dynamic LOD for fast travel

DynDOLOD TexGen.pas - updated creation rules for dlc01soulcairnlod.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

 

DynDOLOD 1.30

Edited by sheson
  • 0
Posted

Is there a specific topic to post lod that seems missing ? I think mine entrances (like the entrance of embershard mine) still don't have LODs (or I actually screwed the installation ? I was pretty sure I got it right since i'm rather good with rocket science...).

  • 0
Posted (edited)

Hello :)

 

I'm trying to do the final step of... STEP guide, and I'm having an issue while running DynDOLOD Worlds.pas.

 

As required in the docs, I understand that posting here can bring you feedback, and me solutions ^^ and I'd be very glad if you could help me solve the following issue as TES5Edit is eloquently shy on this error, and does not give me any clue on what to do T^T

 

The last few lines from TES5Edit Message log :

 

  Quote

 

 

[00:06:37.046]    Executing LODGen...
[00:06:37.058]    C:\Games\Tes5edit\Edit Scripts\LODGen.exe "C:\Games\Tes5edit\Edit Scripts\LODGen_Blackreach.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath
Exception in unit lodgenalt line 455: CreateProcess failed, error code 2
[Apply Script done] Processed Records: 0, Elapsed Time: 06:46
 

Copy of the load order:

 

  Quote

 

0  0 Skyrim.esm

 1  1 Update.esm
 2  2 Unofficial Skyrim Patch.esp
 3  3 Dawnguard.esm
 4  4 Unofficial Dawnguard Patch.esp
 5  5 HearthFires.esm
 6  6 Unofficial Hearthfire Patch.esp
 7  7 Dragonborn.esm
 8  8 Unofficial Dragonborn Patch.esp
 9  9 Skyrim Project Optimization - Full Version.esm
10  a HighResTexturePack01.esp
11  b HighResTexturePack02.esp
12  c HighResTexturePack03.esp
13  d Unofficial High Resolution Patch.esp
14  e Cutting Room Floor.esp
15  f ELE_Legendary_Lite.esp
16 10 Weapons & Armor Fixes_Remade.esp
17 11 Clothing & Clutter Fixes.esp
18 12 imp_helm_legend.esp
19 13 SkyUI.esp
20 14 ViewableFactionRanksBothDLC.esp
21 15 Point The Way.esp
22 16 Moss Rocks.esp
23 17 RealisticWaterTwo.esp
24 18 RealisticWaterTwo - Legendary.esp
25 19 SFO - Dragonborn.esp
26 1a AOS.esp
27 1b Invisibility Eyes Fix.esp
28 1c Run For Your Lives.esp
29 1d Skyrim Flora Overhaul.esp
30 1e The Paarthurnax Dilemma.esp
31 1f RelightingSkyrim_Legendary.esp
32 20 Weapons & Armor_TrueOrcish&DaedricWeapons.esp
      Weapons & Armor_TrueWeaponsLvlLists.esp
33 21 Convenient Horses.esp
34 22 When Vampires Attack.esp
35 23 STEP Combined PluginHF.esp
36 24 STEP Combined Plugin.esp
37 25 DynDOLOD.esp
 

 

I think I followed the STEP guide quite diligently, though I had a small issue with Realistic Water 2 that was solved thanks to the LOOT mods sorting tool.

 

I checked that all the requirements listed here: https://wiki.step-project.com/Dynamic_Distant_Objects_LOD#Recommendations have been met already.

 

Thank you very much for your consideration, and for your help ^^

Edited by MsFem
  • 0
Posted (edited)
  On 7/6/2015 at 6:21 PM, Kesta said:

Is there a specific topic to post lod that seems missing ? I think mine entrances (like the entrance of embershard mine) still don't have LODs (or I actually screwed the installation ? I was pretty sure I got it right since i'm rather good with rocket science...).

No specific topic, just here. But usually mine entrances have LOD. There is 2 basic types. Vanilla only has LOD for one. DynDOLOD adds the other. There is a chance Skyrim - Meshes.bsa is not loaded when generating LOD and so it misses LOD models. Check in TES5Edit\TES5Edit_log.txt that file was loaded by TES5Edit.

 

In game, open console and click on the full model to get its form id. Post it here then I can check. Use disable/enable in console to verify you have right object.

 

 

  On 7/6/2015 at 6:22 PM, MsFem said:

Hello :)

 

I'm trying to do the final step of... STEP guide, and I'm having an issue while running DynDOLOD Worlds.pas.

 

As required in the docs, I understand that posting here can bring you feedback, and me solutions ^^ and I'd be very glad if you could help me solve the following issue as TES5Edit is eloquently shy on this error, and does not give me any clue on what to do T^T

 

The last few lines from TES5Edit Message log :

 

Copy of the load order:

 

 

I think I followed the STEP guide quite diligently, though I had a small issue with Realistic Water 2 that was solved thanks to the LOOT mods sorting tool.

 

I checked that all the requirements listed here: https://wiki.step-project.com/Dynamic_Distant_Objects_LOD#Recommendations have been met already.

 

 

 

Thank you very much for your consideration, and for your help ^^

You need this file C:\Games\Tes5edit\Edit Scripts\LODGen.exe

It comes with the TES5Edit 3.1.1 download.

Edited by sheson
  • 0
Posted

Hi Jarl ^^

 

Thanks a lot for your quick reply!

So I downloaded the install package again for TES5Edit 3.1.1. I just copy/paste LODGen.exe to the Edit Scripts folder? No installation required, right?

I'll try to reapply the script, and will keep you update on the offspring @_@

  • 0
Posted (edited)
  On 7/6/2015 at 6:52 PM, MsFem said:

Hi Jarl ^^

 

Thanks a lot for your quick reply!

So I downloaded the install package again for TES5Edit 3.1.1. I just copy/paste LODGen.exe to the Edit Scripts folder? No installation required, right?

I'll try to reapply the script, and will keep you update on the offspring @_@

Yes, all the files from TES5Edit are just unpacked from the archive.

Edited by sheson
  • 0
Posted
  On 7/6/2015 at 6:52 PM, MsFem said:

Hi Jarl ^^

 

Thanks a lot for your quick reply!

So I downloaded the install package again for TES5Edit 3.1.1. I just copy/paste LODGen.exe to the Edit Scripts folder? No installation required, right?

I'll try to reapply the script, and will keep you update on the offspring @_@

On your load order you had both Combined Plugins. Only use one.

  • 0
Posted
  On 7/6/2015 at 6:35 PM, sheson said:

No specific topic, just here. But usually mine entrances have LOD. There is 2 basic types. Vanilla only has LOD for one. DynDOLOD adds the other. There is a chance Skyrim - Meshes.bsa is not loaded when generating LOD and so it misses LOD models. Check in TES5Edit\TES5Edit_log.txt that file was loaded by TES5Edit.

The .bsa seems to be loaded according to the log : https://pastebin.com/fBxCBHNJ (line 36), or am I misreading this ?

 

 

By the way, the fromID is [00]062836, which use  RockCliffMineEntrance02Dirt02 [sTAT:000B2DA6] as base.

 

But [00]0B2DA6 do have the "Has Distant LOD" flag set by DynDOLOD.esp so... :teehee:  

  • 0
Posted (edited)
  On 7/6/2015 at 8:19 PM, Kesta said:

The .bsa seems to be loaded according to the log : https://pastebin.com/fBxCBHNJ (line 36), or am I misreading this ?

 

 

By the way, the fromID is [00]062836, which use  RockCliffMineEntrance02Dirt02 [sTAT:000B2DA6] as base.

 

But [00]0B2DA6 do have the "Has Distant LOD" flag set by DynDOLOD.esp so... :teehee:

Log looks all good.

 

This is how LOD of RockCliffMineEntrance02Dirt02 is supposed to look

59721-0-1436214481.jpg

 

You see it different?

 

I see LODGen.exe ran a long time. Did you let it finish?

Check TES5Edit\LODGen_log.txt for errors

Edited by sheson
  • 0
Posted

I ran into a odd issue, don't know if im the only one. But im updating DynDOLOD, and when I try to select my folder that iv always used for DynDOLOD output "D:\Steam\steamapps\common\Skyrim\Mods\DynDOLOD - Output" it won't let me and will only use "C:\Users\Paul\Documents\Skyrim - TES5EDIT\Edit Scripts\Output"

 

I didn't have this issue before, only with this new version, but I take it that it doesnt matter, aslong as I copy the output into my data folder. Right?

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