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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

=======================================================================

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 (edited)
  On 7/26/2015 at 4:54 AM, TechAngel85 said:

There is an issue that has come up and we're wondering if the Is Full LOD flag skipped on purpose from the USKP?

 

Issue:

 

From Post:https://forum.step-project.com/topic/8359-step-v2291-official-bug-reports/?p=134583

 

 

 

Possible solution?:

 

From post: https://forum.step-project.com/topic/8359-step-v2291-official-bug-reports/?p=134926

Yes of course the Is Full LOD flag is unset because the statue now has static LOD. The log prints a message about that

[00:00:44.212]     disabled NeverFade, replaced by static LOD for Unofficial Skyrim Patch.esp [REFR:00033DCB] (places ShrineOfAzura01 [sTAT:00033DCA] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 26,19)

 

From the Manual

  Quote

For example: Unofficial Skyrim Patch sets the neverfade flag for Azura's Shrine. DynDOLOD Worlds.pas unsets it, since DynDOLOD comes with a LOD model for this iconic landmark. It is now part of the static object LOD.

It has been like this since the beta in November. No big mystery there   :;):

 

Not having the Is Full LOD flag usually doesn't make a full model vanish. That would mean the whole world would be invisible when approached, since not having the flag is the standard.

 

Test with USKP and DynDOLOD both disabled see if it shows then.

 

Either the reference or the base element are probably changed by another mod before DynDOLOD to cause this. Check the nifs involved.

 

I know of Better Dynamic Snow/ The Ruffled Feather for the snow shader but that is fine in itself.

SMIM overwrites the snowshader.nif of it. So install order or options of either mod may be important.

 

meshes\clutter\statues\shrineofazura01.nif

meshes\betterdynamicsnow\shader\snowshader.nif

Edited by sheson
  • 0
Posted

I just gave this a try... and for me the Shrine of Azura is gone... period. I am standing at the Altar in front of where it should be and its not there....

 

1.37 - freshly generated specifically to test this. New game, Alternate Start in the Winterhold Inn and ran directly up to it.

 

Removed DynDOLOD from load order and tried, the statue is there no issue.

  • 0
Posted (edited)
  On 7/26/2015 at 8:44 AM, Neovalen said:

I just gave this a try... and for me the Shrine of Azura is gone... period. I am standing at the Altar in front of where it should be and its not there....

 

1.37 - freshly generated specifically to test this. New game, Alternate Start in the Winterhold Inn and ran directly up to it.

 

Removed DynDOLOD from load order and tried, the statue is there no issue.

Too bad you didn't post any info about other mods changing the reference or base element.

 

There is no reason why a new game should not show a reference that has not Is Full LOD set. That would mean the whole world would be invisible when approached, since not having the flag is the standard.

 

Remove the persistent flag from DynDOLOD which was carried over from USKP overwrite record. Do not set the Is Full LOD flag.

Then test with a save game or a new game. With a save game a cell reset probably works too.

Edited by sheson
  • 0
Posted
  On 7/26/2015 at 9:02 AM, sheson said:

Too bad you didn't post any info about other mods changing the reference or base element.

 

There is no reason why a new game should not show a reference that has not Is Full LOD set. That would mean the whole world would be invisible when approached, since not having the flag is the standard.

 

Remove the persistent flag from DynDOLOD which was carried over from USKP overwrite record. Do not set the Is Full LOD flag.

Then test with a save game or a new game. With a save game a cell reset probably works too.

Alright, looking at it in TES5Edit - its as everyone else has said. USKP is the only other record touching it. Only difference between USKP and DynDOLOD is the Is Full LOD being unset.

 

I will try removing the persistent flag in DynDOLOD and report back.

 

Edit: Removing the "Persistent" flag in DynDOLOD.esp fixed the issues.

  • 0
Posted

Persistent flag should be removed from statics if they don't have "full lod" flag (and not a part of some quest alias probably, I think alias refs are always persistent).

  • 0
Posted (edited)
  On 7/27/2015 at 6:43 AM, zilav said:

Persistent flag should be removed from statics if they don't have "full lod" flag (and not a part of some quest alias probably, I think alias refs are always persistent).

There is something else that changed or affecting the reference or the base element or the meshes involved however or the cell!?. It has been like this since the beta in November.

There is nothing problematic with a reference being persistent and not full LOD at the same time.

 

Going to add a function to unset persistent if the master record doesn't have it. Anything else is too risky because there is no good way to check if something else relies on it.

Going to add a reset function to all others references. That should fix any problem with old data in a save game.

Edited by sheson
  • 0
Posted

Having some interesting issues with DynDOLOD. I installed exactly as the instructions specified when using SFO 2.3 (vanilla tree billboards, followed by SFO 2.3 tree billboards, followed by DynDOLOD required files and patches/optionals) and ran "DynDOLOD World.pas" in TES5Edit and let the plugin build and LOD generate on High. Had no issues or errors during the process. But in-game I am encountering purple LOD trees almost exclusively around Helgen, and am also having an issue where the game will load in LOD trees (also purple) along with the regular ones on the left side of the pathway coming out of the Helgen cave. LOD loading in at close range is an issue I never had before DynDOLOD, and for the life of me I can't figure out what textures I missed with the tree LODs.

  • 0
Posted (edited)
  On 7/27/2015 at 10:00 PM, ArecaidianFox said:

Having some interesting issues with DynDOLOD. I installed exactly as the instructions specified when using SFO 2.3 (vanilla tree billboards, followed by SFO 2.3 tree billboards, followed by DynDOLOD required files and patches/optionals) and ran "DynDOLOD World.pas" in TES5Edit and let the plugin build and LOD generate on High. Had no issues or errors during the process. But in-game I am encountering purple LOD trees almost exclusively around Helgen, and am also having an issue where the game will load in LOD trees (also purple) along with the regular ones on the left side of the pathway coming out of the Helgen cave. LOD loading in at close range is an issue I never had before DynDOLOD, and for the life of me I can't figure out what textures I missed with the tree LODs.

I am guessing Data\Textures\DynDOLOD\lod\dyndolodtreelod.dds and _n.dds which are in the DynDOLOD archive.

Edited by sheson
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Posted (edited)
  On 7/27/2015 at 10:42 PM, sheson said:

I am guessing Data\Textures\DynDOLOD\lod\dyndolodtreelod.dds and _n.dds which are in the DynDOLOD archive.

Both dyndolodtreelod.dds and dyndolodtreelod_n.dds are in their proper places at "data\textures\DynDOLOD\lod\".

Edited by ArecaidianFox
  • 0
Posted
  On 7/27/2015 at 6:43 AM, zilav said:

Persistent flag should be removed from statics if they don't have "full lod" flag (and not a part of some quest alias probably, I think alias refs are always persistent).

 

 

  On 7/27/2015 at 7:58 AM, sheson said:

There is something else that changed or affecting the reference or the base element or the meshes involved however or the cell!?. It has been like this since the beta in November.

There is nothing problematic with a reference being persistent and not full LOD at the same time.

 

Going to add a function to unset persistent if the master record doesn't have it. Anything else is too risky because there is no good way to check if something else relies on it.

Going to add a reset function to all others references. That should fix any problem with old data in a save game.

This is interesting. I do have a quest for that Shrine and you get it from a person(s) walking along the roads in Skyrim. I'd be curious if the users having this issue have A) discovered the location yet  B) do or do not have the question for the Shrine.

  • 0
Posted (edited)
  On 7/27/2015 at 10:52 PM, ArecaidianFox said:

Both dyndolodtreelod.dds and dyndolodtreelod_n.dds are in their proper places at "data\textures\DynDOLOD\lod\".

Go close to a tree that had purple LOD texture. Open DynDOLOD MCM / You Are Here.

Take note of the current object LOD file for that area, like Tamriel.4.4.-12.bto

 

 

Find that file in Data\Meshes\Terrain\Tamriel\Objects\Tamriel.4.4.-12.bto and open it in nifskope.

 

 

Set Options / Settings / Resources to pont to .../Skyrim/Data if you want to see textures properly

 

Click an object that has the missing textures and it should highlight everything including its BSSegmentedTriShape in the BlockList

In the Block List unfold [+] BSMultiBoundNode [+] BSSegmentedTriShape [+] BSLightingShaderProperty [+] BSShaderTexture

The Block Details should list the texture paths and names.

 

 

They should look like 

textures\dyndolod\lod\dyndolod_atlas_tamriel.dds or textures\landscape\mountains\mountainslab02.dds etc

 

If the paths are correct double check the files exist.

Edited by sheson
  • 0
Posted
  On 7/28/2015 at 2:02 AM, TechAngel85 said:

 

 

This is interesting. I do have a quest for that Shrine and you get it from a person(s) walking along the roads in Skyrim. I'd be curious if the users having this issue have A) discovered the location yet  B) do or do not have the question for the Shrine.

Here is how I can replicate the problem:

 

Start game with USKP and no DynDOLOD. Fast travel near Azura so the Azura cells are not loaded (not sure if required try with being in the same cell). From console, disable Azura, enable Azura. Save game.

Start game with USKP and DynDOLOD that has IsDistantLOD unchecked and IsPersistent still checked. Fast Travel directly to Azura, it doesn't show.

 

As I mentioned, I will only unset the IsPersistent flag if the master record has it not set to begin with, which is true for Azura.

 

For all other cases resetting the reference via papyrus script works, BUT it requires the non-persistent cell for the coordinates the persistent reference is 'in' to be present in DynDOLOD as well. Probably another undocumented 'feature'. So there will be ITMs in the esp in that case. Which shouldn't really matter since they are copies form the winning override anyways.

  • 0
Posted

DynDOLOD 1.38

 

Fixes missing Azura and potentially other former neverfades converted to static or dyanmic LOD. If you have this problem either check couple posts above for a simple fix or do generate again from scratch.

 

Optimized a couple dynamic LOD switching times.

The updated papyrus scripts should work with an old esp and json data generated by older versions. Simply overwrite scripts with new version. This is plug and play and shouldn't need any special updating steps.

Please backup old scripts and do a test if dynamic LOD still behaves normally before committing permanently to an existing save game.

 

If generating LOD with DynDOLOD Worlds.pas 1.38 it is required to start from scratch with a default DynDOLOD.esp 1.38. You can not update an old pre 1.38 DynDOLOD.esp. A version check is in place.

DynDOLOD.esp 1.38 with existing data can be updated.

Follow the save game update procedure. RTFM, watch the video or check DynDOLOD SkyUI MCM.

 

 

DynDOLOD Worlds.pas will now print a warning messages if there might be risk of stuck tree LOD in loaded cells - since I have determined the cause of yet another engine limitation. This is NOT about tree LOD in cities, but trees in the wild.

 

The easiest fix is to get xEdit 280715, which will simply not generate tree LOD for those trees (while printing a similar warning message).  DynDOLOD will then automatically generate static LOD for these trees.

 

 

Added rules for Half-Moon Chalet Player Home, The Full Moon and Goldenglow Dipper. If you use any of these mods consider generating from scratch.

 

59721-0-1438040702.jpg59721-0-1438105002.jpg 

 

 

[spoiler=Changelog]DynDOLOD Worlds.pas - unset persistent flag from disabled neverfades if deemed safe

DynDOLOD Worlds.pas - export a reset list of former neverfades with persistent flag to json file

DynDOLOD Worlds.pas - copy non persistent cell 'containing' existing persistent references that were changed, may create intentional ITMs

DynDOLOD Worlds.pas - only treat neverfades that are persistent as neverfades

DynDOLOD Worlds.pas - refined overwrite detection when updating

DynDOLOD Worlds.pas - fixed adding duplicate activator when updating

DynDOLOD Worlds.pas - fixed adding rules erroneously when updating without using cache

DynDOLOD Worlds.pas - added ability to define full models in mesh rules without a LOD mesh being present, unset VWD

DynDOLOD Worlds.pas - automatically add LIGH to list of base elements eligible for LOD when a reference rule uses it, only works for LIGH base elements with models

DynDOLOD Worlds.pas - cleaned up form id conversions

DynDOLOD Worlds.pas - cleaned up getting full model from base elements

DynDOLOD Worlds.pas - added a message for 'duplicate' tree form ids causing tree LOD in loaded cells, get newer TES5Edit if it triggers

DynDOLOD Worlds.pas - disallow meshes/textures/skse in output path so none of the tools gets confused

DynDOLOD Worlds.pas - added checking matching DynDOLOD.esp version

DynDOLOD Worlds.pas - set no switching delay for dynamic LOD fires when attaching cell

Papyrus Scripts - added resetting references from reset list when initializing and activating/deactivating from MCM

Papyrus Scripts - improved dynamic LOD switching times when detaching cells and after fast travel

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

 

DynDOLOD 1.37

  • 0
Posted

Hi,

 

What are these new stuff?

 

"[00:00:00.002]    Ignoring Bashed Patch, 0.esp. Please remove from load order if generating LOD does not complete successfully!
[00:00:00.049]    !!! Found BirdsHFclean.esp. Please remove from load order !!!"

 

Till now, it didn't matter. I don't mind if everything will be fine, just I do not understand. That's all.

 

Thanks!

  • 0
Posted (edited)
  On 7/28/2015 at 11:19 PM, kranazoli said:

Hi,

 

What are these new stuff?

 

"[00:00:00.002]    Ignoring Bashed Patch, 0.esp. Please remove from load order if generating LOD does not complete successfully!

[00:00:00.049]    !!! Found BirdsHFclean.esp. Please remove from load order !!!"

 

Till now, it didn't matter. I don't mind if everything will be fine, just I do not understand. That's all.

 

Thanks!

The warning about bashed patch was always already there. It usually is fine.

 

Read this thread a couple pages back, posts between eternaldevastation and me about finding out about birdshfclean. Also see Masterlist : Dangerous, Outdated and Superseded Mods

 

Generate LOD without it and then it is up to you if you want to keep the mod in the game.

Edited by sheson
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