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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 8/2/2015 at 2:42 AM, vram1974 said:

Oh man I made a classic ROOKIE mistake!!!! I unpacked the wrong scripts from my download archive. So pathetic.

 

Thanks for helping me, it's all good now thanks to using brain cells properly.

 

59721-0-1438483935.jpg

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Posted

In your sticky post, your solution to DynDOLOD not reading data from *.json is to copy the stuff from the output directory to the game directory. Would that be any different for MO users? I watched GamerPoets' video, and I'm sure I did everything as closely as I could, but I still couldn't get the mod to work for some reason. Well, I did some trial and error, the mod appears to work, like I can see Labyrinthian from Whiterun Hold's main road, but the game still complains that Tamriel.Json does not belong to DynDOLOD.esp.

  • 0
Posted (edited)
  On 8/2/2015 at 5:42 AM, BeastOfxThaEast said:

In your sticky post, your solution to DynDOLOD not reading data from *.json is to copy the stuff from the output directory to the game directory. Would that be any different for MO users? I watched GamerPoets' video, and I'm sure I did everything as closely as I could, but I still couldn't get the mod to work for some reason. Well, I did some trial and error, the mod appears to work, like I can see Labyrinthian from Whiterun Hold's main road, but the game still complains that Tamriel.Json does not belong to DynDOLOD.esp.

If using a mod organizer the meaning of 'game folder' is a mod.

 

So which message is it now?

 

DynDOLOD can not read data from .json

The first means the json files in the SKSE folder that was created to the output folder together with meshes/textures is not available to the game.

 

.json does not belong to this DynDOLOD.esp

The message shows either because the json files in the SKSE folder were generated by an older DynDOLOD Worlds.pas, while the papyrus scripts are from a newer version.

Or it shows because the json files in the SKSE folder are from a different LOD generation process from scratch than the DynDOLOD.esp

 

Which I just discussed and solved with vram1974

Edited by sheson
  • 0
Posted

Returning to Skyrim after a break. Generating with DynDOLOD now and notice how much faster it generates and easier it is to use compared to the older prehistoric versions that I used months ago. Very very nice :D

  • 0
Posted
  On 8/2/2015 at 3:09 PM, DeathByDestiny said:

Returning to Skyrim after a break. Generating with DynDOLOD now and notice how much faster it generates and easier it is to use compared to the older prehistoric versions that I used months ago. Very very nice :D

Ha! Time to grow some new chest hair?

  • 0
Posted
  On 8/2/2015 at 10:41 AM, sheson said:

If using a mod organizer the meaning of 'game folder' is a mod.

 

So which message is it now?

 

DynDOLOD can not read data from .json

The first means the json files in the SKSE folder that was created to the output folder together with meshes/textures is not available to the game.

 

.json does not belong to this DynDOLOD.esp

The message shows either because the json files in the SKSE folder were generated by an older DynDOLOD Worlds.pas, while the papyrus scripts are from a newer version.

Or it shows because the json files in the SKSE folder are from a different LOD generation process from scratch than the DynDOLOD.esp

 

Which I just discussed and solved with vram1974

@sheson: I'm glad that worked for vram1974, but it did not work for me. I hope you can help me. I'll make my bug report as follows:

  • Had a previous version working 2 days ago (on MO), then upgraded to the August 1st release of 1.41.
  • I intended to do a clean install so I reinstalled Papyrus (2.8), TES5edit (3.1.1), and removed all of the previous version of DynDOLOD.
  • Followed the usual build instructions from your site: and got .json does not belong to this DynDOLOD.esp, for the Tamriel world file. Quoted: "DynDOLOD_Tamriel.json does not belong to this Dyndolod.esp"
  • Rebuilt it several times, with additional attention paid to making sure that the files were getting copied correctly, and the output was being moved correctly.
  • Came onto this forum, and checked out the latest advice from you for dealing with similar sounding problems, hit upon your message to vram1974 above.
  • Checked all of the Bunch of Numbers you told him to validate here: https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-141/page-127?do=findComment&comment=135776
  • All of the numbers were identical, including all the ones I checked in the TES5Edit log.
  • Reruning the script produces identical results each time. I have replicated it three times from scratch now, including intermediate cleanings.

 

So what should I do?

 

Thanks in advance,

-potatobaron

  • 0
Posted
  On 8/2/2015 at 6:31 PM, potatobaron said:

@sheson: I'm glad that worked for vram1974, but it did not work for me. I hope you can help me. I'll make my bug report as follows:

  • Had a previous version working 2 days ago (on MO), then upgraded to the August 1st release of 1.41.
  • I intended to do a clean install so I reinstalled Papyrus (2.8), TES5edit (3.1.1), and removed all of the previous version of DynDOLOD.
  • Followed the usual build instructions from your site: and got .json does not belong to this DynDOLOD.esp, for the Tamriel world file. Quoted: "DynDOLOD_Tamriel.json does not belong to this Dyndolod.esp"
  • Rebuilt it several times, with additional attention paid to making sure that the files were getting copied correctly, and the output was being moved correctly.
  • Came onto this forum, and checked out the latest advice from you for dealing with similar sounding problems, hit upon your message to vram1974 above.
  • Checked all of the Bunch of Numbers you told him to validate here: https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-141/page-127?do=findComment&comment=135776
  • All of the numbers were identical, including all the ones I checked in the TES5Edit log.
  • Reruning the script produces identical results each time. I have replicated it three times from scratch now, including intermediate cleanings.

 

So what should I do?

 

Thanks in advance,

-potatobaron

 

You need to double check the files the game actually loads. Maybe MO plays tricks on you with overwriting with old data.

 

It is a simple comparison, if it fails then the bunch of numbers in the DynDOLOD.esp is not equal to the bunch of numbers in the *.json files.

 

This message can also show when everything is fine with DynDOLOD_Worlds.json, but something is wrong with DynDOLOD_Tamriel.json.

 

Maybe it can not read the file at all.

 

Maybe the data in the file is messed up. Copy and paste the content of the json file into https://codebeautify.org/jsonvalidate and click the 'Validate' button. Give it a couple seconds and it should show a green message 'Valid JSON'. If it validates see step 1 ...

  • 0
Posted
  On 8/2/2015 at 8:04 PM, sheson said:

You need to double check the files the game actually loads. Maybe MO plays tricks on you with overwriting with old data.

 

It is a simple comparison, if it fails then the bunch of numbers in the DynDOLOD.esp is not equal to the bunch of numbers in the *.json files.

 

This message can also show when everything is fine with DynDOLOD_Worlds.json, but something is wrong with DynDOLOD_Tamriel.json.

 

Maybe it can not read the file at all.

 

Maybe the data in the file is messed up. Copy and paste the content of the json file into https://codebeautify.org/jsonvalidate and click the 'Validate' button. Give it a couple seconds and it should show a green message 'Valid JSON'. If it validates see step 1 ...

 

You were spot on: I had placed the output in another "mod" in MO thinking I would follow the process I use for Perma and its patches. I stopped that once I read the instructions more closely. Thus, the old folder was still in the MO load order, at a higher priority than the new DynDOLOD output. Everything works fine now!

 

Thanks for your help! Hopefully people will read this and avoid asking you the same thing.

-potatobaron

  • 0
Posted
  On 8/2/2015 at 10:41 AM, sheson said:

If using a mod organizer the meaning of 'game folder' is a mod.

 

So which message is it now?

 

DynDOLOD can not read data from .json

The first means the json files in the SKSE folder that was created to the output folder together with meshes/textures is not available to the game.

 

.json does not belong to this DynDOLOD.esp

The message shows either because the json files in the SKSE folder were generated by an older DynDOLOD Worlds.pas, while the papyrus scripts are from a newer version.

Or it shows because the json files in the SKSE folder are from a different LOD generation process from scratch than the DynDOLOD.esp

 

Which I just discussed and solved with vram1974

It's the first one: DynDOLOD cannot read files from .json.

  • 0
Posted (edited)
  On 8/3/2015 at 9:01 PM, BeastOfxThaEast said:

It's the first one: DynDOLOD cannot read files from .json.

Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory into a mod so that they are available to the game as 

Meshes\Terrain\tamriel\Objects\*.bto

Meshes\Terrain\tamriel\Trees\*.btt

skse\plugins\StorageUtilData\*.json 

Textures\DynDOLOD\LOD\*.dds

Textures\Terrain\Tamriel\Trees\*.dds

etc.

 

You can verify which mod these folders and files are from in the right pane of MO when you click on the Data tab and unfold the data directory tree.

Edited by sheson
  • 0
Posted
  On 8/3/2015 at 9:38 PM, sheson said:

Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory into a mod so that they are available to the game as 

Meshes\Terrain\tamriel\Objects\*.bto

Meshes\Terrain\tamriel\Trees\*.btt

skse\plugins\StorageUtilData\*.json 

Textures\DynDOLOD\LOD\*.dds

Textures\Terrain\Tamriel\Trees\*.dds

etc.

 

You can verify which mod these folders and files are from in the right pane of MO when you click on the Data tab and unfold the data directory tree.

So if go into the folders and see a bunch of stuff frmo DYNDOLOD, then that's good, right?

  • 0
Posted
  On 8/3/2015 at 9:38 PM, sheson said:

Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory into a mod so that they are available to the game as 

Meshes\Terrain\tamriel\Objects\*.bto

Meshes\Terrain\tamriel\Trees\*.btt

skse\plugins\StorageUtilData\*.json 

Textures\DynDOLOD\LOD\*.dds

Textures\Terrain\Tamriel\Trees\*.dds

etc.

 

You can verify which mod these folders and files are from in the right pane of MO when you click on the Data tab and unfold the data directory tree.

Also, thanks! I was trying something similar, didn't know this would be so simple!

  • 0
Posted
  On 8/3/2015 at 11:38 PM, BeastOfxThaEast said:

So if go into the folders and see a bunch of stuff frmo DYNDOLOD, then that's good, right?

Yes!? Do you find the *.json file(s) in skse\plugins\StorageUtilData\ it says it can not read?

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