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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

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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

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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 (edited)
  On 8/9/2015 at 2:08 PM, secreth said:

"FAQ: Tree LOD: LOD trees textures cut off mid-way

Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the output folder and none of the files are overwritten by other mods. The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.*. Keep generated files in sync.

 

The texture flicker of the Whiterun main gate will be fixed next version."

 

 

Let me see if i understand this correctly. "TamrielTreeLod.dds" is in my DynDOLOD - Output folder. In Textures\Terrain\Tamriel\Trees  but it is not suppose to?

Nothing is overwriting afaik cause the Output folder is at the bottom of my left pane window in MO.

Unless the billboards you used are somehow messed up, either the tree LOD atlas textures is the wrong one or the tree LOD data in the meshes folder is the wrong one.

I guess open the tree LOD atlas texture dds in an image viewer to make sure it looks fine, but that would be a first.

 

  On 8/9/2015 at 3:46 PM, kranazoli said:

Okay Shason! If you have managed to find out, I really try to be very aware with my never ending Skyrim configuring. ;)

I just can't imagine if this is so hard here, how could it be at your(s) side mog makers. :D

 

Ps:

 

May I a have one more off topic question? If there's a topic already exists, you or someone else please give me an URL.

(I don't want to much off topic at here)

So, in SKSE.INI file, why do not we use the a maximum values? (1024 and 512)

 

Tried to find via Google, and what I found mostly just 768; 256. I'm sure this is also because for reason, but till now, haven't found any realiable infos about, why don't we use the max values?

 

Thanks!

Because the memory is really reserved for a particularly purpose within the engine. Whatever is not used is wasted and not available to other process of the engine.

 

  On 8/9/2015 at 4:47 PM, Atardecer said:

So I just cant shake this problem with the error message: ".json does not belong to this DynDOLOD.esp"

 

I saw your posts some pages back regarding this happening because there are still present some files from a previous version when running LOD generation. I've updated thru a number of versions ago since it started happening (around 1.37). I am without doubt making sure that any files from older versions are not present before running DydnoLOD. Starting a new game everytime but I still get this message. DyndoLOD creation process is running fine and no other issues. But cant get past this! Are there some files hiding somewhere perhaps that Im unaware of before updating?

See this post and check if all the files contain a bunch of numbers

Edited by sheson
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Posted
  On 8/9/2015 at 4:47 PM, Atardecer said:

EDIT: Ok for some reason I found a bunch of DyndoLOD json files in the Overwrite folder in Mod Organizer. I guess that this occurs as whenever Tesvedit saves an esp (in LOD creation process), MO puts it into the Overwrite folder. I never noticed any actual overwriting notification in MO of the installed DyndoLOD mod or the installed Output folder though which is strange. I'll give it a shot now.

I would be interested in the TES5Edit\TES5Edit_log.txt file to see if I can find out how that happened, because it shouldn't.

If you could upload it somewhere please.

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Posted
  On 8/9/2015 at 5:26 PM, sheson said:

Unless the billboards you used are somehow messed up, either the tree LOD atlas textures is the wrong one or the tree LOD data in the meshes folder is the wrong one.

I guess open the tree LOD atlas texture dds in an image viewer to make sure it looks fine, but that would be a first.

Alright i found out Tamriel Reloaded HD has its own LOD billboard that i missed. I hope this is the issue. Can i just run the Generate tree LOD and just overwrite current files? Or do i have to do the whole deactivate, then save go out untick mod, save agian. Cause running the full LOD takes 55 mins for my modlist.

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Posted (edited)
  On 8/9/2015 at 7:43 PM, secreth said:

Alright i found out Tamriel Reloaded HD has its own LOD billboard that i missed. I hope this is the issue. Can i just run the Generate tree LOD and just overwrite current files? Or do i have to do the whole deactivate, then save go out untick mod, save agian. Cause running the full LOD takes 55 mins for my modlist.

Yes you can just click through to advanced and untick all but 'Generate tree LOD'. Then copy generate tree LOD from meshes/textures from output over the existing one.

Edited by sheson
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Posted

DynDOLOD 1.43

 

Fixed not picking up SMIMs SkyMills meshes reported by Ilkob

Fixed doubling of Whiterun main gate reported by secreth

 

 

Added rules for Raven CastleSicarius' Refuge - A Hitman's Hideout - Assassin HomeWaterfalls Retreat and  Weissadler's Hamlet - A Quest Mod 

Consider updating existing DynDOLOD.esp and static LOD if using any of these mods. Make a backup first.

 

If updating fails generate from scratch. When doing this, follow the save game update procedure. RTFM, watch the video or check DynDOLOD SkyUI MCM.

 

 

 

 

[spoiler=Changelog]DynDOLOD Worlds.pas - fixed mesh replacement not working

DynDOLOD Worlds.pas - allow full textures to be atlassed

DynDOLOD Worlds.pas - output an alternate texture replacement list for future releases

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

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

 

 

DynDOLOD 1.42

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Posted (edited)

Alright i can confirm the whiterun gate fix do work, Thanks for that.

 

Still has issue with some of this distant trees. I have Vanilla billboards and SFO billboards for my version and the billboard for Tamriel Reloaded HD. Not sure if im missing something.

 

EDIT: I just checked the IDs on the tress they are all under the Skyrim.esm Aspen and pine trees. So its really odd.

 

EDIT 2: I just flew all over skyrim to check if it was a common issue. But it seems to be only that group of trees right there. So the question is do i ignore it or disable the trees via the console?

Edited by secreth
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Posted (edited)
  On 8/9/2015 at 11:16 PM, secreth said:

Alright i can confirm the whiterun gate fix do work, Thanks for that.

 

Still has issue with some of this distant trees. I have Vanilla billboards and SFO billboards for my version and the billboard for Tamriel Reloaded HD. Not sure if im missing something.

 

EDIT: I just checked the IDs on the tress they are all under the Skyrim.esm Aspen and pine trees. So its really odd.

 

EDIT 2: I just flew all over skyrim to check if it was a common issue. But it seems to be only that group of trees right there. So the question is do i ignore it or disable the trees via the console?

Make sure that you got the correct billboards versions for SFO and Tamriel Reloaded HD. Sort each set of billboards right after their mod. The Vanilla come first and are overwritten by everything else. Tree LOD generation is done by TES5LODGen and straight forward if the billboards already exist for the mods that are used. Check its description page for more info.

 

 

Edited by sheson
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Posted

Sheson,

 

Is there any way for you to launch LODGen without it taking context from whatever window I am currently using (i.e start it minimized or something)? When I'm running DynDOLOD worlds I'm ussually reading or in a game or something and it keeps pulling me out every time it launches LODGen.

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Posted (edited)
  On 8/9/2015 at 5:26 PM, sheson said:

Unless the billboards you used are somehow messed up, either the tree LOD atlas textures is the wrong one or the tree LOD data in the meshes folder is the wrong one.

I guess open the tree LOD atlas texture dds in an image viewer to make sure it looks fine, but that would be a first.

 

Because the memory is really reserved for a particularly purpose within the engine. Whatever is not used is wasted and not available to other process of the engine.

 

See this post and check if all the files contain a bunch of numbers

Its ok. It seems that the SKSE/Plugins/StorageUtilData folder kept ending up in the Overwrite folder in MO, so some old.json files were always overwriting the new installed version of DyndoLOD (output folder). I dont know why they were put there, and I dont know why MO didnt visually report that the Output SKSE folder was being overwritten.

Edited by Atardecer
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Posted
  On 8/10/2015 at 1:42 AM, Neovalen said:

Sheson,

 

Is there any way for you to launch LODGen without it taking context from whatever window I am currently using (i.e start it minimized or something)? When I'm running DynDOLOD worlds I'm ussually reading or in a game or something and it keeps pulling me out every time it launches LODGen.

Open DynDoLOD\lib\lodgenalt.pas and replace SW_SHOW with SW_SHOWMINIMIZED or SW_HIDE.

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Posted
  On 8/10/2015 at 4:05 AM, Atardecer said:

Its ok. It seems that the SKSE/Plugins/StorageUtilData folder kept ending up in the Overwrite folder in MO, so some old.json files were always overwriting the new installed version of DyndoLOD (output folder). I dont know why they were put there, and I dont know why MO didnt visually report that the Output SKSE folder was being overwritten.

I would be interested in the TES5Edit\TES5Edit_log.txt file to see if I can find out how that happened, because it shouldn't.

If you could upload it somewhere please.

 

 

  On 8/10/2015 at 6:44 AM, zilav said:

Open DynDoLOD\lib\lodgenalt.pas and replace SW_SHOW with SW_SHOWMINIMIZED or SW_HIDE.

Will be added to next version :)

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Posted

@sheson, I figured out the issues with the weird LOD trees. DynDOLOD have issues with the Tamriel Reloaded HD.esp, I switched to TR no trees and grass.esp and just added the grass mod seperately.

And now those odd looking trees are gone.

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Posted (edited)
  On 8/10/2015 at 3:19 PM, secreth said:

@sheson, I figured out the issues with the weird LOD trees. DynDOLOD have issues with the Tamriel Reloaded HD.esp, I switched to TR no trees and grass.esp and just added the grass mod seperately.

And now those odd looking trees are gone.

Again, tree LOD is done by TES5LODGen. The billboards for download are probably not 100% correct then.

DynDOLOD does not list Tamriel Reloaded HD as compatible for various reasons, mostly textures though.

Edited by sheson
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Posted (edited)
  On 8/10/2015 at 1:42 AM, Neovalen said:

Sheson,

 

Is there any way for you to launch LODGen without it taking context from whatever window I am currently using (i.e start it minimized or something)? When I'm running DynDOLOD worlds I'm ussually reading or in a game or something and it keeps pulling me out every time it launches LODGen.

Hi,

 

I also had this idea.

Is it possible to launch DynDOLOD, somekind of "silent" mode? (without the cmd popup windows)

Edited by kranazoli
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Posted

For the rules you add for specific mods (i.e. player homes), are you keying off the .esp?  If they are merged into another .esp, will this break the rules?  If so, are there any workarounds?


 

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