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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

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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

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Posted (edited)
  On 8/17/2015 at 11:13 PM, BoarBalls said:

{HELP} I have done everything to donwload this, finally i pull up tesvedit and click to apply scripts to this mod, and i can pull up the worlds, but then i cant slect any worlds. The Worlds just do not show up for me. Thanks

Edit: Also using NMM

Not a single worldspace shows up?

 

  On 8/17/2015 at 11:15 PM, MurderClan said:

Thanks for the speedy reply mate. Big fan of your mods.

 

I got that fix for the CMD crash. Thanks. Sorted there.

 

I did not make a child world. I just made modifications to the existing worldspace, but my mountains are still popping out of sight when I walk away from them, unfortunately. 

 

It should work, though, I take it, so that's good news. I'll keep at it, then.

LODGen.exe - the cmd prompt window - needs to complete without crash so the new static LOD is generated completely.

 

  On 8/17/2015 at 11:42 PM, iriarsham said:

Thanks For Fast Reply ,i've done this before......even selected tamriel only .....My Last Mods= i reinstalled some of my mods again 1- Three tree mods(sfo,realistic aspen trees,dark fantasy) 2- mountain and rocking stones two  3- elfx

Reinstalling the nif won't change anything. The nif needs to be removed or fixed. Are you certain the error happens in every worldspace?

Edit: Actually the new dev version ox xEdit may fix one cause of this error. Try as soon as 1.44 is out.

Edited by sheson
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Posted
  Quote

 

LODGen.exe - the cmd prompt window - needs to complete without crash so the new static LOD is generated completely.

 

 

 

 

Yeah that seems to be happening now but unfortunately I still have all the symptoms of a vanilla LOD. I'm not really sure what to try at this point so I may just start from the start tomorrow. Thanks.

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Posted (edited)
  On 8/18/2015 at 12:23 AM, MurderClan said:

Yeah that seems to be happening now but unfortunately I still have all the symptoms of a vanilla LOD. I'm not really sure what to try at this point so I may just start from the start tomorrow. Thanks.

You added objects that should have LOD right? You copied the meshes/texture from the output folder and overwrote the existing objects LOD?

 

  On 8/18/2015 at 12:20 AM, BoarBalls said:

No when I pull up the apply script, it doesn't show that any worlds are loaded or anything

Please make a screenshot of this form so I can see what you mean

59721-1-1428875020.png

Edited by sheson
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Posted (edited)
  On 8/18/2015 at 12:27 AM, sheson said:

You added objects that should have LOD right? You copied the meshes/texture from the output folder and overwrote the existing objects LOD?

 

Yes indeed. Many vanilla objects. I'm using mountains as my gauge. I have a specific output folder set and I copy the contents to the data folder at each pass.

 

Screenshot64317_zpsnod9sbjv.jpg

Edited by MurderClan
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Posted (edited)
  On 8/18/2015 at 12:18 AM, sheson said:

 

Reinstalling the nif won't change anything. The nif needs to be removed or fixed. Are you certain the error happens in every worldspace?

Edit: Actually the new dev version ox xEdit may fix one cause of this error. Try as soon as 1.44 is out.

i'm now generating lods on tamriel worldspace(Nothing happened Till Now,I Got My Error Mostly On Blackreach I Think).....and Tomorrow Will Do It On Others If No Error Comes Out.....

Ofcourse I Will W8ing For Newer Versions On This Great Mod.....And Thanks For Your Time......I Will Post The Result Tomorrow.....

With Best Regards 

 

 

 

Edit= CMD Stop Working Now ...... :(

But Tes5edit still running And Doing Its Work.....

Edited by iriarsham
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Posted
  On 8/18/2015 at 12:38 AM, MurderClan said:

Yes indeed. Many vanilla objects. I'm using mountains as my gauge. I have a specific output folder set and I copy the contents to the data folder at each pass.

Look for their form ids in the export file - typically called TES5Edit\Edit Scripts\LODGen_Tamriel.txt - substitue Tamriel with the worldspace name.

If they are not in there it is either because of mesh rules or because the object is dynamic, like it is initially disabled or has an XESP - Enable Parent. Or the references not in the worldspace you are creating.

  On 8/18/2015 at 12:46 AM, BoarBalls said:

Just blank space

Please post in spoiler/upload somewhere content of TES5Edit\TES5Edit_log.txt

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Posted (edited)
  On 8/18/2015 at 12:54 AM, sheson said:

Look for their form ids in the export file - typically called TES5Edit\Edit Scripts\LODGen_Tamriel.txt - substitue Tamriel with the worldspace name.

If they are not in there it is either because of mesh rules or because the object is dynamic, like it is initially disabled or has an XESP - Enable Parent. Or the references not in the worldspace you are creating.

 

They do appear to be in there, but I still have them in the vanilla LOD positions in game. I appreciate your help. I should probably go back to the start and check everything's absolutely in order. Cheers.

Edited by MurderClan
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Posted (edited)
  On 8/18/2015 at 1:06 AM, MurderClan said:

They do appear to be in there, but I still have them in the vanilla LOD positions in game. I appreciate your help. I should probably go back to the start and check everything's absolutely in order. Cheers.

If you found them in the file check its position data x, y, z etc is all right in the same line.

There is a possibility that your modname.esp is ignored if it matches any of the names listed in DynDOLOD.ini IgnoreModFileName=...

 

 

  On 8/18/2015 at 1:23 AM, BoarBalls said:

hh ok Here it is

You need to load the complete load order of esm/esp into TES5Edit so there is game data that can be scanned. No Skyrim.esm = no worlds.

 

Read the DynDOLOD_QuickStart.html and watch the NMM or manual setup / non-MO video.

Edited by sheson
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Posted (edited)

DynDOLOD 1.44

 

Compatibility update for newer LODGen.exe version included in xEdit 170815

New functionality makes proper use of alternate textures when full models are used for static LOD.

 

This fixes some wrong wall textures for Legacy of the Dragonborn. Also fixes 2 LOD trees showing up where they shouldn't.

To update use Advanced option to only generate tree and static LOD. No need to update dynamic LOD.

 

There is an update to a papyrus script which is plug-and-play, however, only use it with new LOD json data generated by DynDOLOD 1.44 to avoid any trouble - it may not work correctly with data generated by older versions.

 

[spoiler=Changelog]1.44

DynDOLOD Worlds.pas - start LODGen.exe minimized when in advanced or expert mode, set MinimizeLODGenExe=1 in DynDOLOD.ini to start LODGen.exe minimized in wizard mode

DynDOLOD Worlds.pas - do not use lod_flat.nif for static or dynamic LOD added by mods as they typically use the default texture atlas name which is generated and overwritten and becomes incompatible, use lod_flat_2.nif with distinct atlas texture instead

DynDOLOD Worlds.pas - added eighth option 'enable' to the mesh rules reference drop down setting XESP enable parent to player for references that have no XESP - use for trees so they are not done by tree LOD

DynDOLOD Worlds.pas - added additional switches to objects json

DynDOLOD Worlds.pas - copy XEMI record from child world reference to parent world references for consistent window glow

DynDOLOD Worlds.pas - updated output of alternate texture replacement list, requires new LODGen.exe from xEdit 170815 or newer

Papyrus Scripts - added a switch to fade out

Papyrus Scripts - added a switch to turn off model in child world regardless of reference keep rule

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 1.43

Edited by sheson
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