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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

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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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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

Thanks for your fast answer.

It works now with winterhold-destruction but sadly i still get the firstborn error.

While running the script tes5edit throw  "index out of bounds(-1)" but the script continued. Later i got this error:

[00:18:54.233]    Add 1 manual references for DynDOLOD
[00:18:54.296]      no Firstborn for -147249_252 SolitudeWindMillFan_DynDOLOD_Manual [REFR:76004281] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Himmelsrand" [WRLD:0000003C]) at -147249,252)
List index out of bounds (-1)
[Apply Script done]  Processed Records: 0, Elapsed Time: 18:59

 

Is there something i can post too help you?

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Posted (edited)

Can you please post contents of TES5Edit_log.txt in

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Edited by sheson
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Posted

Moin

 

turns out this had to do with windows region settings and different decimal separator. Some language use , instead of . for number 123.456

Latest version 0.43.16 fixes that. Hope that resolves all your issues, but in case it doesn't please let me know

  • +1 1
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Posted

Thanks for all your fast replies and the new version. It fixed all my problems.

 

And i must say that your mod is in game really impressiv.

First i was like:"Why should i give my firstborne for a skyrim-mod?" But now i know why and i would do it again.

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Posted

Hey Sheson, I'm following your youtube guide for Mod Organizer step by step, however, something seems to be going wrong. I've successfully split the tree atlas textures but when trying to generate the tree LODs this is the result: mMHV5bn.png

  • 0
Posted
  On 11/19/2014 at 10:06 PM, Penrutet said:

Hey Sheson, I'm following your youtube guide for Mod Organizer step by step, however, something seems to be going wrong. I've successfully split the tree atlas textures but when trying to generate the tree LODs this is the result: 

 

You must have missed a step copying the output from splitting the atlas. Splitting creates folders like Textures\Terrain\LODGen\AtlasSplit_[worldspace name]TreeLod\Skyrim.esm\

Make sure to move the folders like Skyrim.esm and all its contents one folder up so it becomes Textures\Terrain\LODGen\Skyrim.esm\

Same for Dragonborn Textures\Terrain\LODGen\Dragonborn.esm\ etc.

 

 

Then there should be no errors anymore for TreeAspen and TreePines. The "errors" for for bushes and shrubs and small plants are OK. TES5Edit had an update between the video and now that is the reason why it is showing more "errors". Some  Bushes, shrubs and small plants never had any LOD to begin with.

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Posted (edited)

Hey, after funbling a bit with the initial setup I managed to run it all correctly and it is worth it, it looks and plays wonderfull (high setting was too much for my machine, using medium setting which looks very good).

I generated stuff for tamriel, dlc1HunterHQWorld and dlc2SolstheimWorld and it seens to be working alright.

 

Only have to report one weird LOD generated from some house in the mountains behind Dragonbridge with the mod Shadow of Mereisis. Disabled it for now (since I never played it thus far).

 

Has anyone tried to generate DynDOLOD for Wyrmstooth and Falskaar yet?

 

Edit: Just noticed Caranthir Tower also has a broken LOD assigned, it must be added to the script, will try to fix it.

Edited by Agnusthemagi
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Posted (edited)

I will have a look at Shadow of Meresis and Caranthir Tower. Most likely custom meshes that don't have LOD mixed with normal objects. The idea would be to use the rules to add the missing pieces as full model. I will have info for those mods in the next update.

 

Falskaar and Wyrmtooth work nicely as well. See manual for some additional info. Todays 1.14 update of Wyrmtooth fixes the mushroom LOD issue that is documented in the manual.

Edited by sheson
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Posted (edited)
  On 11/22/2014 at 10:25 PM, Alonmifex_Maximus said:

[HELP] Ever since trying this my BRAND NEW DL of TES5EDIT gives me an access violation error, please help. I AM using mod organizer.

I had that yeasterday, the problem is if you try to split tree atlas again, after having the tree lod generated, I think. I had Flora Overhaul and didnt notice at first the lod from that mod was overwritten. After clean installing Flora Overhaul, deleting the DynDOLOD caches, it worked again.

 

On another note, I just noticed the khajit caravans are leaving behind their LOD tents, is this a know bug or I missed something?

Edited by Agnusthemagi
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