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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

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Posted (edited)
  On 8/18/2015 at 1:27 AM, sheson said:

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=...

 

TBH I wouldn't know what to do if they weren't on the same line mate. No chance of the name being on an ignore list either. Thanks anyway. I'm sure I'm just making a simple mistake somewhere along the line so I'll go through it again in the morning. Cheers.

Edited by MurderClan
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Posted (edited)
  On 8/18/2015 at 1:54 AM, MurderClan said:

TBH I wouldn't know what to do if they weren't on the same line. No chance of the name being on an ignore list either. Thanks anyway.

I was thinking maybe compare the x, y, z number in the export with the ones form your mod to see if they made it.

It may be simpler if you just uploaded the esp somewhere and I have a look. I am heading out now though, so no rush.

Edited by sheson
  • +1 1
  • 0
Posted
  On 8/18/2015 at 1:57 AM, sheson said:

I was thinking maybe compare the x, y, z number in the export with the ones form your mod to see if they made it.

It may be simpler if you just uploaded the esp somewhere and I have a look. I am heading out now though, so no rush.

That's very kind of you. Thanks mate.

 

Will it matter if the non-vanilla models are missing for the purpose of this exercise? If you can get the mountains working, I'm all good.

My custom models folder's enormous and disorganised. Difficult to send.

 

I'm uploading the esp now. Will update here shortly.

 

You also need the New World modder resource: https://www.nexusmods.com/skyrim/mods/52049/?

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Posted (edited)

My ESP file. It's dependent on New World and also Apachii. There will be a heap of custom static models missing but it's the vanilla ones I'm hoping to sort out for now. 

Any help or insight would be great.

 

COC Pit1 or Leonheim1. There are mountains all around both of those sites and they've seen a lot of deletion and moving about.

 

https://www.wetransfer.com/downloads/fa637a6c230600c0621f5aab516c15b120150818022855/ec19cf5f0879081d37218f8e1565db8f20150818022855/e5b53c

Edited by MurderClan
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Posted (edited)
  On 8/18/2015 at 1:40 AM, sheson said:

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

So just to clarify with 1.44 overwrite everything except the papyrus scripts unless generating new from scratch?

Also if no mods have been added/deleted would updating the current esp without uninstalling work fine?

Edited by BlackDragon66
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Posted

Hi There.......

I Installed 1.44 And Generated Again......

My invalid nif file signature Error Comes With 3 Worlds  Only

blackreach

dimfrost
falmer valley
I Disabled Them And I Have No Error Till Now....
  • 0
Posted (edited)
  On 8/18/2015 at 3:00 AM, MurderClan said:

My ESP file. It's dependent on New World and also Apachii. There will be a heap of custom static models missing but it's the vanilla ones I'm hoping to sort out for now. 

Any help or insight would be great.

 

COC Pit1 or Leonheim1. There are mountains all around both of those sites and they've seen a lot of deletion and moving about.

 

https://www.wetransfer.com/downloads/fa637a6c230600c0621f5aab516c15b120150818022855/ec19cf5f0879081d37218f8e1565db8f20150818022855/e5b53c

 

Seems to work as it should here. See bunch of screenshots in https://mega.nz/#!sJRhmDgA!GJpst_RAkwVeMoaQCvRDSoWzxL6wr-T5ILmBA2B27LQ

Make sure LODGen actually creates all the BTO files (308 or so) and does not stop prematurely. Check TES5Edit\LODGen_log.txt for errors. Should end with something similar to

LOD level 4 total triangles 3217156 reduced to 2218193

Log ended at 12:02

 

 

I suggest once you are done to do the undelete and disable thing in TES5Edit. I saw both approaches were used. Disabling is safer overall.

 

  On 8/18/2015 at 4:06 AM, BlackDragon66 said:

So just to clarify with 1.44 overwrite everything except the papyrus scripts unless generating new from scratch?

Also if no mods have been added/deleted would updating the current esp without uninstalling work fine?

Correct and yes. Updating the esp should generate the new versions of the json data files used by the new script.

No save game update cycle needed when updating existing esp.

 

  On 8/18/2015 at 10:26 AM, iriarsham said:

Hi There.......

I Installed 1.44 And Generated Again......

My invalid nif file signature Error Comes With 3 Worlds  Only

blackreach

dimfrost

falmer valley

I Disabled Them And I Have No Error Till Now....

There is chance I can pinpoint the nif, please upload:

TES5Edit\TES5Edit_log.txt

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_meshes.txt

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_blackreach_mesh_count.txt

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_dlc01falmervalley_mesh_count.txt

TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_dimfrost_mesh_count.txt

 

See post below from Zilav

Edited by sheson
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Posted
  On 8/18/2015 at 11:03 AM, sheson said:

Seems to work as it should here. See bunch of screenshots in https://mega.nz/#!sJRhmDgA!GJpst_RAkwVeMoaQCvRDSoWzxL6wr-T5ILmBA2B27LQ

Make sure LODGen actually creates all the BTO files (308 or so) and does not stop prematurely. Check TES5Edit\LODGen_log.txt for errors. Should end with something similar to

LOD level 4 total triangles 3217156 reduced to 2218193

Log ended at 12:02

 

Much obliged. I'll have a look at it as soon as I get home. Thank you very much.

  • 0
Posted (edited)

Just a note to say that I went back to the start and redid the steps and it seems to have worked, so it must have been my own fault all along.

Thanks very much Sheson. A great help. Mod's brilliant. I'd have no hope of finishing my worldspaces without it. 

Cheers.

 

Edit: I am getting some purple mountaincliff02 lods now. If anyone knows how to fix that, please let me know. I'll have a look here, too.

Edited by MurderClan
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Posted
  On 8/18/2015 at 3:10 PM, MurderClan said:

Just a note to say that I went back to the start and redid the steps and it seems to have worked, so it must have been my own fault all along.

Thanks very much Sheson. A great help. Mod's brilliant. I'd have no hope of finishing my worldspaces without it. 

Cheers.

 

Edit: I am getting some purple mountaincliff02 lods now. If anyone knows how to fix that, please let me know. I'll have a look here, too.

Great that it works!

 

Purple things means it is missing a texture there. It is either textures\landscape\mountains\MountainSlab02.dds or textures\lod\MtnCliff02LOD.dds (more likely)

Check TES5Edit\TES5Edit_log.txt for "Can not find somename.dds for texture atlas" and make sure they are available.

 

They are usually in Skyrim - Textures.bsa, make it loads when starting TES5Edit. It lists all BSAs it loads in the log TES5Edit\TES5Edit_log.txt as well.

  • 0
Posted
  On 8/18/2015 at 9:58 PM, sheson said:

Great that it works!

 

Purple things means it is missing a texture there. It is either textures\landscape\mountains\MountainSlab02.dds or textures\lod\MtnCliff02LOD.dds (more likely)

Check TES5Edit\TES5Edit_log.txt for "Can not find somename.dds for texture atlas" and make sure they are available.

 

They are usually in Skyrim - Textures.bsa, make it loads when starting TES5Edit. It lists all BSAs it loads in the log TES5Edit\TES5Edit_log.txt as well.

Nice one. Yes indeed, I had had a look for mountainslab and mtnclifflod and they're actually both there. I wish it was that simple!

I tried searching the log and I didn't find it looking for any predictable texture, but it had this:

 

[00:16:04.315]  Can not find textures\dyndolod\lod\dyndolod02.dds for texture atlas
[00:16:04.371]  Can not find textures\dyndolod\lod\dyndolod01.dds for texture atlas
 
The only other texture it was looking for is one of my castle walls so I must have ticked a box I didn't mean to somewhere along the line.
 
Thanks again. I'll keep fiddling with it.
  • 0
Posted (edited)
  On 8/18/2015 at 10:28 PM, MurderClan said:

Nice one. Yes indeed, I had had a look for mountainslab and mtnclifflod and they're actually both there. I wish it was that simple!

I tried searching the log and I didn't find it looking for any predictable texture, but it had this:

 

[00:16:04.315]  Can not find textures\dyndolod\lod\dyndolod02.dds for texture atlas

[00:16:04.371]  Can not find textures\dyndolod\lod\dyndolod01.dds for texture atlas

 

The only other texture it was looking for is one of my castle walls so I must have ticked a box I didn't mean to somewhere along the line.

 

Thanks again. I'll keep fiddling with it.

dyndolod01.dds and dyndolod02.dds was used by nifs from really very old beta version. You should delete those. Just search the lod nifs file content for those.

 

The easiest way to check which texture is missing or if something happened to its path/filename in the process is to open the *bto in nifskope and check the BSShaderTextureSet entries.

 

Use DynDOLODs MCM You Are Here screen to identify the bto file name.

Edited by sheson
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Posted (edited)
  On 8/18/2015 at 11:00 PM, sheson said:

dyndolod01.dds and dyndolod02.dds was used by nifs from really very old beta version. You should delete those. Just search the lod nifs file content for those.

 

The easiest way to check which texture is missing or if something happened to its path/filename in the process is to open the *bto in nifskope and check the BSShaderTextureSet entries.

 

Use DynDOLODs MCM You Are Here screen to identify the bto file name.

 

Hey so I chased it down using that method and it is indeed pointing to dyndolod01.dds.

 

This is all over the map with a few different objects which obviously don't refer to this DDS in the nifs. 

 

You said "search the lod nifs file content for those". I didn't really understand. Is there a way to search nifs by content?

 

I've saved a copy of the mountainslab lod as dyndolod01 and it's sorted it for now I think, but I'm sure you'll want to know about any weird results all the same.

 

Thanks again.

 

 Untitled_zpsxidv6jju.jpg

 

Screenshot4624_zpsjzndtqki.jpg

Edited by MurderClan
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