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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 8/20/2015 at 12:23 AM, Barachiel said:

Okay, apparently my TES log is too big to upload.  

 

https://drive.google.com/file/d/0B81iBpRZ5qDfUjlXT09ZaW02b1E/view?usp=sharing

 

Okay this is weird.  in TES5Edit, it's only DynDOLOD TexGen and the Vivid Snow scripts that don't seem to see anything.

 

MergeScript, DynDOLOD World, and Real Shelter scripts all run beautifully.

When you run DynDOLOD TexGen in writes this to the log

 

Set an output path with -o:"c:\output"

 

see Docs/DynDOLOD_TexGen.html and then the included video. It shows how to set it.

or check https://wiki.step-project.com/TES5Edit

 

If you start TES5Edit through a windows shortcut, right click, Properties, in the Target field add -o:"c:\output" after TES5Edit.exe

 

  On 8/20/2015 at 5:49 AM, iriarsham said:

Thanks Alot Sheson For Your Big Helps And Supports, My Problem Fixed By That Blackreach Nif File You Uploaded,And Many Thanks To ZilaV For His New Version Of The xEdit That Really Helped Me Through This Problem.......

 

Best Regards

Good news!

Edited by sheson
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Posted (edited)
  On 8/20/2015 at 11:09 AM, sheson said:

When you run DynDOLOD TexGen in writes this to the log

 

Set an output path with -o:"c:\output"

 

see Docs/DynDOLOD_TexGen.html and then the included video. It shows how to set it.

or check https://wiki.step-project.com/TES5Edit

 

If you start TES5Edit through a windows shortcut, right click, Properties, in the Target field add -o:"c:\output" after TES5Edit.exe

 

 

Yeah, you see, I've done that already.  I set MO with the Argument field -o "D:\TES5 Output"  It just ignores it.  

 

Heck, I even made a C:\Output directory just to see if THAT would work.  Nope.

Edited by Barachiel
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Posted
  On 8/20/2015 at 8:32 PM, Barachiel said:

... *facepalm*  

 

I always missed the questions on math tests by forgetting to carry the one.  Nice to see that trend hasn't changed.

::D: I always copy and paste these things, then edit them. Also prevents typos when having fat fingers.

  • 0
Posted
  On 8/20/2015 at 8:59 PM, sheson said:

::D: I always copy and paste these things, then edit them. Also prevents typos when having fat fingers.

Well to be fair, I can't test that fix until I get off work, but I'm 99% sure I made that error.

  • 0
Posted
  On 8/21/2015 at 4:13 PM, iriarsham said:

I Have 1 Noobish Question:

Can I Update The Masterlist Of Dyndolod.esp Without Generating Lods Again?

If you add new mods you can run DynDOLOD Worlds.pas on the existing DynDOLOD.esp and most of the times it will work by adding new objects and their masters.

To remove masters you can try to right click in TES5edit and "clean master". Data that was copied from these masters will still be in DynDOLOD however. Whatever master is left then has records directly referenced.

  • +1 1
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Posted
  On 8/21/2015 at 7:04 PM, sheson said:

If you add new mods you can run DynDOLOD Worlds.pas on the existing DynDOLOD.esp and most of the times it will work by adding new objects and their masters.

To remove masters you can try to right click in TES5edit and "clean master". Data that was copied from these masters will still be in DynDOLOD however. Whatever master is left then has records directly referenced.

U Helped Me Again And I Appreciate It......Thanks Alot....... ;)

  • 0
Posted

Question: I had Caribou Gone installed (which adds new trees around Skyrim) when I first ran DynDOLOD, but I would like to remove it and re-build my tree LOD.  What would the process be?  It has its own plugin, which has been added as a master to DynDOLOD, so I can't just uninstall it.

 

Do I need to start from scratch?

  • +1 1
  • 0
Posted
  On 8/22/2015 at 8:55 AM, fadingsignal said:

Question: I had Caribou Gone installed (which adds new trees around Skyrim) when I first ran DynDOLOD, but I would like to remove it and re-build my tree LOD.  What would the process be?  It has its own plugin, which has been added as a master to DynDOLOD, so I can't just uninstall it.

 

Do I need to start from scratch?

Yes

  • 0
Posted (edited)

I dunno if someone is already addressing this, but the instructions on implementation:

1. https://wiki.step-project.com/Dynamic_Distant_Objects_LOD

2. https://www.nexusmods.com/skyrim/mods/59721/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D59721%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2260939&pUp=1

... are not in sync.  There are differences related to billboards (skipped in the former), and TexGen (skipped in the later).  I'm still trying to see if that's why I'm getting the missing .json error.  Sadly, it takes a loooong time to "try" something with this mod.

 

EDIT - I see where the billboards mentioned in the "default" instructions are replaced in STEP with the STEP Texture Compilation.  One mystery solved.

Edited by c0c0c0
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Posted

I noticed that PapyrusUtil updated to version 3.0.  Since some functions were removed in 3.0 I thought I would ask if installing the new version

would cause any problems or should we just continue to use 2.8?

 

Thanks

 

  • 0
Posted
  On 8/22/2015 at 4:28 PM, spambot3000 said:

 

  On 8/19/2015 at 5:10 PM, sheson said:

If problem persists, please upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_alt_textures_blackreach.txt

 

Please update all files inlcuding TES5Edit\Edit Scripts\DynDOLOD Worlds.pas and all files in TES5Edit\Edit Scripts\DynDOLOD\*.* and all subfolders to DynDOLOD 1.44

 

The DynDOLOD_alt_textures_blackreach.txt you uploaded was created by 1.43 or earlier. LODGen expects a new format of that file.

 

  On 8/22/2015 at 5:02 PM, c0c0c0 said:

I dunno if someone is already addressing this, but the instructions on implementation:

1. https://wiki.step-project.com/Dynamic_Distant_Objects_LOD

2. https://www.nexusmods.com/skyrim/mods/59721/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D59721%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2260939&pUp=1

... are not in sync.  There are differences related to billboards (skipped in the former), and TexGen (skipped in the later).  I'm still trying to see if that's why I'm getting the missing .json error.  Sadly, it takes a loooong time to "try" something with this mod.

 

EDIT - I see where the billboards mentioned in the "default" instructions are replaced in STEP with the STEP Texture Compilation.  One mystery solved.

DynDOLOD TexGen.pas is not required to be run before generating vanilla LOD with DynDOLOD Worlds.pas. The DynDOLOD TexGen manual says: "If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order."

 

Since STEP uses texture replacers it "requires" DynDOLOD TexGen.pas to be run for a better final visual result.

 

As you already noticed, STEP uses a different setup, so naturally instructions do not match - there is nothing wrong there.

 

Can not read data from *.json file usually means the game can not find the generated json files in Skyrim\Data\skse\plugins\StorageUtilData\*.json

 

 

FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game.

 

  On 8/22/2015 at 7:43 PM, BlackDragon66 said:

I noticed that PapyrusUtil updated to version 3.0.  Since some functions were removed in 3.0 I thought I would ask if installing the new version

would cause any problems or should we just continue to use 2.8?

 

Thanks

PapyrusUtil 3.0 is safe to use with DynDOLOD.

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