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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
  On 8/23/2015 at 2:00 AM, domjam said:

ok for some resson i had to sigh out first before the scaling would take effect in tes5edit.. but its so dam small..anywayz im having another problem now... i hope you can help me further ..  its the elivated message. from now on when i try to run tes5 edit through MO i get that elivation requierd message that pops up..before i would click ok ..and tes5 would load..now however tes5 dose not show up on my desktop..i see it in the bottem as an icon..but its not showing at all in my desktop.yet its running and when i hover over the icon in the bottem  with my mouse i see the screen..yet clicking  it dose not show it.. any idea whats going on? im on windows 10

Sorry, I can not help windows 10 problems. My recommendation for Skyrim modding and in general is to use windows 7.

  • 0
Posted (edited)

ok i think im finaly on the rigtht track to getting this thing done.. but its stoped. first it ssaid remove bashtag witch i did..now its saying this... 

DynDOLOD Worlds 1.44 using TES5LODGen by Ehamloptiran, Sheson and Zilav, starting...
 
[00:00:00.009] ********************************************************************
[00:00:00.013] D:\My Games\Steam\SteamApps\common\Skyrim\Data\ Not allowed!
[00:00:00.016]  Set the output path to a dedicated directory.
[00:00:00.020]  It should be outside of the game and MO virtual file structure.
[00:00:00.023] ********************************************************************
[00:00:00.027] Current output path is not allowed, resetting it to D:\My Games\Steam\SteamApps\common\Skyrim\TES5Edit\Edit Scripts\Output\
 
[00:00:14.836] Loaded mesh rules for Dawnguard.esm
[00:00:14.851] Loaded mesh rules for HearthFires.esm
[00:00:14.858] Loaded mesh rules for Dragonborn.esm
[00:00:14.869] Loaded mesh rules for JKs Skyrim.esp
[00:00:14.880] Loaded mesh rules for SkyFalls + SkyMills + DG + DB.esp
[00:00:14.959] Loaded high mesh rules
[00:00:00.007] Found SDO Full-LOD - Giant Campfires.esp. DynDOLOD replaces this mod. Please remove from load order.
 
[Apply Script done]  Processed Records: 0, Elapsed Time: 00:15
 

do i have to remove all the SDO mods on my list for this to work..and if so .dose it meen i cant use thes mods in junction with this.. these mods are part of the SMC and i have the full list of everything on ultra. ie 4k

 
Edited by domjam
  • 0
Posted
  On 8/23/2015 at 2:18 AM, domjam said:

ok i think im finaly on the rigtht track to getting this thing done.. but its stoped. first it ssaid remove bashtag witch i did..now its saying this... 

DynDOLOD Worlds 1.44 using TES5LODGen by Ehamloptiran, Sheson and Zilav, starting...

 

[00:00:00.009] ********************************************************************

[00:00:00.013] D:\My Games\Steam\SteamApps\common\Skyrim\Data\ Not allowed!

[00:00:00.016]  Set the output path to a dedicated directory.

[00:00:00.020]  It should be outside of the game and MO virtual file structure.

[00:00:00.023] ********************************************************************

[00:00:00.027] Current output path is not allowed, resetting it to D:\My Games\Steam\SteamApps\common\Skyrim\TES5Edit\Edit Scripts\Output\

 

[00:00:14.836] Loaded mesh rules for Dawnguard.esm

[00:00:14.851] Loaded mesh rules for HearthFires.esm

[00:00:14.858] Loaded mesh rules for Dragonborn.esm

[00:00:14.869] Loaded mesh rules for JKs Skyrim.esp

[00:00:14.880] Loaded mesh rules for SkyFalls + SkyMills + DG + DB.esp

[00:00:14.959] Loaded high mesh rules

[00:00:00.007] Found SDO Full-LOD - Giant Campfires.esp. DynDOLOD replaces this mod. Please remove from load order.

 

 

[Apply Script done]  Processed Records: 0, Elapsed Time: 00:15

 

 

 

do i have to remove all the SDO mods on my list for this to work..and if so .dose it meen i cant use thes mods in junction with this.. these mods are part of the SMC and i have the full list of everything on ultra. ie 4k

 

Remember what the message box said you needed to acknowledge?

 

From the mods description page:

 

Compatibility - Out With The Old, In With The New

Mods listed here are replaced by DynDOLOD. They should be removed from the load order.

Skyrim Distant Overhaul - SDO - both the static object LOD *.bto and all *.esps.

Expand Object LODs

Skyrim Distant Detail and Distant Detail Hearthfire Edition

 

 

Yes you want to get rid of SDO. It is outdated now. By light years.

  • 0
Posted

ok thanks so much its working now.. now i have to do the hole patch thing with open citys skyrim and SFO. hope i dont get stuck again..thanks for your help

  • 0
Posted (edited)

Here is the extended debug regarding the duplicated formID : 

 

https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18825&authkey=!ANhkolrA9q_cRFY&ithint=file%2ctxt

 

 

0000BCDA cell is actually overriden by a lot of plugins (overrides weren't displayed after the exception occured). Not only the USKP, but Enhanced landscape, ELFX-exterior and a fast travel mod (this CFTO.esp) add stuffs in there. RWT change its XCWT as well, change carried over in the BashedPatch 0.

 

The last copied record before the exception (000A1FF2) is a water wheel (base : MSTT 000F3E42) which is non-persistent. But since it's vanilla, i don't get why it'd be a problem on this setup and not on a vanilla one. Going to experiment some more.

 

 

Edit :

Here is the plugin generated after the fail : https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18826&authkey=!ALOz1JFAYaztOUc&ithint=file%2cesp

Edited by Kesta
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Posted (edited)
  On 8/23/2015 at 5:54 PM, hallowieners said:

Is there a reason why I wouldn't want to select all of the worlds to generate? 

Maybe you are updating an existing DynDOLOD.esp and you know the new house mod only adds objects to one world.

Or generating LOD for a world has problems, so you can skip it. Or maybe simple safe some time.

  On 8/23/2015 at 2:48 PM, Kesta said:

Here is the extended debug regarding the duplicated formID : 

 

https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18825&authkey=!ANhkolrA9q_cRFY&ithint=file%2ctxt

 

 

0000BCDA cell is actually overriden by a lot of plugins (overrides weren't displayed after the exception occured). Not only the USKP, but Enhanced landscape, ELFX-exterior and a fast travel mod (this CFTO.esp) add stuffs in there. RWT change its XCWT as well, change carried over in the BashedPatch 0.

 

The last copied record before the exception (000A1FF2) is a water wheel (base : MSTT 000F3E42) which is non-persistent. But since it's vanilla, i don't get why it'd be a problem on this setup and not on a vanilla one. Going to experiment some more.

 

 

Edit :

Here is the plugin generated after the fail : https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18826&authkey=!ALOz1JFAYaztOUc&ithint=file%2cesp

We narrowed this down to a bashed patch created by the experimental version. Removing it allows the LOD generation to complete. We continue to work on this behind the scenes.

Edited by sheson
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Posted (edited)

DynDOLOD 1.45

 

Updated papyrus scripts to further optmize switching when leaving the world. This is plug and play, simply overwrite the files.

 

Added rules for Aemer's Refuge and River Estate

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.

 

Added functionality so mod authors can add their own rules with their mods. This also allows for simple, yet very effective compatibility patches. Newer versions (1.1.5) from Enhanced Landscapes by AceeQ make use of this feature.

 

[spoiler=Changelog]DynDOLOD Worlds.pas - added to also read rules files from ../skyrim/data/DynDOLOD/DynDOLOD_modnameesp.ini in case mod author wants to supply and maintain rules

DynDOLOD Worlds.pas - rules file for a mod can contain rule sections that only apply in case another mod is present, section header [skyrim 2ndmodfilenameesp], for simple compatibility patches

DynDOLOD Worlds.pas - also apply 'delete' and 'original' mesh rules before tree LOD is generated

DynDOLOD Worlds.pas - do not add textures from models with PassThru material to atlas

DynDOLOD Worlds.pas - explicitly set diffuse atlas texture to use alpha

DynDOLOD Worlds.pas - added switch for show on local map flag for LOD using emissive color - for water reflections after opening map once

Papyrus Scripts - optimized switching when leaving active worldspace

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

 

 

DynDOLOD 1.44

Edited by sheson
  • 0
Posted (edited)

Anyone know what could cause discolored LODs?  As in my mountain LODs, (only DynDOLOD's dynamic ones) are sandy tan.  I thought it might be a missing texture, but I have no idea why the texture would be missing, and the mountains aren't purple.  I didn't encounter any errors with the DynDOLOD Worlds script.

 

 

  Reveal hidden contents

 

Edited by MrKrupples
  • 0
Posted (edited)
  On 8/24/2015 at 2:10 AM, MrKrupples said:

Anyone know what could cause discolored LODs?  As in my mountain LODs, (only DynDOLOD's dynamic ones) are sandy tan.  I thought it might be a missing texture, but I have no idea why the texture would be missing, and the mountains aren't purple.  I didn't encounter any errors with the DynDOLOD Worlds script.

 

 

  Reveal hidden contents

 

Looks like left over files from Tropical Skyrim?

 

If they are dynamic you can open console, click on them and get the reference form id. If you have a mod that also shows the base form id like Mfg Console it is a bit easier.

Open TES5Edit

Enter the the formd id into the FormID field top left and press enter to bring up the reference. Find the row NAME - Base, and CTRL + left mouse click on the base record, probably 'Mountain something [sTAT:xxxxxxxx]'.

Or if you already have the base form id enter it into the FormID field and press enter to bring up the base record.

Once at the base record find the row Model \ MODL - Model Filename and take note of the full mesh path like 'Landscape\Mountains\MountainPeak01.nif'

Then also look for the row MNAM - Distant LOD \ LOD #0 (Level0) \ Mesh and take note of the first LOD mesh like 'LOD\Mountains\MountainPeak01_LOD_0L.nif'

 

Now check the game folder for these meshes

C:\SteamLibrary\SteamApps\common\Skyrim\Data\Meshes\Landscape\Mountains\MountainPeak01.nif or C:\SteamLibrary\SteamApps\common\Skyrim\Data\Meshes\LOD\Mountains\MountainPeak01_LOD_0L.nif for example.

 

Open the files in nifskope.

In the Block List window,  unfold the tree by clicking on the [+] BSFadeNode [+] NiTriShape [+] BSLightingShaderProperty until you find BSShaderTextureSet

The Block Details window should now show a list of textures that this model uses. Vanilla mountains use these 2 versions

textures\landscape\mountains\MountainSlab02.dds

or

textures\landscape\mountains\MountainSlab01.dds

 

If it points to any other texture, the mesh is not vanilla and was supplied by another mod. Remove it or overwrite with correct version.

 

Find the textures in the game folder

C:\SteamLibrary\SteamApps\common\Skyrim\Data\textures\landscape\mountains\MountainSlab02.dds

 

Open them in an image viewer to find the sandy version which was supplied by another mod. Remove it or overwrite with correct version.

 

The vanilla versions of the meshes and textures are usually in Data\Skyrim - Meshes.bsa. Then you can not find the files in the game folder.

A mod can also supply these versions in its BSA file, then you may never find the loose files. Use a BSA browser to find out which mod supplies the mesh / texture.

nifskopetextures.png

Edited by sheson
  • 0
Posted

Hello,

I am having a problem with Dyndolod 1.41: I have started to get huge fps drops outside of Whiterun when facing in the direction of the Gate with bridge and High Rothgar. On the other hand, when I turn in the opposite direction, facing the giant camp and the wilderness, my fps go back to normal. Now, my Laptop is a low end one and I am getting an average of 20 fps outside and 30-40 in interiors with 150 mods or so. 

I've generated the Lods with medium settings and I am not experiencing thes fps drops when roaming the wilds, only in front of Whiterun and Riften. When it happens I get to 0 fps and I have to face the ground only to be able to move around.

 

Will updating to 1.45 bring some performance improvements?

  • 0
Posted (edited)
  On 8/24/2015 at 9:09 AM, Werterdert1 said:

Hello,

I am having a problem with Dyndolod 1.41: I have started to get huge fps drops outside of Whiterun when facing in the direction of the Gate with bridge and High Rothgar. On the other hand, when I turn in the opposite direction, facing the giant camp and the wilderness, my fps go back to normal. Now, my Laptop is a low end one and I am getting an average of 20 fps outside and 30-40 in interiors with 150 mods or so. 

I've generated the Lods with medium settings and I am not experiencing thes fps drops when roaming the wilds, only in front of Whiterun and Riften. When it happens I get to 0 fps and I have to face the ground only to be able to move around.

 

Will updating to 1.45 bring some performance improvements?

DynDOLOD is not meant to be used with toasters. I suggest to use the low settings and to read the Performance section in the included manual.

 

There is two tests to check the impact of LOD:

Turn off all static and tree LOD by opening console and typing "tll" without the quotes. Type it again to turn it back on again.

Turn off dynamic LOD in DynDOLOD SkyUI MCM.

 

If static LOD is the cause use the smaller 128 LOD textures.

If dynamic LOD is the cause it most likely will be fires and such animated things. If there is still a problem with low settings, remove mesh rules like 01burning, 01landburning, fxwaterfall.

 

There is a third test. If turning off dynamic LOD didn't change anything;

If there is still a performance impact you may be using a mod that adds lots of new things into the towns which gets picked up and transferred to the Tamriel world.

Use console "tfc" without the quotes and fly up to see if there is lots of new objects behind the walls.

Start game without DynDOLOD.esp to test if it changes anything.

Generate LOD without the mods being active.

Edited by sheson
  • 0
Posted
  On 8/23/2015 at 11:38 PM, sheson said:

DynDOLOD 1.45

 

 

Added functionality so mod authors can add their own rules with their mods. This also allows for simple, yet very effective compatibility patches. Newer versions (1.1.5) from Enhanced Landscapes by AceeQ make use of this feature.

 

Hi Sheson,

 

I have seen the new version of Enhanced Landscape (1.1.5) and I am quite amazed by the way compatibility has been effected with other mods. Kudos to you sir!  ::):

Is this new feature explained in the DynDOLOD manual or I am just too blind?  :ermm:

 

Thanks for making our modding life so much easier!  ::):

  • 0
Posted
  On 8/24/2015 at 10:55 AM, Astakos said:

Hi Sheson,

 

I have seen the new version of Enhanced Landscape (1.1.5) and I am quite amazed by the way compatibility has been effected with other mods. Kudos to you sir!  ::):

Is this new feature explained in the DynDOLOD manual or I am just too blind?  :ermm:

 

Thanks for making our modding life so much easier!  ::):

No documentation yet. Sorry. Will try to add to next version.

Check the file in Enhanced Landscape data\DynDOLOD folder, maybe you can figure out :)

  • 0
Posted

Looking at the ini in EL, I think I can figure it out.

Need to do some testing though when i get back home tonight.

I assume if someone does not use a mod (esp) from the ones described in the ini; we can safely remove these lines, right?

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