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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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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

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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

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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]

=======================================================================

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

  • 0
Posted
  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.

Sorry, but are we magically supposed to know the steps that lead to the error?

 

  On 11/22/2014 at 10:50 PM, Agnusthemagi said:

 

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

My Khajiit clean up after themselves. When you go into the cell the tents were and then back out again do the LOD tents show up again out of nothing?

Is this a new or existing game?

  • 0
Posted (edited)
  On 11/23/2014 at 11:27 AM, sheson said:

 

My Khajiit clean up after themselves. When you go into the cell the tents were and then back out again do the LOD tents show up again out of nothing?

Is this a new or existing game?

The tents stay after cell change, its on the same game, unfortunatelly.

 

Later I noticed some tents near the Honningbrew Meadery, they appear to be the temporary camp from civil war?

 

Maybe a cell reset would fix it, I will try setting up a cell reset with immersive creatures menu and check it out. If that dosent fix it I will try a clean save and reinstall.

 

Edit: Cell reseting didnt fix it, but clean saving did, now everything back to normal. That's probably because I generated everything again with the same save game and while I was at Whiterun. Maybe we need some kind of reset system command and it would not require clean save?

Edited by Agnusthemagi
  • 0
Posted (edited)
  On 11/23/2014 at 2:27 PM, Agnusthemagi said:

The tents stay after cell change, its on the same game, unfortunatelly.

 

Later I noticed some tents near the Honningbrew Meadery, they appear to be the temporary camp from civil war?

 

Maybe a cell reset would fix it, I will try setting up a cell reset with immersive creatures menu and check it out. If that dosent fix it I will try a clean save and reinstall.

 

Edit: Cell reseting didnt fix it, but clean saving did, now everything back to normal. That's probably because I generated everything again with the same save game and while I was at Whiterun. Maybe we need some kind of reset system command and it would not require clean save?

 

I am not sure I understand correctly. The first time the problem showed up was after generating everything for the first time for your load order and then load up an existing save game that never has seen DynDOLOD before? I never had any such trouble so far.

 

A dynamic LOD object get its status to show from the real object in the cell. When you leave the cell and LOD appears for a currently disabled object that is indeed really odd. I could only imagine that happening if the LOD object is tied to wrong real objects. I would be interested in that save game to try to reproduce the problem. Maybe you can upload it somewhere?

Edited by sheson
  • 0
Posted
  On 11/23/2014 at 6:14 PM, sheson said:

I am not sure I understand correctly. The first time the problem showed up was after generating everything for the first time for your load order and then load up an existing save game that never has seen DynDOLOD before? I never had any such trouble so far.

 

No, it was a save that had DynDOLOD already but I removed two mods and generated it all again but just plugged the updated plugin and kept on.

It somehow lost reference, probably the data is unique every time it's generated as I clean saved and it worked alright after that.

  • 0
Posted
  On 11/23/2014 at 9:13 PM, Agnusthemagi said:

No, it was a save that had DynDOLOD already but I removed two mods and generated it all again but just plugged the updated plugin and kept on.

It somehow lost reference, probably the data is unique every time it's generated as I clean saved and it worked alright after that.

Ah yes. Updating only supports adding other mods but not removing. I will add some more information to the manual about it.

 

So to recap, you removed 2 mods, then also removed DynDOLOD.esp, then made a clean save. Then  generated a new DynDOLOD.esp from scratch for your new load order, and then everything was working as expected. That is valuable information!

  • 0
Posted (edited)
  On 11/23/2014 at 9:55 PM, sheson said:

So to recap, you removed 2 mods, then also removed DynDOLOD.esp, then made a clean save. Then  generated a new DynDOLOD.esp from scratch for your new load order, and then everything was working as expected. That is valuable information!

Exactly, that worked alright, kept playing and didnt spot anything wrong. I even added in the Old Hroldan town mod, run the script once more just generating DynDOLOD and it worked (for this addition I used the same clean save so I didnt add the mod on an already running save)!

In the future make a function the player can call to import from the file again and it should be fine.

 

Edit: Just found this mod, which is pretty cool and adds those wayshrines around Tamriel (https://www.nexusmods.com/skyrim/mods/27572). This wont need a complete rebuild, just DynDOLOD using the cached stuff, right?

Edited by Agnusthemagi
  • 0
Posted (edited)
  On 11/24/2014 at 12:51 PM, Agnusthemagi said:

Edit: Just found this mod, which is pretty cool and adds those wayshrines around Tamriel (https://www.nexusmods.com/skyrim/mods/27572). This wont need a complete rebuild, just DynDOLOD using the cached stuff, right?

There is no LOD for seruinswaygate01.nif so you would have to add a mesh rule for the full model (similar to the byo.... rules), make sure to uncheck 'Use cached base elements' and then you can update the existing DynDOLOD.esp

 

EDID: you may want to add the base seruinswaygateplatform01.nif as well.

Edited by sheson
  • 0
Posted
  On 11/24/2014 at 5:20 PM, sheson said:

There is no LOD for seruinswaygate01.nif so you would have to add a mesh rule for the full model (similar to the byo.... rules), make sure to uncheck 'Use cached base elements' and then you can update the existing DynDOLOD.esp

 

EDID: you may want to add the base seruinswaygateplatform01.nif as well.

 

How are they handled in Dawnguard then if they have no LOD?

  • 0
Posted (edited)

Updated to files version 0.43.19 from 0.43.17, generated the plugin without exporting anything and stuff stopped working.
Tried a clean install this time got something weird: a message saying something along the lines of "dyndolod tamriel not found".

I'm generating the plugin again to see if it works again.

 

Edit: Everything ok again!

Edited by Agnusthemagi
  • 0
Posted

I'm getting a lot of Z-fighting on DirtCliffs throughout skyrim when using DynDOLOD. Any suggestions on how to stop or reduce this problem. Try the changing Skyrimprefs and removing all other mods (Vanilla is fine and used clean save).

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