Jump to content

Question

Posted

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

  • +1 15

Recommended Posts

  • 0
Posted
This might be a bit off-topic perhaps… But out of curiosity, do you have a roadmap for this mod? Anything left to be done besides maintaining compatibility with mods?

 

Thanks again Sheson for this fantastic mod :)

  • 0
Posted (edited)
  On 9/11/2015 at 4:17 PM, urielz said:

This might be a bit off-topic perhaps… But out of curiosity, do you have a roadmap for this mod? Anything left to be done besides maintaining compatibility with mods?

 

Thanks again Sheson for this fantastic mod :)

No promises about if ever or when anything comes to light.

 

Glow LOD. Static and dynamic LOD Windows and things that emit light (candles).

 

Create new LOD models for a few more vanilla objects.

Update existing vanilla LOD models.

better texture replacer support esp. for LOD models that use merged textures (major city LODs)

 

Eventually looking into a stand alone compiled version to speed things up.

 

Testing and if successful try to implement or improve:

- better water LOD, probably can only be done as dynamic LOD

- static LOD with enviroment maps / specular - for ice and glaciers

- Terrain LOD / meshes / textures

 

I also have my eyes on Skyblivion/Skywind and other new lands as well as creating LOD meshes for 3rd party models / modders resources to better cover and support mods.

 

3155782-1441992144.jpg3155782-1441992171.jpg3155782-1433042907.jpg3155782-1432943716.jpg3155782-1438375467.jpg

Edited by sheson
  • +1 1
  • 0
Posted
  On 9/11/2015 at 5:14 PM, sheson said:

No promises about if ever or when anything comes to light.

 

Glow LOD. Static and dynamic LOD Windows and things that emit light (candles).

 

Create new LOD models for a few more vanilla objects.

Update existing vanilla LOD models.

better texture replacer support esp. for LOD models that use merged textures (major city LODs)

 

Eventually looking into a stand alone compiled version to speed things up.

 

Testing and if successful try to implement or improve:

- better water LOD, probably can only be done as dynamic LOD

- static LOD with enviroment maps / specular - for ice and glaciers

- Terrain LOD / meshes / textures

 

I also have my eyes on Skyblivion/Skywind and other new lands as well as creating LOD meshes for 3rd party models / modders resources to better cover and support mods.

 

3155782-1441992144.jpg3155782-1441992171.jpg3155782-1433042907.jpg3155782-1432943716.jpg3155782-1438375467.jpg

wow, very exciting to read your list. Those pics with glow LOD look amazing. Thanks for posting this!

  • 0
Posted

Can not find anything that makes sense about setting DynDOLOD up for multiple profiles in MO. Can someone point me out to a way of doing this? I have SRLE and I am in the process of doing STEP (so I can use the full REGS pack).

  • 0
Posted
  On 9/11/2015 at 11:33 PM, triptonite said:

Can not find anything that makes sense about setting DynDOLOD up for multiple profiles in MO. Can someone point me out to a way of doing this? I have SRLE and I am in the process of doing STEP (so I can use the full REGS pack).

Personally, I simply have it installed multiple times using different names. DynDOLOD - Core, DynDOLOD - Extended, DynDOLOD - Mage, etc. The TexGen and DynDOLOD output files are similarly renamed for each profile.
  • 0
Posted
  On 9/11/2015 at 9:46 AM, sheson said:

Thanks, that solved my issue. To be completely honest when I read that I was yelling at my computer thinking you weren't understanding my question. I guess you did, kinda. I could have just added the line to my .ini myself, but I wasn't sure if I was looking at the right .ini file. Looks like I was, thanks again.

  • 0
Posted (edited)

I just started using DynDOLOD.

Man what a amazing tool!

Cheers!!

 

My issue is that the first run worked just fine.

My DynDOLOD - Output was about 1.2GB.

 

Now I updated TES5Edit (180815) and started a new run.

My DynDOLOD - Output reduced to 870MB.

Also the Lodgen started to crash or freeze in some runs of the script.

Is this normal? 

 

Lastly I'm using M.O. and i have several BSAs that are not loaded by TES5Edit.

Is that a problem? If a file is missing would the script let me know?

Edited by pralima87
  • 0
Posted

I have encountered a problem with DynDOLOD and I am not sure what the underlying issue is.

 

The problem:

 

Elenwen

 

ID 000198bc - 104646

base ID: 00013269 - 78441

locate: Skyrim.esm

define: Skyrim.esm

 

Is missing in the introduce scene. I roll thru the gates and this NPC is not at his post.

 

This appeared once I had DynDOLOD setup according to the step outlines in the STEP v2.2.9.1 Guide.

 

The mod order is:

 

DynDOLOD (extended version)

STEP LOD Textures (Extended)  - Result of running TES5Edit DynDOLOD TexGen script.

STEP DynDOLOD Output           - Result of running TES5Edit DynDOLOD Worlds script.

 

These are the last three mods in the load order.

Overrun and the output directory are cleaned before and after each step.

 

If I disable the STEP LOD Textures (Extended) the problem goes away.

 

I am trying to understand how a texture can affect the disappearance of a character. Missing or blue colored textures I can see. But the NPC is just not there.

 

I looked thru the textures and the only ones that looked interesting were a couple of leather textures. If I hide these, when I run the intro sequence the carriage in front of the one you are riding in disappear.

 

The latest version of  the tools are being used. I used the latest version of the STEP v2.2.9.1 DynDOLOD Guide.

 

I can’t find any errors in the texture generation or world generation TES5Edit log.

 

Any pointer on how I might track down and fix this problem without having to disable STEP LOD Textures (Extended) would be greatly appreciated.

  • 0
Posted

A quick questions, Sheson... and please forgive if it's been covered somewhere, but you must adimit that 154 pages is a lot to comb through.

 

WHen I first started using this, I had to omit a few ESPs (TAVE for all the major cities) due to a LOD issue where the trees would still be LOD's up close when in the town. From what I've read in the last few pages, it would SOUND like I no longer need to do this as part of the process. Is this a true assessment, or should I continue on as I did before? I'm pretty sure I mentioned those files to you at the time, but... as I said, 154 pages. *shrug*

  • 0
Posted (edited)
  On 9/12/2015 at 5:33 PM, pralima87 said:

I just started using DynDOLOD.

Man what a amazing tool!

Cheers!!

 

My issue is that the first run worked just fine.

My DynDOLOD - Output was about 1.2GB.

 

Now I updated TES5Edit (180815) and started a new run.

My DynDOLOD - Output reduced to 870MB.

Also the Lodgen started to crash or freeze in some runs of the script.

Is this normal? 

 

Lastly I'm using M.O. and i have several BSAs that are not loaded by TES5Edit.

Is that a problem? If a file is missing would the script let me know?

None of the tools should crash, that is not normal. If something stops working it means it could not generate everything completely.

Check TES5Edit\LODGen_log.txt for hints or messages or if it crashes and couldn't write anything useful to the logfile, post a screenshot of the white text on black background command prompt window and its message.

If the system is overclocked or there are CPU temperature problems it might just close randomly. You can then try to uncheck some CPU core affinity in task manager.

 

  On 9/12/2015 at 9:09 PM, echo451 said:

I have encountered a problem with DynDOLOD and I am not sure what the underlying issue is.

 

The problem:

 

Elenwen

 

ID 000198bc - 104646

base ID: 00013269 - 78441

locate: Skyrim.esm

define: Skyrim.esm

 

Is missing in the introduce scene. I roll thru the gates and this NPC is not at his post.

 

This appeared once I had DynDOLOD setup according to the step outlines in the STEP v2.2.9.1 Guide.

 

The mod order is:

 

DynDOLOD (extended version)

STEP LOD Textures (Extended)  - Result of running TES5Edit DynDOLOD TexGen script.

STEP DynDOLOD Output           - Result of running TES5Edit DynDOLOD Worlds script.

 

These are the last three mods in the load order.

Overrun and the output directory are cleaned before and after each step.

 

If I disable the STEP LOD Textures (Extended) the problem goes away.

 

I am trying to understand how a texture can affect the disappearance of a character. Missing or blue colored textures I can see. But the NPC is just not there.

 

I looked thru the textures and the only ones that looked interesting were a couple of leather textures. If I hide these, when I run the intro sequence the carriage in front of the one you are riding in disappear.

 

The latest version of  the tools are being used. I used the latest version of the STEP v2.2.9.1 DynDOLOD Guide.

 

I can’t find any errors in the texture generation or world generation TES5Edit log.

 

Any pointer on how I might track down and fix this problem without having to disable STEP LOD Textures (Extended) would be greatly appreciated.

If the mod that is disabled only contains dds texture files it makes no sense and I have no idea - something else must be happening. But it doesn't make sense overall because DynDOLOD leaves NPCs alone anyways.

TexGen only generates LOD textures with "lod" in the their filename which are only used by LOD models and to build the atlas. They either overwrite existing textures and add a few new ones for new LOD meshes.

So if you disable them, it means the vanilla textures will be used by some LOD models if using the atlas version does not work. The only connection I could think of is running out of VRAM.

 

 

  On 9/12/2015 at 9:50 PM, Shadriss said:

A quick questions, Sheson... and please forgive if it's been covered somewhere, but you must adimit that 154 pages is a lot to comb through.

 

WHen I first started using this, I had to omit a few ESPs (TAVE for all the major cities) due to a LOD issue where the trees would still be LOD's up close when in the town. From what I've read in the last few pages, it would SOUND like I no longer need to do this as part of the process. Is this a true assessment, or should I continue on as I did before? I'm pretty sure I mentioned those files to you at the time, but... as I said, 154 pages. *shrug*

The manual is up-to-date in regards to the mods that are listed and what needs to be done with them. I may add rules for them at one point, or better yet - if you create "Enable" rules for the tree references in question and post them I will happily add them.

Edited by sheson
  • 0
Posted

Checked the docs just after I finished - somehow, through the miricle of modern laziness, I missed that entire list. All but one of the mods I was referring to are listed as working out of the box now. The remaining one is Markarth Plus. I'll admit I haven't the foggiest of how to go about creating the rules for it though, so I'll just play it safe here and treat it as I was before. Thanks fr the quick feedback though - makes things a lot easier on me. Not so much for you, I know, but hey... look at all these people who love your work! On a semi-ratled note, what do you do with all those firstborn children?

  • 0
Posted
  On 9/13/2015 at 1:47 AM, Shadriss said:

On a semi-ratled note, what do you do with all those firstborn children?

He put them to work. They spend their life making new lods, so he can include them in future release.

  • 0
Posted (edited)

Hi Sheson

 

Yes, I check. It only has textures and only ones generated by DynDOLOD's TexGen script. It is a bit of a mystery atm.

 

Update: Problem has appeared with a different profile. No DynDOLOD installed. There appears to be some instability.

Figuring out what it is will be a bear. 

Edited by echo451
  • 0
Posted (edited)
  On 9/12/2015 at 10:11 PM, sheson said:

None of the tools should crash, that is not normal. If something stops working it means it could not generate everything completely.

Check TES5Edit\LODGen_log.txt for hints or messages or if it crashes and couldn't write anything useful to the logfile, post a screenshot of the white text on black background command prompt window and its message.

If the system is overclocked or there are CPU temperature problems it might just close randomly. You can then try to uncheck some CPU core affinity in task manager.

Thanks for trying to help me sheson!

This is a screenshot of the crash:

https://flic.kr/p/yyAdRv

 

Sometimes this happens too:

"Waiting for LODGen.exe to finish"

https://flic.kr/p/xBKah6

Edited by pralima87
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.