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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

Hi, I'm new to S.T.E.P., but I would like to learn how to run DYNDOLOD. I downloaded it and all the scripts, and run TES5Edit, but when I try to run the DYNDOLOD script, I can't find it. I've unpacked the rar file multiple times, and placed the contents in the Skyrim directory, but to no avail. Can anybody help me figure out what's wrong?

  • 0
Posted

Great mod!

I have one question that wasn't covered in the FAQ:

If TES5LODGen crashes during creation of those LOD (Application stopped working), is it worth continuing the script until the end?

 

Long Story:

New mods to process: Darkend and Molag Bal's Inferno

 

I always clear the DynDoLOD_Output and reinstall DynDoLod if I want to update for added mods and buildings. This time in the middle of the process, the popup window crashed and when I accepted the error, the main script in TES5Edit went on.

 

"Molag Bal's Inferno" produced a weird folder name (unsupported Charset) for the apostrophe. If this was the reason for TES5LODGen to crash, I cannot tell. After removing the mod, I deleted the DynDoLOD_Output folder, reinstalled DynDoLOD and started all over again, it went through just fine.

  • 0
Posted
  On 9/21/2015 at 4:54 AM, Kdoggnutz said:

Hi, I'm new to S.T.E.P., but I would like to learn how to run DYNDOLOD. I downloaded it and all the scripts, and run TES5Edit, but when I try to run the DYNDOLOD script, I can't find it. I've unpacked the rar file multiple times, and placed the contents in the Skyrim directory, but to no avail. Can anybody help me figure out what's wrong?

See https://wiki.step-project.com/DynDOLOD and make to sure to copy the TES5Edit scripts to the correct folder. Step 6.

 

 

  On 9/21/2015 at 7:54 AM, disi said:

Great mod!

I have one question that wasn't covered in the FAQ:

If TES5LODGen crashes during creation of those LOD (Application stopped working), is it worth continuing the script until the end?

 

Long Story:

New mods to process: Darkend and Molag Bal's Inferno

 

I always clear the DynDoLOD_Output and reinstall DynDoLod if I want to update for added mods and buildings. This time in the middle of the process, the popup window crashed and when I accepted the error, the main script in TES5Edit went on.

 

"Molag Bal's Inferno" produced a weird folder name (unsupported Charset) for the apostrophe. If this was the reason for TES5LODGen to crash, I cannot tell. After removing the mod, I deleted the DynDoLOD_Output folder, reinstalled DynDoLOD and started all over again, it went through just fine.

Neither mod is listed as compatible. I can generate static object LOD for both mods without LODGen.exe crashing. See if this version is any different.

When generating to c:\output neither mod has any files with ' in it, so not sure.

 

Darkened needs some work to produce acceptable object LOD for it. I guess that is the reason the mod doesn't contain workable object LOD itself.

 

Molag Bal's Inferno already comes with LOD generted by TES5LODGen for all but one worldspace which has LOD generated by CK. With the typical bugs :)

It should be OK out of the box, though I will test and probably create a couple more LOD models variants to replace some full models used for LOD. This is purely because the LOD meshes exist already and only need retextures. This should fix a couple missing "mountains" and there will a slight performance improvement.

 

If LODGen.exe crashes the static LOD is not complete you can use what's there but area will be using old static LOD then and it probably look weird/broken.

The process in TES5Edit always runs in parallel continuing to create the dynamic LOD. Tree LOD is already generated an useable at that time.

  • 0
Posted
  On 9/21/2015 at 12:01 PM, sheson said:

 

Darkened needs some work to produce acceptable object LOD for it. I guess that is the reason the mod doesn't contain workable object LOD itself.

So, you recommend having Darkend unchecked when running DynDOLOD or no harm done?

 

Thanks!

  • 0
Posted (edited)
  On 9/21/2015 at 1:00 PM, Astakos said:

So, you recommend having Darkend unchecked when running DynDOLOD or no harm done?

 

Thanks!

The object LOD will be missing pieces and some have wrong texture. There will be gaping holes here and there, compared to no object LOD...

ATM I would keep tree and dynamic LOD and not use static LOD.

Edited by sheson
  • 0
Posted (edited)

So uh minor crash listed [here]

 

The end error being

  Quote

 

[00:40:36.917]    There is a problem in TCElysium.esp with 00ElysiumEstateExterior2 [CELL:0000963C] (in Tamriel "Skyrim" [WRLD:0000003C] at 2,-4) using [04034015] < Error: Could not be resolved > in
[00:40:36.959]    TCElysium.esp probably requires a different version of
[DynDOLOD.esp] Adding master "TCElysium.esp"
Exception in unit functions line 358: [04034015] < Error: Could not be resolved >
[Apply Script done]  Processed Records: 0, Elapsed Time: 42:05

EDIT: Errors found in the ESP. TIME TO FIX THEM~

Edited by CyborgArmGUn
  • 0
Posted

Hi.

 

1st post here, and of course I'm posting because I have a problem <g>

 

I've spent dozens of hours now trying to get DynDOLOD to work without success (everything seems to work, but the sky is black and everythig is dark at mid day). I'm on my third failure and I think I'm pretty much done with trying. Now I want to get it off my machine. I've already tried uninstalling like you would a normal mod and that failed as well. Is there any clear and concise documentation for how to go about restoring/recovering your game after removing DynDOLOD?

 

BTW, I'm using NMM, not MO... I can find lots of documentation and videos for MO, but that doesn't help me very much.

 

Assistance appreciated.

 

JD

  • 0
Posted (edited)

Hi there, I'm trying to update Dyndolod but I can't disable it in an interior since the checkbox is disabled when inside an interior cell. Is it safe to disable it outside?

Edited by RokDark
  • 0
Posted (edited)
  On 9/22/2015 at 4:31 PM, jdkbph said:

Hi.

 

1st post here, and of course I'm posting because I have a problem

 

I've spent dozens of hours now trying to get DynDOLOD to work without success (everything seems to work, but the sky is black and everythig is dark at mid day). I'm on my third failure and I think I'm pretty much done with trying. Now I want to get it off my machine. I've already tried uninstalling like you would a normal mod and that failed as well. Is there any clear and concise documentation for how to go about restoring/recovering your game after removing DynDOLOD?

 

BTW, I'm using NMM, not MO... I can find lots of documentation and videos for MO, but that doesn't help me very much.

 

Assistance appreciated.

 

JD

DynDOLOD can not cause the problems you are describing. It only adds LOD. It may have to copy worldspace or cell records from other mods. Those records may modify weather or image space. In any case, the record data is always from another mod.

Reinstalling DynDOLOD will not fix the underling problems caused by others mods. Those should be looked into and then fixed.

 

Have you read Docs\DynDOLOD_Manual.html "Uninstallation / Updating" yet? It doesn't get any clearer or conciser than that.

 

  On 9/22/2015 at 5:08 PM, RokDark said:

Hi there, I'm trying to update Dyndolod but I can't disable it in an interior since the checkbox is disabled when inside an interior cell. Is it safe to disable it outside?

That is the intended order, deactivate, then go inside a house. Read the instructions in MCM to the right:

 

Before updating deactivate old DynDOLOD here. Close menu and wait for deactivated message.

Go inside a house and check here that old DynDOLOD is still not active.

Edited by sheson
  • 0
Posted

Hey Sheson, I'm having another small problem with the DynDOLOD. Ace updated his Enhanced Landscape mod, with a patch for the Elianora home Pinegrove Lodge. The patch worked fine, and the rocks that covered the home were removed. The LODs of the rocks however were still there, even when I got close to it, and it looks like this: https://oi57.tinypic.com/2ppftrt.jpg

It's a matter of LODs not disappearing when you get close - and shouldn't the LODs not have been generated in the first place, since Ace removed the rocks in question with his patch?

 

Any ideas how to fix? Thanks in advance.

  • 0
Posted
  On 9/22/2015 at 11:37 PM, Carboniac said:

Hey Sheson, I'm having another small problem with the DynDOLOD. Ace updated his Enhanced Landscape mod, with a patch for the Elianora home Pinegrove Lodge. The patch worked fine, and the rocks that covered the home were removed. The LODs of the rocks however were still there, even when I got close to it, and it looks like this: https://oi57.tinypic.com/2ppftrt.jpg

It's a matter of LODs not disappearing when you get close - and shouldn't the LODs not have been generated in the first place, since Ace removed the rocks in question with his patch?

 

Any ideas how to fix? Thanks in advance.

Whatever it is in the picture this looks very much like terrain LOD not object LOD. DynDOLOD only covers object and tree LOD.

  • 0
Posted (edited)

How could it have come to be there? Would it be caused by Ace's Enhanced Landscape mod? I know for certain that it was not there before installing EL and DynDOLOD, but EL does not come with its own LODs as far as I have understood, instead relying on DynDOLOD to generate all its LODs.

 

Since I cannot target it with the console, I cannot see what mod it is from or get its ID number. Is there another way to see what is causing it?

 

EDIT: I'm using no other mods or anything apart from EL and DynDOLOD that adds LODs in my game, by the way. The LOD blob seem to be consistent with the rocks added by EL that used to be where the LOD blob is now.

 

Is there any way to simply remove the LOD via TES5edit? Maybe disable LODs for the entire cell/area?

Edited by Carboniac
  • 0
Posted (edited)
  On 9/22/2015 at 11:58 PM, Carboniac said:

How could it have come to be there? Would it be caused by Ace's Enhanced Landscape mod? I know for certain that it was not there before installing EL and DynDOLOD, but EL does not come with its own LODs as far as I have understood, instead relying on DynDOLOD to generate all its LODs.

 

Since I cannot target it with the console, I cannot see what mod it is from or get its ID number. Is there another way to see what is causing it?

 

EDIT: I'm using no other mods or anything apart from EL and DynDOLOD that adds LODs in my game, by the way. The LOD blob seem to be consistent with the rocks added by EL that used to be where the LOD blob is now.

 

Is there any way to simply remove the LOD via TES5edit? Maybe disable LODs for the entire cell/area?

Apart from tree LOD (which we have an automatic workaround) or dynamic LOD from DynDOLOD (then it has a form id) I have no idea what can cause terrain or object LOD to show in loaded cells. I never had that here so far.

 

I am pretty sure that neither EL or DynDOLOD add or modify what the screenshot shows. It doesn't look like object LOD at all. Pinegrove adds updated terrain LOD, you could unpack the BSA and remove the *.btr from its meshes\terrain\Tamriel\ folder to see if anything changes.

 

I am generating with Pinegrove and EL right now to see if I get the error.

 

Edit: Looks all fine here with Pinegrove and EL

59721-0-1442970299.jpg

 

Try default INIs, new game with coc whiterun see if that makes a difference.

You can also try removing/renaming tamriel.4.20.-12.bto / tamriel.4.20.-8.bto static object LOD generated by LODGen, so it falls back to the default bto for that area.

Edited by sheson
  • 0
Posted (edited)

Hello, thanks for all the work (my firstborn will be heading your way the instant he's born)

 

I'm having some troubles with DynDoLOD I have the dreaded purple patches i.e. missing textures. They're definitely LOD's the nearest one you can see in the picture is a fir Tree LOD (I know because it "pops in" when the Ugrid loads) and as you can see there are some others in the far distance (some of which are  the dead tree model TreeTundraDriftWood02 [sTAT:0003E4AE] i.e. form i.d.'s 3e4af, c9cbf etc). I have fir tree LOD purple 'un's all over Skyrim too.

 

I don't suppose you have any ideas? I've tried regenerating LODs twice now with exactly the same result. The big purple one is next to Elysium Estate which is a mod house.. probably something to do with that I imagine.

 

I also have missing sails on all windmills even on loaded Ugrids but have SkyMills/SkyFalls etc so something to do with that I expect. I could probably fix that but the purple textures are a killer as I have no idea how to fix those.

 

Its not a big deal I can live without DynDoLOD but it is puzzling.

 

https://imgur.com/2FZcwHM

 

some others:

https://imgur.com/4pKmKCr

https://imgur.com/vDhveM6

 

p.s. is it possible to just generate landscape/mountain LOD's minus the Tree LOD's? Because I have a mod that overhauls the tree LOD's and they're way better than the awful vanilla ones but alas they have no BillBoards associated with them. Static LOD's would be fine I can live without DynDoLOD's scripts as mentioned to a previous poster (although I'd prefer not to)

 

EDIT: ok I think I've fixed the crappy tree lod textures by simply deleting the LODgen generated ones from the Output folder, now I just need to find a way to fix the purple squares and I'll be good to go

Edited by soupdragon
  • 0
Posted

Hello, I've recently reinstalled and updated STEP following the 2.2.9.1 changes and installed this mod following the STEP wiki instructions. I started up a new game and ran into some issues in Helgen:

 

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00001.jpg

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00002.jpg

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00003.jpg

https://img.photobucket.com/albums/v231/magicgraduate/2015-09-22_00004.jpg

 

I then tried "coc Riverwood" and ran back to Helgen and everything looked fine. So I'm just trying to figure out if this is just a LOD loading glitch or if I've installed DynDOLOD incorrectly.

 

I'm using the latest version of MO. I've got the latest versions of SKSE, TES5Edit and PapyrusUtil. There were no errors thrown in TES5Edit when I was running the scripts on the esp. I've got the TexGen and DynDOLOD outputs installed and activated in MO, they're at the bottom of the load list and are not being overwritten. I only have STEP mods installed currently and I'm using most of STEP Core and some mods from STEP Extended. I've the STEP Texture Compliation mods and I've sorted my load order with LOOT.

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