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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.

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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

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

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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

  • 0
Posted

The difference your mod makes compared to vanilla is breath-taking. That timelapse on Whiterun is awesome.

 

So how big of a change is it going to be between 1.45 and the next update?

  • 0
Posted

Slightly off-topic but the way you have edited that clip is brilliant. Nice slow tracking shots during the verses and then quick, short scene switching during the chorus that matches perfectly with the beat. Nothing like a bit of cross-sensorial reinforcement to drive home the message.

  • 0
Posted (edited)

I'm a totaly newbie at this and am using this for the first time. If I select Tamriel, does it do all of Tamriel, including Sovengarde, etc?

 

Never mind. I think I figured it out. Only do I run this before a do an iActivate patch, a merged patch, and the bashed patch?

Edited by rayhne
  • 0
Posted
  On 10/3/2015 at 10:47 PM, hazelwolf said:

The difference your mod makes compared to vanilla is breath-taking. That timelapse on Whiterun is awesome.

 

So how big of a change is it going to be between 1.45 and the next update?

Not big at all, it is mostly about the functions in DynDOLOD Worlds. The windows are simple enough and are done as decals so they do not z-fight. I notice no change in performance - but then I can run high anyways. There is a  low option, but then the windows do not react to day light, so they always glow.

 

  On 10/3/2015 at 11:03 PM, GrantSP said:

Slightly off-topic but the way you have edited that clip is brilliant. Nice slow tracking shots during the verses and then quick, short scene switching during the chorus that matches perfectly with the beat. Nothing like a bit of cross-sensorial reinforcement to drive home the message.

thanks

 

  On 10/3/2015 at 11:08 PM, rayhne said:

I'm a totaly newbie at this and am using this for the first time. If I select Tamriel, does it do all of Tamriel, including Sovengarde, etc?

Tamriel is Skyrim actually - notice the names in brackets. Just one of the confusing things Bethesda does. You will find Sovngarde in the list of worlds to select as well.

  • 0
Posted

Thanks. Only do I run this before I do an iActivate patch, a merged patch, and the bashed patch?

  On 10/3/2015 at 11:08 PM, rayhne said:

I'm a totaly newbie at this and am using this for the first time. If I select Tamriel, does it do all of Tamriel, including Sovengarde, etc?

 

Never mind. I think I figured it out. Only do I run this before a do an iActivate patch, a merged patch, and the bashed patch?

  • 0
Posted (edited)
  On 10/3/2015 at 11:38 PM, rayhne said:

Thanks. Only do I run this before I do an iActivate patch, a merged patch, and the bashed patch?

iActivate and bashed patch order should not matter unless you use the experimental bashed patch for worlds/cells, that should be done beforehand.

 

Merging mods also depends on the merged mods. If you merge house mods / mods that add objects with (dyanmic) LOD you should merge them before running DynDOLOD Worlds.

If you merge mods for which DynDOLOD has custom mesh rules you should read the "Dealing with merged Mods" section in the manual. The "Compatibility" section lists all mods that have mesh rules - with the 1

 

It may be tough to know all mods that add objects with LOD beforehand.The only way to know for sure is to run DynDOLOD once before merging and check the added masters for the mods in questions.

Edited by sheson
  • 0
Posted

So I am using this (for the first time) as well as Alternte Start so I am starting in the abandoned prison (not in a worldspace). When I use the bed, the game crashes. Is this were I can get help?

  • 0
Posted (edited)
  On 10/4/2015 at 7:30 PM, rayhne said:

So I am using this (for the first time) as well as Alternte Start so I am starting in the abandoned prison (not in a worldspace). When I use the bed, the game crashes. Is this were I can get help?

DynDOLOD does nothing to the bed or inside the prison. You need to report exactly when is happening what, for example does it start loading after using the bed?

Did you try console from main menu and coc whiterun?

Edited by sheson
  • 0
Posted (edited)

Hey,

 

May I ask a little bit support. I can't run DynDOLOD WorldPass, because I got these error windows:

 

UfCJDej.jpg

 

99XdB7t.jpg

 

I have merged plugins, so I guess that's the reason but do not really know, what is the exact problem. :(

How can I find out more?

 

processors        : 8x Intel® Core i7-3770K CPU @ 3.50GHz
physical memory   : 9688/16351 MB (free/total)
free disk space   : (C:) 44,64 GB (D:) 110,93 GB
display mode      : 1920x1080, 32 bit
process id        : $18a8
allocated memory  : 1,20 GB
command line      : "D:\Games\Skyrim\TES5Edit_3_1_1\TES5Edit.exe" -o:"E:\Skyrim New\DynDOLOD\TES5LODGenOutput"
executable        : TES5Edit.exe
exec. date/time   : 2015-05-19 10:41
version           : 3.1.1.0
compiled with     : Delphi XE
madExcept version : 4.0.5
callstack crc     : $02a54580, $7ef50fbe, $d07fd000
exception number  : 1
exception class   : Exception
exception message : FormID [06000000] references a master which is not available in file [AE] DynDOLOD.esp.

 

Thank You!

 

Can't find FormID 06000000 via Tes5Edit.

Edited by kranazoli
  • 0
Posted (edited)
  On 4/15/2015 at 10:07 PM, sheson said:

So after I more or less copied your complete load order and also quickly installed a win 10 preview in a virtual machine.

I just can not reproduce that error so far.

 I stood clear of changing user and didn't run into any permission troubles with win 10.

I installed TES5Edit in c:\TES5Edit and MO into c:\ModOrganizer

My LOOT sorts things differently. I might try manually moving esp to your order when I have more time.

 

There is no 06000000 in Unofficial HearthFires as already mentioned so I am still wondering how that formid pops-up.

 

Do you have any chance at all to run your load order under a different windows to compare?

 

Delete everything in TES5Edit\DynDOLOD and then reinstall from archive.

 

If that error does not go away I will prepare a debug version of DynDOLOD Worlds.pas for your so to test further.

I guess, I have something similar issue... Maybe...

 

https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=121864

 

https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=121658

 

https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=121671

 

I don't know. Have you managed to find out what was wrong with this issue?

Edited by kranazoli
  • 0
Posted
  On 10/4/2015 at 8:37 PM, sheson said:

DynDOLOD does nothing to the bed or inside the prison. You need to report exactly when is happening what, for example does it start loading after using the bed?

Did you try console from main menu and coc whiterun?

Thank you. It turns out that I was using Enhanced Landscapes grass plugin and neglected to add the required lines to the ini file. :) I'm now experimenting to find out which of the three levels is best for my machine.

  • 0
Posted
  On 10/4/2015 at 9:55 PM, kranazoli said:
 

I don't remember if we did, maybe check with hishutup directly.

 

Check merged plugin (or all esp for that matter) for errors with TES5Edit. There can't really be a form id xx000000 in any mod AFAIK. I am thinking it may be a form id conversion error by the merging process.

At what point in the process does this happen? Post last few lines from TES5Edit\TES5Edit_log.txt

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