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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

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

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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]

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DynDOLOD - Dynamic Distant Objects LOD - Sheson

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  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 12/10/2014 at 3:09 PM, Rotamote said:

Generating tree atlas files for Skyrim.esm doesn't work for me.  The worldspace selection menu doesn't pop up, nothing seems to happen when I click on the option.  The DLC esms work fine however, I can select the worldspace and the atlas files are successfully generated to the output folder.  Any suggestions?

Wild guess: Make sure to right click on Skyrim.esm and not Skyrim.exe. If worldspace menu still doesn't show, try loading Skyrim.esm only and nothing else.

If it still fails ask here: https://www.afkmods.com/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/

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Posted (edited)

It will be simple turn mod on/off and reset like every object in case after updating things go wonky. 

 

 

Resetting like everything requires sacrificing functionality and seems worse than doing the normal update procedure of starting the game once without the mod and saving it before using the new version.

Edited by sheson
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Posted

There is this problem also with other enhanced LOD mods (and probably vanilla too) near Windhelm when you walk by the farms and look into the docks the city walls by the docks sometimes disappear and the same happens to the bridge, I never checked but that must be a cell border also and the distance to switch LOD falls short, as you walk towards the lake both city walls and bridge reappear. Now why would they put a city entrance on a cell border is beyond me (like other weird design decisions).

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Posted

This isn't about weird design decisions, the game uses an enhanced version of a very shitty game engine. (Ever heard the saying 'polish a piece of **** and it's still a ****?')

There are instances where they tried to work around how shitty it was, meaning they knew about it yet probably couldn't do anything about it. Windhelm just so happens to be located on one of these faults, having designed the rest of the game around that area being where Windhelm was planned to be, it was already too late.

 

Now you may ask, why not just fix it instead? Well my friend, you don't know Bethesda :P

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Posted

But they surely could have moved the city entrance a little to the side wo it's walls and bridge dont disappear like thar. I will check it in vanilla, I just cant remmember but surely it was a issue already (like the guard sais: "been too long since we had a good vanilla raid", also "I used to be an adventurer like you, but then I took a LOD mod to the knee").

 

At least it's not a DynDoLOD or other mod's issue!

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Posted (edited)
  On 12/12/2014 at 12:22 PM, Agnusthemagi said:

There is this problem also with other enhanced LOD mods (and probably vanilla too) near Windhelm when you walk by the farms and look into the docks the city walls by the docks sometimes disappear and the same happens to the bridge, I never checked but that must be a cell border also and the distance to switch LOD falls short, as you walk towards the lake both city walls and bridge reappear. Now why would they put a city entrance on a cell border is beyond me (like other weird design decisions).

This is the same known LODGen.exe issue "Static objects LOD may not exactly disappear or appear when supposed to with mulitbound objects that span across cell borders.". It is the same reason that causes the flicker when LOD and full model objects both stay active that was talked about a couple pages back. This will be fixed eventually.

Edited by sheson
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Posted

That's what I meant to say actually, it's the same issue I had noticed in my game. I do think that setting the lod ini settings to medium in skyrimprefs.ini actually aleviates the issue, I will try it tonight.

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Posted

it is as safe as before :) and after that it will be a bit safer.

 

To update to 0.45.21 generate a new DynDOLOD.esp from scratch so that there is no left over data. Also the new default esp has the needed extra info to register the MCM menu.

 

As always, when updating the game - in an interior - start game once without DynDOLOD.esp and then save before starting it with the new DynDOLOD.esp. This step is needed so it doesn't carry over any old data.

 

Then everything should work just as before.

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Posted (edited)

BUBUBUG REPORT TIME

 

Im getting a persistent message over and over repeating itself that it can't read data from DynDOLOD_World.json

 

Startied happening after i upgraded, only seems to happen in child worldspaces or otherwise small ones such as Whiterun and the dragonsreach porch. Restarting the game does not help. Don't have much more info than that as nothing related to it is showing in my logs.

 

You said everything would work as before :( :(

Edited by DeathByDestiny
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Posted

Great googly moogly this looks complicated. How would this work with let's say SFO or Rustic Windows?  I see SFO on the mod page under "Some Assembly Required" I think Rustic Windows should be given some special attention and thrown on that list.

Any chance Gopher can make a nice guide vid for this. Do you really have to go through and do each mod and esm like the video shows?

Let's say you are using SDO would you just place the new folders after it to overwrite?

Sorry for the dumb questions guys, I've come so far in my modding abilities and this looks like something I definitly want to do, but also like yet another pain the arse project I'll have to learn from the ground up.

Not to mention if a mod I create LODs for gets updated or something wouldn't I have to do it all over again?

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Posted (edited)
  On 12/18/2014 at 3:42 AM, DeathByDestiny said:

BUBUBUG REPORT TIME

 

Im getting a persistent message over and over repeating itself that it can't read data from DynDOLOD_World.json

 

Startied happening after i upgraded, only seems to happen in child worldspaces or otherwise small ones such as Whiterun and the dragonsreach porch. Restarting the game does not help. Don't have much more info than that as nothing related to it is showing in my logs.

 

You said everything would work as before :( :(

 

 

Can you post its contents please? The file is supposed to be in data\skse\plugins\storageutildata

 

EDIT: please also post content of DynDOLOD_Tamriel.json while you at it. I suggest pastebin.com :)

Edited by sheson
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Posted (edited)
  On 12/18/2014 at 4:52 AM, Vulgar1 said:

Great googly moogly this looks complicated. How would this work with let's say SFO or Rustic Windows?  I see SFO on the mod page under "Some Assembly Required" I think Rustic Windows should be given some special attention and thrown on that list.

Any chance Gopher can make a nice guide vid for this. Do you really have to go through and do each mod and esm like the video shows?

Let's say you are using SDO would you just place the new folders after it to overwrite?

Sorry for the dumb questions guys, I've come so far in my modding abilities and this looks like something I definitly want to do, but also like yet another pain the arse project I'll have to learn from the ground up.

Not to mention if a mod I create LODs for gets updated or something wouldn't I have to do it all over again?

Rustic Windows is a texture replacer and doesn't add any new objects. It will have no effect on LOD. I would think before Gopher would make any video this would need to be out of beta and a few of the LODGen.exe issues to be fixed first. We are not there yet.

 

DynDOLOD + LODGen replace SDO. SDO should be deleted.

 

When mods that add objects are updated it depends on the nature of the update if DynDOLOD.esp needs to be updated too. This may either mean creating it from scratch or doing a simple update run to it. Eventually I will add a section to the manual how to determine which.

 

You may want to download the package anyways and have a look at the manual to decide if you want to try it or wait for now.

 

EDIT: I should add that you do not have to use the dynamic object switching DynDOLOD.esp to benefit from DynDOLOD in general. You can either download the static only showcase from https://www.nexusmods.com/skyrim/mods/59721/ or uncheck 'Create DynDOLOD' when generating LOD in TES5Edit and do not load the DynDOLOD.esp when starting the game. This will use the new and improved static object LOD without the animated, dynamic LOD.

Edited by sheson
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