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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

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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

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Posted (edited)

Hello, I'm not very interested in doing the glowing LODs. Do I still have to update TES5Edit from 3.1.1. to 3.1.2. for DynDOLOD 1.46?

Edited by Jemzyboz
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Posted
  On 11/18/2015 at 3:13 PM, Jemzyboz said:

Hello, I'm not very interested in doing the glowing LODs. Do I still have to update TES5Edit from 3.1.1. to 3.1.2. for DynDOLOD 1.46?

The requirement is "xEdit 091115 or newer. This is the newest developer version of TES5Edit."

Requirements are called requirements because they are required.

  • 0
Posted
  On 11/13/2015 at 2:33 PM, sheson said:

NO, you need to fix the mod that disables the original waterwheel in the first place, Enhanced Wetness and Puddles. Then generate LOD.

 

DynDOLOD Worlds.pas disables the original waterwheels and replaces them with new references. The mesh rule "Replace" and the manual explain why that happens.

However the replacements inherit the original settings, though if an object is permanently disabled (opposite player, below ground) DynDOLOD Worlds.pas will ignore the object completely.

It looks like misunderstand each other. That's I tried to explain both words and pictures. I have done it.

I have fixed those mods, which set the "Initially Disabled" status for waterwheel at Markath. Those two mods are Enhanced Wetness and Puddles and Skyfall and Skymills. I deleted the referernces from both mods, so now if I search for the acutal Form ID it is found just at Skyrim.esm. So, both mods must have to use the original settings (Skyrim.esm).

 

In spite of all these, after I run DynDOLOD still got the Initally Disabled settings and don't know how could it be.

  • 0
Posted (edited)
  On 11/18/2015 at 5:08 PM, kranazoli said:

It looks like misunderstand each other. That's I tried to explain both words and pictures. I have done it.

I have fixed those mods, which set the "Initially Disabled" status for waterwheel at Markath. Those two mods are Enhanced Wetness and Puddles and Skyfall and Skymills. I deleted the referernces from both mods, so now if I search for the acutal Form ID it is found just at Skyrim.esm. So, both mods must have to use the original settings (Skyrim.esm).

 

In spite of all these, after I run DynDOLOD still got the Initally Disabled settings and don't know how could it be.

 

If you delete the overwrite from Skymills you will end up with two waterwheels on top of each other, because SkyMills adds a new reference in its place.

 

In case of windmill fans and waterwheels, DynDOLOD disables the original references permanently and replaces them by new references.

 

All dynamic LOD objects are initially disabled. When DynDOLOD initializes dynamic LOD objects within the far/near grid are enabled based on the current status of the original reference or enable parent.

Edited by sheson
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Posted

Hi Sheson,

 

Your thoughs abt these mods that extend beyond the "borders" of Tamriel?

 

a. Nyhus and the Border of Cyrodiil

b. Folkstead and the Border of Hammerfell

c. Haafstad and the Border of High Rock

 

IIRC in an older version of DynDOLOD I experienced an "out of bounds" error when running the World script.

TBH haven't tested it with v.1.46 as I had excluded these mods from my load order but now they have been updated, correcting a number of kinks, and I would like to give them a go.

 

Thanks!

  • 0
Posted (edited)

Hey sheson,

 

Just a heads up, cross-posted from STEP 2.2.9.2 Development thread.

 

From SkyFalls and SkyMills - Nexus posts page:

 

  Quote

19-11-15

 

Update 3.3.2 removed, the meshes from Sheson were creating too many new reported issues with my mod for it to be worth the loss of Z-fighting. issues include; bad colouration, floating waterfalls, striping effects and lack of response to certain ENB settings.

Just thought I'd let you know, in case it affects the DynDOLOD settings directly, or if you feel like joining the discussion on the 2.2.9.2 thread. I've never seen you post elsewhere, so I wasn't sure if you'd see it otherwise.

 

And, by the way, I don't think I've ever gotten the chance to thank you yet, for DynDOLOD or the memory patch, etc. Unfortunately, I have no children to offer in sacrifice. I'll let you know when I have my firstborn. Lol. ;-)

 

Cheers,

 

Nebulous

Edited by Nebulous112
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Posted (edited)
  On 11/19/2015 at 12:13 PM, Astakos said:

Hi Sheson,

 

Your thoughs abt these mods that extend beyond the "borders" of Tamriel?

 

a. Nyhus and the Border of Cyrodiil

b. Folkstead and the Border of Hammerfell

c. Haafstad and the Border of High Rock

 

IIRC in an older version of DynDOLOD I experienced an "out of bounds" error when running the World script.

TBH haven't tested it with v.1.46 as I had excluded these mods from my load order but now they have been updated, correcting a number of kinks, and I would like to give them a go.

 

Thanks!

No idea, I will add them to my list of mods to test.

 

  On 11/20/2015 at 9:16 AM, Nebulous112 said:

Hey sheson,

 

Just a heads up, cross-posted from STEP 2.2.9.2 Development thread.

 

From SkyFalls and SkyMills - Nexus posts page:

 

 

Just thought I'd let you know, in case it affects the DynDOLOD settings directly, or if you feel like joining the discussion on the 2.2.9.2 thread. I've never seen you post elsewhere, so I wasn't sure if you'd see it otherwise.

 

And, by the way, I don't think I've ever gotten the chance to thank you yet, for DynDOLOD or the memory patch, etc. Unfortunately, I have no children to offer in sacrifice. I'll let you know when I have my firstborn. Lol. ;-)

 

Cheers,

 

Nebulous

No such problems reported here with the latest versions if used as dynamic LOD waterfalls as intended. They unload and are replaced by the full models when getting close.

Edited by sheson
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Posted
  On 11/20/2015 at 11:47 AM, Nebulous112 said:

Just to clarify, the quote from the SkyFalls and SkyMills page was from the mod author. 3.32 has been removed, only 3.31 is available for download now.

I know. DynDOLOD uses its LOD meshes as intended and nobody reported problems with the most recent versions. Using LOD meshes in loaded cells probably requires a bit more work it seems.

  • 0
Posted

First of all thank you for this wonderful tool!

 

I think I've found a bug while checking a bunch of player homes for glitches, lore friendliness and clipping. As I'm no expert I'm not sure if it is caused by the player home or by DynDOLOD, that's why I'm asking here.

 

I'm talking about Vjarkell Castle which is located in the Forgotten Vale. The front door looks odd with something rock-ish hovering in front of it.

 

2015-11-20_00079zhurq.jpg

 

While the rock ID pointed to Vjarkell Castle.esp only, the wall of the entrance put out the ID as shown above/below.

I've put the ID into TES5Edit and it showed me the following

unbenanntp7s6y.png

 

The only actual difference seems to be this "Is Full LOD" thing on the player home esp. What does that mean? Should I exclude the mod like Birds and Flocks HF the next time I'm creating my LODs? Or could it be a LOD fragment that was still shown as I was flying around with speedmult 500? Anyone ever seen anything like that?

  • 0
Posted

A question about StorageUtil.dll:

 

Cheskos Campfire and Frostfall mods are using this file but another size/ version. What is best to use?

  • 0
Posted (edited)
  On 10/12/2015 at 1:53 AM, sheson said:

Get these updated papyrus scripts, they add a MCM Information page that shows some numbers to verify files can be read and belong to each other.

 

"Error in unit 'functions' on line 1212 : Type mismatch"

Download and overwrite existing file with this updated TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas

 

 

sheson this mega link doesn't work. I have this error in a popup window during WorldGen so I'm trying to get the file, but mega says Temporary Error, retrying

Edited by ctdonsave
  • 0
Posted

Hello ! I used this mod and it's work really well but when I move my character there are some weird glitch/flicker effect constantly at very far way place.
Is there a way to fix this or should I reinstall the mod ?

It's look like this

https://imgur.com/a/nNp5W

it didn't look so bad in the image but in the game is very annoying and much more obivious to see.
 

  • 0
Posted (edited)
  On 11/20/2015 at 10:33 PM, elwaps said:

First of all thank you for this wonderful tool!

 

I think I've found a bug while checking a bunch of player homes for glitches, lore friendliness and clipping. As I'm no expert I'm not sure if it is caused by the player home or by DynDOLOD, that's why I'm asking here.

 

I'm talking about Vjarkell Castle which is located in the Forgotten Vale. The front door looks odd with something rock-ish hovering in front of it.

 

2015-11-20_00079zhurq.jpg

 

While the rock ID pointed to Vjarkell Castle.esp only, the wall of the entrance put out the ID as shown above/below.

I've put the ID into TES5Edit and it showed me the following

unbenanntp7s6y.png

 

The only actual difference seems to be this "Is Full LOD" thing on the player home esp. What does that mean? Should I exclude the mod like Birds and Flocks HF the next time I'm creating my LODs? Or could it be a LOD fragment that was still shown as I was flying around with speedmult 500? Anyone ever seen anything like that?

 

So called Neverfade are references that have the Is Full LOD flag set. The flags Is Full LOD and Persistent usually cause a full model to always show across the worldspace regardless of distance. It is the only method to show animated models like clouds, waterfalls, windmills or fires in the distance. Mod authors use it to not have to deal with generating static LOD.

 

DynDOLOD ships with 1000s of new LOD models, including the castle pieces, so if DynDOLOD finds such neverfades and there are LOD meshes available, it will  replace them by static LOD - because it improves performance. As  you can see, this is by design and the process will print a line each time it does that. 

 

  On 11/21/2015 at 6:46 AM, archer said:

A question about StorageUtil.dll:

 

Cheskos Campfire and Frostfall mods are using this file but another size/ version. What is best to use?

DynDOLOD requires PapyrusUtil 3.1 or newer. The in game papyrus scripts do a version check and will notify you in case the version is too old. Make sure to use these updated papyrus scripts

 

For obvious reasons it is a really bad practice to include third party plugins in such a way. It is especially bad in this case, as it seems that version 3.0 is included, which is known to cause CTD.

 

  On 11/21/2015 at 6:54 AM, ctdonsave said:

sheson this mega link doesn't work. I have this error in a popup window during WorldGen so I'm trying to get the file, but mega says Temporary Error, retrying

Try this new link for TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas

 

  On 11/21/2015 at 10:23 AM, misson07 said:

Hello ! I used this mod and it's work really well but when I move my character there are some weird glitch/flicker effect constantly at very far way place.

Is there a way to fix this or should I reinstall the mod ?

 

It's look like this

 

https://imgur.com/a/nNp5W

 

it didn't look so bad in the image but in the game is very annoying and much more obivious to see.

This is called Z-Fighting and it was always there.

Edited by sheson
  • +1 2
  • 0
Posted (edited)

Back to my question about the StorageUtil.dll:

 

Now I have the problem that the game crashes immediately whenever I try to enter an exterior cell. Because of that I have uninstalled Frostfall 3 and Campfire 1.4, have cleaned my savegame but still the same. When I deactivate Dyndolod.esp then I can enter exteriors as usual.

 

Is it possible that this is because I've created the world LODs in TES5Edit when frostfall 3 and Campfire 1.4 where activated?

 

BTW I've used the 3.1 version of the dll all the time.

 

Any idea how this can be fixed?

 

I'll do more testing and will update this posting.

 

---

 

EDIT:

Must I install the TES5LODGen.exe from TES5LODGen 3.1.2? I've still v3.1.1 installed, I'm only using the Vanilla Skyrim LOD Billboards.

 

---

 

I've figured out that something in the content of the new dyndolod.esp makes the game crash. When I use the standard (small) esp it works. I know, no dynamic LODs with this file but I'v tested it to be sure that no other file of the output fromDynDOLOD Worlds.pas is responsible for that. Now it's the question what exactly is responsible for the crashes.

Edited by archer
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