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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

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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)
  On 12/18/2014 at 11:35 AM, sheson said:

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 :)

 

You got it :D

 

Pastebin complained about how long the Tamriel one was, so I figured i'd just submit both as files

Jsonfiles.zipFetching info...

Edited by DeathByDestiny
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Posted (edited)

Great I know what the problem is. DynDOLOD_Worlds.json has a comma too much at the end.

 

"dlc2apocryphaworld":"DLC2ApocryphaWorld",

should be

 

"dlc2apocryphaworld":"DLC2ApocryphaWorld"
}
}

 

Now I will debug why that happened. Until then you can edit the file with notepad and remove the last comma before } as workaround

Edited by sheson
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Posted (edited)

Just a heads up sheson. When I generated for 0.45.22. It generated Dynamic Lod for Skuldafn again on medium.

 

I know before you said it shouldn't be doing that on medium and the last time it did for me it was due to that big bug we found. My windmills are intact and working though, I checked :P. I'll report if I start seeing anything odd though.

Edited by DeathByDestiny
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Posted

Either is normal. If there is dynamic LOD for a worldspace may change from update to update. It is either because of rules changes or  additional new LOD files for objects.

All that matters is t hat it complete its run without any error message.

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Posted (edited)

I have been getting an error generating DynDOLOD.esp in tes5Edit, I never got this before:

FormID [2620F990] references a master which is not available in file [CF]

 

CF  is the load order of DynDOLOD.esp, and this form is a placed NPC from Interesting NPCs (Fenrald3DNPC "Fenrald" [NPC_:2620F98E]).

Maybe it's trying to add LOD for said NPC? Will disable Interesting NPCs and run again.

 

Edit: I run again without interesting npcs and it worked right!

Edited by Agnusthemagi
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Posted
  On 12/20/2014 at 11:46 PM, Agnusthemagi said:

I have been getting an error generating DynDOLOD.esp in tes5Edit, I never got this before:

FormID [2620F990] references a master which is not available in file [CF]

 

CF  is the load order of DynDOLOD.esp, and this form is a placed NPC from Interesting NPCs (Fenrald3DNPC "Fenrald" [NPC_:2620F98E]).

Maybe it's trying to add LOD for said NPC? Will disable Interesting NPCs and run again.

 

Edit: I run again without interesting npcs and it worked right!

 

That is a bit odd because typically Interesting NPCs is fine. It is more likely it is confusing the mod numbering with another mod. Could you post the complete load order? You can find an easy to copy/paste text at the start of ..\TES5Edit\TES5Edit_log.txt

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Posted

Here it is, what is strange is that I aways had it run with basically the same lod order, and only removed 3dNPC.esp and 3DNPC Followers Perk Addon.esp fixed it. But the error was pointing to the form of the placed npc.

 

 

  Reveal hidden contents

 

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Posted (edited)

 

  On 12/21/2014 at 4:48 PM, Agnusthemagi said:

Here it is, what is strange is that I aways had it run with basically the same lod order, and only removed 3dNPC.esp and 3DNPC Followers Perk Addon.esp fixed it. But the error was pointing to the form of the placed npc.

 

Quite a load order :) I was not yet able to reproduce the error with it. However, I have a test version that may fix the error.

 

if you could test with DynDOLOD Worlds.pas and lib files from this test version https://mega.co.nz/#!wIwilI6B!R30ApU6DKZYTyEyxzPrURxG9lYEQVO2mZFBwkeUUpcE . 

Just override everything in TES5Edit\Edit Scripts\.. from the archive.

 

Please check if it fixes the error with 3DNPC.esp part of the load order again. If it stills fails, copy paste the last couple lines please from the log so I can see what it did just before the error.

Edited by sheson
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Posted
Nei ho Sheson, this last days I been testing Dynolod and overall I'm very satisfied with the results. Winterhold is the only problematic area, until now. Lotsa pop-up, missing chunks of terrain and an invisible winterhold college. The last issue is the only one that worries me because who knows if the same thing it's happening with other structures. My problem is that if I walk towards the college the whole building becomes invisible until I'm really close to it, and if I walk away it disappears once more. There's any workaround to fix that problem? not very immersive.  :confused:

ED: Winterhold Destruction Ruins User, here. Sorry for my english.

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Posted
  On 12/27/2014 at 3:51 AM, Zouotheist said:

 

Nei ho Sheson, this last days I been testing Dynolod and overall I'm very satisfied with the results. Winterhold is the only problematic area, until now. Lotsa pop-up, missing chunks of terrain and an invisible winterhold college. The last issue is the only one that worries me because who knows if the same thing it's happening with other structures. My problem is that if I walk towards the college the whole building becomes invisible until I'm really close to it, and if I walk away it disappears once more. There's any workaround to fix that problem? not very immersive.  :confused:
ED: Winterhold Destruction Ruins User, here. Sorry for my english.

 

Hi, this sounds like the LODGen.exe issue "Static objects LOD may not exactly disappear or appear when supposed to with mulitbound objects that span across cell borders." that hopefully will be fixed soon.

LODGen.exe is a third party tool and we hope the author soon finds the time to work on it again.

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Posted

Yup I'm well aware of that issue, the thing is, I wanna know if Dyndolod could -optionally, and eventually- ignore individual buildings through some internal configuration, tagging it as neverfade objects, full lods, etc. I'm just crazy talking here, my ignorance on this matter is epic.

:lol:

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Posted (edited)
  On 12/28/2014 at 1:02 AM, Zouotheist said:

Yup I'm well aware of that issue, the thing is, I wanna know if Dyndolod could -optionally, and eventually- ignore individual buildings through some internal configuration, tagging it as neverfade objects, full lods, etc. I'm just crazy talking here, my ignorance on this matter is epic.

:lol:

Yes you can add rules for specific references. Just look at one of the default rules like 'Skyrim.esm;00084CE1' how to add a form id (the number that shows in console when you click on an object) of a reference. The first two 00 do not matter as that number is defined by the mods load order based on the mods file name, e.g. Skyrim.esm.

 

If you want to override a building that normally would be static LOD (or has no LOD for that matter) to a neverfade DynDOLOD, set LOD4, LOD8, LOD16 and VWD only to nothing and set Grid to something you desire. Set Reference to unchanged.

Edited by sheson
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Posted

Hello, I ended up doing something different. Deleting the .bto files 4.24.24/4.28.24 kinda fixed the issue, the only problem happens when both the full model/lod overlap each other, but it's nothing critical. Your solution is indeed a lot better, but surprisingly, more tedious and slower...I'll try it again later. Thanks.

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