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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

  • 0
Posted

Thanks, sheson! I think it may have something to do with the mesh mask I'm putting in under the custom options section. Is it really just "tree" or do I have to enter one for each type of tree? 

  • 0
Posted
  On 11/27/2015 at 4:48 PM, leeser said:

Thanks, sheson! I think it may have something to do with the mesh mask I'm putting in under the custom options section. Is it really just "tree" or do I have to enter one for each type of tree? 

Still no idea what the problem is.

 

DynDOLOD-Trees.txt explains to enter "tree" for the mesh mask. That seems unequivocal to me.

  • 0
Posted

Yes, it does. Just wanted to make 100% sure. I've also renamed nolodtrees.lst to tamriel.lst as you instructed someone else to do. I have the vanilla billboard textures and everything, and yet nothing shows up after I generate the files. No trees, no lod at all. I believe I missed a step for that to happen. Nolodtrees.lst was put in the output folder and the data folder. 

  • 0
Posted
  On 11/27/2015 at 8:51 PM, leeser said:

Yes, it does. Just wanted to make 100% sure. I've also renamed nolodtrees.lst to tamriel.lst as you instructed someone else to do. I have the vanilla billboard textures and everything, and yet nothing shows up after I generate the files. No trees, no lod at all. I believe I missed a step for that to happen. Nolodtrees.lst was put in the output folder and the data folder. 

Follow all steps outlined in Options\trees.ultra\DynDOLOD-Trees.txt, including deleting all files in TES5Edit\Edit Scripts\DynDOLOD\cache\ and setting FlagTrees=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini

Make sure to click through to the advanced options and uncheck "Generate Tree LOD".

 

  • 0
Posted (edited)
  On 11/11/2015 at 6:44 PM, sheson said:

Bethesda did those trees as statics (STAT) and not as tree (TREE), so they have static LOD and not tree LOD at the moment.

You would need to edit Textures\DynDOLOD\lod\dyndolodtreelod.dds to change brightness of the texture. They are the 2 triangle shaped snowy trees in the lower right quadrant.

Ah ok thanks. I figured there was something different about those trees. Was wondering if its possible to convert them into tree LOD and add them to Dyndolod?

 

  On 11/17/2015 at 10:12 PM, Paolino said:

Hi, I report to have found a new glitch, two small fires flying, in the Dragonsreach Great Porch in Whiterun.

 

https://i.imgur.com/BERL7ag.jpg

https://i.imgur.com/x4WDqc3.jpg

https://i.imgur.com/sYTAO7c.jpg

 

Bye.

 

Theres a similar issue if you look over the walls of Whiterun from inside the city you can see the windmill sails turning of the windmills outside the city walls but there is no windmill body. I think its an issue with them not being disabled properly because if I tcl outside the walls some distance away the windmill bodies will switch on and off but the sails do not. Its not a big issue but it does look strange.

Edited by soupdragon
  • 0
Posted
  On 11/30/2015 at 12:15 PM, soupdragon said:

Ah ok thanks. I figured there was something different about those trees. Was wondering if its possible to convert them into tree LOD and add them to Dyndolod?

 

 

Theres a similar issue if you look over the walls of Whiterun from inside the city you can see the windmill sails turning of the windmills outside the city walls but there is no windmill body. I think its an issue with them not being disabled properly because if I tcl outside the walls some distance away the windmill bodies will switch on and off but the sails do not. Its not a big issue but it does look strange.

Tree LOD is done by TES5Edit. We will see if those can be added some time.

Bethesda didn't add too many full model objects outside behind the walls in the attached cells intentionally for performance optimizations. See Options\whiterunexterior\ folder in the download archive.

  • 0
Posted

One of my mods updated and changed the name of the plugin.  Now I get an error and crash stating that the plug in is missing.  How do I fix this?

 

Exact quote:

"The masters for some plugins (esp/esm) are not enabled.
The game will crash unless you install and enable the following plugins: 

Tiefling SnadsJang.esp"

There is no longer an Tiefling SnadsJang.esp to enable in my plugins. It was replaced with Tiefling.esp.

  • 0
Posted

FYI - the SSBT LODs work awesomely, for those fellow heretics who can overlook the over-sized coniferous needles.  I tell myself, "this is Tamriel, not Earth, and these are not pines in any case," and all is well.

 

Having to do a few "tfc" and "setscale 0.8" as I wander the main roads to move a few branches aside, but far fewer than I'd anticipated.

 

I'm having way better results with SSBT and DynDoLOD than I'd secretly hoped.

 

Such a lovely sight those great old growth trees off on those distant mountainsides.

  • 0
Posted (edited)

Anyone out there use Enhanced Landscapes? I was having a bit of a problem and as how that mod uses dyndoLOD i figured posting here couldnt hurt.

 

How do I get a LOD mesh to refrence a different cell in the Dyndolod_Atlas_tamriel.dds ?

 

i'm pretty competent at dyndolod, but if anyone could assist this should be a pretty straight forward fix.

 

Load order and conflicts in MO have been checked, everything is set up properly.

 

  Quote
ntdd6PB.jpg

 

Edited by TGA
  • 0
Posted

This is sort an oddball question I guess, but I was curious - would Climates of Tamriel be included when running DynDOLOD?  Or not?  Or does it make no difference whatsoever?

 

Just wondered.  I LOVE this mod.  Thank you for all the work done on it.

  • 0
Posted

Hi Sheson, I had a problem while running DynDOLOD:

 

[00:10:03.580]    Adding Master into Blackreach
[00:10:04.146]    There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1800DFE3] < Error: Could not be resolved > in Animated Weapon Enchants.esp
[DynDOLOD.esp] Adding master "daymoyl_DawnguardAddon.esp"
[00:10:04.356]    STEP Extended Patch.esp probably requires a different version of Animated Weapon Enchants.esp
Exception in unit functions line 354: FormID [1800DFE3] references a master which is not available in file [F8] DynDOLOD.esp
[Apply Script done]  Processed Records: 0, Elapsed Time: 10:27

 

Which had nothing to do with Animated Weapon Enchants.esp and managed to fix it by changing from ELE Lite 0.9.5c to ELE Lite 0.9.5b, also changed my STEP Extended Patch.esp to look for ELE_Legendary_Fs_Wt_Lite.esp instead of  ELE_Legendary_Lite.esp; but now I'm getting:

 

[DynDOLOD.esp] Adding master "Frontier Fortress Notice Boards.esp"
[00:38:37.593]    There is a problem in Frontier Fortress Notice Boards.esp with Granitehallext [CELL:00009A5E] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,-5) using [0200F5BB] < Error: Could not be resolved > in notice board.esp
[00:38:37.720]    Frontier Fortress Notice Boards.esp probably requires a different version of notice board.esp
Exception in unit functions line 354: Found a REFR reference, expected: LCTN
[Apply Script done]  Processed Records: 0, Elapsed Time: 39:02
 

Mods involved would be Th Notice Board, The Notice Board for Legendary Cities, Legendary Cities - Tes Arena - Skyrim Frontier Fortress, and of course DynDOLOD (also using the Thirteen Oranges tos_granitehall.esp, but no conflict; different location).  At first I thought it was a "load order" problem, but tried and no dice.  So far workaround is to untick Frontier Fortress Notice Boards.esp when generating DynDOLOD.

 

I'm running a bit of a mixed guide between STEP Extended, Neovalen's Skyrim Revisited: Legendary Edition, and STEP Pack: A Real Explorer's Guide to Skyrim so could be anything on my end (sorry if I'm not that helpfull on that end).

 

Anyway thanks for this great mod (and all others mentioned here), you all make the difference when it comes to enhance the Skyrim experience ...

 

Sincerely,

 

HH :lol: ::D: :cool:

  • 0
Posted
  On 12/2/2015 at 12:14 AM, MyHouseATL said:

One of my mods updated and changed the name of the plugin.  Now I get an error and crash stating that the plug in is missing.  How do I fix this?

 

Exact quote:

 

"The masters for some plugins (esp/esm) are not enabled.

The game will crash unless you install and enable the following plugins: 

 

Tiefling SnadsJang.esp"

 

There is no longer an Tiefling SnadsJang.esp to enable in my plugins. It was replaced with Tiefling.esp.

If mods that are added as masters are removed from the load order (and the mod IS removed and replaced by an new one) usually you need to generate DynDOLOD from scratch.

 

If the data, form ids etc are the same, you can either rename the mod filename back to the old filename or better update the filename in DynDLOD.esp with TES5Edit. In order for TES5Edit to load everything without the same error, temporarily have both files old and new enabled, then update the mods filename in the File Header / Master Files list.

 

  On 12/2/2015 at 2:39 AM, TGA said:

Anyone out there use Enhanced Landscapes? I was having a bit of a problem and as how that mod uses dyndoLOD i figured posting here couldnt hurt.

 

How do I get a LOD mesh to refrence a different cell in the Dyndolod_Atlas_tamriel.dds ?

 

i'm pretty competent at dyndolod, but if anyone could assist this should be a pretty straight forward fix.

 

Load order and conflicts in MO have been checked, everything is set up properly.

It seems the problem is with terrain LOD and not static object LOD. The LOD dirtcliffs in the image top right use the green grass texture as they should. The ground under them is terrain LOD which is not generated by DynDOLOD.

 

  On 12/2/2015 at 11:00 AM, hh2ohexhh said:

Hi Sheson, I had a problem while running DynDOLOD:

 

[00:10:03.580]    Adding Master into Blackreach

[00:10:04.146]    There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1800DFE3] in Animated Weapon Enchants.esp

[DynDOLOD.esp] Adding master "daymoyl_DawnguardAddon.esp"

[00:10:04.356]    STEP Extended Patch.esp probably requires a different version of Animated Weapon Enchants.esp

Exception in unit functions line 354: FormID [1800DFE3] references a master which is not available in file [F8] DynDOLOD.esp

[Apply Script done]  Processed Records: 0, Elapsed Time: 10:27

 

Which had nothing to do with Animated Weapon Enchants.esp and managed to fix it by changing from ELE Lite 0.9.5c to ELE Lite 0.9.5b, also changed my STEP Extended Patch.esp to look for ELE_Legendary_Fs_Wt_Lite.esp instead of  ELE_Legendary_Lite.esp; but now I'm getting:

 

[DynDOLOD.esp] Adding master "Frontier Fortress Notice Boards.esp"

[00:38:37.593]    There is a problem in Frontier Fortress Notice Boards.esp with Granitehallext [CELL:00009A5E] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,-5) using [0200F5BB] in notice board.esp

[00:38:37.720]    Frontier Fortress Notice Boards.esp probably requires a different version of notice board.esp

Exception in unit functions line 354: Found a REFR reference, expected: LCTN

[Apply Script done]  Processed Records: 0, Elapsed Time: 39:02

 

Mods involved would be Th Notice Board, The Notice Board for Legendary Cities, Legendary Cities - Tes Arena - Skyrim Frontier Fortress, and of course DynDOLOD (also using the Thirteen Oranges tos_granitehall.esp, but no conflict; different location).  At first I thought it was a "load order" problem, but tried and no dice.  So far workaround is to untick Frontier Fortress Notice Boards.esp when generating DynDOLOD.

 

I'm running a bit of a mixed guide between STEP Extended, Neovalen's Skyrim Revisited: Legendary Edition, and STEP Pack: A Real Explorer's Guide to Skyrim so could be anything on my end (sorry if I'm not that helpfull on that end).

 

Anyway thanks for this great mod (and all others mentioned here), you all make the difference when it comes to enhance the Skyrim experience ...

 

Sincerely,

 

HH :lol: ::D: :cool:

Those errors get reported by DynDOLOD Worlds.pas because patching with TES5Edit can not continue because of data inconsistency in the mods.

 

These errors should also be reported by the "Check for Errors" function of TES5Edit and need to be fixed in the mods reported.

 

The names of the reported mods depend on the mod (1) that uses a record of a second mod (2).

  • 0
Posted

I don't want to annoy you, I just got a little bug/question.

 

- [STEP] [Screenshot] [DynDOLOD] LODish looking wall fragments behind Riften, according to the editor ID it comes from DynDOLOD!

 

I first noticed those fragments before adding any mods on top of STEP and I'm not having anything similar with any city. I've checked the ID of the wall fragments in TES5Edit and it only listed DynDOLOD.esp as cause. Since first noticing the bug I have run DynDOLOD about five to ten times but the problem never disappeared. I'm using the STEP recommended medium setting.

 

Do you have any idea how I can fix this respectively how I can avoid getting this when running DynDOLOD again?

  • 0
Posted (edited)

I was benchmarking and testplaying after each single step of STEP aswell as after each single step after STEP. Every single time I was starting a new game.

I'm gonna start a new game later today or tomorrow anyway to check something weird with the vanilla start so I can check again.

 

/edit

Going away and coming back didn't fix it. The bug was consistent in about three or four stages of STEP/REGS installation with two or three different characters and a DynDOLOD run in between each.

Edited by elwaps
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