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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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59721-1-1427470235.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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Posted (edited)

First off, epic, epic job sheson. I know I am very late to the party but a masterpiece can be acknowledged anytime  ::):

 

Ok with that out of the way, I was hoping you or someone knowledgeable could clear a few doubts of mine. I installed Dyn with the help of GP's excellent tutorial and even though Micheal was very helpful and informative with his answers to the questions I asked, there we some things even he wasn't sure of so he directed me here. He told me you were pretty active and rather helpful to everyone and having gone through a few pages, I completely agree with him. Apologies if some of these questions have been asked before but the thread's 192 pages long and I haven't a clue where to look so here goes -

 

I used Tes5lodgen previously cause it was a bit simpler to use and didn't have any esp involved but the lod objects created with it don't have the same textures as the 3d objects. The lod rocks look grey (vanlla) when actually I have a brown texture pack installed. Thankfully this seems to be a non issue with Dyn but why do they work differently if the static part of Dyn is based on Tes5lodgen? Why do the textures not change in Tes5lodgen? Also based on the above, I need to run Dyn every time I install even a texture pack correct? Dyn creates lod based on both meshes and textures right? Which leads me to my second doubt....

 

If I am using only static lods, do I need the esp file activated after I am done generating lod objects? Since the static part of Dyn is based on Tes5lodgen (only meshes and textures), I should be good without an esp file, shouldn't I? That way I could use it with Skyfalls and Skymills and not have to worry about the whole enter interior, wait 10 days, save, quit, restart, wait 10 days, save chore. 

 

Or if I was using Dyn completely, what are some other mods/objects that I need to run the dynamic part for apart from waterfalls and windmills? If a mod just has static lods, I wouldn't need to uninstall and deactivate the mod first if I was making a change right? I could just run TES5Edit via Mod Organizer, generate the static lods and overwrite the ones in the mod folder or am I wrong?

 

Ok that went on for a bit. Again can't thank you enough for the mod. First the memory patch, now this - you have solved two of the worst problems that has plagued this game. Imagine not being able to see landscape objects and structures 100 metres in front of you especially from an elevated position. Respect.

Edited by XenolithicYardZone
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Posted (edited)
  On 12/7/2015 at 4:21 PM, XenolithicYardZone said:

First off, epic, epic job sheson. I know I am very late to the party but a masterpiece can be acknowledged anytime  ::):

 

Ok with that out of the way, I was hoping you or someone knowledgeable could clear a few doubts of mine. I installed Dyn with the help of GP's excellent tutorial and even though Micheal was very helpful and informative with his answers to the questions I asked, there we some things even he wasn't sure of so he directed me here. He told me you were pretty active and rather helpful to everyone and having gone through a few pages, I completely agree with him. Apologies if some of these questions have been asked before but the thread's 192 pages long and I haven't a clue where to look so here goes -

 

I used Tes5lodgen previously cause it was a bit simpler to use and didn't have any esp involved but the lod objects created with it don't have the same textures as the 3d objects. The lod rocks look grey (vanlla) when actually I have a brown texture pack installed. Thankfully this seems to be a non issue with Dyn but why do they work differently if the static part of Dyn is based on Tes5lodgen? Why do the textures not change in Tes5lodgen? Also based on the above, I need to run Dyn every time I install even a texture pack correct? Dyn creates lod based on both meshes and textures right? Which leads me to my second doubt....

 

If I am using only static lods, do I need the esp file activated after I am done generating lod objects? Since the static part of Dyn is based on Tes5lodgen (only meshes and textures), I should be good without an esp file, shouldn't I? That way I could use it with Skyfalls and Skymills and not have to worry about the whole enter interior, wait 10 days, save, quit, restart, wait 10 days, save chore. 

 

Or if I was using Dyn completely, what are some other mods/objects that I need to run the dynamic part for apart from waterfalls and windmills? If a mod just has static lods, I wouldn't need to uninstall and deactivate the mod first if I was making a change right? I could just run TES5Edit via Mod Organizer, generate the static lods and overwrite the ones in the mod folder or am I wrong?

 

Ok that went on for a bit. Again can't thank you enough for the mod. First the memory patch, now this - you have solved two of the worst problems that has plagued this game. Imagine not being able to see landscape objects and structures 100 metres in front of you especially from an elevated position. Respect.

 

DynDOLOD goes far beyond standard LOD because DynDOLOD Worlds.pas also scans and matches for additional landscape texture variations and then some. It also properly deals with base elements that use a texture replacement function built into the game.

 

If textures are updated/replaced just run DynDOLOD TexGen.pas again, and then only create the texture atlas again. Check DynDOLOD_TexGen.html and "Update Texture Atlas" in particular.

 

If LOD is generated without the dynamic LOD option you only need to use the esp if you notice static LOD object texture fighting with full models at the outside cells until a cellborder is crossed. Without the flag "Has Distant LOD" full models "bleed" into the LOD area outside of uGrids. Some of those now have LOD and the the flag is set in the esp.

 

The dynamic LOD also covers waterfalls effects/small water bodies/creeks/fires/glow and HearthFires houses and any object from vanilla/mods that have matching mesh rules with settings in the Grid column. Dynamic LOD is also used for quest enabled/disabled objects, for example some ships/wrecks or intact/damaged Helgen etc.

 

If the load order changes a lot I suggest to generate LOD (including dynamic or not) for a specific load order with only the base mods that are never removed.

Then you can add/remove other mods as you please without worrying about LOD at all. You do not have to generate mod again just because a mod was added. Things will just work without a problem. Update LOD texture/atlas as explained above when landscape texture change. Only update LOD (including dynamic or not) when you actually notice missing LOD from a new mod and you intent to keep it.

 

The save game update procedure is only needed if dynamic LOD is generated from scratch and an entirely new esp is introduced to the game. It is needed so the save game "forgets" about the old dynamic data. For example, this is required if a mod that was added as master into the esp is removed.

 

If a mod is added, the existing esp can be just updated.

 

Static / tree LOD - those files have no impact on scripts/save game and can be overwritten/removed at any time without worry. Just make sure the static/tree LOD files in meshes match their files in textures from the same generation.

Edited by sheson
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Posted (edited)
  On 12/7/2015 at 7:59 PM, sheson said:

DynDOLOD goes far beyond standard LOD because DynDOLOD Worlds.pas also scans and matches for additional landscape texture variations and then some. It also properly deals with base elements that use a texture replacement function built into the game.

 

If textures are updated/replaced just run DynDOLOD TexGen.pas again, and then only create the texture atlas again. Check DynDOLOD_TexGen.html and "Update Texture Atlas" in particular.

 

If LOD is generated without the dynamic LOD option you only need to use the esp if you notice static LOD object texture fighting with full models at the outside cells until a cellborder is crossed. Without the flag "Has Distant LOD" full models "bleed" into the LOD area outside of uGrids. Some of those now have LOD and the the flag is set in the esp.

 

The dynamic LOD also covers waterfalls effects/small water bodies/creeks/fires/glow and HearthFires houses and any object from vanilla/mods that have matching mesh rules with settings in the Grid column. Dynamic LOD is also used for quest enabled/disabled objects, for example some ships/wrecks or intact/damaged Helgen etc.

 

If the load order changes a lot I suggest to generate LOD (including dynamic or not) for a specific load order with only the base mods that are never removed.

Then you can add/remove other mods as you please without worrying about LOD at all. You do not have to generate mod again just because a mod was added. Things will just work without a problem. Update LOD texture/atlas as explained above when landscape texture change. Only update LOD (including dynamic or not) when you actually notice missing LOD from a new mod and you intent to keep it.

 

The save game update procedure is only needed if dynamic LOD is generated from scratch and an entirely new esp is introduced to the game. It is needed so the save game "forgets" about the old dynamic data. For example, this is required if a mod that was added as master into the esp is removed.

 

If a mod is added, the existing esp can be just updated.

 

Static / tree LOD - those files have no impact on scripts/save game and can be overwritten/removed at any time without worry. Just make sure the static/tree LOD files in meshes match their files in textures from the same generation.

Thanks for the detailed reply. I think I get the gist of it...well sort of at least.

 

Well I never really bothered with TexGen.pas cause it wasn't featured in the GP's video. Wasn't even aware you had to run it before running Worlds.pas. I ran DynDOLOD last night without TexGen and it seemed fine to me. So TexGen.pass creates the textures which are then used by Worlds.pas to create the lods?

 

Ok will go through those html files. 

 

https://wiki.step-project.com/Dynamic_Distant_Objects_LOD - This is what I should do from head to toe to set up everything correctly, isn't it?

Edited by XenolithicYardZone
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Posted
  On 12/8/2015 at 3:18 PM, XenolithicYardZone said:

 

Thanks for the detailed reply. I think I get the gist of it...well sort of at least.

 

Well I never really bothered with TexGen.pas cause it wasn't featured in the GP's video. Wasn't even aware you had to run it before running Worlds.pas. I ran DynDOLOD last night without TexGen and it seemed fine to me. So TexGen.pass creates the textures which are then used by Worlds.pas to create the lods?

 

Ok will go through those html files. 

 

https://wiki.step-project.com/Dynamic_Distant_Objects_LOD - This is what I should do from head to toe to set up everything correctly, isn't it?

 

You do not have to run DynDOLOD TextGen.pas if texture more or less look like vanilla textures, the default LOD textures should be fine. Consider running DynDOLOD TexGen.pas when using texture replacers and LOD textures do not match.

 

If you follow STEP and use the STEP texture pack there should be no need either as everything should be included.

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Posted

First off, amazing mod my last playthrough wouldn't have been the same without it. But i seem to have ran into a little problem. Whenever i load up DynDOLOD it shows this "could not determine cell for persistent exterior references" after loading the unofficial skyrim patch. Was wondering if I'm doing something wrong because it worked for my last playthrough like i said. Please let me know what you think the problem might be thanks!!! I would attatch the file but it is too big my apoligies.

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Posted

Sorry for that noob question but does DynDOLOD also cover tree LODs? Since I'm using an ENB (Vividian Vanilla) the tree LOD colors seem odd and destroy immersion. Just wondering what I should do about it...   ::(:

 

2015-12-09_00001hrrb3.jpg2015-12-09_00002w4rsw.jpg2015-12-08_00001jrrm4.jpg

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Posted (edited)
  On 12/8/2015 at 7:11 PM, sheson said:

You do not have to run DynDOLOD TextGen.pas if texture more or less look like vanilla textures, the default LOD textures should be fine. Consider running DynDOLOD TexGen.pas when using texture replacers and LOD textures do not match.

 

If you follow STEP and use the STEP texture pack there should be no need either as everything should be included.

Ok. ok. Thanks.

 

One final question - well for the time being at least. I am generating lods with Skysight Simply Bigger Trees. Now in the future if I decide to remove it, I wouldn't have to run TexGen.pas since SBBT only changes meshes and not textures so there wouldn't be any color mismatch correct? I could straight up proceed to Worlds.pas, create just the static lods and move them to the output folder and overwrite the files in there right?

 

Also I am creating lods using atlas size 256 instead of 512. If I wanted to switch to a higher size, all I need to do is just run Dyn after unchecking everything other than the atlas checkbox providing there have been no texture changes? Just confirming.

Edited by XenolithicYardZone
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Posted
  On 12/9/2015 at 12:39 AM, kingizzy said:

First off, amazing mod my last playthrough wouldn't have been the same without it. But i seem to have ran into a little problem. Whenever i load up DynDOLOD it shows this "could not determine cell for persistent exterior references" after loading the unofficial skyrim patch. Was wondering if I'm doing something wrong because it worked for my last playthrough like i said. Please let me know what you think the problem might be thanks!!! I would attatch the file but it is too big my apoligies.

I assume this message shows when running DynDOLOD Worlds.pas in TEX5Edit? Do you know what worldspace this happens in and what mod adds that worldspace?

Best to upload TES5Edit\TES5Edit_log.txt somewhere. Only the lines from the last process are needed. Truncate it from the last "Applying script..." to the end.

 

  On 12/9/2015 at 1:06 AM, elwaps said:

Sorry for that noob question but does DynDOLOD also cover tree LODs? Since I'm using an ENB (Vividian Vanilla) the tree LOD colors seem odd and destroy immersion. Just wondering what I should do about it...   ::(:

The second sentence of the first paragraph of DynDOLODs description.

  Quote

By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and a new, optional dynamic distant object LOD in a few 'simple' steps.

By default DynDOLOD uses tree LOD billboards resources provided by 3rd parties and tree LOD generation function of TES5LODGen. The advanced options of DynDOLOD have a brightness modifier for tree LOD.

 

  On 12/9/2015 at 3:25 AM, XenolithicYardZone said:

Ok. ok. Thanks.

 

One final question - well for the time being at least. I am generating lods with Skysight Simply Bigger Trees. Now in the future if I decide to remove it, I wouldn't have to run TexGen.pas since SBBT only changes meshes and not textures so there wouldn't be any color mismatch correct? I could straight up proceed to Worlds.pas, create just the static lods and move them to the output folder and overwrite the files in there right?

 

Also I am creating lods using atlas size 256 instead of 512. If I wanted to switch to a higher size, all I need to do is just run Dyn after unchecking everything other than the atlas checkbox providing there have been no texture changes? Just confirming.

In general, DynDOLOD TexGen.pas generates LOD textures for static LOD and the static LOD texture atlas, while tree LOD uses tree LOD billboards textures that are combined into the tree LOD texture atlas.

 

Typically, for this case it should be enough to only generate tree LOD again. However, a few trees end up as static or dynamic LOD for technical reasons. So if you notice single LOD trees still too large you may want to generate all again.

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Posted
  On 12/9/2015 at 11:30 AM, sheson said:

The second sentence of the first paragraph of DynDOLODs description.

By default DynDOLOD uses tree LOD billboards resources provided by 3rd parties and tree LOD generation function of TES5LODGen. The advanced options of DynDOLOD have a brightness modifier for tree LOD.

In general, DynDOLOD TexGen.pas generates LOD textures for static LOD and the static LOD texture atlas, while tree LOD uses tree LOD billboards textures that are combined into the tree LOD texture atlas.

Sorry, I must have overlooked this.

 

Now, I've just checked the advanced options and found the brightness modifier. Looking at my screenshots, is there a value you would suggest? Obviously I need to make the LOD trees darker so I guess that would be a negative value but I got no idea if I should go for -3 or -30. Also, on the third screenshot you can see that I get the usual pale green LOD trees in snowy environments. What would be the solution to this?

 

Final question: after looking at "Enhanced Landscapes" I fell in love with the look of that mod. Given I'm not getting major incompatibilities (or a frame drop pulling me below 30 in average) I'm gonna add it after finishing testing my current build. The mod page strictly recommends DynDOLOD for LOD generation with only the load order and mod order being important, at least to me the rest looks like "Just use DynDOLOD like you would use it without EL". Would installing EL magically fix my problems with pale LOD trees? Or would it just output proper EL trees?

 

Sorry again for probably being annoying due to my lack of knowledge (until recently I was just a dumb follower of STEP with little to no background knowledge about why something is done so despite beginning to understand TES5Edit basics and stuff I still need to ask dumb questions) and thank you for your top notch support in this forum, at least for me its way more comprehensive and comfortable than having to dig through unstructured Nexus comments.

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Posted
  On 12/9/2015 at 3:38 PM, elwaps said:

Sorry, I must have overlooked this.

 

Now, I've just checked the advanced options and found the brightness modifier. Looking at my screenshots, is there a value you would suggest? Obviously I need to make the LOD trees darker so I guess that would be a negative value but I got no idea if I should go for -3 or -30. Also, on the third screenshot you can see that I get the usual pale green LOD trees in snowy environments. What would be the solution to this?

 

Final question: after looking at "Enhanced Landscapes" I fell in love with the look of that mod. Given I'm not getting major incompatibilities (or a frame drop pulling me below 30 in average) I'm gonna add it after finishing testing my current build. The mod page strictly recommends DynDOLOD for LOD generation with only the load order and mod order being important, at least to me the rest looks like "Just use DynDOLOD like you would use it without EL". Would installing EL magically fix my problems with pale LOD trees? Or would it just output proper EL trees?

 

Sorry again for probably being annoying due to my lack of knowledge (until recently I was just a dumb follower of STEP with little to no background knowledge about why something is done so despite beginning to understand TES5Edit basics and stuff I still need to ask dumb questions) and thank you for your top notch support in this forum, at least for me its way more comprehensive and comfortable than having to dig through unstructured Nexus comments.

Honestly, I have no clue what values to use for brightness :) However, you can quickly update tree LOD by using the built-in function of xEdit directly.

Make sure to start xEdit with the -o output parameter set, so it doesn't override existing files. Otherwise keep load order and things as you did for generating LOD with DynDOLOD Worlds.pas.

Right click Skyrim.esm (or mod that adds worldspace), select Other, select Generate LOD, select worldspace, uncheck Objects LOD, check Trees LOD and select brightness, click Generate.

Then copy/move/overwrite the tree LOD files meshes btt / textures dds from output folder as before.

 

Tree LOD is flat surfaces with no normals, which is why they react so weird to lighting and ENB settings. AFAIK most mods that change trees / tree LOD billboards were made for vanilla lighting.

Unless you create/update your custom set of billboards dds, no mod is going make to tree LOD look OK for your current ENB settings. That is why the brightness drop down exits.

 

AFAIK Enhanced Landscapes updates some trees and ships with matching tree LOD billboards, though I assume the files were created with vanilla lighting in mind and may need adjustment for your ENB just as well.

It may not change the type of trees you find problematic at all, though.

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Posted

Thanks, I'm gonna test this in the next step of my build (after adding Enhanced Landscapes) then!

 

By the way, this is how trees looked just some minutes ago and I did NOTHING to DynDOLOD in the meantime:

 

2015-12-09_00006y8l6c.jpg

 

Must be the night time which apparently got similar lightning than vanilla. Still weird. I'm gonna report back as soon as I finished installing the new mods and doing a full DynDOLOD run.

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Posted (edited)
  On 12/9/2015 at 7:12 PM, elwaps said:

Must be the night time which apparently got similar lightning than vanilla. Still weird. I'm gonna report back as soon as I finished installing the new mods and doing a full DynDOLOD run.

Tree LOD reacts to the weather colors (ambient lighting color, effect lighting color) which are set per time span in weather records: day, night, sunrise, sunset.

Edited by zilav
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Posted (edited)
  On 12/9/2015 at 8:56 PM, kingizzy said:

here is my file i hope i got the right part, it seems to have bugged out while working on claralux. Hope it helps!attachicon.gifTES5Edit_log.txt

Do not have claralux esp enabled in the load order for generating LOD. The next update will deal with it properly.

Edited by sheson
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Posted

My problem "magically" solved itself without touching the brightness tweak in the advanced options. The solution was using Enhanced Landscapes, which according to its description "includes tree LodGen billboard files for vanilla & SFO 2.3. You don't need any other billboard files.". Since I've installed that mod and generated LODs using DynDOLOD, all LOD trees (almost) match the color of the foreground ones and the change from LOD to rendered isn't that obvious anymore. The only problem I got is that some of the tree LODs don't match the actual trees but that is very likely due to me using SFO 1.87 (following STEP) while the LODs are meant for newer versions in which they obviously changed some of the trees. I would also love to have the LOD trees in a higher quality but I assume that would mean setting DynDOLOD to "High" instead of "Medium" which would probably kill what is left of my poor framerate.

 

Still thank you very much for your support sheson!

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