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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

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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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3,968 answers to this question

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Posted
  On 5/15/2014 at 12:16 AM, sheson said:

@Citizen working on your loadorder, I got it almost replicated - couldn't find a couple mods anymore but I doubt they matter. Will post again when I know more

Let me know which ones you can't find. I'll zip them up and send them over.

 

That is, if my city doesn't burn to the ground first from one of the 8 (and counting) brush fires in the county.

  • 0
Posted
  On 5/15/2014 at 12:16 AM, sheson said:

Only the esp mod files that come with SDO use neverfades and those becomes obsolete when using DynDOLOD. Details in the readme in the zip file.

Bleak Fall Burrow is not in those esp as neverfade, BUT the campfires and creeks in the tundra behind that mountain are. I guess the quickest way to find out is to test your frame rate without the SDO esps.

 

DynDOLOD will add the creeks and campfires and many more things again - if you choose to let to let it do skyrim.esm in addition to other mods. However, only the objects much much closer to you are active and everything in the tundra will be off at that point, so the end result should be a better frame rate.

This is interesting, thanks! With all ESPs my frame rate is about 44FPS. Just deactivating the campfire and tundra ESPs didn't do anything; however, deactivating all of them returned the frame rate to normal without any visual quality loss in that area.

 

No SDO >>     with SDO/no SDO esps active     >>     with SDO and SDO esps active

Posted ImagePosted ImagePosted Image

 

I'd be interested to know how much of the SDO ESPs that DynDOLOD replaces. Is that information in the readme or would I need to dive into TES5Edit with this? If it's replacing all the giant campfires then that's one ESP we could eliminate. Just being able to use SDO without any of its ESPs with little to no visual quality loss would be ideal if DynDOLOD could replace most if not all of the SDO ESPs.

  • 0
Posted (edited)
  On 5/15/2014 at 12:32 AM, fireundubh said:

Let me know which ones you can't find. I'll zip them up and send them over.

 

That is, if my city doesn't burn to the ground first from one of the 8 (and counting) brush fires in the county.

I wish you all the best and good luck with that. I have seen those fire up close too once. Scary.

 

Anyhow turns out the problem was as simple as the comma in Bashed Patch, 0.esp filename. I fixed a related function and added it to the ignore list, since it never should have anything related to objects or lod in it. The rest of the mods worked fine here and it ran through.

 

  On 5/15/2014 at 1:04 AM, TechAngel85 said:

This is interesting, thanks! With all ESPs my frame rate is about 44FPS. Just deactivating the campfire and tundra ESPs didn't do anything; however, deactivating all of them returned the frame rate to normal without any visual quality loss in that area.

 

No SDO >>     with SDO/no SDO esps active     >>     with SDO and SDO esps active

Posted ImagePosted ImagePosted Image

 

I'd be interested to know how much of the SDO ESPs that DynDOLOD replaces. Is that information in the readme or would I need to dive into TES5Edit with this? If it's replacing all the giant campfires then that's one ESP we could eliminate. Just being able to use SDO without any of its ESPs with little to no visual quality loss would be ideal if DynDOLOD could replace most if not all of the SDO ESPs.

DynDOLOD will do ALL fires, all creeks, all waterfall effects and the dead trees from the swamp if you process skyrim.esm, not just the select few SDO did.

In case I missed a model you could always add more yourself if you feel like or suggest them to be added.

 

Since the creeks and waterfall effects are full models they are defaulted to be in the small Grid of 11 cells. The trees in the Mortal Swamp SDO did are done as flat LOD instead - on the complete map and are by default placed in the large grid of 21 cells. The fires are full models but set to be in the large grid as well.

 

You can control which models go into what grid and/or the grid sizes themselves to fit your needs.

Edited by sheson
  • 0
Posted

You should add anything that starts with "Bashed Patch" to the ignore list because, with Wrye Bash, you can generate multiple patches with numbers greater than 0.

  • 0
Posted
  On 5/15/2014 at 2:27 AM, fireundubh said:

You should add anything that starts with "Bashed Patch" to the ignore list because, with Wrye Bash, you can generate multiple patches with numbers greater than 0.

True, I think it will work to just add "Bashed Patch," into the DynDOLOD_IgnoreFiles.txt as well and then it will ignore them all.Either way, it wont fall over commas in filenames anymore. It will create a zero size cache files which on later runs means the file wont show up in the selectable file list anyhow.
  • 0
Posted

Looks like some visual and performance comparisons are in order. If this works as I'd like it to then, adding this to STEP and eliminating the SDO esps will be perfect since they are the where SDO performance issues lie. I might have some time this weekend to do this while also testing DynDOLOD out.

  • 0
Posted (edited)
  On 5/15/2014 at 4:03 AM, fireundubh said:

[01:07:59.403] Adding 55161 LOD objects. You have to do this each time you change your load order.

If you did skyrim.esm yes... but I think there is room for optimization :)If you have SDO, or if we had the lod nifs from it, it would easily safe 20,000 rocks and things that could be done by TES5LODGen instead.Remember, the priority is to see if this is viable solution at all, the papyrus part with storage util, all these REFS in the game etc.I could swear 3.0.31 was faster than 3.0.32. In any case making this faster will be one of the next things to do. Edited by sheson
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Posted

[02:18:55.823] 11032 of 55161 records done. This is an incredibly long process. Like defragging. Time for you get Zilav to implement multithreaded scripts. ;)

  • 0
Posted (edited)
  On 5/15/2014 at 5:05 AM, fireundubh said:

[02:18:55.823] 11032 of 55161 records done. This is an incredibly long process. Like defragging. Time for you get Zilav to implement multithreaded scripts. ;)

Something seems off, adding objects into the esp never took that long for me. Try tes5edit 3.0.31 next time to see if it is faster.

 

Edit: Wow

 

3.0.32 [00:47:22.880] Adding 38358 LOD objects

..

3.0.32 [01:34:03.293] 7672 of 38358 records done

..

I give up

 

 

3.0.31 [00:26:48.685] Adding 38358 LOD objects

...

3.0.31 [00:36:37.408] 34524 of 38358 records done

...

[Apply Script done] Processed Records: 2400, Elapsed Time: 47:48

 

 

no clue why 3.0.32 slows down like this when adding objects... will do some deeper probing and then post in the official tes5edit forum/thread about it.

Edited by sheson
  • 0
Posted (edited)

3.0.32: [03:10:38.284] 16548 of 55161 records done. I'm going to let the script run overnight.

 

By the way, have you noticed that the Elapsed Time counter in the titlebar stops at 07:00?

Edited by fireundubh
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