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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

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

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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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Recommended Posts

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Posted (edited)
  On 1/2/2016 at 10:09 PM, Matter2003 said:

Thanks for the reply...one other thing, I see in your instructions it says to only run the dyndolodworlds script but in other tutorials it states to run the dyndolod textures script first. It seems to me the LODgen is included in the dyndolod worlds script, or do I still need to run the texture script before it?

 

And once these output to the directory, I want to copy them to the Dyndolod folder in mod organizer or do I want to put them in the skyrim data directory?

Creating LOD textures with DynDOLOD TexGen.pas is optional and depends on the setup. "If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order." Since it doesn't take a long time to run you may just want to do it regardless beforehand. ..\Docs\DynDOLOD_TexGen.html contains instructions how to update the LOD atlas texture after DynDOLOD Worlds.pas already generated LOD.

 

You should always copy files into MO mod folders - if the manuals/instructions say data folder it is just because to be valid for any setup. You can physically overwrite all original DynDOLOD files or create a separate new mod folder that virtually overwrites the DynDOLOD files - whatever your preference.

Edited by sheson
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Posted
  On 1/3/2016 at 12:21 AM, sheson said:

Creating LOD textures with DynDOLOD TexGen.pas is optional and depends on the setup. "If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order." Since it doesn't take a long time to run you may just want to do it regardless beforehand. ..\Docs\DynDOLOD_TexGen.html contains instructions how to update the LOD atlas texture after DynDOLOD Worlds.pas already generated LOD.

 

You should always copy files into MO mod folders - if the manuals/instructions say data folder it is just because to be valid for any setup. You can physically overwrite all original DynDOLOD files or create a separate new mod folder that virtually overwrites the DynDOLOD files - whatever your preference.

Thanks!

 

I redid the DynDOLOD and started a new game and everything is back to working normal...well, other than some farm animals(dogs, cows, chickens) being completely white but having a purple aura glow which I have no idea what happened with those because it just recently started(un-related to DynDOLOD)

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Posted

So, I've installed DynDOLOD and started a new game. Then I've installed Dark Fantasy Overhaul and now I'm suffering due game crashes... So my question is - do I need to make new DynDOLOD.esp with DFO trees and etc. ???

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Posted (edited)
  On 1/3/2016 at 9:08 PM, Kramaal said:

So, I've installed DynDOLOD and started a new game. Then I've installed Dark Fantasy Overhaul and now I'm suffering due game crashes... So my question is - do I need to make new DynDOLOD.esp with DFO trees and etc. ???

I suggest to RTFM about Dark Fantasy Overhaul and the FAQ about the CTD. Yes, if you install mods that add objects or change the landscape you most likely want to update the LOD.

Edited by sheson
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Posted
  On 1/3/2016 at 11:10 PM, sheson said:

I suggest to RTFM about Dark Fantasy Overhaul and the FAQ about the CTD. Yes, if you install mods that add objects or change the landscape you most likely want to update the LOD.

Yes, I've read everything and made everything by guide. But the problem doesn't solved.

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Posted (edited)
  On 1/4/2016 at 12:30 AM, Kramaal said:

Yes, I've read everything and made everything by guide. But the problem doesn't solved.

That problem would be CTD? You may need to generate from scratch and check load order with LOOT. Double check heap memory usage, if that is OK then check for invalid nif.

Edited by sheson
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Posted
  On 1/5/2016 at 9:25 PM, Astakos said:

Hi Sheson,

 

Papyrous Utils has been updated to v.3.2.

 

Are we good to go with this new update?

 

Thanks!

Yes it works. Based on its changelog "Many fixes for various CTD and performance issues" it is probably a good idea to use the newer version.

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Posted (edited)

Hello. Something went wrong with my DynDOLOD install and I'm having to run generate.... all over again.... :pinch:

 

except I simply cannot get it to work... again. this time though it keeps throwing these brand new errors at me:

 

"DynDOLOD can not find master data in None.json"

"DynDOLOD can not read data from DYNDOLOD_Worlds.json"

 

It doesn't matter how many times I try to generate over and over again (been trying for 2 whole days now) it simply will not let go of these messages...

 

I've copied all the files... yes. Installed latest updated scripts... yes. Latest Papyrus Utils... yes. I've never had any issues generating the files ever, the troubles always arrive afterwards. ::(:

 

 

  Quote

From F.A.Q:

 

Q: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game.

 

Copied all meshes, textures and SKSE files from latest Output directory... done. Tried testing with a new game... done. Still the same errors.

 

edit: looks like "None.json" doesn't exist at all, that may have something to do with it :lol:

edit2: ok tried generating for Solstheim instead and the "DynDOLOD is Active" option is greyed out in MCM, Last Message states "No data in DynDOLOD.esp for this location". I took a look inside the .esp with TES5edit and there is infact a ton of data in there.

 

I think DynDOLOD just plain doesn't like me... :unsure:

 

 

  On 1/6/2016 at 11:25 PM, sheson said:

Just a hunch, check for stray DynDOLOD related files in MOs overwrite folder and remove them.

 

Make sure to use the  latest papyrus scripts .

Yes already started with an empty Meshes and Textures folder and with the latest scripts. Still no joy.

 

NVM, I got it. I simply deleted the entire Skyrim folder and all .ini files and downloaded a completely clean vanilla game from Steam. Then it worked. Seems to be the only way to get it to co-operate.

Edited by soupdragon
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Posted (edited)
  On 1/6/2016 at 9:29 PM, soupdragon said:

Hello. Something went wrong with my DynDOLOD install and I'm having to run generate.... all over again.... :pinch:

 

except I simply cannot get it to work again... this time though it keeps throwing these new errors at me:

 

"DynDOLOD can not find master data in None.json"

"DynDOLOD can not read data from DYNDOLOD_Worlds.json"

 

It doesn't matter how many times I try to generate over and over again (been trying for 2 whole days now) it simply will not let go of these messages...

 

I've copied all the files... yes. Installed latest updated scripts... yes. Latest Papyrus Utils... yes. I've never had any issues generating the files ever, the troubles always arrive afterwards. ::(:

 

 

Copied all meshes, textures and SKSE files from latest Output directory... done. Tried testing with a new game... done. Still the same errors.

 

edit: looks like "None.json" doesn't exist at all, that may have something to do with it :lol:

edit2: ok tried generating for Solstheim instead and the "DynDOLOD is Active" option is greyed out in MCM, Last Message states "No data in DynDOLOD.esp for this location". I took a look inside the .esp with TES5edit and there is infact a ton of data in there.

 

I think DynDOLOD just plain doesn't like me... :unsure:

Just a hunch, check for stray DynDOLOD related files in MOs overwrite folder and remove them.

 

Make sure to use the  latest papyrus scripts .

 

"DynDOLOD can not find master data in None.json" this typically means you are in an interior, or the worldspace you are in is not listed in the DynDOLOD_Worlds.json file that the game loaded.

"No data in DynDOLOD.esp for this location" means there is no "Activator" for the current cell in the DynDOLOD.esp that the game loaded.

Edited by sheson
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Posted

Hi!

I'm using the static DyndoLOD "showcase" downloads. Thanks a lot for them, I never could get TES5lodgen to provide a decent-looking output.

Just one minor thing... when seen from a distance, High Hrothgar appears to have a helicopter landing pad out front.

HsKcxPY.jpg

How can I fix that?

TIA!

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Posted
  On 1/7/2016 at 3:57 PM, Hallodria said:

Hi!

I'm using the static DyndoLOD "showcase" downloads. Thanks a lot for them, I never could get TES5lodgen to provide a decent-looking output.

Just one minor thing... when seen from a distance, High Hrothgar appears to have a helicopter landing pad out front.

HsKcxPY.jpg

How can I fix that?

TIA!

This is the same how it looks with vanilla LOD. If you get close you will see that this is more or less the correct LOD.

 

59721-0-1452201438.jpg

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Posted
  On 1/7/2016 at 9:17 PM, sheson said:

 If you get close you will see that this is more or less the correct LOD.

 

Oh sure, don't get me wrong, I'm not saying it's wrong. What I mean is that it looks strange, if not ugly, and I would like to improve it (or make it go away).

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Posted
  On 1/8/2016 at 1:22 AM, Hallodria said:

Oh sure, don't get me wrong, I'm not saying it's wrong. What I mean is that it looks strange, if not ugly, and I would like to improve it (or make it go away).

I guess then you will have to create a new version of the vanilla LOD meshes before generating LOD with TES5LODGen or DynDOLOD

..\Data\meshes\lod\mountains\unique\hhmountainridge01_lod_0.nif

..\Data\meshes\lod\mountains\unique\hhmountainridge01_lod_1.nif

..\Data\meshes\lod\mountains\unique\hhmountainridge01_lod_2.nif

 

or you could set it to use the full model for LOD4 by creating a mesh rule in DynDOLOD Worlds.pas advanced options.

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