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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.

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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]

=======================================================================

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

Getting this error fromTes5edit when running Dyndolod worlds script:

 

Error: Load order messed up! Tried to find a file id higher than files loaded. 85 > 76. Try generating tree LOD for this load order.

 

Not entirely sure what it means - obviously some are out of order, but then again Tes5edit completes loading my mods just fine.

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Posted
  On 1/8/2016 at 7:19 PM, Selfishmonkey said:

Getting this error fromTes5edit when running Dyndolod worlds script:

 

Error: Load order messed up! Tried to find a file id higher than files loaded. 85 > 76. Try generating tree LOD for this load order.

 

Not entirely sure what it means - obviously some are out of order, but then again Tes5edit completes loading my mods just fine.

Sort load order with LOOT, then put DynDOLOD.esp last. If error continues, post TES5Edit_log.txt

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Posted (edited)
  On 1/9/2016 at 3:02 AM, Selfishmonkey said:

It continues to happen in spite of sorting with the newest version of loot

 

[spoiler=Tes5edit log]https://www.dropbox.com/s/l2zxakazg01eht0/TES5Edit_log.txt?dl=0

 

Thanks.

 

Could you please upload the files of the tree LOD folder Meshes\Terrain\DLC2SolstheimWorld\Trees\*.* it generated

 

In the meantime, could you try to generate LOD for DLC2SolstheimWorld only without  "Bashed Patch, 0.esp" loaded? I don't think it be the cause but lets rule it out.

Edited by sheson
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Posted
  On 1/9/2016 at 4:59 AM, archer said:

Don't trust LOOT, it isn't your king, your master or your god. Think yourself :-)

I don't usually, but Sheson asked me to, so of course I'll do it in order to get his help.

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Posted
  On 1/11/2016 at 3:38 PM, elenhil said:

I've been trying parallax lately, installing newer versions of the same textures/meshes I used previously. Would I benefit from 'updating' DynDOLOD output?

no

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Posted (edited)

How about when installing more weather altering mods along with some textures and an ENB. Is it still okay to work with DynDOLOD from before that?
Isn't there perhaps some rule such as nothing should ever ovewrite the DynDOLOD/DynDOLOD Output in the left pane of MO?

Edited by Pheyne
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Posted (edited)
  On 1/11/2016 at 6:58 PM, Pheyne said:

How about when installing more weather altering mods along with some textures and an ENB. Is it still okay to work with DynDOLOD from before that?

Isn't there perhaps some rule such as nothing should ever ovewrite the DynDOLOD/DynDOLOD Output in the left pane of MO?

There is no LOD for weather. DynDOLOD creates LOD for objects and trees. You may want to update or generate LOD again if you installed a mod that adds objects that LOD exists for or that adds trees. Only if you actually want the LOD for it. You do not have to.

 

If a mod changes the full textures which are used as source for the LOD textures you can rerun TexGen (if applicable for those LOD textures - not all can be generated programmatically) and update the LOD texture atlas - you will actually "see" if the LOD textures do not match the full textures. If the color/tone is close enough then do not bother.

 

Nothing bad happens if you chose not to update LOD only because you added a mod. There will simply be no LOD for new objects or trees which is only a visual preference not a technical problem.

Edited by sheson
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Posted

I have searched, but have not found an answer for this. I was installing DYNDOLOD and it asks to overwrite a ton of Project Parallax files. Should I yes, should I no, are these two things just not compatible??? Thanks!

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Posted (edited)

Hello Sheson, 

 

I'm a massive fan of your work and have Dyndolod 146 running well. Thankyou :)

 

I have noticed a few tree lods that look weird and symmetrical, and wanted to double check if I've done something wrong or it's just a limitation of the engine. I've gone through the FAQ, triple checked my billboards and loadorder etc.

 

Here's a couple of pics that illustrate the problem.

 

The (red oval) tree lod shows the symmetrical tree lod issue.  I've noticed that when I look at the same tree lod from a different angle (black oval) the symmetrical lod resolves itself.   As i understand it, a tree lod is composed of a 2d plane which is repeated at 90 degrees, forming an x axis.    

 

Is this just an inevitable issue or am I doing something wrong? Maybe I've somehow managed to overlap 2 tree lods in the same spot or perhaps lod info gets baked into the save and I need to start a new game?   

 

Regards

Edited by kojak747
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Posted

Just the billboard is not exactly symmetrical for this tree and slightly off the center axis. Tree LOD in Skyrim works fine only for symmetrical ones, otherwise you would see such issues. All distant trees are using this "built-in" mesh in game with appropriate scaling

 

LodtreesGuide2-152x300.jpg

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Posted (edited)
  On 1/12/2016 at 7:41 PM, GameDuchess said:

I have searched, but have not found an answer for this. I was installing DYNDOLOD and it asks to overwrite a ton of Project Parallax files. Should I yes, should I no, are these two things just not compatible??? Thanks!

I see 18 files, is that what you mean by a ton?

Overwrite any files with the DynDOLOD version that has in "lod" in its name. The ones to "worry" about are the full model buildings in Riften.

DynDOLOD contains updated version of the full model Riften buildings so the glow windows of the full versions look and work properly with ENB and match the Glow LOD windows when switching from LOD with glowing windows to full model or vice versa.

 

If you do not use Glow LOD windows use the Riften buildings from the parallax mod.

If you do use Glow LOD windows test with the parallax version Riften buildings, check if the windows keep brightness and color tone when switching from LOD to full model - if not let me know and I can make a compatibility patch so that the stone base has the parallax and the windows use my special version.

 

  On 1/12/2016 at 9:00 PM, kojak747 said:

Hello Sheson, 

 

I'm a massive fan of your work and have Dyndolod 146 running well. Thankyou :)

 

I have noticed a few tree lods that look weird and symmetrical, and wanted to double check if I've done something wrong or it's just a limitation of the engine. I've gone through the FAQ, triple checked my billboards and loadorder etc.

 

Here's a couple of pics that illustrate the problem.

 

The (red oval) tree lod shows the symmetrical tree lod issue.  I've noticed that when I look at the same tree lod from a different angle (black oval) the symmetrical lod resolves itself.   As i understand it, a tree lod is composed of a 2d plane which is repeated at 90 degrees, forming an x axis.    

 

Is this just an inevitable issue or am I doing something wrong? Maybe I've somehow managed to overlap 2 tree lods in the same spot or perhaps lod info gets baked into the save and I need to start a new game?   

 

Regards

What Zilav said, you could find the billboard you downloaded from TES5LODGen nexux page (tree mod?) for that tree and maybe shift it a few pixels to the left or right so it may be less obvious. You can quickly update tree LOD directly with the TES5Edit tree LOD generator function. No need to run the full DynDOLOD Worlds.pas process.

 

If you remove the billboard dds/txt file for that tree completely it won't generate the 2D tree LOD for this tree and then DynDOLOD Worlds.pas will generate this tree as static object LOD. By default with the 2D nif found in Meshes\DynDOLOD\lod\trees\*_lod_flat_2.nif

Those nifs need to be updated to have no normals though or they may look too dark close up depending on rotation (next update). You could edit such a nif to use 2 different textures or even all 4 sides if you update the model/textures yourself. Like a poor men version of the 3D ultra static trees.

 

At the moment the only real other alternative would be to use the ultra.trees option to replace the 2d billboard by 3D static trees.

 

Oh, and, static or tree LOD meshes/textures are not baked into saves. It is loaded fresh each time from the btt/bto files and can be updated without worries.

Edited by sheson
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Posted

Thank you for the detailed answer Sheson. :-) Yes, I qualify anything over 10 files as a ton, LOL. BTW, this mod is bloody brilliant and I just remodded my whole Skyrim for it because I wanted a clean slate. Considering I had over 300 mods, that is saying something. It is a little rocket science though, just like a smidge, heh. 

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