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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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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

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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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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)

I get the "DynDOLOD_Tamriel.json does not belong to this DynDOLOD.esp" error on an existing save. It was an DynDOLOD update. Tried everything mentioned in this thread but the error is still there. Made sure that all old files were gone before the update.

DynDOLOD works fine on a new save.

So I probably ****ed up the update process and can't use DynDOLOD on my existing save anymore, right?

Edited by Coffeeman
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Posted (edited)
  On 1/13/2016 at 5:07 PM, Coffeeman said:

I get the "DynDOLOD_Tamriel.json does not belong to this DynDOLOD.esp" error on an existing save. It was an DynDOLOD update. Tried everything mentioned in this thread but the error is still there. Made sure that all old files were gone before the update.

DynDOLOD works fine on a new save.

So I probably ****ed up the update process and can't use DynDOLOD on my existing save anymore, right?

This includes using the latest version of the papyrus scripts from the update info post, which add the new MCM page that shows the numbers used to sign the different files?

Edited by sheson
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Posted

Yes. The new numbers show up when starting a new game.

I guess I messed up the uninstallation somewhere. DynDOLOD was still showing in the MCM after being deactivated in MO.

 

The cycle of breaking a save and restarting continues... :P

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Posted (edited)

I just endured the somewhat tedious registration process here (that pictorial capatcha..), to thank you Sheson, for this mod.

I had been debating for a while whether or not to give it a try, because the process was, by most accounts, considered daunting, and I was nervous about risking my game's stability. But.. I read a great deal, watched several videos, and eventually just sat down, downloaded the various requirements, and examined their contents so I knew what you were referring to while reading through your nicely detailed instructions.

And.... it worked! :) Not only that, it really wasn't very difficult at all. Maybe it's because I've been manually modding Elderscrolls games since Morrowind, but I'm not sure what the big deal is. Ah well. 

I really appreciate that you made your instructions for a manual install so clear and precise, they were very easy to follow.

 

The only glitch arose when I attempted to launch Skyrim and was hit by an ILS; I tried several times, but no dice, despite that I had your memory patch enabled via SKSE. After doing some research I saw that others had encountered the same issue and SSME was suggested as an alternative. So, I deleted the skse ini I'd created and instead installed ssme. That did the job perfectly, and so far everything seems very stable. (I am also using ENboost)

 

I simply cannot believe how stunning Skyrim looks now (I chose the medium option)... those horrid vanilla waterfalls were always my pet peeve with the game, and my primary reason for trying Dyndolod. As a bonus.. I get amazing LODs as well! Awesome!

 

EDIT

 

One thing I probably should mention is that when I check things out in MCM I notice that apparently NetImmerse Override is "Missing."  I looked it up, and was considering installing it, but many posts on its Nexus page were commenting that it caused instability when decapitations came into play, so I opted to just leave it out. Currently, my game is running VERY smoothly (no issues at all)... in fact it might even be running better since installing Dyndolod, yesterday; that being the case I'm just as happy to ignore the NetImmerse message for now.

Edited by DragonWench
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Posted

I'm sure this has probably been answered and I'm just not finding answers I understand. When I have merged mods that may contain items DYNDOLOD may add to the .esp, do I include the unchecked .esp files in TES5Edit, or ONLY the merged files? I find it confusing because DYNDOLOD added the already merged files AND the merged files. Sorry, I'm just trying to do this right...

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Posted
  On 1/16/2016 at 5:10 AM, GameDuchess said:

I'm sure this has probably been answered and I'm just not finding answers I understand. When I have merged mods that may contain items DYNDOLOD may add to the .esp, do I include the unchecked .esp files in TES5Edit, or ONLY the merged files? I find it confusing because DYNDOLOD added the already merged files AND the merged files. Sorry, I'm just trying to do this right...

Do not include the old .esp files that were merged. Also read "Dealing with merged Mods" in the manual.

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Posted
  On 1/16/2016 at 11:28 AM, sheson said:

Do not include the old .esp files that were merged. Also read "Dealing with merged Mods" in the manual.

Somehow I missed that bloody section. Thank you so much. Everything seems to be in proper working order now and WOWSA even on just the medium settings, it is too gorgeous to even stand.  I was just below Helgen and saw Bleak Falls Barrow clear as day through the trees and about died. Then I went up a mountain just to see what I could see and my jaw was hanging open. This thing even processed stuff that don't even have packs and rendered them beautifully in distance view, like some structures from People of Skyrim. What? That's just wild.

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Posted (edited)

Crashed.  Using Dyndolod 1.4.6 and TES5Edit 3.1.2.
 

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Edited by Greg
Added spoiler tags
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Posted
  On 1/16/2016 at 8:12 PM, snarfies said:

Crashed.  Using Dyndolod 1.4.6 and TES5Edit 3.1.2.

 

 

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Remove Claralux from load order while generating LOD.

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Posted
  On 1/17/2016 at 3:34 PM, sheson said:

Remove Claralux from load order while generating LOD.

I came here to figure out what may be causing my crashes and this could very well be it.  I will try that.

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Posted (edited)

My windmill blades are missing textures.

https://steamcommunity.com/sharedfiles/filedetails/?id=603208981

Mods:

High Res Texture Pack

Papyrus

SkyUI

Skyrim 2K Textures

Unique Grasses and Groundcovers

High Definition LODs- Dark

Ethereal Clouds

Climates of Tamriel

Blacksmith Forge Water

Real Roads

Realistic Water Two

Beautiful Whiterun

Vanilla Skyrim LOD Billboards

Skyrim Floral Overhaul

SFO LOD Billboards

Enchanced Landscapes

Stable uGridsToLoad (I no longer have ugrids set above 5 but I used to)

Safety Load

DynDOLOD, DyndoLOD Output

 

Any help would be greatly appreciated! As far as I can tell it is only the windmill blade textures that are missing. I disabled DynDOLOD and that fixed the issue, but enabling it again causes the problem to come back.

Edited by VIDE0HEAD
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Posted (edited)
  On 1/18/2016 at 4:22 AM, VIDE0HEAD said:

My windmill blades are missing textures.

https://steamcommunity.com/sharedfiles/filedetails/?id=603208981

Mods:

High Res Texture Pack

Papyrus

SkyUI

Skyrim 2K Textures

Unique Grasses and Groundcovers

High Definition LODs- Dark

Ethereal Clouds

Climates of Tamriel

Blacksmith Forge Water

Real Roads

Realistic Water Two

Beautiful Whiterun

Vanilla Skyrim LOD Billboards

Skyrim Floral Overhaul

SFO LOD Billboards

Enchanced Landscapes

Stable uGridsToLoad (I no longer have ugrids set above 5 but I used to)

Safety Load

DynDOLOD, DyndoLOD Output

 

Any help would be greatly appreciated! As far as I can tell it is only the windmill blade textures that are missing. I disabled DynDOLOD and that fixed the issue, but enabling it again causes the problem to come back.Open console, click the

Open console, click the windmill fan.

Note the form id.

Load the load order in TES5Edit.

Type in the form id in the field FormID top left.

In the right window find the row called NAME - Base.

CTRL + mouse click the data entry to open the base record.

In the right window find the row MODL - Model Filename and take note of the nif filename.

Open the nif in nifksope.

Click the windmill fan model in the 3D view.

Unfold the NiTriShape in the Block List window it marked.

Unfold the BSLightingShaderProperty

Click the BSShaderTextureSet so it lists the used textures in the Block Details window.

Take note of the texture filenames.

Make sure these textures exists.

 

Looks like you had SMIM larger windmail fan with sails options installed, but removed the textures but kept the model.

Edited by sheson
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