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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

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

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

  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

Would it be ok if I merged the WhiterunExterior and HighHrothgarWindowGlow optional esps? - looking at them in TES5Edit it seems it should work but just wanted to confirm in case you are checking for those esps by name in the script.

  • 0
Posted
  On 2/18/2016 at 3:16 AM, sheson said:

The instructions are different  because of different types of update scenarios.

 

The first steps are always the same: deactivate DynDOLOD in the MCM (only possible if outside), go into an interior, check MCM is still deactivated, save, exit game.

 

a) If you only want to update the papyrus scripts, overwrite them now. You can update the existing DynDLOD.esp with DynDLOD World.pas at this point in case you added new mods.

There is no need to update the DynDOLOD.esp just because of this update. Once done, start the game and load the last save, go outside, activate from MCM.

 

b) If you want to generate a new DynDLOD.esp from scratch, you first deactivate the old esp, start the game without esp, load the save, wait, save, exit. This is now the clean save.

Now generate LOD from scratch. Once done, start the game with the new esp and load the last save, go outside, activate from MCM.

 

As you can see the extra step of starting the game without the esp and saving are only needed when creating a new DynDOLOD from scratch. BTW the manual even mentions the difference to the video: "While the tutorial video explains the safest way to update an existing game, there may be no need to redo the whole DynDOLOD.esp from scratch. You can try the following option first and only in case of undesired results start from scratch." The processes and consequently the manual have been updated and refined since the videos were created.

 

At any time can static and tree LOD be generated without having to worry about existing save games. Backup the existing esp and skse folder with json files to a save location.

Then do a generation from scratch to create static and tree LOD, disable "Generate DynDOLOD" form the advance menu to save time and not create json files.

Once the process is completed do not save the esp. Delete the skse folder in output folder if there is one and only copy the new meshes/texture back to the game.

Restore esp and skse from save location. Enjoy updated static / tree LOD. Result should be visually fine 99% of the time.

That makes sense. Thanks so much for the detailed explanation.

  • 0
Posted (edited)
  On 2/18/2016 at 4:07 AM, vidalia said:

Would it be ok if I merged the WhiterunExterior and HighHrothgarWindowGlow optional esps? - looking at them in TES5Edit it seems it should work but just wanted to confirm in case you are checking for those esps by name in the script.

Yes of course, they are very simple mods with only a handful of records. Its best to do after creating LOD. Only add/merge the WhiterunExterior afterwards.

Edited by sheson
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Posted
  On 2/18/2016 at 4:15 AM, sheson said:

Yes of course, they are very simple mods with only a handful of records. There is no direct interaction with the LOD generation process or scripting. It can be done before or after generating LOD.

that's good to know. Thanks.

  • 0
Posted

Sheson, thanks for the help with troubleshooting for the missing nif earlier. updating to dyndolod 1.47 I was able to see which niffs were causing the issue by paying attention to the tes5edit and I found out what I did wrong. I installed A statues mod from Neovalen's Skyrim Revisited mod list and I forgot to create special versions of the meshes he instructed that another mod in the load order is supposed to use, and without them, I was getting the missing Nif issue. Thanks a lot dude, the stuff you do for skyrim is magic.

  • 0
Posted
  On 2/18/2016 at 5:15 AM, druninja said:

Sheson, thanks for the help with troubleshooting for the missing nif earlier. updating to dyndolod 1.47 I was able to see which niffs were causing the issue by paying attention to the tes5edit and I found out what I did wrong. I installed A statues mod from Neovalen's Skyrim Revisited mod list and I forgot to create special versions of the meshes he instructed that another mod in the load order is supposed to use, and without them, I was getting the missing Nif issue. Thanks a lot dude, the stuff you do for skyrim is magic.

Yes, very satisfying to see the immediate effect of adding that feature to the process. One more PITA gone because of the valuable user feedback like yours giving me ideas how to improve the process.  :thumbsup:

  • 0
Posted
  On 2/18/2016 at 7:43 AM, MMCNosferatu said:

Hello, I try to work my way through STEP instructions for Dyndolod and stuck with applying script Dyndolod Texgen in FO4Edit. Please explain what I do wrong, maybe I added wrong argument to FO4Edit in MO or maybe shouldn't have used FO4Edit at all, that was advised by mod author though

 

[url=https://flic.kr/p/DhRzGx]24475938203_7f968d7bf3_b.jpg

I use these instructions: https://wiki.step-project.com/Dynamic_Distant_Objects_LOD

Looks like you didn't choose an output path which means the stuff has nowhere to go.

 

Create a folder in the desktop called D output or somesuch and select that when you get to the Dynddolod script menu.

  • 0
Posted (edited)

First: read the TES5Edit Readme.txt from the package FO4Edit 3.1.3 - 67b61d7-2737-3-1-3.7z

 

Then: You have to start FO4Edit/ TES5Edit via shortcut with parameters.

 

As an example I show you mine:

"C:\Steam\steamapps\common\skyrim\TES5Edit.exe" -l:german -IKnowWhatImDoing -o:"C:\Steam\#DynDOLOD Output"

 

Means:

language = German

no warning requesters

output goes into C:\Steam\#DynDOLOD Output

Edited by archer
  • 0
Posted (edited)
  On 2/18/2016 at 9:56 AM, MMCNosferatu said:

[...], so what else could be wrong?

You're using MO... :lol:

 

And in Skyrim you've to use TES5Edit.exe

 

And always... CHEEKI BREEKI ::D:

Edited by archer
  • 0
Posted

Hallo sheson,

 

currently many mods have been updated and I have rebuild my loader a couple times rebuilding my DynDOLOD 1.46 installation several times. Never got problems so far with 1.46.

I have started a new game recently, it's only three days old, but now You updated Your masterpiece and I'm looking for a reason to update or not. Your update post says "you're free to update or not" so I would think I don't need to update because I have no problems but if I read the changelog it looks like a big update with a couple of fixes.

 

I'm not a native speeker and maybe I misunderstood one of Your sentences so please could You be so kind and verify my summary:

 

Updating scripts

The latest Papyrus Scripts are backwards compatible with 1.46. To update an existing save game only with new scripts, first deactivate DynDOLOD, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Replace scripts, start game, load the save, go outside, activate DynDOLOD.

  • If you do not intent to generate LOD, do not replace/overwrite anything else like meshes or textures from 1.46 to not disturb an existing save game.

 

I guess better running scripts are better for my game even if I don't want to update the .esp or generate new meshes. The scripts will work with 1.46 so this should be done.

 

-----

 

Updating LOD

If you intend to update LOD of an existing save game by updating the existing DynDOLOD.esp, overwrite the 1.46 meshes but do not delete any of the old meshes/textures so either a file is the old or new version but not one of the old files goes missing.

 

So it means in MO I chose the merging option when installing, so nothing gets deleted and my Output files are still compatible.

What's the point in updating just the .esp and not generating new meshes?

 

-----

 

Generate LOD from scratch

If you intend to generate LOD from scratch, replace - not overwrite - the meshes/textures from 1.46. Delete meshes/textures from 1.46 first, then install the meshes/textures from the archive.

 

I would prefer to do this if I have to update because it would not mix old meshes with new .esp and scripts. It seems the "cleanest" method for me.

I would just uncheck my 1.46 esp and the generated meshes but do not delete them in case something goes wrong so I can revert to the old version.

 

 

Sorry, answering noobish questions must be tiring, I understand the updating procedure but I'm not sure if I should do the update and how to decide on the perfect updating way for me.

 

Thanks

BUBISHI

 

 

 

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