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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

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

Updating DynDOLOD

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

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
  On 2/18/2016 at 10:21 AM, MMCNosferatu said:

FO4Edit is actually TES5Edit after all

And I don't get this "cheeki breeki" stuff, sorry

Oh you need to rename it at both ends maybe?

  • 0
Posted (edited)

*LOL*

 

Try using TES5Edit vial Windows shortcut with parameters and not via MO.

 

If the error don't come up the problem comes from MO and not from TES5Edit.

Edited by archer
  • 0
Posted

Ah, I remember... MO uses virtual install... so in your game dir there are not all the ESMs/ ESP?

 

Sorry, not my business, that's why I NEVER will use MO for Skyrim.

  • 0
Posted (edited)

For DynDOLOD 1.47: Still got floor textures flickering in windhelm when using bReflectLODObjects=1. The state of flickering depends on the camera position and angle. On some angles and positions, some textures stop flickering, while others continue to flicker and need other camera positions to stop flickering. No flickering with bReflectLODObjects=0.

 

Used the latest tes5edit, completely remade dyndolod with the high preset and rules for windows, high, lights from child worlds and used the ultra trees ini edit and made a new game. This is just feedback FYI, as i am happy with it right now. 

Edited by snares
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Posted
  On 2/18/2016 at 11:33 AM, snares said:

For DynDOLOD 1.47: Still got floor textures flickering in windhelm when using bReflectLODObjects=1. The state of flickering depends on the camera position and angle. On some angles and positions, some textures stop flickering, while others continue to flicker and need other camera positions to stop flickering. No flickering with bReflectLODObjects=0.

 

Used the latest tes5edit, completely remade dyndolod with the high preset and rules for windows, high, lights from child worlds and used the ultra trees ini edit and made a new game. This is just feedback FYI, as i am happy with it right now. 

Do You mean this issue:

https://forum.step-project.com/topic/1229-relighting-skyrim-by-novakdalton-and-jawz/?p=121909

 

Then it's a problem caused by Relighting Skyrim.

  • 0
Posted

Hi sheson,

 

Thank you for this update!

 

Just a minor clarification though...in your requirements section (both in manual and Nexus description) you mention PapyrusUtils 3.1...you mean 3.1+ or v.3.2 is not compatible after all?

 

Thanks! :)

  • 0
Posted (edited)
  On 2/18/2016 at 11:55 AM, BUBISHI said:

Do You mean this issue:

https://forum.step-project.com/topic/1229-relighting-skyrim-by-novakdalton-and-jawz/?p=121909

 

Then it's a problem caused by Relighting Skyrim.

I do not mean this issue with RS. I was referring to the update post: "Fixes include Flickering textures with ENB sunrays and Glow LOD reported by snares". Since i made the initial bug report i felt like i had to test the supposed fix as well.

Edited by snares
  • 0
Posted

I am not clear on one thing.

If updating the scripts on an existing save game do I also need to update to TES5Edit 3.13?

I am currently on 3.12.

Thanks.

  • 0
Posted (edited)
  On 2/18/2016 at 10:41 AM, BUBISHI said:

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

 

 

If using MO I would install the data folder from the 1.47 archive into a new mod. Call it DynDOLOD Source 1.47 for example. Sort it after the current DynDOLOD source files.

If you have both old and new source file mods activated, the result is like merging or overwriting. Use MOs "hide" function to hide the esp/meshes/texture folder of the new DynDLOD Source 1.47 mod and the result is only the papyrus scripts are updated.

When the day comes to generate from scratch you can just disable the old source and unhide the new files/folders and it will only use the new source files.

The current generated output with the generated DynDOLOD.esp always needs to be after both DynDOLOD source mods.

 

  On 2/18/2016 at 11:33 AM, snares said:

For DynDOLOD 1.47: Still got floor textures flickering in windhelm when using bReflectLODObjects=1. The state of flickering depends on the camera position and angle. On some angles and positions, some textures stop flickering, while others continue to flicker and need other camera positions to stop flickering. No flickering with bReflectLODObjects=0.

 

Used the latest tes5edit, completely remade dyndolod with the high preset and rules for windows, high, lights from child worlds and used the ultra trees ini edit and made a new game. This is just feedback FYI, as i am happy with it right now.

Does it also go away when you disable sun rays in ENB? I will try to replicate and see what I find, maybe I missed a source file that needs fixing.

 

For it to be fixed in existing games one needs to replace (if from scratch) or overwrite (if updating) the source meshes with the new ones from the archive and generate static LOD again. Just saying this for other people since you did that.

 

 

 

  On 2/18/2016 at 12:08 PM, Astakos said:

Hi sheson,

 

Thank you for this update!

 

Just a minor clarification though...in your requirements section (both in manual and Nexus description) you mention PapyrusUtils 3.1...you mean 3.1+ or v.3.2 is not compatible after all?

 

Thanks! :)

PapyrusUtils 3.1 or 3.2 both work. I am a bit reluctant to write "or higher" because a new version might deprecate things and I am still a bit unsure about 3.2s general stability.

  On 2/18/2016 at 1:14 PM, saldie said:

I am not clear on one thing.

If updating the scripts on an existing save game do I also need to update to TES5Edit 3.13?

I am currently on 3.12.

Thanks.

No of course not. xEdit is used to create the patch. It is not used for normal game operation.

  On 2/18/2016 at 9:48 AM, MMCNosferatu said:

That folder exists on C. Here's screenshot with folder and FO4Edit settings in MO

25078170946_e633cfbc7f_b.jpg

 

@archer: Thanks, I'll try it

There is a space between : and ", you need to remove that.

-o:"C:\output"

Edited by sheson
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Posted

I wonder what sort of performance and extra heap memory impact will ultra trees incur. Would anyone be so kind as to benchmark this new option on a Core install?

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Posted
  On 2/18/2016 at 2:05 PM, snares said:

Disabling sunrays ingame in the ENB menu does fix the flickering.

Thx, I probably missed a mesh that needs updating or could also be a 3rd party mesh being used.

Please double check all source meshes were replaced with the new ones - just want to make sure...

  • 0
Posted (edited)
  On 2/18/2016 at 2:33 PM, sheson said:

Thx, I probably missed a mesh that needs updating or could also be a 3rd party mesh being used.

Please double check all source meshes were replaced with the new ones - just want to make sure...

I use MO and deleted the old versions of both DynDOLOD and the output folder before i installed the new version. Unless MO did something weird, i should have no old dyndolod meshes. But i am not 100% sure what you mean with the source meshes. I assume you mean the ones that are in the dyndolod installation folder.

 

EDIT: I disabled all texture/mesh mods except the ones that DynDOLOD made master files (SMIM, real roads, verdant) and the flicker is still there.

Edited by snares
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Posted (edited)
  On 2/18/2016 at 2:40 PM, snares said:

I use MO and deleted the old versions of both DynDOLOD and the output folder before i installed the new version. Unless MO did something weird, i should have no old dyndolod meshes. But i am not 100% sure what you mean with the source meshes. I assume you mean the ones that are in the dyndolod installation folder.

Correct. Sounds all good on your end. No worries i am just making extra sure.

Edited by sheson
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