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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

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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]

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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)

I think it may be that, will run again, clean save and see what happens. I got close to it, but then the tower in the right place appears, but the one floating above is like a LOD texture, you cant click it even with "tfc 1".

Will post back once I finish this test.

 

Edit: Seens I really should delete all files and start over, the second try ended up worse yet. Will do it now while playing saints row lol

Edited by Agnusthemagi
  • 0
Posted (edited)

Hi Sheson,

 

First of all this tool is incredible. I can't believe how faster the game runs with DynDOLOD vs static object LODs. I am getting extra 3-4 FPS outdoors and I can use uGrids 5 and still see everything what really matters ;)

 

I noticed a small issue with your current version (it could be me doing something wrong too). In snowy areas some rocks seem to have missing or incorrect meshes so the LODs come out purple (see below pic). With TFC they don't return any value when I click on them. When I get closer the LODs change and you can see the rocks (which have totally different shapes). Is there a way for me to trouble shoot this?

 

https://www.nexusmods.com/skyrim/images/500242/?

 

 

BTW, yes it is the college bell tower. see pic below:

 

https://www.nexusmods.com/skyrim/images/500237/?

 

 

The one which is normal is from DynDOLOD.esp. The one which hangs in air does not return any data when you click on it (see below close up);

 

https://www.nexusmods.com/skyrim/images/500238/?

 

 

Problem is not limited to Solitude College Tower. It also happens in Falskaar Borvald City (see below). I guess they all use the same object.

 

https://www.nexusmods.com/skyrim/Images/500298/?

 

 

Thanks and keep up the great work.

 

FIXED: DynDOLOD 0.51.02 beta fixed all above issues.

Edited by bleda76
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Posted

I can't remember if the previous version had same problem. I never noticed this. I am still trying some different load orders but I agree, most likely it won't work. I don't think any of my mods changes that object. Hopefully Sheson can make sense of this ;)

  • 0
Posted (edited)

Hi i too am also having the problem with purple LODs seems to be snow and buildings, the problem im having is i cant seem to get rid of it, im using MO and have unticked the DynoLOD and LOD export foulders on the left but the purple lods are still showing even on a new game, is there some simple way im missing to revert back to the way it was before ??.

 

 

Well i fixed it by using your premade static showcase LOD.

Edited by Madpaddy
  • 0
Posted (edited)

@Darkside

You can make it with full load order, that way you dont need to search which mod adds/removes trees.

 

@Madpaddy

Check if you didnt forgot some of those meshes on the overwritte folder!

 

@Sheson

There is a part of the tutorial video for MO that aways confuses me, after generating tree atlas you just move the files to the Tree LOD mod folder, but that moves the whole Tree_atlas folder and then it gives errors generating LOD if you dont already have a TreeLOD in your folders. I discovered this cause I didnt had a hunterworld tree LOD file and it could not generate one.

 

But on the non MO video you show what must be done, after generatig the tree atlas move the skyrim.esm and dragonborn.esm out of the three tree_atlas folders... into LODGen folder. And that way it works.

Edited by Agnusthemagi
  • 0
Posted (edited)
  On 2/8/2015 at 2:31 PM, darkside said:

I watched your video. I have a dump question. Should we load up each mod with LOD one by one in TES5edit or the whole load order?

When splitting tree LOD only load mods that are responsible for LOD trees in the worldspace you splitting trees for.

When generating tree/static/dynamic LOD load complete load order

 

  On 2/8/2015 at 3:31 PM, Madpaddy said:

Hi i too am also having the problem with purple LODs seems to be snow and buildings, the problem im having is i cant seem to get rid of it, im using MO and have unticked the DynoLOD and LOD export foulders on the left but the purple lods are still showing even on a new game, is there some simple way im missing to revert back to the way it was before ??.

Well i fixed it by using your premade static showcase LOD.

Make sure to set out-of-the way-output paths so no files from other mods are overwritten.

 

  On 2/8/2015 at 4:35 PM, Agnusthemagi said:

@Sheson

There is a part of the tutorial video for MO that aways confuses me, after generating tree atlas you just move the files to the Tree LOD mod folder, but that moves the whole Tree_atlas folder and then it gives errors generating LOD if you dont already have a TreeLOD in your folders. I discovered this cause I didnt had a hunterworld tree LOD file and it could not generate one.

 

But on the non MO video you show what must be done, after generatig the tree atlas move the skyrim.esm and dragonborn.esm out of the three tree_atlas folders... into LODGen folder. And that way it works.

Watch again from 1:52 to 2:44 in the MO Guide Video to see how and in what order to move the split tree LOD into a newly created mod. Hunterworld uses Skyrim.esm tree LOD, tree LOD for it can be created without splittings its tree atlas. I only do it because the aspen tree LOD looks better.

 

 

New version uploaded, fixes missing master issue hopefully and the purple texture and floating college tower.

If you still have missing master errors, copy/paste the last few lines before the error from the log please

Edited by sheson
  • +1 1
  • 0
Posted
  On 2/8/2015 at 4:35 PM, Agnusthemagi said:

@Darkside

You can make it with full load order, that way you dont need to search which mod adds/removes trees.

 

@Madpaddy

Check if you didnt forgot some of those meshes on the overwritte folder!

 

@Sheson

There is a part of the tutorial video for MO that aways confuses me, after generating tree atlas you just move the files to the Tree LOD mod folder, but that moves the whole Tree_atlas folder and then it gives errors generating LOD if you dont already have a TreeLOD in your folders. I discovered this cause I didnt had a hunterworld tree LOD file and it could not generate one.

 

But on the non MO video you show what must be done, after generatig the tree atlas move the skyrim.esm and dragonborn.esm out of the three tree_atlas folders... into LODGen folder. And that way it works.

No the overwrite is empty mate, if the purple meshes is a problem with this mod then ill run it again when its fixed and hopefully that will sort it.Didnt realise it would alter other mods tbh, i set the output path to the export LOD folder but something else must of got altered.

  • 0
Posted (edited)
  On 2/8/2015 at 5:19 PM, sheson said:

When splitting tree LOD only load mods that are responsible for LOD trees in the worldspace you splitting trees for.

When generating tree/static/dynamic LOD load complete load order

Thank you very much. Where can I find out which mods responsible for LOD trees in particular world space? Edited by darkside
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Posted
  On 2/8/2015 at 6:13 PM, darkside said:

Thank you very much. Where can I find out which mods responsible for LOD trees in particular world space?

:;): Read the manual section called "TES5Edit LODGen for trees LOD"... "To determine if a mod adds new trees that need splitting besides Skyrim.esm and Dragonborn.esm check its tree LOD texture located in textures\terrain\[worldspace]\trees\[worldspace]treelod.dds."

 

Typically that is the mod that creates the worldspace. Like Skyrim.esm for Tamriel or Dragonborn.esm for Solstheim. Or a mod that changes trees and their LOD, like Skyrim Flora Overhaul.

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