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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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59721-1-1427470235.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)
  On 3/4/2016 at 11:37 PM, sheson said:

 

 

Looks like updating an existing save game went wrong. Test if problem is present with a new game. coc whiterun from main menu will be good enough for a quick test.

 

I should have mentioned that.  This is from a brand new game.  I always go there and check with a new game after rebuilding and it is always like that.

 

 

This is the ID

 

NAME   WRHouseStables01_DynDOLOD_LOD [sTAT:4B034F64]

EDID    WhiterunExterioresp_001870_DynDOLOD_TOWN

 

Looks like the issue may stem from something in whiterunexterior.esp that comes with DynDOLOD.

Edited by sirjesto
  • 0
Posted
  On 3/5/2016 at 12:02 AM, sirjesto said:

I should have mentioned that.  This is from a brand new game.  I always go there and check with a new game after rebuilding and it is always like that.

 

 

This is the ID

 

NAME   WRHouseStables01_DynDOLOD_LOD [sTAT:4B034F64]

EDID    WhiterunExterioresp_001870_DynDOLOD_TOWN

 

Looks like the issue may stem from something in whiterunexterior.esp that comes with DynDOLOD.

 

I can also report I have the same issue with a new game, using the 1.47 build. I don't believe it was there in 1.45 (the previous build I ran). Loading the game with dyndolod.esp disabled clears it. 

 

HTH.

  • 0
Posted

Other meshes you say? I have installed the 'Skyrim Bigger Trees' mod on top of SR guide 'cause I feel Skyrim trees are way too tiny for such an ancient land. Then I ran the scripts from DynDOLOD to make the LODs. Do you think this mod's meshes could cause CTDs in these locations? However no CTDs in all other locations, especially in Falkreath where there are tons of trees. I will try using the Simply bigger trees mod from Skysight just to take this out of the equation.

 

Hope you manage to find something in those files I uploaded.

  • 0
Posted (edited)
  On 3/5/2016 at 12:02 AM, sirjesto said:

I should have mentioned that.  This is from a brand new game.  I always go there and check with a new game after rebuilding and it is always like that.

 

 

This is the ID

 

NAME   WRHouseStables01_DynDOLOD_LOD [sTAT:4B034F64]

EDID    WhiterunExterioresp_001870_DynDOLOD_TOWN

 

Looks like the issue may stem from something in whiterunexterior.esp that comes with DynDOLOD.

Ah, I see. Install/Enable whiterunexterior.esp afer generating LOD. I need to update it so it is compatible :)

  On 3/5/2016 at 9:09 AM, SkulldozeR said:

Other meshes you say? I have installed the 'Skyrim Bigger Trees' mod on top of SR guide 'cause I feel Skyrim trees are way too tiny for such an ancient land. Then I ran the scripts from DynDOLOD to make the LODs. Do you think this mod's meshes could cause CTDs in these locations? However no CTDs in all other locations, especially in Falkreath where there are tons of trees. I will try using the Simply bigger trees mod from Skysight just to take this out of the equation.

 

Hope you manage to find something in those files I uploaded.

The meshes from DynDOLOD are valid of course. The mod/mesh can work fine and only when the mesh is used as dynamic LOD it can be problematic.

 

I had no chance to download your file yet. Please re-upload. Can you also please upload ..\TES5Edit\TES4Edit_log.txt with the generation log for Tamriel.

Edited by sheson
  • 0
Posted
  On 3/5/2016 at 10:08 AM, sheson said:

Ah, I see. Install/Enable whiterunexterior.esp afer generating LOD. I need to update it so it is compatible :)

 

Oh, so you mean generate LOD without whiterunexterior.esp active and just activate it after? 

  • 0
Posted (edited)
  On 3/5/2016 at 10:09 AM, sirjesto said:

Oh, so you mean generate LOD without whiterunexterior.esp active and just activate it after?

Yes, that will fix that problem for now. I will update this for the next version so it can stay active. I somehow forgot to make my own patch compatible with recent changes to the patcher ::D:

Edited by sheson
  • 0
Posted
  On 3/5/2016 at 10:20 AM, sheson said:

Yes, that will fix that problem for now. I will update this for the next version so it can stay active. I somehow forgot to make my own patch compatible with recent changes to the patcher ::D:

OK cool that works. Cheers!  :)

  • 0
Posted (edited)
  On 3/5/2016 at 1:46 PM, SkulldozeR said:

https://mega.nz/#!FV...7H0SMW90hL8bGgc

 

I posted it in the Edit I made ;)

Got it.

 

In the meantime I was able to replicate most of the required load order using the latest versions of the required mods with some guesses to the install options. I only had to use 3 empty esp dummies for cot patches, rbb -sr merge and sr conflict. They should not matter since they do not add objects, just update cells records. I can run from Morthal to the mine and around Whiterun no problem. Note that I always unpack all BSA (including DLC) but not the Vanilla BSAs.

 

If you merge mods either unpack the BSAs or rename the BSAs to the new merged mod file so that all assets are available in TES5Edit at LOD generation time.

 

Make sure all meshes from Farmhouse Chimneys are installed properly. There were reports about similar problems with this mod in the past.

The log shows that it is ignoring meshes from No Snow Under the Roof. That should not be no problem, but since you have a merged esp either rename it or unpack it as explained above.

 

There is always the chance that the mods required as master are all fine, while a non listed mod replaces a mesh that causes trouble. Create a second profile in the mod manager, disable all mods which are not required to make the list as small as possible. Process of elimination...

 

Let me know if that helps - if not we can try to disable certain mods before generating mod. The list won't be that long as most mods added as master are generally known to be fine.

Edited by sheson
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Posted

I always unpack BSAs in MO but I don't merge them if I can help it. I like the freedom to disable certain optional packages at will. Also I use the optimized textures for the DLCs and Vanilla and they are unpacked. Do you think the vanilla causes problems if it's unpacked? If so, I will disable the optimized version altogether and try.

 

What do you mean by "required" mods? The SR profile has almost 400 mods in total. Which are the required mods you mean?

 

To be honest I don't have the patience to run the script for every mod in order to eliminate them - it takes ~30-40 minutes each time and there are a LOT of mods involved....

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