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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 (edited)

LODGen.exe creates its LODGen_log.txt in the "current" directory. If it is started through xEdit / DynDOLOD Worlds.pas the "current" directory is where xEdit.exe is.

 

If LODGen_log.txt is empty it means DynDOLOD Worlds.pas cleared it before starting LODGen.exe the first time in a generation process, but LODGen.exe never even ran. So DynDOLOD World.pas must have ended prematurely.

 

Run LODGen.exe manually on a prompt to check its output for the version - or its log afterwards. Since it is the beta for a final 1.0, its version for right click properties is still 0.9...

Edited by sheson
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Posted (edited)

TES5Edit\Edit Scripts>LODGen.exe

============================================================
Skyrim Object LOD Generator v1.0.0 beta 6
Created by Ehamloptiran and Zilav
Updated by Sheson
 
Log started at 11:18 AM
Nothing to do
Log ended at 11:18 AM

 

 

When I run DynDOLOD Worlds, LODGen throws a System.InvalidOperationEception.

Screenshot and Mod Lists here

 

EDIT: I'm using the STEP Guide.  

 

EDIT2:  I just realized google wants you sign up if you share files on google-drive.  I'll attach the files.  post-9024-0-47430300-1458320469_thumb.pngmodlist.txtplugins.txt

Edited by Tony_OQuinn
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Posted
  On 3/18/2016 at 4:17 PM, Tony_OQuinn said:

TES5Edit\Edit Scripts>LODGen.exe

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

Skyrim Object LOD Generator v1.0.0 beta 6

Created by Ehamloptiran and Zilav

Updated by Sheson

 

Log started at 11:18 AM

Nothing to do

Log ended at 11:18 AM

 

 

When I run DynDOLOD Worlds, LODGen throws a System.InvalidOperationEception.

Screenshot and Mod Lists here

 

EDIT: I'm using the STEP Guide.

You using a work / government computer with tightened security settings? No need to answer :;):

 

Please try beta 7 of LODGen.exe which uses a FIPS compliant hash algorithm.

  • 0
Posted
  On 3/18/2016 at 5:07 PM, sheson said:

You using a work / government computer with tightened security settings? No need to answer :;):

 

Please try beta 7 of LODGen.exe which uses a FIPS compliant hash algorithm.

No, but it's a good guess.  :)  I used a Gov. guide (DISA) to tighten up my home computer.

 

I'll test beta 7 and get back.  Thank you so much.

  • 0
Posted
  On 3/18/2016 at 6:11 PM, Tony_OQuinn said:

Yes, beta 7 is successful I think, and it's DISA compliant.   The only warnings I see are the ones you told us to ignore in the FAQ.  I tested with medium.  My output folder is about 1GB, including "Meshes\Terrain\Tamriel\Objects\*.bto"

 

attachicon.gifLODGen_log.txt

Great, you should be all set then

  • 0
Posted

Hi sheson,

 

I missed this thread in my search at first and posted in the general section.

 

Some of my distant trees do not match the meshed counterparts when a cell loads as seen here:

 

 

  Reveal hidden contents

 

 

I'm using the 2.2.9.2 guide and have not changed or added anything related to trees.

 

I found some posts earlier in this thread about distant trees looking too orange, and read the FAQ about distant trees not matching.  But I can't seem to sort it out.

I checked outside Whiterun and one of the offending trees is 00051126 - TreePineForest05.  The FAQ says to look in Textures\Terrain\LODGen\ and subfolders for files with the same name/form ID.  I use Mod Organizer and can't find a LODGen subfolder in the STEP DyndoLOD Output, STEP LOD textures, or DyndoLOD mod folders.  I don't see any files for this tree in any of the subfolders for those either.

 

I haven't had any errors or warnings when running the DyndoLOD scripts in TES5Edit.  Also my understanding is all the LOD billboards for the STEP guide are included in the STEP Compilation.

 

Any help would be appreciated.

  • 0
Posted (edited)
  On 3/19/2016 at 12:23 PM, Fenric said:

Hi sheson,

 

I missed this thread in my search at first and posted in the general section.

 

Some of my distant trees do not match the meshed counterparts when a cell loads as seen here:

 

 

  Reveal hidden contents

 

 

I'm using the 2.2.9.2 guide and have not changed or added anything related to trees.

 

I found some posts earlier in this thread about distant trees looking too orange, and read the FAQ about distant trees not matching.  But I can't seem to sort it out.

I checked outside Whiterun and one of the offending trees is 00051126 - TreePineForest05.  The FAQ says to look in Textures\Terrain\LODGen\ and subfolders for files with the same name/form ID.  I use Mod Organizer and can't find a LODGen subfolder in the STEP DyndoLOD Output, STEP LOD textures, or DyndoLOD mod folders.  I don't see any files for this tree in any of the subfolders for those either.

 

I haven't had any errors or warnings when running the DyndoLOD scripts in TES5Edit.  Also my understanding is all the LOD billboards for the STEP guide are included in the STEP Compilation.

 

Any help would be appreciated.

The files are probably in a BSA. The billboards used for LOD *should* be the correct ones for the full model trees if you followed STEP. Someone from STEP hopefully can confirm based on the screenshot.

 

I think all you need to do is to adjust the tree LOD brightness when generating tree LOD. If you leave all load order as it is right now, start DynDOLOD Worlds.pas as before, click to advanced, change tree LOD brightness a couple values down. Uncheck both  "Generate static LOD" and "Generate DynDOLOD" so it only updates tree LOD, which should be fairly quick. Then copy the files from the output path to the "STEP DynDOLOD Output" mod folder overwriting the old tree LOD files - or create a new mod that overwrites "STEP DynDOLOD Output" in case you want to keep the current tree LOD for comparison until you are satisfied.

Edited by sheson
  • 0
Posted
  On 3/19/2016 at 12:23 PM, Fenric said:

 

I checked outside Whiterun and one of the offending trees is 00051126 - TreePineForest05.  The FAQ says to look in Textures\Terrain\LODGen\ and subfolders for files with the same name/form ID.  I use Mod Organizer and can't find a LODGen subfolder in the STEP DyndoLOD Output, STEP LOD textures, or DyndoLOD mod folders.  I don't see any files for this tree in any of the subfolders for those either.

Billboards are indeed included in the lastest version of the STEP Compilation Installer (both med res and high res version). If you don't have them, re-download and re-install it.

  • 0
Posted
  On 3/19/2016 at 12:45 PM, sheson said:

 

  Reveal hidden contents

 

I'll try darkening the tree LODs but it really feels like the distant LOD doesn't match the meshed tree very well at all.  In the screenshot you can see how the distant trees are not only too bright, but they appear to be missing leaves or the brown color from the trunk is bleeding out onto the leaves.

  • 0
Posted
  On 3/19/2016 at 12:57 PM, Fenric said:

I'll try darkening the tree LODs but it really feels like the distant LOD doesn't match the meshed tree very well at all.  In the screenshot you can see how the distant trees are not only too bright, but they appear to be missing leaves or the brown color from the trunk is bleeding out onto the leaves.

Billboards / Tree LOD are a 2D representation from one side of the trees, so technically they only match from one distinct viewing angle.

If the billboards from STEP are installed I am pretty sure they will match the full model trees that STEP uses as good as possible. If for some reason they do not, that would be a discussion for STEP.

  • 0
Posted

First off, I'd like to say that DynDOLOD is the best thing since sliced bread. I have been using it for about a year now and have been amazed how much better my screenshots are getting. Well for the first time ever, I have been having issues running DynLODOD in TES5Edit. Can you help me figure out what I am doing wrong, please?

 

Last month I had to reinstall Skyrim and start over installing mods after really slow fps (300 mods will do that to you eventually, hehe). And I thought that was a good chance to try moving from NMM to MO. MO was fine but I couldn't get DynLODOD to setup properly. Thinking MO was the issue, I just went back to NMM and I get the same 2 errors when running DynLODOD in TES5Edit:

 

1. Source tile normal map not found for textures\terrain\lodgen\skyrim.esm\reachclifftree01_000b8a76.dds

2. Source tile normal map not found for textures\terrain\lodgen\skyrim.esm\tundradriftwood01_000b8f53.dds 

 

Any idea how to fix this? I really miss my beautiful landscapes. 

  • 0
Posted
  On 3/19/2016 at 12:54 PM, Kesta said:

Billboards are indeed included in the lastest version of the STEP Compilation Installer (both med res and high res version). If you don't have them, re-download and re-install it.

Yes I have the high res version installed.  I found the LOD files in there as well.  The file for the tree I mentioned above looks normal to me but I don't know what to look for.

 

Regenerating the trees with -2 brightness helped bring the green on distant trees more in line with close ones however the issue with the brown color remains.  It just looks really off to me, like the branches/leaves that would be radiating from the trunk in the direction of the player looking at the tree are missing.  Or the brown color from the trunk has bled out into the leaves in the center.

  • 0
Posted (edited)
  On 3/19/2016 at 1:18 PM, screaminseahawk said:

First off, I'd like to say that DynDOLOD is the best thing since sliced bread. I have been using it for about a year now and have been amazed how much better my screenshots are getting. Well for the first time ever, I have been having issues running DynLODOD in TES5Edit. Can you help me figure out what I am doing wrong, please?

 

Last month I had to reinstall Skyrim and start over installing mods after really slow fps (300 mods will do that to you eventually, hehe). And I thought that was a good chance to try moving from NMM to MO. MO was fine but I couldn't get DynLODOD to setup properly. Thinking MO was the issue, I just went back to NMM and I get the same 2 errors when running DynLODOD in TES5Edit:

 

1. Source tile normal map not found for textures\terrain\lodgen\skyrim.esm\reachclifftree01_000b8a76.dds

2. Source tile normal map not found for textures\terrain\lodgen\skyrim.esm\tundradriftwood01_000b8f53.dds 

 

Any idea how to fix this? I really miss my beautiful landscapes. 

FAQ:

A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static LOD. Static LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.

 

This is not a problem, LOD will be fine despite these notes.

 

  On 3/19/2016 at 1:27 PM, Fenric said:

Yes I have the high res version installed.  I found the LOD files in there as well.  The file for the tree I mentioned above looks normal to me but I don't know what to look for.

 

Regenerating the trees with -2 brightness helped bring the green on distant trees more in line with close ones however the issue with the brown color remains.  It just looks really off to me, like the branches/leaves that would be radiating from the trunk in the direction of the player looking at the tree are missing.  Or the brown color from the trunk has bled out into the leaves in the center.

I am not sure from what tree mod the billboards in STEP are, but the TreePineForext05 billboard in the download seems to be the one used in your screenshot.

I would just keep making them darker until the orange becomes brown again.

TreePineForest05_00051126.jpg

Edited by sheson
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