Jump to content

Question

Posted

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

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

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

  • +1 15

Recommended Posts

  • 0
Posted

I havent checked lately, but does DynDoLOD fixes the big holes in the ocean (like near Winterhold?), if it dosent, you may consider fixing then in the future. At least until now, I never found a mod that completely fixes the issue.

  • 0
Posted
  On 2/11/2015 at 4:08 PM, Agnusthemagi said:

I havent checked lately, but does DynDoLOD fixes the big holes in the ocean (like near Winterhold?), if it dosent, you may consider fixing then in the future. At least until now, I never found a mod that completely fixes the issue.

DynDOLOD addresses static object LOD. Ocean is not static object LOD. AFAIK it is landscape LOD.

  • 0
Posted
  On 2/12/2015 at 6:02 AM, Madpaddy said:

Any news on a Solstheim purple mesh fix yet :).

Filed an error report with UDBP. Next version of DynDOLOD will use an interim fix.

  • +1 1
  • 0
Posted

Just noticed that Data\meshes\dlc01\lod\dlc01frozenlakebreak02_lod.nif is actually named Data\meshes\dlc01\lod\dlc01frozenlakebreak02_lod,.nif. Was that intentional? Or a typo?

  • 0
Posted

OK, thanks. I'll generate a new lod later today or tomorrow and see how it goes.

 

On a related note, in the last release I noticed that if I tried to generate lods for anything other than tamriel, falmer valley and solsteim, I got an error at the end of lod generation stating "list bounds out of range". Or something like that. I saved a bug report somewhere... Have you seen that, or do you need it replicated? Or should I not be doing that?

  • 0
Posted
  On 2/13/2015 at 3:15 PM, narphous said:

OK, thanks. I'll generate a new lod later today or tomorrow and see how it goes.

 

On a related note, in the last release I noticed that if I tried to generate lods for anything other than tamriel, falmer valley and solsteim, I got an error at the end of lod generation stating "list bounds out of range". Or something like that. I saved a bug report somewhere... Have you seen that, or do you need it replicated? Or should I not be doing that?

No I don't. I am constantly generating for Solstheim atm. If you still get this, post the last few lines before the error.

  • 0
Posted (edited)

Ok one small problem sure its down to me not knowing what im doing, ive run the program with the Max setting and everything is good except one thing, fires dont show flames unless im right next to them or they are miles away.I can stand next to a fire and it has flames but as i move a few feet away the flames disappear.Also lol why do the lods on distant stuff use a different texture to when its close ??, sorry to be a pain :).Also noticed another small problem when i come out of whiterun the windmills have no sales untill i change cells then go back again then the windmills sails are visible again.

Edited by Madpaddy
  • 0
Posted (edited)
  On 2/15/2015 at 4:54 PM, Madpaddy said:

Ok one small problem sure its down to me not knowing what im doing, ive run the program with the Max setting and everything is good except one thing, fires dont show flames unless im right next to them or they are miles away.I can stand next to a fire and it has flames but as i move a few feet away the flames disappear.Also lol why do the lods on distant stuff use a different texture to when its close ??, sorry to be a pain :).Also noticed another small problem when i come out of whiterun the windmills have no sales untill i change cells then go back again then the windmills sails are visible again.

The fires sounds like a ini setting, for example the distant fade thing narphous wrote about above. If it is an ini setting it should also happen without DynDOLOD.esp loaded.

 

If objects do not switch correctly at uGrid borders, it usually means the update of a save game was not done right. If it also happens with a new game I could think of a mod like SkyMills is loaded too and the settings need to be adjusted for it.

 

Wrong textures for distance objects can happen, report the form id of that object please. Also report if a landscape/texture changer mod is used.

Edited by sheson
  • +1 1
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.