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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

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Recommended Posts

  • 0
Posted

Hello and thank you for a exellent mod and all you guys do for the rest of us!

Now - I been sitting for a few weeks (yea..not even kidding) to figure out the whole DynDOLOD-stuff. It really is like this; when you tried it you wont go back.

Trust me when I say I have read over and over most of the info I have found, but its not always I have known where to look for my questions I am presenting here. I waited as long as I could before "pestering you" with my questions, but I feel my sanity is about to slip :P I need to know some stuff now, so I can acctually PLAY SKyrim and behold the beauty DynDOLOD  makes.

 

Now, I got a few problems. I have recently (last week) done a whole reinstall of skyrim and all its mods to start over. I corrupted everything when trying to "reinstall" dyndolod, I did it in all ways possible - wrong -  and yea, my own bad. I have now tried to follow this video when I have to add new mods or remove mods from the DynDOLOD:

https://www.youtube.com/watch?v=c3zVK8PD3Vg&feature=youtu.be   (by gampoets) This update-tecnique still valid...? I dont wanna ruin stuff again.

 

So, to the problem. I have been trying to figure out what to use as graphic enhancing mods. I have tried my very best to follow everything you have writtin on your pages, so I have removed everything I previously used (like Vivid landscapes-mods by Hein84)

Since I saw on the DynDOLOD-page that Enhanced landscapes and regional snow and ice are compatible, I have used that. And thats basically all the landscape-boosting mods i`ve used, as im scared to mess with more than I can handle.  I even removed SFO. (that was a bit because of my FPS, and I was hoping Enhanced landscapes could glorify it a bit. I was wrong)

 

I have, however, had really crappy graphic after using those two mods, to put it straight out. There is faults in colors, glitches, overall weirdness.

I need to have the left side load order like this:

DonDOLOD

DynDOLOD output

enhanced landscapes

regional snow and ice

 

if I have DynDOLO output at the bottom, the mountains and roofs turn orange and a lot of other facinating stuff. Like this: https://imgur.com/ZlleyDc

I took a trip up on top of a mountain, and the mountains are kinda bugged, with pieces here and there not matching up in color and texture. This is when i am standing right on top of it, not from distance. (altho it is from distance also, just different) Examples will come further below.

 

I will try to sum up my questions here, and hopefully I will get answers, cause I might be going insane soon if I dont get to acctually play the game, hehe

I am trying to add as few mods as possible to the DYnDOLOD, because I often find myself changing out mods or remove/add mods. I will most likely do a bit of that now in the start before I start paying the game "for real". Therefor, I only add what I must. Altho, those mods I have listed below as I am using, is all mods that I will be using through my whole playthrough. They will not be removed, hence, all mods I list here will stay. (unless you tell me otherwise for any reason)  I am however wondering If i SHOULD add them or not to the DynDOLOD lod-generation.

 

Of texturemods I use this:

(I have put a * at the mods that I have included in DynDOLOD when I create LODs. Those without I havent included)

(I have put a ?-mark at the mods that I am wondering if I should include in the DynDOLOD lod-generator - aka -if i can safely do it, or if it is beneficial):

(Some of this mods are texture and dont have a ESP. I am however wondering if there are some "magic" around this mods when it comes to DynDOLOD, or if they just are in the modlist and then ignored? )

 

 

Vivid landscapes - Orc and farmhouses ONLY Orc independed set

aMidianBorn farmhouse and roads stonewall

aMidianBorn Imperial Forts

aMidianBorn Caves and Mines

 

Dawn of Skyrim *

Expanded Towns and Cities *

JK`s Towns *

SMIM ??

 

Transparent and refracting Icicle and Frost Atronach (not sure if this messes with regional snow and ice...?)  ??

The Ruffled Feather (water, better dynamic snow, terrain bump) I havent dared added any to DynDOLOD yet) Should I include the WATER-esp? Should I use TERRAIN BUMP?

Regional snow and ice *

Enhanced landscape *

Noble Skyrim HD 2K ??

 

Other mods I am wondering about including is the lighting-mods:

Relighting Skyrim Series ??

ELE - lite ??

 

Now, as described, I have issues with enhanced landscape and regional snow and Ice. I will point out that I have NOT tried them independently of eachother yet, as the authors say they are compatible.

Before I did the whole reinstall I had much better graphics. it was no glitches in the distance and all loooked marvelous. The difference is huge. Some of the problems I have now is:

 

- There is pieces of the terrain/buildings that I need to get really close for the graphic to "wake up". F.eks a piece of the mountain is just a blur until I get basically on top of it. An example is in this screenshot. YOu see the snow-free patch in the middle/right side. Thats blurry. It will stay like this until I am basically on top of it.  https://imgur.com/iW7AuTE

 

 - Forts and things with rocks have odd colors. Roof-tops are also strange until I get close. Wrong color and texture. Its..greenish until I get closer. A perfect example of this is in this screenshot, where you see both in one picture. On this screenshot only half the wall around Winderhold has become "loaded", so you see both at the same time - bugged and normal. Note that im quite close.  https://imgur.com/DGNsZJ4

 

 - I stood on a mountain looking down at a swamp-area and futher out to icy water. Here i got dizzy. Whenever I moved my camera just an inch everything would flicker and move around. Just in the middle of this screenshot it would be water-covered in one frame and land in another. YOu can see the weird pixles on the ground. Every part of this terrain I saw here moved and glithced out. https://imgur.com/JydMoLV

 

 - Then we got the mountains where I can see 3-4 different texture at once in ust a few meters. Here is a few examples of what im talking about: https://imgur.com/gCF27Es   

https://imgur.com/ROMjWpp

 

 - another interesting thing about water up from above was this two pics. One frame the water was blue. when I moved my camera a few inhes down, it became white, as seen in this two pics:

https://imgur.com/PO49SHQ

https://imgur.com/faedtpM

 

 - When I ran around I came over what appeared to be ice-covered rocks where there wasnt suppose to be any ice or snow. THey are kinda out of place. Rocks are basically weird all over, and its not looking as it should at all: https://imgur.com/phm5RyG

 

Well, this is just a few examples, some cant be shows with pictures, as there is flickering like crazy that cant be shown.

 

before my reinstall I used many of the same mods as above, but NOT enhanced landscape and regional snow. I also at that time used Vivid landscapes mods, and the mountain-mod and mossy rock-mods from ruffled feather. I also used SFO basic edition back then. (cant handle higher version, my PC will die a horrible death)

 

At that time I just let everything be ticked when I ran DynDOLOD. As stated. this time i only wanna add those I must.

If there is any help, you can find a screenshot of my loadorder (right side MO) here:

https://imgur.com/J94gWvX

 

What I am really wondering is; why is this weirdness happening? Is it simply because of wrong load-order? Have I made a huge mess of something? I have ETaC, Dawn of skyrim and so forth, but I hardly think thats the problem. I have loaded as it should, i always study all mods before download and follow instructions.

is there any other mods that enhance distance that works well with DynDOLOD? Alternatives? My list above with  ** and ?? include Vivid landscapes-mods. Should I use them?

I really am at a loss on what to do here. Hopefully it is me who hasd done a mistake, but I have tried for days finding out what. I am stuck.... If anyone have any tips, i would be thankful.

 

Thank you for reading.

  • 0
Posted (edited)
  On 3/21/2016 at 2:48 PM, vickyticky said:

if I have DynDOLO output at the bottom, the mountains and roofs turn orange and a lot of other facinating stuff. Like this: https://imgur.com/ZlleyDc

The screenshot shows the texture atlas does not belong to the bto LOD meshes. Check that the texture atlas ..\textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds that is used by the game was created at the same time as the bto meshes.

 

Make sure you are not having stray files in MO Overwrite folder.

 

 

  On 3/21/2016 at 2:48 PM, vickyticky said:

Some of this mods are texture and dont have a ESP. I am however wondering if there are some "magic" around this mods when it comes to DynDOLOD, or if they just are in the modlist and then ignored?

If you run DynDOLOD TexGen or DynDOLOD Worlds.pas any nif/dds files which are loose in the data folder may be used, regardless of esp. Files in BSA are only discovered if xEdit loaded them, which usually means the esp needs to be active. You should deactivate mods completely before starting xEdit if you want to be certain none of their resources are used. Especially before running DynDOLOD TexGen. For a mods objects not to receive LOD and its esp not be added as a master into DynDOLOD.esp it is enough to not check them in the xEdit mod selection window.

 

  On 3/21/2016 at 2:48 PM, vickyticky said:

- There is pieces of the terrain/buildings that I need to get really close for the graphic to "wake up". F.eks a piece of the mountain is just a blur until I get basically on top of it. An example is in this screenshot. YOu see the snow-free patch in the middle/right side. Thats blurry. It will stay like this until I am basically on top of it. https://imgur.com/iW7AuTE

DynDOLOD does not change how vanilla LOD works. Test the same location with vanilla LOD and you should see LOD objects switch at the same distances.

 

 

  On 3/21/2016 at 2:48 PM, vickyticky said:

- Forts and things with rocks have odd colors. Roof-tops are also strange until I get close. Wrong color and texture. Its..greenish until I get closer. A perfect example of this is in this screenshot, where you see both in one picture. On this screenshot only half the wall around Winderhold has become "loaded", so you see both at the same time - bugged and normal. Note that im quite close. https://imgur.com/DGNsZJ4

You are using a texture replacer mod that does not update the rendered LOD textures for Whiterun. Those LOD texture need to be updated manually. DynDOLOD TexGen can not help there. Ask the mod author.

 

  On 3/21/2016 at 2:48 PM, vickyticky said:

- I stood on a mountain looking down at a swamp-area and futher out to icy water. Here i got dizzy. Whenever I moved my camera just an inch everything would flicker and move around. Just in the middle of this screenshot it would be water-covered in one frame and land in another. YOu can see the weird pixles on the ground. Every part of this terrain I saw here moved and glithced out. https://imgur.com/JydMoLV

Terrain/water LOD acting weird or having wrong textures have nothing to do with DynDOLOD. DynDOLOD does tree and object LOD only.

Install a high quality terrain LOD mod as they usually lesson z-fighting of terrain/water.

 

  On 3/21/2016 at 2:48 PM, vickyticky said:

- Then we got the mountains where I can see 3-4 different texture at once in ust a few meters. Here is a few examples of what im talking about: https://imgur.com/gCF...com/gCF27Es

https://imgur.com/ROMjWpp

Snow cover is not a texture but a shader. Full model objects and their textures in loaded cells have nothing to do with DynDOLOD but with the mods you are using.

Nearby LOD uses the full model mountain texture, while further away LOD moutains use a pre-rendered mountain LOD textures and a texture in the atlas. Only the last can be updated by DynDOLOD TexGen. If you use a mountain texture replacer the pre-rendered LOD textures need to be updated manually.

 

  On 3/21/2016 at 2:48 PM, vickyticky said:

- another interesting thing about water up from above was this two pics. One frame the water was blue. when I moved my camera a few inhes down, it became white, as seen in this two pics:

https://imgur.com/PO49SHQ

https://imgur.com/faedtpM

Terrain/water LOD acting weird or having wrong textures have nothing to do with DynDOLOD. Check inis for water reflection settings and look into ENB water settings and the sky reflection fix setting.

 

  On 3/21/2016 at 2:48 PM, vickyticky said:

- When I ran around I came over what appeared to be ice-covered rocks where there wasnt suppose to be any ice or snow. THey are kinda out of place. Rocks are basically weird all over, and its not looking as it should at all: https://imgur.com/phm5RyG

Full model objects and their textures in loaded cells usually have nothing to do with DynDOLOD. Open console, click object for form id, first two digest is the mod load order number in hex.

 

 

You posted so much text about textures, yet you did not mention using DynDOLOD TexGen? Use it to generate the single LOD textures for the load order. Make sure to read its manual for the limitations regarding rendered LOD textures, as mentioned above about the Whiterun LOD textures.

I do not know if Regional snow and ice and Enhanced landscape work well together. I am unable to give recommendations about mods - it is just personal taste.

Edited by sheson
  • 0
Posted

Hello,

 

i got a question towards Dyndolod! The Step Guide says its important to keep the vanilla [Archive] list to generate lod. Now i have the optimized vanilla textures installed and the [Archive] list looks pretty much different. Since i am using NMM and have to keep this list, i am not sure if i can just generate lod with the new list. Can someone help me?

  • 0
Posted
  On 3/22/2016 at 4:24 PM, Tacocat said:

Hello,

 

i got a question towards Dyndolod! The Step Guide says its important to keep the vanilla [Archive] list to generate lod. Now i have the optimized vanilla textures installed and the [Archive] list looks pretty much different. Since i am using NMM and have to keep this list, i am not sure if i can just generate lod with the new list. Can someone help me?

You have to make sure that all BSAs for the load order are loaded by xEdit. If a BSA is not loaded by xEdit its content can not be used to generate LOD. Which could mean missing LOD models or wrong textures being used.

 

In order for a BSA to be loaded by xEdit or the game it either needs to be listed in the Archive section of the ini or be loaded by an esm/esp of the same name.

 

When starting xEdit look for lines like.

 

[00:00] Background Loader: starting...

[00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources.

[00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources.

...

[00:00] Background Loader: [C:\SteamLibrary\steamapps\common\Skyrim\Data\] Setting Resource Path.

 

If the list contains all BSA as expected everything is fine.

  • 0
Posted

Thanks for the fast answer! My tes5edit looks like this:

 

[00:00] Background Loader: starting...
[00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - HD01.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - HD02.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - Interface.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - Animations.bsa] Loading Resources.
[00:01] Background Loader: [skyrim - Meshes.bsa] Loading Resources.
[00:01] Background Loader: [skyrim - Sounds.bsa] Loading Resources.
[00:01] Background Loader: [skyrim - Voices.bsa] Loading Resources.
[00:02] Background Loader: [Dawnguard - Original.bsa] Loading Resources.
[00:02] Background Loader: [Dawnguard - HD.bsa] Loading Resources.
[00:02] Background Loader: [HearthFires - Original.bsa] Loading Resources.
[00:02] Background Loader: [HearthFires - HD.bsa] Loading Resources.
[00:02] Background Loader: [Dragonborn - Original.bsa] Loading Resources.
[00:02] Background Loader: [Dragonborn - HD.bsa] Loading Resources.
[00:02] Background Loader: [update.bsa] Loading Resources.
[00:02] Background Loader: [E:\Steam\steamapps\common\Skyrim\Data\] Setting Resource Path.
 
I thinks thats just fine, isnt it?
  • 0
Posted
  On 3/22/2016 at 5:12 PM, Tacocat said:

 

Thanks for the fast answer! My tes5edit looks like this:

 

[00:00] Background Loader: starting...
[00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - HD01.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - HD02.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - Interface.bsa] Loading Resources.
[00:00] Background Loader: [skyrim - Animations.bsa] Loading Resources.
[00:01] Background Loader: [skyrim - Meshes.bsa] Loading Resources.
[00:01] Background Loader: [skyrim - Sounds.bsa] Loading Resources.
[00:01] Background Loader: [skyrim - Voices.bsa] Loading Resources.
[00:02] Background Loader: [Dawnguard - Original.bsa] Loading Resources.
[00:02] Background Loader: [Dawnguard - HD.bsa] Loading Resources.
[00:02] Background Loader: [HearthFires - Original.bsa] Loading Resources.
[00:02] Background Loader: [HearthFires - HD.bsa] Loading Resources.
[00:02] Background Loader: [Dragonborn - Original.bsa] Loading Resources.
[00:02] Background Loader: [Dragonborn - HD.bsa] Loading Resources.
[00:02] Background Loader: [update.bsa] Loading Resources.
[00:02] Background Loader: [E:\Steam\steamapps\common\Skyrim\Data\] Setting Resource Path.
 
I thinks thats just fine, isnt it?

 

I do not know your load order or the replacement mod you are using. But I can see new/additional new BSAs that supposedly replace the vanilla texture - so judging from that it seems OK. In case LOD textures do not match or are missing after generating we would know what to look for, but it should be fine.

  • 0
Posted (edited)
  On 3/22/2016 at 5:43 PM, Tacocat said:

I think my lod is kinda ok, but i found a weird "cut" in the landscape. Can you please take a look at these: https://imgur.com/a/bw2pS

The "cut" is the outside border of the loaded cells and how terrain LOD is "hidden" for that area. DynDOLOD does not cover terrain LOD.

You can lessen the effect by installing high quality terrain LOD meshes. Also adding objects - like dirtcliffs and rocks for example - to cover that up would work, like Enhanced Landscapes for example.

Edited by sheson
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Posted

Ok so I'm the guy who sent a nonsensical but report so this time I'm going to try to be helpful.

 

In some everything's hunky dory until right after world.pas generates something like mist-qual village in dlc3. At this point something along the lines of "exception: identical refid c????? in dyndolod.esp" pops up and the process stops.

 

I'm not at my computer at the moment so I can't be more specific at the moment.

 

I have tried this several times with the new version and it always grind to a halt at this ref Id. I even did a total reinstall of all skyrim stuff and no change.

 

Is this a common problem? If not am I unique or just dumb?

 

Any suggestions would be welcome.

  • 0
Posted (edited)
  On 3/22/2016 at 8:30 PM, Van555 said:

Ok so I'm the guy who sent a nonsensical but report so this time I'm going to try to be helpful.

 

In some everything's hunky dory until right after world.pas generates something like mist-qual village in dlc3. At this point something along the lines of "exception: identical refid c????? in dyndolod.esp" pops up and the process stops.

 

I'm not at my computer at the moment so I can't be more specific at the moment.

 

I have tried this several times with the new version and it always grind to a halt at this ref Id. I even did a total reinstall of all skyrim stuff and no change.

 

Is this a common problem? If not am I unique or just dumb?

 

Any suggestions would be welcome.

What the heck is "mist-qual village in dlc3"?

There is only dlc1 = Dawnguad, dlc2 = Dragoborn, and byoh = Hearthfires

 

DynDOLOD Worlds.pas is a script processing esm/esp data. It will have the same outcome with the same data, it doesn't change its mind all of sudden. Sounds like a broken esp.

 

Lets see the exact error message and everything else from the log, upload ..\xEdit\TES5Edit_log.txt please

Edited by sheson
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Posted
  On 3/22/2016 at 9:13 PM, sheson said:

What the heck is "mist-qual village in dlc3"?

There is only dlc1 = Dawnguad, dlc2 = Dragoborn, and byoh = Hearthfires

 

DynDOLOD Worlds.pas is a script processing esm/esp data. It will have the same outcome with the same data, it doesn't change its mind all of sudden. Sounds like a broken esp.

 

Lets see the exact error message and everything else from the log, upload ..\xEdit\TES5Edit_log.txt please

Will do when I can I'm normally less stupid.

  • 0
Posted

Hi,

 

Just had a quick couple of questions regarding DynDOLOD and RealVision ENB, since I'm still relatively new to modding and am starting a brand new vanilla game install with new mods (and I don't want to kill it before it starts due to lack of knowledge).

 

On the RealVision Nexus page (https://www.nexusmods.com/skyrim/mods/30936/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D30936%26preview%3D&pUp=1) No. 5 in the Optional list is The Skyrim Distance Overhaul LOD Improvement. Now, I understand DynDOLOD replaces the need for this mod in general (and is newer as well as supported), does that make it a suitable replacement in the RealVision list? Are there any other mods in the optional list that DynDOLOD superseeds, like SkyFalls and SkyMills - Animated Distant Waterfalls and Windmills or any others? And lastly, if this is a suitable replacement, since the RealVision optional list is about 30 mods long, some with specific overwrite instructions, where in this list would you recommend placing it? (I use MO).

 

Thanks for your hepl!

  • 0
Posted
  On 3/23/2016 at 5:10 AM, Sevatar said:

Hi,

 

Just had a quick couple of questions regarding DynDOLOD and RealVision ENB, since I'm still relatively new to modding and am starting a brand new vanilla game install with new mods (and I don't want to kill it before it starts due to lack of knowledge).

 

On the RealVision Nexus page (https://www.nexusmods.com/skyrim/mods/30936/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D30936%26preview%3D&pUp=1) No. 5 in the Optional list is The Skyrim Distance Overhaul LOD Improvement. Now, I understand DynDOLOD replaces the need for this mod in general (and is newer as well as supported), does that make it a suitable replacement in the RealVision list? Are there any other mods in the optional list that DynDOLOD superseeds, like SkyFalls and SkyMills - Animated Distant Waterfalls and Windmills or any others? And lastly, if this is a suitable replacement, since the RealVision optional list is about 30 mods long, some with specific overwrite instructions, where in this list would you recommend placing it? (I use MO).

 

Thanks for your hepl!

You should ask the mod author of the list.

 

The DynDOLODs description page lists mods that it replaces and mods that add objects with LOD that it is compatible with. The manual in the download has a bit more detail for that list.

Also check the notes about tree LOD billboard and then the TES5LODGen page if all the tree mods are supported.

 

DynDOLOD replaces SDO. If you generate dynamic LOD you could keep SkyFalls/SkyMills but you do not really need to anymore. This is explained in more detail in the manual.

 

The DynDOLOD manual also explains overwrite orders in detail.

  • 0
Posted

Hi all!

 

Relative noob to modding here.  Went through the entire STEP Extended setup and everything was working fine.  Added a few more mods, re-did the DynDOLOD TexGen and the Worlds (per the instructions in STEP guide). Everything seems to be okay but when I enter Riverwood, I end up with weird textures:

 

Riverwood Sign

Riverwood Street

 

I'm using Mod Organizer and if I untick the DynDOLOD World "mod" (leaving the DynDOLOD and DynDOLOD TexGen as the last two), there aren't any problems.

 

Riverwood Sign (good)

Riverwood Street (good)

 

So I know it's related to DynDOLOD, but honestly don't know where to start.  I tried recreating the TexGen and Worlds as well as removing the DynDOLOD mod and reinstalling (and recreating TexGen and Worlds), but no change.  Note that when I run DynDOLOD Worlds, I have to disable Birds and Flocks (per STEP and the Worlds script), but it also makes me disable "Towns and Villages Enhanced - Whiterun".  This Riverwood is also a "Towns and Villages Enhanced" (and I have Riften, Solitude, Villages, and Windhelm as well), but I don't have to disable any other than Whiterun.

 

Both sets of images are done with a "New" game (using Alternate Start, so I start at the Sleeping Giant).

 

Any ideas on where I should be looking?  I tried googling, but couldn't find a similar problem (or maybe I just don't know what I'm searching for).  I've seen other texture problems with DynDOLOD (like the purple trees and skies), but not these.

 

Appreciate any help or direction anyone can provide.

 

Thanks,

phlepper

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