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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.

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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

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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

  • 0
Posted (edited)
  On 3/24/2016 at 5:10 AM, phlepper said:

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

This is stuck tree LOD in the loaded cells. This should not happen anymore with newer version of xEdit as we found the cause last year.

 

We discussed Towns and Villages Enhanced - Whiterun and Towns and Villages Enhanced - Riverwood a few months back for this exact problem. See the DynDLOD Manual for more info about these mods and if it helps. Maybe try disabling the Riverwood versions as well. Look at the earlier discussion about these mods.

Edited by sheson
  • 0
Posted (edited)
  On 3/24/2016 at 9:40 AM, Van555 said:

ok I got the log finally.

 

Well the last part since the text log is so huge.

Please post entire file to pastebin.com. I need to see the list of loaded mods reported at the start of xEdit.

Edited by sheson
  • 0
Posted
  On 3/24/2016 at 12:40 PM, sheson said:

Please post entire file to pastebin.com. I need to see the list of loaded mods reported at the start of xEdit.

Thank you for your patience with me. Sorry

  • 0
Posted
  On 3/25/2016 at 2:37 AM, Van555 said:

Can you let me know what mod #03 is? I assume it is Dragonborn?

Type the form id 0300EDC6 into the FormID field top left of xEdit and hit enter to bring up the record

What is record 0300EDC6? I assume it is cell 15, 16. Which mod is its last overwrite?

 

Neither upload/pastebin show the log from start but only 4 or 5 seconds in. Please copy from the line starting with "TES5Edit 3.1.3 EXPERIMENTAL"

I would really need to see everything from start to error.

  • 0
Posted
  On 3/25/2016 at 11:34 AM, sheson said:

Can you let me know what mod #03 is? I assume it is Dragonborn?

Type the form id 0300EDC6 into the FormID field top left of xEdit and hit enter to bring up the record

What is record 0300EDC6? I assume it is cell 15, 16. Which mod is its last overwrite?

 

Neither upload/pastebin show the log from start but only 4 or 5 seconds in. Please copy from the line starting with "TES5Edit 3.1.3 EXPERIMENTAL"

I would really need to see everything from start to error.

Shoot alright makes sense considering the chop job I did

  • 0
Posted

Hi sheson, 

 

Quick feedback to the tree ultra update..

 

It's alot more comfortable now overall.

 

I run into trouble when i wanted to use the hybrid vanilla trees shipping with your mod but used modified full model tree meshes at the same time (the ones from lush trees / ultimate lush overhaul).. I think this is because of this new CRC32 check (actually I dont really know how it works at all :P Does that check prevent wrong LOD by comparing full model and hybrid model of trees?).

I had to deactivate those meshes in MO, run dyndolod and then activate the meshes again in order to get those "modified" full model vanilla tree meshes with the vanilla hybrid trees.

 

I did not try generation of 2D static LOD models with other than vanilla tree billboards yet, but it seems to work. All the atlases DynDOLOD_Flat_Atlas_[Worldspace].dds are in the Dyndolod output.

 

Its unfortunate there are no Hybrid tree models for e.g. SFO trees, but I know it cant be really shipping with the mod as these models would need updates everytime vurt updates his full model trees and its alot of work.. I'm sorry I couldnt find the time to learn and build such hybrid models but i dont have enough time for skyrim, I just got around to check out the new DynDolod version!

Best Regards,

Dammal19

  • 0
Posted (edited)
  On 3/25/2016 at 4:16 PM, Dammal19 said:

Hi sheson, 

 

Quick feedback to the tree ultra update..

 

It's alot more comfortable now overall.

 

I run into trouble when i wanted to use the hybrid vanilla trees shipping with your mod but used modified full model tree meshes at the same time (the ones from lush trees / ultimate lush overhaul).. I think this is because of this new CRC32 check (actually I dont really know how it works at all :P Does that check prevent wrong LOD by comparing full model and hybrid model of trees?).

I had to deactivate those meshes in MO, run dyndolod and then activate the meshes again in order to get those "modified" full model vanilla tree meshes with the vanilla hybrid trees.

 

I did not try generation of 2D static LOD models with other than vanilla tree billboards yet, but it seems to work. All the atlases DynDOLOD_Flat_Atlas_[Worldspace].dds are in the Dyndolod output.

 

Its unfortunate there are no Hybrid tree models for e.g. SFO trees, but I know it cant be really shipping with the mod as these models would need updates everytime vurt updates his full model trees and its alot of work.. I'm sorry I couldnt find the time to learn and build such hybrid models but i dont have enough time for skyrim, I just got around to check out the new DynDolod version!

Best Regards,

Dammal19

Yes, the CRC32 check is to prevent using the vanilla hybrids for tree replaced by mods. If there is no suitable hybrid it will rather use billboards (which should be the correct ones for the replaced trees) instead of wrong hybrids - or full model if you change the ini.

Still working on this to be easier in the future. Creating hybrids for other mods is actually not that bad once the trunk can be ignored - it is covered most of the time anyways so the vanilla trunk works in a lot of cases). The more crucial part right now is to automate the branches textures / alpha generation. I am trying to automate this as much as I can, because nobody wants to create these by hand all the time :)

Edited by sheson
  • 0
Posted

Sheson, I began to experience a critical error while rebuilding:  Exception in unit process line 615: "DynDOLOD.esp" requires master "skyrim.esm" to be loaded before it.

 

Note the small-case 's' un 'skyrim.esm'

  • 0
Posted (edited)
  On 3/25/2016 at 4:59 PM, sheson said:

Yes, the CRC32 check is to prevent using the vanilla hybrids for tree replaced by mods. If there is no suitable hybrid it will rather use billboards (which should be the correct ones for the replaced trees) instead of wrong hybrids - or full model if you change the ini.

Still working on this to be easier in the future. Creating hybrids for other mods is actually not that bad once the trunk can be ignored - it is covered most of the time anyways so the vanilla trunk works in a lot of cases). The more crucial part right now is to automate the branches textures / alpha generation. I am trying to automate this as much as I can, because nobody wants to create these by hand all the time :)

Wow, automation of the atlas generation would be a big step indeed to make this alot easier indeed, sounds awesome. Your mod promises to get better and better!

If there's automatic atlas generation it should be possible for the user to create the hybrid tree himself I guess, since all thats left to do is copy the branches of the full model into a flat trunk nif file, and point the branches to the atlas texture, which is not to hard (you already put up the manual on how to copy pasta with nifs to make static 3D trees).

 

Maybe an ini tweak to turn the CRC32 check on and off would be nice, but I don't know if its worth it if its alot of work to do, since I can achieve similar result with hardly effort by temporarily disabling the meshes in MO like I described. Probably stupid question but... The check just looks if the tree mesh is in fact the vanilla mesh file right? it does not actually dynamically compare the individual look of the trees? ^^ Because that sounds like a horribly complicated algorithm

Edited by Dammal19
  • 0
Posted (edited)
  On 3/25/2016 at 5:29 PM, elenhil said:

Sheson, I began to experience a critical error while rebuilding: Exception in unit process line 615: "DynDOLOD.esp" requires master "skyrim.esm" to be loaded before it.

 

Note the small-case 's' un 'skyrim.esm'

Case should not matter for filenames on windows all of sudden. Are you using Linux/Wine? If you are on Windows, make sure skyrim.esm is loaded and DynDOLOD.esp is last in load order.

 

  On 3/25/2016 at 5:35 PM, Dammal19 said:

Wow, automation of the atlas generation would be a big step indeed to make this alot easier indeed, sounds awesome. Your mod promises to get better and better!

If there's automatic atlas generation it should be possible for the user to create the hybrid tree himself I guess, since all thats left to do is copy the branches of the full model into a flat trunk nif file, and point the branches to the atlas texture, which is not to hard (you already put up the manual on how to copy pasta with nifs to make static 3D trees).

 

Maybe an ini tweak to turn the CRC32 check on and off would be nice, but I don't know if its worth it if its alot of work to do, since I can achieve similar result with hardly effort by temporarily disabling the meshes in MO like I described. Probably stupid question but... The check just looks if the tree mesh is in fact the vanilla mesh file right? it does not actually dynamically compare the individual look of the trees? ^^ Because that sounds like a horribly complicated algorithm

The idea with reporting the new CRC32-number tree is to then compare the full model to the vanilla model to see if they are the same.  If they are, copy the existing hybrid to the new CRC file name, or create a new hybrid for that CRC filename.

At least it will help me to quickly create hybrid for mods if nothing else.

Edited by sheson
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