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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

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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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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

So, I figured it was time I tried this sorcery out since I've finally returned to Skyrim. I'm pretty much sold. I do have some questions though.

 

  1. I was going to take some comparison shots and noticed that without the mod some of the tree LODs were incorrect. Is that normal?
  2. What's the general consensus on Vurt's SFO 1.x and 2.x as far as the tree LODs go? I saw some posts about it, but they were from much older versions of both DynDOLOD and xEdit, so is it different now?
  3. How out of date is the install video? I figured it out by only watching it once, but I'm a genius, so I'm worried about lesser minds.
  4. How far is DynDOLOD from primetime? We are doing a STEP guide update and it seems about ready to me. I'd love to drop some of our current LOD mods in favor of this solution.
  5. Do you mind if point some popular video makers I talk to at this project or is it to soon to have to that kind of exposure?
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Posted (edited)
  On 2/17/2015 at 9:22 AM, EssArrBee said:

 

So, I figured it was time I tried this sorcery out since I've finally returned to Skyrim. I'm pretty much sold. I do have some questions though.

 

  1. I was going to take some comparison shots and noticed that without the mod some of the tree LODs were incorrect. Is that normal?
  2. What's the general consensus on Vurt's SFO 1.x and 2.x as far as the tree LODs go? I saw some posts about it, but they were from much older versions of both DynDOLOD and xEdit, so is it different now?
  3. How out of date is the install video? I figured it out by only watching it once, but I'm a genius, so I'm worried about lesser minds.
  4. How far is DynDOLOD from primetime? We are doing a STEP guide update and it seems about ready to me. I'd love to drop some of our current LOD mods in favor of this solution.
  5. Do you mind if point some popular video makers I talk to at this project or is it to soon to have to that kind of exposure?

 

Everything can be configured, but by default:

 

1. Since LODGen for trees is used to generate tree LOD, that overwrites vanilla tree LOD, and that is creating its own texture. In addition DynDOLOD adds static LOD for trees that aren't done as tree LOD.

 

2. If the procedure of splitting and generating is followed it still works the same. With some luck we will see some ready to use already-split-tree LODs resources to download later this year.

 

3. I redid the videos just weeks ago to match the new looks and functions of the tools. They are spot on :)

 

4. Close. Now that I updated LODGen.exe. Also there don't seem any more reports of DynDOLOD Worlds.pas throwing errors about missing masters and whatnot. Couple more weeks, a month maybe and I will take it out of beta.

 

5. Point away. I just hope for my sanity this never makes it to Nexus front page. The tools and the process is for hardcore modders. Also remember, DynDOLOD basically generates 2 LODs: 1) the static  LOD which works like and replaces the in-game LOD. 2) The optional dynamic LOD which uses papyrus scripting, which needs some user care like any other mod.

 

For the casual player there is the pre-computed static LOD show case. We could also offer a pre-computed static LOD for S.T.E.P.  - if there are any differences.

Edited by sheson
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Posted

Just a heads up the windmill problem was Skyfalls, i uninstalled that mod reran everything and the windmills and waterfalls are perfect.The fire thing seems ok now its possible i didnt go into an indoor cell before updating.The wrong textures is the Tamriel reloaded HD mods trees and the walls of whiterun which use the TR HD mods meshes and textures.Thanks for your time and help.

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Posted
  On 2/17/2015 at 11:33 AM, sheson said:

For the casual player there is the pre-computed static LOD show case. We could also offer a pre-computed static LOD for S.T.E.P.  - if there are any differences.

Casuals will just run TES5LODGen, the same way as in good old Oblivion and TES4LODGen :lol:

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Posted
  On 2/17/2015 at 11:33 AM, sheson said:

Everything can be configured, but by default:

 

1. Since LODGen for trees is used to generate tree LOD, that overwrites vanilla tree LOD, and that is creating its own texture. In addition DynDOLOD adds static LOD for trees that aren't done as tree LOD.

Is there an easy way for people to revert back to vanilla if they want to do so for whatever reason?

 

2. If the procedure of splitting and generating is followed it still works the same. With some luck we will see some ready to use already-split-tree LODs resources to download later this year.

How about later this month? I'll offer to some of the work myself it is speeds things up.

 

3. I redid the videos just weeks ago to match the new looks and functions of the tools. They are spot on :)

Awesome.

 

4. Close. Now that I updated LODGen.exe. Also there don't seem any more reports of DynDOLOD Worlds.pas throwing errors about missing masters and whatnot. Couple more weeks, a month maybe and I will take it out of beta.

Awesomer.

 

5. Point away. I just hope for my sanity this never makes it to Nexus front page. The tools and the process is for hardcore modders. Also remember, DynDOLOD basically generates 2 LODs: 1) the static  LOD which works like and replaces the in-game LOD. 2) The optional dynamic LOD which uses papyrus scripting, which needs some user care like any other mod.

Not sure if that can be helped if I tell some guys to make videos about this. I don't see it getting to the memory patch point, since there was about three weeks where everyone lost their minds.

 

For the casual player there is the pre-computed static LOD show case. We could also offer a pre-computed static LOD for S.T.E.P.  - if there are any differences.

Not sure about that, but I've only just started playing around with it since I hadn't played Skyrim for months. Actually working so hard on a FNV guide, I'm kinda jealous we don't even have FNVLODGen. 

Thanks for answering all the questions. If you want to use the wiki for any documentation, feel free to make a page. It's pretty easy and a bunch of people here can always go back in and add any wiki syntax stuff that is needed.

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Posted
  On 2/17/2015 at 11:33 AM, sheson said:

 

 

4. Close. Now that I updated LODGen.exe. Also there don't seem any more reports of DynDOLOD Worlds.pas throwing errors about missing masters and whatnot. Couple more weeks, a month maybe and I will take it out of beta.

 

Ah, yeah, about that. I got an error about missing masters the last time I ran my full load order. The error was due to fantasy music overhaul. https://www.nexusmods.com/skyrim/mods/46518/? I just skipped those and everything ran fine. Lot of mods I would have never suspected of having/modifying lods in my set up.....

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Posted
  On 2/17/2015 at 11:52 PM, narphous said:

Ah, yeah, about that. I got an error about missing masters the last time I ran my full load order. The error was due to fantasy music overhaul. https://www.nexusmods.com/skyrim/mods/46518/? I just skipped those and everything ran fine. Lot of mods I would have never suspected of having/modifying lods in my set up.....

I doubt it modifies LOD, but pretty sure it modifies worldspace properties to set up new music. Since DynDOLOD patch requires worldspace records, and they always should be from the last winning override, in case of that mod being the winner it must be added as a master to the patch before worldspace record can be copied.

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Posted
  On 2/17/2015 at 2:50 PM, Madpaddy said:

Just a heads up the windmill problem was Skyfalls, i uninstalled that mod reran everything and the windmills and waterfalls are perfect.The fire thing seems ok now its possible i didnt go into an indoor cell before updating.The wrong textures is the Tamriel reloaded HD mods trees and the walls of whiterun which use the TR HD mods meshes and textures.Thanks for your time and help.

I will check out the Tamriel reloaded HD and see what can be done for compatibility.

 

  On 2/17/2015 at 7:14 PM, EssArrBee said:

Thanks for answering all the questions. If you want to use the wiki for any documentation, feel free to make a page. It's pretty easy and a bunch of people here can always go back in and add any wiki syntax stuff that is needed.

More work, yay :) Give me time.

 

1. Just delete all files generated by LODGen for trees and/or DynDOLOD. I will add a more detailed section to the manual.

2. Not doing this myself. We'll see.

5. There is a chance for FNVLODGEN, but I am not promising anything :)

  On 2/17/2015 at 11:52 PM, narphous said:

Ah, yeah, about that. I got an error about missing masters the last time I ran my full load order. The error was due to fantasy music overhaul. https://www.nexusmods.com/skyrim/mods/46518/? I just skipped those and everything ran fine. Lot of mods I would have never suspected of having/modifying lods in my set up.....

  On 2/18/2015 at 8:04 AM, zilav said:

I doubt it modifies LOD, but pretty sure it modifies worldspace properties to set up new music. Since DynDOLOD patch requires worldspace records, and they always should be from the last winning override, in case of that mod being the winner it must be added as a master to the patch before worldspace record can be copied.

Will check and fix. Most likely the sound/music record for the world not being properly detected.

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Posted
  On 2/17/2015 at 11:52 PM, narphous said:

Ah, yeah, about that. I got an error about missing masters the last time I ran my full load order. The error was due to fantasy music overhaul. https://www.nexusmods.com/skyrim/mods/46518/? I just skipped those and everything ran fine. Lot of mods I would have never suspected of having/modifying lods in my set up.....

 

Couldn't reproduce yet. Did you try with latest DynDOLOD version?

FSP-Dawnguard seems to be the only one modifying two worldspaces and it worked here for both.

Can you post your load order in spoiler or to pastebin.com and if you use FSP replacer or non-replacer version?

Also for what worldspace you tried to generate.

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Posted
  On 2/18/2015 at 1:29 PM, sheson said:

Couldn't reproduce yet. Did you try with latest DynDOLOD version?

FSP-Dawnguard seems to be the only one modifying two worldspaces and it worked here for both.

Can you post your load order in spoiler or to pastebin.com and if you use FSP replacer or non-replacer version?

Also for what worldspace you tried to generate.

 

0.52, which I believe is the latest.

 

I'm using the replacer.

 

I was trying to generate for tamriel world.

 

Load order is attached.

LoadOrder_Skyrim_2015-02-19T21-55-02.txtFetching info...

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Posted
  On 2/20/2015 at 4:04 AM, narphous said:

0.52, which I believe is the latest.

 

I'm using the replacer.

 

I was trying to generate for tamriel world.

 

Load order is attached.

Thanks, this will help even though this might take a bit :)

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Posted

Little update... I ended up rebuilding to try to solve another problem and left out FSP unique town and village music. Lod building went through without any errors using my entire load order.

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Posted
  On 2/23/2015 at 2:27 AM, narphous said:

Little update... I ended up rebuilding to try to solve another problem and left out FSP unique town and village music. Lod building went through without any errors using my entire load order.

 

Thanks, that helped to pinpoint the error. Will be fixed in the next version.

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Posted (edited)

Hi, tell me please: how to reduce the amount of snow on the LOD's. Option "ignore material" is completely removes snow that is not acceptable.

DLC Dawnguard (Falmer Valley)

 

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Dawnstar

 

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Morthal

 

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Edited by Lexx766
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Posted (edited)
  On 2/27/2015 at 9:59 AM, Lexx766 said:

Hi, tell me please: how to reduce the amount of snow on the LOD's. Option "ignore material" is completely removes snow that is not acceptable.

DLC Dawnguard (Falmer Valley)

 

  Reveal hidden contents

 

Dawnstar

 

  Reveal hidden contents

 

Morthal

 

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That looks amazing, but ofc it is not correct :O_o:

 

Can you please post your load order in spoilers.

 

I would be interested to have a look at these files that were generated by the process:

textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds

textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel_n.dds

meshes\terrain\tamriel\objects\Tamriel.16.-16.16.bto

meshes\terrain\tamriel\objects\Tamriel.8.-16.16.bto

meshes\terrain\tamriel\objects\Tamriel.4.-12.12.bto

meshes\terrain\tamriel\objects\Tamriel.4.-12.16.bto

 

I you could upload them somewhere, that would be great

Edited by sheson
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