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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

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

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
  On 4/14/2016 at 6:51 PM, sheson said:

If you are super lazy and no output path was given by the user to your exe you could read it from x\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini - which is updated every time when clicking "OK" to run the patcher.

Not sure how to find current path to xEdit installtion though.

I'd have to ask the user for the xEdit directory and that ini file doesn't have the LOD textures output so the user would end up with the same amount of writing/selecting to do :/ https://i.imgur.com/vbIrLHb.png

  • 0
Posted (edited)
  On 4/14/2016 at 11:44 PM, Snakestone said:

What is the texture atlas? I just want to change the road lod to a darker road to match the texture I use for regular roads. Will chaning the texture atlas do that?

 

Also, how do I set -o paramater via NMM or without MO? I dont use MO only NMM and I cant seem to figure out how to set the -o paramater.

The texture atlas combines all used single LOD textures into one large supertexture.

Read Docs/DynDOLOD_TexGen.html how to update the texture atlas with the newly created single LOD textures only without having to redo the entire LOD.

 

You should check the manual/guide/forum of the mod manager you are using for how to set command line parameters if you intend to start xEdit with a function from within the mod manager. If the mod manager does not support setting command line parameters, start xEdit through a windows shortcut and set the command line parameter on this shortcut as explained in DynDOLOD_TexGen.html. AFAIK this always works with any other mod manager but Mod Organizer.

Edited by sheson
  • 0
Posted (edited)
  On 4/14/2016 at 11:44 PM, Ganda said:

I'd have to ask the user for the xEdit directory and that ini file doesn't have the LOD textures output so the user would end up with the same amount of writing/selecting to do :/ https://i.imgur.com/vbIrLHb.png

xEdit should register itself at its first launch for auto-opening of .tes5pas files (and other assimilated gamescripts like .tes4pas, .fo3pas, .fnvpas and .fo4pas if tes4edit, fo3edit, fnvedit, or fo4edit are started instead) in the registry, so you can find its path under HKEY_CURRENT_USER\Software\Classes\TES5Script\shell\open\command

Edited by Kesta
  • 0
Posted (edited)

https://imgur.com/1R2IHHv

I'm using Immersive College of Winterhold, not sure if it's incompatible with dyndolod.

 

it's fine when look closer

https://imgur.com/fUiR4qU

 

https://imgur.com/LmKdBcv

only see the sail when stand inside

 

https://imgur.com/VrvT58J

but outside is ok

 

I'm sure that lod billboards and dyndolod output files aren't overwrited by any other mods.

don't know what wrong I did.

Edited by owen9622206
  • 0
Posted
  On 4/15/2016 at 11:21 AM, Kesta said:

xEdit should register itself at its first launch for auto-opening of .tes5pas files (and other assimilated gamescripts like .tes4pas, .fo3pas, .fnvpas and .fo4pas if tes4edit, fo3edit, fnvedit, or fo4edit are started instead) in the registry, so you can find its path under HKEY_CURRENT_USER\Software\Classes\TES5Script\shell\open\command

Ok, I can do that. Do you know if the output option is saved somewhere? I couldn't find it :/

 

Sorry to hijack your thread sheson!

  • 0
Posted
  On 4/15/2016 at 3:01 PM, Ganda said:

Ok, I can do that. Do you know if the output option is saved somewhere? I couldn't find it :/

 

Sorry to hijack your thread sheson!

xEdit doesn't save it AFAIK, the preset ini I mentioned earlier is the only location that consistently has the last output folder used by DynDOLOD.

  • 0
Posted (edited)
  On 4/15/2016 at 1:44 PM, owen9622206 said:

https://imgur.com/1R2IHHv

I'm using Immersive College of Winterhold, not sure if it's incompatible with dyndolod.

 

it's fine when look closer

https://imgur.com/fUiR4qU

 

https://imgur.com/LmKdBcv

only see the sail when stand inside

 

https://imgur.com/VrvT58J

but outside is ok

 

I'm sure that lod billboards and dyndolod output files aren't overwrited by any other mods.

don't know what wrong I did.

You would know if Immersive College of Winterhold is compatible if you RTFM or read the Nexus description page section "Compatibility - Works Out Of the Box"

 

I can not replicate the problem.

 

59721-0-1460734770.jpg

 

Does the College only disappears when looking from this specific location/view angle but LOD is fine from other locations? Then this maybe just another case of the games overly broad occlusion culling when using anti z-fighting settings. If LOD is always missing: make sure to not install the SDO patch of ICW. Make sure all vanilla LOD meshes (usually in Skyrim Meshes.bsa) are accessible. Make sure the generated BTO files from outputpath\Meshes\Terrain\Tamriel\Objects\*.* are not overwritten by any other mods.

 

The missing building outside of Whiterun are in loaded cells, so not a LOD problem. There should be full models which Besthesda intentionally didn't place for performance reasons. Did you never notice the buildings missing before? Anyhow, I made an independent patch for this a year ago. See DynDOLOD download archive ..\Options\whiterunexterior\ 

Edited by sheson
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Posted (edited)
  On 4/15/2016 at 9:51 AM, sheson said:

Update/overwrite the xEdit Edit Scripts with these and let me know if it worked or post TES5Edit_log.txt again if it doesn't

Hi sheson,

 

Interim update - I have started the DynLOD Worlds run, and did not get the immediate error this time

 

Two questions:

 

(1) DynDOLOD.esp isn't last in my load order because I have a Bashed Patch,0.esp and LOOT has sorted that to be last - is this a problem?

(2) There's an option box to use scripts in subdirectories too - as you have provided a replacement lib directory, should that checkbox also be checked?

 

I will update you properly once the script finishes running.

 

Thanks for your incredible work on this.

 

Mark

Edited by MarkInMKUK
  • 0
Posted (edited)
  On 4/15/2016 at 3:41 PM, sheson said:

You would know if Immersive College of Winterhold is compatible if you RTFM or read the Nexus description page section "Compatibility - Works Out Of the Box"

 

I can not replicate the problem.

 

 

Thank you for your help!

I've checked again and sure nothing overwrite the output files, and no any meshes overwrite dyndolod's meshes.

But since you mentioned that don't install the SDO patch of ICW, which I didn't install because I don't use SDO, and I try to install it and let its bto files overwrite the output files to see what will happen. 

Then...

9UylQxv.png?1

 

It's so odd ! I can see the compeleted lod again, no idea why... (just only the bto files in SDO patch overwrite output files)

 

------------------------

 

Edit: Now I just try loading ICW below dyndolod output files (I'm using MO), and still can see the whole college lod.

 

lGgN5vX.png?1

 

looks slightly different to the SDO patch

Edited by owen9622206
  • 0
Posted (edited)
  On 4/15/2016 at 7:30 PM, MarkInMKUK said:

Hi sheson,

 

Interim update - I have started the DynLOD Worlds run, and did not get the immediate error this time

 

Two questions:

 

(1) DynDOLOD.esp isn't last in my load order because I have a Bashed Patch,0.esp and LOOT has sorted that to be last - is this a problem?

(2) There's an option box to use scripts in subdirectories too - as you have provided a replacement lib directory, should that checkbox also be checked?

 

I will update you properly once the script finishes running.

 

Thanks for your incredible work on this.

 

Mark

1) You need to manually move the pre-patch DynDOLOD.esp to be last, though typically the normal batch patch does not matter if it doesn't contain any world space data. Once the DynDOLOD.esp contains data, its position defined by LOOT if usually fine.

2) Doesn't matter if it is checked or not, because the DynDOLOD Worlds.pas you need to select is in the main script folder and thus always shows in the list.

 

 

  On 4/15/2016 at 8:33 PM, owen9622206 said:

Thank you for your help!

I've checked again and sure nothing overwrite the output files, and no any meshes overwrite dyndolod's meshes.

But since you mentioned that don't install the SDO patch of ICW, which I didn't install because I don't use SDO, and I try to install it and let its bto files overwrite the output files to see what will happen. 

Then...

 

 

It's so odd ! I can see the compeleted lod again, no idea why... (just only the bto files in SDO patch overwrite output files)

 

------------------------

 

Edit: Now I just try loading ICW below dyndolod output files (I'm using MO), and still can see the whole college lod.

 

 

 

looks slightly different to the SDO patch

If you overwrite part of the static LOD *bto files generated by DynDOLD/LODGen with other static LOD *.bto files it is not surprising that you are seeing the other LOD for that area. ICW contains static LOD for the area regardless of the SDO installation setting.

 

I still have no idea if the LOD for the college is only missing from a specific location/view angle (revert z-fighting settings in ini to test) or if LOD for it is missing completely (then something seems wrong with access to vanilla LOD source files)

Edited by sheson
  • 0
Posted

Hi sheson,

 

Your updated scripts seem to have worked ok - the generation finished with no error messages, and as far as I can tell from a New Game start, and up to the execution point, the game appears to be running ok, and there are no major oddities that I can see in the LOD.

Thank you for taking the time and trouble to help.

 

Nark

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