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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

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Posted

Question:

Just ran DyndoLOD on high settings but in game The People of Skyrim seems to not be affected.
The LODs (or full models) seem to be just fading in at a somewhat short distance. Other LODs seem to be working.

Suggestions?


 

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Posted (edited)
  On 5/6/2016 at 3:18 PM, Jasagna said:

Question:

 

Just ran DyndoLOD on high settings but in game The People of Skyrim seems to not be affected.

The LODs (or full models) seem to be just fading in at a somewhat short distance. Other LODs seem to be working.

 

Suggestions?

 

Copy everything meshes/skse/textures from the output folder to the game data folder or into a mod.

Edited by sheson
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Posted (edited)
  On 5/6/2016 at 3:47 PM, sheson said:

Copy everything meshes/skse/textures from the output folder to the game data folder or into a mod.

Thanks for your response Sheson,

I did copy everything from my output folder. Then I 7zip it up to my MO mods download folder.

I installed the mod manually, looks set up correctly (other LODs are working) and activated it.

DYNDOLOD.esp is last in my order also.

Edited by Jasagna
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Posted
  On 5/6/2016 at 5:38 PM, Jasagna said:

Thanks for your response Sheson,

I did copy everything from my output folder. Then I 7zip it up to my MO mods download folder.

I installed the mod manually, looks set up correctly (other LODs are working) and activated it.

DYNDOLOD.esp is last in my order also.

Make sure the mod in question is loaded by xEdit before starting DynDOLOD World.pas You can check the xEdit\xEdit_log.txt if mods name shows up.

Also check xEdit\xEdit_log.txt to make sure DynDOLOD Worlds.pas "completed successfully" and didn't end prematurely when generating LOD for Tamriel.

Check xEdit\LODGen_log.txt that LODGen.exe generated static LOD completely and didn't end prematurely. There should be about 689 *.bto files in    ..\Meshes\Terrain\Tamriel\Objects\*.bto

Check that after copying/moving/installing the files from the output folder into a mod in MO nothing else overwrites any of the files - no flash minus, flash plus icon in the flags column in MO

  • 0
Posted

Hi, I'm having trouble applying DynDOLOD's Worlds script to DynDOLOD.esp in TESV Edit. I get this error message when I try to apply the script
 

[00:00:00.020] TES5Edit.exe 4/21/2016 (1217772748)
Exception in unit userscript line 333: Invalid argument to date encode

I didn't have a problem with executing the TexGen Script and a google search didn't turn up any similar problems for other people so I'm stumped. 

Thank you in advance for any advice.
  • 0
Posted (edited)

So... Azura replacers.

Any chance you remember which of the 2 sets of Azura meshes (AzureStatue_lod_0 & azuraStatue_Lod_2 AND shrineofazura01_lod_0 & shrineofazura01_lod_2) you made, and are in the DynDoDownload, do?  I've only come across 1 (shrineofazura) in replacers and have never tried to make a billboard/LOD before now.  No clue what the second set is for.

 

P.S.  I've only got 2 kids left, some hack took 1 for a(much needed) memory patch T_T

Edited by MoonSpot
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Posted (edited)
  On 5/7/2016 at 2:24 AM, Konkual said:

 

Hi, I'm having trouble applying DynDOLOD's Worlds script to DynDOLOD.esp in TESV Edit. I get this error message when I try to apply the script

 

[00:00:00.020] TES5Edit.exe 4/21/2016 (1217772748)
Exception in unit userscript line 333: Invalid argument to date encode

 

I didn't have a problem with executing the TexGen Script and a google search didn't turn up any similar problems for other people so I'm stumped. 

 

Thank you in advance for any advice.

 

Should have searched this thread, as this came up in this thread once or twice. Download the updated script from this post

 

  On 5/7/2016 at 3:24 AM, MoonSpot said:

So... Azura replacers.

Any chance you remember which of the 2 sets of Azura meshes (AzureStatue_lod_0 & azuraStatue_Lod_2 AND shrineofazura01_lod_0 & shrineofazura01_lod_2) you made, and are in the DynDoDownload, do?  I've only come across 1 (shrineofazura) in replacers and have never tried to make a billboard/LOD before now.  No clue what the second set is for.

 

P.S.  I've only got 2 kids left, some hack took 1 for a(much needed) memory patch T_T

I made all of them since there was no LOD model for Azura. The other alternative names maybe for mods. Those are 3D LOD models. The word billboard only ever applies to flat tree LOD. To create a 3D LOD model you need to use something like Blender or 3dsMax to reduce polygons etc. Obviously the best method would be for an asset creator to also create matching LOD models.

 

The Manual section "How to add your own LOD models" explains the _0, _1, _2 numbering.

 

If you installed a mod that replaces a statue which is used one or two times only, just add a full model rule or overwrite the LOD model(s) with the full model. A single object with a few more polygons doesn't matter that much. Especially if the UV is not tiled so its texture can be atlassed. Which is usually the case with statues.

 

Mesh mask         LOD 4      LOD 8      LOD 16    VWD   Grid       Reference

shrineofazura01  FullModel  FullModel  FullModel  Yes     Far LOD  Unchanged

 

If the texture is replaced as well, run DynDOLOD TexGen.pas before generating LOD. Since this is static LOD, simple update. No need to run from scratch.

Edited by sheson
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Posted
  On 5/7/2016 at 11:26 AM, Paolino said:

Hello everyone, I point out another little glitch, two small flying fires near the bridge of Dragonsreach visible from the outside of Whiterun. I noticed that, to solve the problem, not just turn off DynDOLOD from the menu of the game, but is necessary to completely disable the esp.

 

https://i.imgur.com/iHUIJuR.jpg

https://i.imgur.com/k5iIxNG.jpg

 

Best regards.

You have a mod that overwrites the updated \meshes\architecture\whiterun\wrterrain\wrclouddistrictterrainlod.nif from USLEEP.

  • 0
Posted

Hello, I'm running into a serious problem with custom world spaces. They don't seem to work with Dyndolod. Tes5edit just gives me a "type mismatch" error and doesn't write the proper worldspace information into the dyndolod.esp. This was the case with a world I made with Tesannwyn and also a small one I created in CK for testing. However, I was able to create lod for Tamriel, Sovngarde and also the Forgotten Vale from Dawnguard. Strange issue. Any help?

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Posted (edited)
  On 5/7/2016 at 12:58 PM, Arthadion said:

Hello, I'm running into a serious problem with custom world spaces. They don't seem to work with Dyndolod. Tes5edit just gives me a "type mismatch" error and doesn't write the proper worldspace information into the dyndolod.esp. This was the case with a world I made with Tesannwyn and also a small one I created in CK for testing. However, I was able to create lod for Tamriel, Sovngarde and also the Forgotten Vale from Dawnguard. Strange issue. Any help?

Not quite clear which tool throws the error - if it is xEdit then it is not a problem of DynDOLOD Worlds.pas.

Can you generate static/tree LOD with the xEdit built-in (TES5LODGen) generation function?

The worldspace record needs to have valid settings and needs a valid ..\lodsettings\*.lod that matches the worldspace record settings.

Edited by sheson
  • 0
Posted
  On 5/7/2016 at 1:09 PM, sheson said:

Not quite clear which tool throws the error - if it is xEdit then it is not a problem of DynDOLOD Worlds.pas.

Can you generate static/tree LOD with the xEdit built-in (TES5LODGen) generation function?

The worldspace record needs to have valid settings and needs a valid ..\lodsettings\*.lod that matches the worldspace record settings.

Yes, the built in tes5lodgen works on its own. The .lod file is there also. Seems there is something wrong with the settings of the world spaces. I just downloaded "Expedition to Atmora" to see if this works, and it does. So what setting needs to be applied in a custom world space for dyndolod to work?

  • 0
Posted
  On 5/7/2016 at 12:00 PM, sheson said:

You have a mod that overwrites the updated \meshes\architecture\whiterun\wrterrain\wrclouddistrictterrainlod.nif from USLEEP.

Hello Sheson and thank you for your assistance. I do not have that folder and do not use other graphics mod beyond your. The only game changes are "SkyUI", "30 fps loading fix" and cleaned esm.

 

https://i.imgur.com/6TDGrHm.jpg

  • 0
Posted (edited)
  On 5/7/2016 at 1:22 PM, Arthadion said:

Yes, the built in tes5lodgen works on its own. The .lod file is there also. Seems there is something wrong with the settings of the world spaces. I just downloaded "Expedition to Atmora" to see if this works, and it does. So what setting needs to be applied in a custom world space for dyndolod to work?

post the log with error message

 

  On 5/7/2016 at 1:54 PM, Paolino said:

Hello Sheson and thank you for your assistance. I do not have that folder and do not use other graphics mod beyond your. The only game changes are "SkyUI", "30 fps loading fix" and cleaned esm.

 

https://i.imgur.com/6TDGrHm.jpg

 

Check BSA files... or maybe you do not use USLEEP. There is this arc missing in your screenshot, which USLEEP adds with the updated nif.

The fires will still float a bit over that arc , that is by design since there is no LOD for the braziers.

Edited by sheson
  • 0
Posted
  On 5/7/2016 at 2:05 PM, sheson said:

post the log with error message

I assume you mean this:
 
11111111111111111111111111111111111111111111111111111111111111111111111111111111
11888888111111111111111111111888888111111188881111881111111118888111188888811111
11881111881188111881881888811881111881118811118811881111111881111881188111188111
11881111188188111881888111881881111188188111111881881111118811111188188111118811
11881111188188111881881111881881111188188111111881881111118811111188188111118811
11881111881118888881881111881881111881118811118811881111111881111881188111188111
11888888111111111881881111881888888111111188881111888888811118888111188888811111
11111111111118888811111111111111111111111111111111111111111111111111111111111111
 
[00:02:32.131] Building a list of LOD objects, please wait...
[00:02:32.182]  World asdfg
[00:02:32.195] Gathering references in asdfg "adfg" [WRLD:02000D62] for DOOR ACTI CONT MSTT FURN TREE STAT 
[00:02:32.211]    Filtering 2 references in asdfg "adfg" [WRLD:02000D62] for LOD
[00:02:32.227]      0 of 2 done
[00:02:32.255] Saving objects LOD data to D:\Spiele\The Elder Scrolls\Zeug\TES5Edit\Edit Scripts\LODGen_asdfg.txt
[00:02:32.267] LOD references: 24, unique LOD objects: 2
[00:02:32.282] Gathering textures for atlas creation
[00:02:32.302] No flat atlas created
[00:02:32.315] Creating atlas textures D:\Spiele\The Elder Scrolls\DyndolodOutput\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_asdfg.dds from 2 textures
[00:02:32.619] Executing LODGen...
[00:02:32.632] "D:\Spiele\The Elder Scrolls\Zeug\TES5Edit\Edit Scripts\LODGen.exe" "D:\Spiele\The Elder Scrolls\Zeug\TES5Edit\Edit Scripts\LODGen_asdfg.txt"  --dontFixTangents --removeUnseenFaces --skyblivionTexPath
[00:02:32.649] Adding Master into asdfg
Exception in unit  line -1: Error in unit 'functions' on line 367 : Type mismatch
[Apply Script done]  Processed Records: 0, Elapsed Time: 02:51
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