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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

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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
  On 3/13/2015 at 11:30 PM, sheson said:

Anna NPC adds a world without anything in it. Probably a left over edit or for future updates. In any case, next version of DynDOLOD will ignore it and complete without error.

And I can confirm that without that esp loaded, lod generates successfully.

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Posted (edited)

So many posts to go through :)

 

 

@EssArrBee

Regarding trees on the map. Zilav alreayd had the right idea. DynDOLOD World.pas will add trees as object LOD in case they are not LOD trees already. That is why it scan the BTT  files at start. Any tree their is a LOD mesh for that is not in the BTT files will be done as object LOD. Low/medium use the billboard mesh. High uses more details version for LOD4 and the billboards for 8, 16. I also assume if there are ever trees shown on the map, they must be object LOD... I know the map can show objects in in lower Levels, but do not know without testing what needs to be done exactly. Maybe play around with uLockedObjectMapLOD in ini...

Regarding the windmill not updating even with clean save means there is left over data in the save. It is not really clean then. Maybe you can retrace your steps, so we know any pitfalls for the future.

 

Default is the same as High, but it pre fills the path fields with default values as well.

The difference between High, Medium, and Low is the mesh rules. The addtional rules of medium and low set more and more of the new objects to not be used for LOD. Nothing in LOD4/8/16 columns means no LOD for the meshes that matched. Like small rocks for example.

 


 

@keithinhanoi

Maybe we should start a second thread with TES5LODGen/DynDOLOD for mod creators somewhere?

 

I hope I am not contradicting anything that Zilav already answered. If between the two of use we missed something just keep asking :)

 

1. Landscape .btr

Just works like any other overwrite, last mod wins, loose files win over bsa. So if a mod overwrites only a couple files LODGen.exe will use those and for all others it will use the vanilla.

 

The default is always to remove unseen. It really reduces file size and triangle count a lot.

 

2. STAT/MSTT/TREE etc and VWD

First of all the scripted dynamic object LOD does not require VWD flag. It uses in own set of new STAT/MSTT/... base elements. So when you run DynDOLOD Worlds.pas as normal but uncheck 'Generate DynDOLOD' the result will be that all base elements that have static LOD have their VWD set and nothing else.

 

At run time the game use the VWD flag of base elements to know that an object using that base element has LOD in the BTO file. This has 2 results: 1) these objects do not 'bleed' (no idea how to call this) into neighboring cells that are not attached - because there is LOD shown instead. 2) When the cell attaches the game waits a bit of time before showing the full model. Because the game also waits before it removes the object LOD for that cell. Contrary to that for example, tree LOD and showing full model tree does not wait. Unless you set the VWD on a tree base element.

 

So if you don't have VWD flag set for base elements that do have LOD in the BTO you will sometimes see full models on top of LOD model causing z-flicker between the 2.

 

AFAIK the only things that use the LOD mesh data of base elements are CK object LOD generation or our TES5LODGen. I have not seen anything else requiring it yet. The normal DynDOLOD Worlds.pas process skips adding the data to safe time and hopefully memory in game.

 

It should overwrite existing LOD assignments when the 'Use original LOD assignment' checkbox is not set. I will double check. Though my general idea is, if you want to deliver LOD with a mod it should be with the lowest performance impact, which typically is with 'Use original LOD assignment' checked.

 

3. LOD data

TES5LODGen uses that data to find the LOD meshes, so it is required.

 

 

Bundles

There obviously could be drop-in packages with the new/updated models for TES5LODGen, but I have no plans to create or maintain them. It is a matter of time, resources and patience :)

 

Compatibility with other mods have the potential to make this into a maintainers nightmare quickly. Because of compatibility I offer enthusiast modders tools and resources to create their LOD based on their load order - in my eyes they are better equiped to resolve these type of compatibility issues.

 

I consider the step from generating object LOD with TES5LODGen to generating it with DynDOLOD relatively small and doable by anyone who is into modding.

 

There also is quid pro quo. All the good people here on S.T.E.P. contribute back with valuable questions or reports that move things ahead and improve the tools and documentation to make this process better and as easy as possible.

 

Having said all that, everything I create is free to use by anyone for anything (as far as I can give that permission for LOD meshes/textures derived from orginal game content from Bethesda - as a general rule only use for Skyrim), so if anyone wanted to create packages for TES5LODGen go right ahead. Just credit where credit is due. Good Luck :)

 

 

Documentation

Anything that helps modders use these tools for their mods. I already added some options and features, but I do not really use that for my own endeavors and so it is not properly documented yet. You might even discover new options/functions that we need to add to make the process complete.

Yes this may take some time, but then the whole TES5LODGen and DynDOLOD thing is already over a year in the making, so no rush. Generally I document things while discovering or creating - like taking notes. Then later we can go back and refine.

 

CreateMOD mode

I suggest to merge the result with the mod in question. Then generate LOD and ship merged version.

 

@keithinhanoi and @Kelmych

Textures

I think the ball is in the hands of the creators of texture replacers to also supply updated LOD textures for at least vanilla/TES5LODGen. Some already do.

A lot of are just 1x1 or 2x2, or 2x/4x 1x1

If it is not involving mini atlases it is rather straight forward. Whoever creates any textures I happily add them to DynDOLOD and give credit.

I do create some mix/mini atlas myself, so those have to be redone. A lot of times it can be enough to take an existing [LOD] texture and just adjust color/tone.

Edited by sheson
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Posted
  On 3/14/2015 at 2:49 PM, sheson said:

@keithinhanoi

Maybe we should start a second thread with TES5LODGen/DynDOLOD for mod creators somewhere?

 

Nah, I think you probably know from the time when you released your Memory Patch fix, I'm a quick study. ;)

 

I've actually got all the information I need now to do right by my friend's mods, though unfortunately to cater to every possible kind of user, in the end it will have to be LOD as would be generated by the CK.

 

At this point, I need to move on to where I should have started - figuring out how to use Oscape to generate .btr World LOD, because my friends mods make significant changes to landscape in areas that Skyrim's designers never intended your character to walk on (ie., outside Skyrim's invisible border barrier.)

 

I promise to take notes, and will forward those to you once I've completed everything to my satisfaction.

 

Once again, thank you for your thoughtful responses and never-ending generosity. (Same goes for zilav, too!)

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Posted
  On 3/14/2015 at 5:19 PM, keithinhanoi said:

Nah, I think you probably know from the time when you released your Memory Patch fix, I'm a quick study. ;)

 

I've actually got all the information I need now to do right by my friend's mods, though unfortunately to cater to every possible kind of user, in the end it will have to be LOD as would be generated by the CK.

 

At this point, I need to move on to where I should have started - figuring out how to use Oscape to generate .btr World LOD, because my friends mods make significant changes to landscape in areas that Skyrim's designers never intended your character to walk on (ie., outside Skyrim's invisible border barrier.)

 

I promise to take notes, and will forward those to you once I've completed everything to my satisfaction.

 

Once again, thank you for your thoughtful responses and never-ending generosity. (Same goes for zilav, too!)

Right back at you. Keep spreading your amassed knowledge and wisdom across all forums as you do since years actually. I read your stuff everywhere ;)

 

As a final thought, I guess my intention for the createmod function of DynDOLOD was for a mod author to easily add LOD data for like a handful of new assets used in that mod, but basically stay true to the ugly but performant vanilla LOD.

 

But when have tools ever be used only for their intended purpose anyhow? I am first in line to abuse and misuse said tools  :devil: 

 

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Posted

Sorry, but I just can't figure out how to get the trees back on the map. I deleted my old files and tried regenerating new ones about 10 times now and it just doesn't do it. Maybe I messed something up the first time I ran DynDOLDO, which is pretty much a given, so that may be it.

 

Actually, now that I think about it, I was doing DynDOLOD the way that .52 MO video said to do the treeLODs. That was incorrect since it put the billboards in the wrong place. Maybe that had something to with it.

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Posted (edited)

Hey guys - first time running through this.  When running DynDOLOD Worlds, I'm getting the following error.  Anyone know what causes this?

 

[00:00:00.001] Doing LOD for Tamriel
[00:00:00.084] DynDOLOD.esp found
[00:00:00.032] Loaded 54 textures to names
[00:00:00.500] Loaded 86 references to ignore in child worlds
[DynDOLOD.esp] Adding master "Dragonborn.esm"
[DynDOLOD.esp] Adding master "Skyrim.esm"
[00:00:00.518] Scanning 104 rules for reference FormIDs
[00:00:00.550]  Found reference 000EE66D using base element 000EE66E SBardsCollegeTower_LOD
[00:00:00.579] Scanning Tamriel *.BTT files to build a list of trees with LOD
[00:00:00.693] Load order messed up! Tried to find a file id higher than files loaded. 247 > 243. Aborting script.
Error in unit 'functions' on line 103 : Undeclared Identifier 'halt'
[Apply Script done]  Processed Records: 0, Elapsed Time: 00:06
 
Edit:  Never-mind - I had a few unchecked esm's in MO.....
Edited by jbvertexx
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Posted

Atempting to run gets to "Building a list of LOD objects, please wait..."

 

Then the script fails, cant for the life of me to get it any farther.

 

[00:05:09.158]    Building a list of LOD objects, please wait...
[00:05:09.193]      Town SolitudeWorld
[00:05:09.250]        Filtering 1936 references in SolitudeWorld "Solitude" [WRLD:00037EDF] for LOD
[00:05:09.268]          0 of 1936 done
[00:05:09.518]          194 of 1936 done
[00:05:09.739]          388 of 1936 done
[00:05:09.907]          582 of 1936 done
[00:05:10.142]          776 of 1936 done
[00:05:10.327]          970 of 1936 done
[00:05:10.514]          1164 of 1936 done
[00:05:10.726]          1358 of 1936 done
Error in unit 'process' on line 723 : Undeclared Identifier 'GeFileName'

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Posted
  On 3/15/2015 at 1:13 AM, sbman said:

Atempting to run gets to "Building a list of LOD objects, please wait..."

 

Then the script fails, cant for the life of me to get it any farther.

 

[00:05:09.158]    Building a list of LOD objects, please wait...

[00:05:09.193]      Town SolitudeWorld

[00:05:09.250]        Filtering 1936 references in SolitudeWorld "Solitude" [WRLD:00037EDF] for LOD

[00:05:09.268]          0 of 1936 done

[00:05:09.518]          194 of 1936 done

[00:05:09.739]          388 of 1936 done

[00:05:09.907]          582 of 1936 done

[00:05:10.142]          776 of 1936 done

[00:05:10.327]          970 of 1936 done

[00:05:10.514]          1164 of 1936 done

[00:05:10.726]          1358 of 1936 done

Error in unit 'process' on line 723 : Undeclared Identifier 'GeFileName'

 

This is just a guess, but every time I run into something like that, it's because I haven't updated to the latest and greatest tes5edit.

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Posted (edited)
  On 3/15/2015 at 1:31 AM, narphous said:

This is just a guess, but every time I run into something like that, it's because I haven't updated to the latest and greatest tes5edit.

Have already tried that, with both 3.1 , and the latest SVN build .

Edited by sbman
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Posted (edited)
  On 3/14/2015 at 10:09 PM, EssArrBee said:

Sorry, but I just can't figure out how to get the trees back on the map. I deleted my old files and tried regenerating new ones about 10 times now and it just doesn't do it. Maybe I messed something up the first time I ran DynDOLDO, which is pretty much a given, so that may be it.

 

Actually, now that I think about it, I was doing DynDOLOD the way that .52 MO video said to do the treeLODs. That was incorrect since it put the billboards in the wrong place. Maybe that had something to with it.

Delete almost all split tree LOD dds/txt files, generate tree LOD for those few remaining then run DynDOLOD Worls.pas and let it do the other trees as static LOD. Maybe you probably already did that?

I will look into this some more in the future if time permits.

 

  On 3/15/2015 at 1:13 AM, sbman said:

Atempting to run gets to "Building a list of LOD objects, please wait..."

 

Then the script fails, cant for the life of me to get it any farther.

 

[00:05:09.158]    Building a list of LOD objects, please wait...

[00:05:09.193]      Town SolitudeWorld

[00:05:09.250]        Filtering 1936 references in SolitudeWorld "Solitude" [WRLD:00037EDF] for LOD

[00:05:09.268]          0 of 1936 done

[00:05:09.518]          194 of 1936 done

[00:05:09.739]          388 of 1936 done

[00:05:09.907]          582 of 1936 done

[00:05:10.142]          776 of 1936 done

[00:05:10.327]          970 of 1936 done

[00:05:10.514]          1164 of 1936 done

[00:05:10.726]          1358 of 1936 done

Error in unit 'process' on line 723 : Undeclared Identifier 'GeFileName'

I have misspelled a command, So sorry! DynDOLOD 0.56.00 fixes it

 

  On 3/15/2015 at 10:16 AM, s185049 said:

"Load order messed up!" message

You need to generate tree LOD for the load order first before running DynDOLOD Worlds.pas for it.

Edited by sheson
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Posted

So I've been converting some textures to the lod version and I was wondering if the same should be done for the meshes. I noticed that a mod like Tamriel Reloaded had much different meshes than the ones in DynDOLOD

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