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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

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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

  • +1 15

3,968 answers to this question

Recommended Posts

  • 0
Posted
  On 5/16/2014 at 10:08 AM, fireundubh said:
[General]uExterior Cell Buffer=(X+1)^2uGridsToLoad=XiPreloadSizeLimit=(X*1024)^2
https://forums.bethsoft.com/topic/1274926-ugridstoload-skyrimini-comparisons-and-explanation-default-57911/

 

For the record, as DoubleYou mentioned earlier, this is not necessary. Change only uGrids and leave the rest alone. Also use the Stable uGridsToLoad mod so that it can be simply reverted later without savegame problems when the user finds problems at excessive values.

 


 

@sheson

  • With your permission, this can be run on a standard mod setup like STEP:Core and the ESP distributed to our users, correct? (Assuming identical plugin order across users). This would be a major convenience.
  • Also, once we (you) verify that this works as intended, is it not a 100% replacement for any other 'distance' mods? There should be no need to use SDO or Distant Detail, no?
  • Why would we use the TES5LODGen tool in conjunction with this (you mention a bit earlier, but I cannot fathom the benefit of doing so)?
  • 0
Posted (edited)

@fireundubh I have your firstborn already, address me any way you want :)

 

LODGen replaces SDO premade BTOs. Given enough time I can write up a detailed explanation about it and the process for optimal LODs between all the tools/mods. For example, default Skyrim comes with lod meshes for bridges, but has most disabled, so even LODGen doesn't do them unless you do a small esp fixing this. SDO has them already in addition to custom meshes Grieche used and didn't release when he did it.

 

Right now I need to focus on the DynDOLOD persistent objects and papyrus scripts and safe games/quests. I guess it is a rather novel approach to use papyrus scripting and trigger boxes to do such things, I am still not sure about it... :) The less objects we have to handle this way the better.

 

@z929669

1. Eventually sure - if we deem this to be a safe thing overall. It might be a while though. 

 

2. DynDOLOD already covers all objects from the SDO esp, and most likely almost all objects done by Distant Detail / Distant Detail Hearthfires. We can make sure it does, it is as simple as adding the objects as statics to it and let the generator do its thing. I really need to work on the options of DynDOLOD generator... the whole thing turns out to be a bit more complex :)

 

3. LODGen generates the BTO files, the vanilla way of doing static object LOD from LOD meshes. (there is land BTR, objects BTO and trees BTT) It can add high polygon models too but that quickly destroys performance.

 

Overall having LODGen produce the static object LOD files with true LOD meshes and then DynDOLOD cover only the models which turn on/off, are animated and certain trees should be the best mix between the two performance wise. DynDOLOD doing certain trees is because the BTT lod trees created by CK can only be straight up. Fallen or otherwise tilted trees do not work when generating tree lod  BTT and the couple trees added by mods are no big deal to be done by DynDOLOD. Unless Flora overhaul maybe...

 

In fact DynDOLOD Generator script could start LODGen and control how it does its thing, though I am not sure if that is a good idea overall.

Also DynDOLOD takes other neverfades from other mods like SkyFalls for example and turns them off when they are further away. This means better performance compared to before while they are always active across the entire map.

Edited by sheson
  • 0
Posted
  On 5/16/2014 at 8:40 PM, sheson said:

 

Overall having LODGen produce the static object LOD files with true LOD meshes and then DynDOLOD cover only the models which turn on/off, are animated and certain trees should be the best mix between the two performance wise. DynDOLOD doing certain trees is because the BTT lod trees created by CK can only be straight up. Fallen or otherwise tilted trees do not work when generating tree lod  BTT and the couple trees added by mods are no big deal to be done by DynDOLOD. Unless Flora overhaul maybe...

 

In fact DynDOLOD Generator script could start LODGen and control how it does its thing, though I am not sure if that is a good idea overall.

Also DynDOLOD takes other neverfades from other mods like SkyFalls for example and turns them off when they are further away. This means better performance compared to before while they are always active across the entire map.

 

This sounds seriously awesome! As for DynDOLOD starting LODGen, you could always offer it as an advanced option, turned off by default. This would probably please most users

  • 0
Posted

I'm going to have to try this without REGS next time. Even without high poly checked, at uGridsToLoad=9, the game crashes quite fast after running around a bit.

  • 0
Posted (edited)

Adding more polygons will always put more demand on graphics :) The full models neverfades add a lot of stress. The less of them active at any time the better.

 

I spent the last 2 weeks working with LODGen, creating LOD nifs for rocks and nordic buildings much like SDO did. In the process I discovered a couple things that need to be addressed by LODGen, so I am discussing that over at afkmods as well. So there is progress on a complementing process and result between LODGen and DynDOLOD. It will take a bit of time, but I really like the results I have so far.

 

Posted Image

Edited by sheson
  • 0
Posted (edited)

For comparison this it how it looks in the vanilla game

 

Posted Image

 

 

And yes, TES5Edit LODGen with my resources replaces SDO, Object LOD BTO files and will create native object LOD for things added by mods, like new ships or buildings, rocks...

 

DynDOLOD replaces/modifies the full model neverfades from SDO esp and other mods and makes other dynamic objects like fire, waterfx or objects that appear or disappear based on quests/progress visible at distance.

Edited by sheson
  • 0
Posted (edited)

Right now performance is less than SDO with its esp. But since you run TES5Edit LODGen and DynDOLOD Generator yourself for your setup you can also adjust which models to use or not and thus control visuals and performance yourself. It will be a while until it all has a nice interface and stuff with fancy checkboxes. Generating the needed resources comes first :)

Edited by sheson
  • 0
Posted

That's good. I'm assuming this can be run inside of MO so that it can see the mods that are installed in MO?

 

Please continue work on your masterpiece... I shall patiently await its completion.

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