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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

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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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  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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3,968 answers to this question

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Posted (edited)

:lol:  this one is more of a traditional mod than manipulating the exe, so yes...

 

start tes5edit from MO and then do things, though manual copying of files from one directory to the other maybe required.

 

before

Posted Image

 

after, WIP

Posted Image

Edited by sheson
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  • 0
Posted
  On 6/2/2014 at 7:18 AM, Octopuss said:

Is this something similar to that TES5LODGen thing that's being discussed on AFK mods?

Similar, but different.

 

Here's what Sheson said a few posts back:

 

 

 

  Quote
Anyhow, as far as I understand TES5LODGen generates BTOs... static object LOD.

 

DynDOLOD adds the objects - LOD models/full models - into the game as REFS so they can be switched on and off.

So you can see your current HearthFires house, fires, trees. In addition DynDOLOD can do something like a fake higher ugrids for models that have no LOD.Both should compliment each other well when done right.

 

I hope I can add an option to DynDOLOD so it gets an option to not do the same objects again TES5LODGEN baked into the BTOs. Same as I did for SDOs BTOs. Though this might be harder.

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Posted (edited)

Yes, this is alive and hard being worked on in the past months.

 

There are now over 800 new lod models from rocks, cliffs, roads to Skyhaven Temple, Orc strongholds, you name it. I even did a few things in Solstheim already.

The whole process of creating LODGen LOD and DynDOLOD for Tamriel takes about 15 minutes right now. I kind of have the hope to release the same time a new/fixed version of LODGen.exe is released as I found quite a few visual glitches and other things to optimize. While it can produce OK looking LOD, it takes some extra hacking to produce the look in the screen shot below.

 

Posted Image

 

This is all vanilla settings, no enb, the only extra assets is stuff from DynDOLOD and this tree LOD texture I still have. No other mods in this image.

 

I admit, this one was pushing limits in terms of main memory usage because it uses LOD4 in LOD8 as well. The graphics card is not the problem, GPU memory use is just a couple hundred MB more, GPU may be from 30% to 50% on my GTX680 4GB, but I had to use my memory patch to the limit to load the assets, it seems the LOD bto go into block 1... doh. Anyhow, a more sensible setting of what goes in LOD4, LOD8 this is totally playable even when the number of LOD objects goes from 15,000 or so to 70,000

 

It will be coming, soonish :)

Edited by sheson
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