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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

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

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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]

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

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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Recommended Posts

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Posted

1) Actually, I'm WANTING Skymills/Falls. Just from the way it read, this mod only needs the meshes and textures for the LOD generation, and after that's done I can essentially turn it off. Is this not a correct statement?

 

2) I have the billboard downloads you mentioned - I have them in a seperate mod in MO, alongside the one for Skyrim. I did NOT see one for Dragonborn however, so, based on what you just said, I still need to do that process for that DLC, correct? Also, would this not apply to Dawnguard as well? It's areas are Skyrim, as far as I know, but it does add new areas, and I have no idea if the tree LODs carry over.

 

3) I appriciate that there is a video... or, rather, that you too the time to do so. I am, however, in a rather increasingly small group of people who can't stand instructional videos. Is there really no 'text only' step-by-step procedure for using this? I'll take a look at the quickstart as you suggest... Hopefully that will remove any other questions and render this whole discussion moot.

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Posted (edited)
  On 4/21/2015 at 11:06 PM, Shadriss said:

1) Actually, I'm WANTING Skymills/Falls. Just from the way it read, this mod only needs the meshes and textures for the LOD generation, and after that's done I can essentially turn it off. Is this not a correct statement?

 

2) I have the billboard downloads you mentioned - I have them in a seperate mod in MO, alongside the one for Skyrim. I did NOT see one for Dragonborn however, so, based on what you just said, I still need to do that process for that DLC, correct? Also, would this not apply to Dawnguard as well? It's areas are Skyrim, as far as I know, but it does add new areas, and I have no idea if the tree LODs carry over.

 

3) I appriciate that there is a video... or, rather, that you too the time to do so. I am, however, in a rather increasingly small group of people who can't stand instructional videos. Is there really no 'text only' step-by-step procedure for using this? I'll take a look at the quickstart as you suggest... Hopefully that will remove any other questions and render this whole discussion moot.

 

1) If the esp is active when generating LOD it will be needed in game later as well. So disable the esp or unselect it in TES5Edit at start up but keep the meshes active in the load order.

 

2) DLC billbords are included in the Skyrim billboards. Sorry that wasn't clear. I updated the byline of the download. You should be all covered.

 

3) The quickstart.html in the root of the DynDOLOD archive is a step-by-step instruction. Down to the bare minimum and so they are hopefully not confusing instructions :)

 

Don't worry about asking. These are all valid questions :)

Edited by sheson
  • 0
Posted (edited)

Thanks for the instructions, Sheson. I followed them and even cleaned the save file for good measure but it doesn't appear to have had any effect on restarting the mod in-game and I just cannot activate it in the MCM

 

It just gives me the error message "DynDOLOD cannot read data from DynDOLOD_Tamriel.json" in the top left corner of the HUD whenever I go outside.

 

Unless you have any other suggestions I'm planning on waiting 10 in-game days for the exterior cells to reset (No DynDOLOD plugin enabled) Clean the scripts again, then try again with a completely fresh install of DynDOLOD. Looks like the Dragonborn is having a lengthy break at the inn :P

 

If this fails to work my best guess is that I simply start again from scratch and remember not to be such a bonehead in future *sigh*

 

(Edited to provide info that was missing from original post)

Edited by hazelwolf
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Posted

Thanks for the clarification... though I wish I'd seen that before I started the script process. I ran it on all listed worlds (mistake?) and kind of hoped for the best. Guess I'll find out.

  • 0
Posted
  On 4/21/2015 at 11:57 PM, hazelwolf said:

Thanks for the instructions, Sheson. I followed them and even cleaned the save file for good measure but it doesn't appear to have had any effect on restarting the mod in-game and I just cannot activate it in the MCM.

 

It just gives me the error message "DynDOLOD cannot read data from DynDOLOD_Tamriel.json" in the top left corner of the HUD whenever I go outside.

 

Unless you have any other suggestions I'm planning on waiting 10 in-game days for the exterior cells to reset (No DynDOLOD plugin enabled) Clean the scripts again, then try again with a completely fresh install of DynDOLOD. Looks like the Dragonborn is having a lengthy break at the inn [emoji14]

 

If this fails to work my best guess is that I simply start again from scratch and remember not to be such a bonehead in future *sigh*

 

(Edited to provide info that was missing from original post)

The json files are generated in the output folder. The output folder needs to be made into an mo mod and activated...
  • 0
Posted

So it appears to work with a small exception - so far anyhow. I walked into Whiterun and had about 6-10 floating distant LOD trees... one growing through Adrianne's roof, one next to Breezehome, one outside the Huntsman, one about six feet in the air outside Kynareth's Temple, and a few others here and there. Backed out and rebuild the patch (fresh .esp and from an interior save, per in-game instructions) using only the Tamriel and Solstheim world builds with no change.

 

Any ideas?

  • 0
Posted
  On 4/22/2015 at 12:26 AM, Neovalen said:

The json files are generated in the output folder. The output folder needs to be made into an mo mod and activated...

Which I had done. Indicating the possibility they weren't generated properly when I ran the script.

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Posted (edited)
  On 4/22/2015 at 3:15 AM, Shadriss said:

So it appears to work with a small exception - so far anyhow. I walked into Whiterun and had about 6-10 floating distant LOD trees... one growing through Adrianne's roof, one next to Breezehome, one outside the Huntsman, one about six feet in the air outside Kynareth's Temple, and a few others here and there. Backed out and rebuild the patch (fresh .esp and from an interior save, per in-game instructions) using only the Tamriel and Solstheim world builds with no change.

 

Any ideas?

It is a bug in the game engine. Some mod places new trees "inside" Whiterun place in Tamriel worldspace, but when you get into the child Whiterun worldspace through gates, game doesn't switch off trees lod there. That's the reason why there are no distant trees visible inside any other cities in vanilla Skyrim when watching from a top of some high mountain, Bethesda just avoided that bug. it is also the reason why all cities have high walls like Solitude, otherwise you will see ugly trees lod around when inside the city. You can actually toggle "tcl" when inside Solitude and fly above to see that hidden ugliness just otside the walls.

There are 2 ways of fixing this:

1) Approach Whiterun, toggle "tcl" in console, fly inside through walls and write down FormID numbers of those trees, then delete them from plugin adding them in TES5Edit. Regenerate trees LOD.

2) Generate trees as objects LOD since it is not bugged, read DynDOLOD doc.

Edited by zilav
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Posted (edited)

For me this is working really well, followed instructions from Neo and am using a GTX 670 4GB card. Using HIGH settings I am getting the same frame rate that I had before of 35+ everywhere except the world looks much fuller. This is with a pure SR:LE set up, with more mods added I am getting freezes but the same frame rate so I will need to test out which mods are causing the problem (Basically REGS and some combat / perk mods.). Highly likely that my problem is to do with conflicts rather than this mod though.

 

Generally speaking, this is a brilliant addition, thanks a bundle for developing it Sheson.

 

::):

Edited by Smile44
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Posted

Alright Sheson, I've got a doozy for you to figure out.

 

So, I have no DynDOLOD installed in my load order on a clean save. I get the following (fire is lit, no issues):

NoDynDOLOD.jpg

 

I then install DynDOLOD completely (run TES5Edit scripts, etc) everything looks great, etc. EXCEPT my campfire fire particles go missing on Campfire01Burning.nif both inside cells and outside in the world. Note: If I load DynDOLOD for the first time in this cell it looks fine until I initialize the scripts by walking outside then back in then I get this (no fire):

 

DynDOLODBugFar.jpg

 

Until, I literally walk on top of the campfire but even then walking away even 2 steps causes the flames to die again:

DynDOLODBugClose.jpg

 

So why is DynDOLOD scripts affecting an INTERIOR cell... same happens with this campfire outside as well as an fyi.

 

Here is a link to my mini-bug log on another thread. I literally turned on and off all my lighting mods, swapped this campfire mesh between SMIM, vanilla, etc with no affect. Only thing that fixes it is removing DynDOLOD.

  • 0
Posted

The amount of simultaneous particles is limited to 750 I think in Skyrim by default, so having a lot of flames/waterfalls/steams rendered at the same time will cause some of them to disappear. So this can cause issues in exteriors since DynDOLOD forces such meshes to be visible from afar, but in interiors... this is really weird.

  • 0
Posted (edited)
  On 4/21/2015 at 11:57 PM, hazelwolf said:

Thanks for the instructions, Sheson. I followed them and even cleaned the save file for good measure but it doesn't appear to have had any effect on restarting the mod in-game and I just cannot activate it in the MCM

 

It just gives me the error message "DynDOLOD cannot read data from DynDOLOD_Tamriel.json" in the top left corner of the HUD whenever I go outside.

 

Unless you have any other suggestions I'm planning on waiting 10 in-game days for the exterior cells to reset (No DynDOLOD plugin enabled) Clean the scripts again, then try again with a completely fresh install of DynDOLOD. Looks like the Dragonborn is having a lengthy break at the inn :P

 

If this fails to work my best guess is that I simply start again from scratch and remember not to be such a bonehead in future *sigh*

 

(Edited to provide info that was missing from original post)

 

 

The json files need to be the ones matching to the generated DynDOLOD.esp. They need to be copied into from the output path to the game folder, just as meshes and textures.

This is a simple file reading error or the json data is not formatted right or the data in the json doesn't match the data in the DynDOLOD.esp.

 

If you are sure you coped the right files and they were generated at the same time as the DynDOLOD.esp you are using, I can have a look. upload all json filres and the esp somewhere for me to check.

 

  On 4/22/2015 at 3:15 AM, Shadriss said:

So it appears to work with a small exception - so far anyhow. I walked into Whiterun and had about 6-10 floating distant LOD trees... one growing through Adrianne's roof, one next to Breezehome, one outside the Huntsman, one about six feet in the air outside Kynareth's Temple, and a few others here and there. Backed out and rebuild the patch (fresh .esp and from an interior save, per in-game instructions) using only the Tamriel and Solstheim world builds with no change.

 

Any ideas?

 

This is an engine limitation. A mod added trees into the walled LOD city in the Tamriel worldspace. What Zilav said :)

 

  On 4/22/2015 at 7:28 AM, Neovalen said:

Alright Sheson, I've got a doozy for you to figure out.

 

So, I have no DynDOLOD installed in my load order on a clean save. I get the following (fire is lit, no issues):

NoDynDOLOD.jpg

 

I then install DynDOLOD completely (run TES5Edit scripts, etc) everything looks great, etc. EXCEPT my campfire fire particles go missing on Campfire01Burning.nif both inside cells and outside in the world. Note: If I load DynDOLOD for the first time in this cell it looks fine until I initialize the scripts by walking outside then back in then I get this (no fire):

 

DynDOLODBugFar.jpg

 

Until, I literally walk on top of the campfire but even then walking away even 2 steps causes the flames to die again:

DynDOLODBugClose.jpg

 

So why is DynDOLOD scripts affecting an INTERIOR cell... same happens with this campfire outside as well as an fyi.

 

Here is a link to my mini-bug log on another thread. I literally turned on and off all my lighting mods, swapped this campfire mesh between SMIM, vanilla, etc with no affect. Only thing that fixes it is removing DynDOLOD.

Edit: I believe this happens because the engine first starts processing the interior objects before removing the exterior objects from memory.

If you disable/enable the interior fire it works all right for me.

 

If raising particles is not an option change mesh rules for small fire 01burning and/or large 01landburning to "Near LOD" or remove completely.

I will see if I can create dynamic LOD versions of these and some other objects with less particles. Just like I did for waterfalls.

Edited by sheson
  • 0
Posted

I set max particles to 2000 and it had zero effect. This particular type of campfire was the only one affected. Giant campfires, the fires in inns, etc did not have issues. I don't believe particle count is to blame...

  • 0
Posted (edited)

Interesting observation. Try one more time with new game. These changes never work reliable for me when loading save games...

 

Not to worry though, using non particle versions for LOD fixes that issue for me.

Also I do have success specifically disabling LOD objects after leaving the world - which seems redundant to me, but hey whatever works.

Both updates will be in the next update.

Edited by sheson
  • 0
Posted
  On 4/22/2015 at 6:23 AM, zilav said:

There are 2 ways of fixing this:

1) Approach Whiterun, toggle "tcl" in console, fly inside through walls and write down FormID numbers of those trees, then delete them from plugin adding them in TES5Edit. Regenerate trees LOD.

2) Generate trees as objects LOD since it is not bugged, read DynDOLOD doc.

First, thanks for the explanation of the problem. It's comforting to know that Bethesda took the lazy way out, so we don't have to (ie, CAN'T).

 

WRT your fixes:

1) As far as I'm aware, none of my mods add trees to the Tamriel LOD of Whiterun. If they did, by your explanation, I would have seen this MUCH earlier. Unless it is somehow a side effect of generating the new LODs somehow? I have two mods that MAY have done this (EtaC's Whiterun Exterior add on and TAVE - Whiterun). The first adds stuff to the Whiterun approach (gate and crossroads area) and the second is strictly the Whiterun interior area. Thoughts?

 

2) I've gone through the Manual, and see nothing on how to do what you suggest here. I see several explanations on how to split atlas LODs, but nothing on how to tell the system to treat trees as objects for LOD, nor what the tradeoffs of doing so are. Am I missing it (yes, obviously...) somehow? A little more direction here would be useful.

 

Thanks again to both you and Sheson for the work - Obviously, I'm a bit denser wrt this mod than most users are...

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