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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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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]

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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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Recommended Posts

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Posted (edited)
  On 4/22/2015 at 3:25 PM, Shadriss said:

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...

1) It only shows now that you generated tree LOD. My bet is on TAVE - Whiterun

Remove it from load order when generating tree LOD. You can enable it again for the game later.

I will add that mod to my list of mods to check. It this one https://www.nexusmods.com/skyrim/mods/19799/, correct?

 

2) that's really advanced stuff, leave that for later it is not throughly documented yet

I need a to create a list of cells that are walled town LOD area, then I can automate tree LOD for that. It will happen eventually :)

Edited by sheson
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Posted
  On 4/22/2015 at 3:51 PM, sheson said:

1) ...I will add that mod to my list of mods to check. It this one https://www.nexusmods.com/skyrim/mods/19799/, correct?

 

2) that's really advanced stuff, leave that for later it is not throughly documented yet

I need a to create a list of cells that are walled town LOD area, then I can automate tree LOD for that. It will happen eventually :)

That would be the one. Whiterun is just so BLAH without it. No sence of a major commercial area at all, plus... well... all the pretties! I'll give your suggestion a shot. With any luck, you'll not need to burn out any additional brain cells trying to dumb this down for me after this. I'll give you the results in about an hour or so...

 

Though, on the subject, SHOULD I be generating LODs for EVERY worldspace listed, or should I keep it confined to the Tamriel and Soltheim worlds?

  • 0
Posted
  On 4/22/2015 at 5:38 PM, Shadriss said:

That would be the one. Whiterun is just so BLAH without it. No sence of a major commercial area at all, plus... well... all the pretties! I'll give your suggestion a shot. With any luck, you'll not need to burn out any additional brain cells trying to dumb this down for me after this. I'll give you the results in about an hour or so...

 

Though, on the subject, SHOULD I be generating LODs for EVERY worldspace listed, or should I keep it confined to the Tamriel and Soltheim worlds?

No worries, it  wont be *just* for you. Its general thing :)

 

 

I don't know if you should but you sure can. It would help to discover problems if there are any.

Since all other worlds are a magnitude quicker there is technical reason not to.

 

Visually, I really only test with Tamriel, Solstheim. Sometimes with Hunterworld, Vale, Falskaar and Wyrmstooth

  • 0
Posted

Neo, that sounds like something I experienced in a vanilla game. Well it was not a problem per say, but turning the LOD flag to 'no' in the particle section of the NIF really helped with the waterfall splash distance for me. The flag is meant for the old consoles obviously, but I agree with leaving it on until it affects my artistic vision. You probably have a specific problem that is not related, although I have seen weirder fixes to problems.

  • 0
Posted

Seems to have fixed the problem. On a related note, you'll also want to look at the TAVE files for Solitude, Riften, and Windhelm, as well as the Cities and Towns Enhanced Markarth Plus as well. I imainge they would result in the same errors. Just to be safe, I treated them the same as the Whiterun file.

 

I did get one error this time during the script run process though - the LOD Gen stopped working for some reason. Stopped the whole process and started from scratch a second time, got the same error. COuldn't really see what it was doing at the time, so I can't really provide specifics, but it looked like it was trying to write to a protected area of memory from the small area of the CMD window I could see. UAC is off, and hte output was set to a non "Program Files" type folder regardless, so not sure what the deal was there. May not be anything to worry about - no issues so far, so the patch worked to this point, anyhow.

 

THanks again for you assistace.

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Posted (edited)
  On 4/22/2015 at 6:35 PM, Shadriss said:

Seems to have fixed the problem. On a related note, you'll also want to look at the TAVE files for Solitude, Riften, and Windhelm, as well as the Cities and Towns Enhanced Markarth Plus as well. I imainge they would result in the same errors. Just to be safe, I treated them the same as the Whiterun file.

 

I did get one error this time during the script run process though - the LOD Gen stopped working for some reason. Stopped the whole process and started from scratch a second time, got the same error. COuldn't really see what it was doing at the time, so I can't really provide specifics, but it looked like it was trying to write to a protected area of memory from the small area of the CMD window I could see. UAC is off, and hte output was set to a non "Program Files" type folder regardless, so not sure what the deal was there. May not be anything to worry about - no issues so far, so the patch worked to this point, anyhow.

 

THanks again for you assistace.

If LODGen.exe does not complete successfully it  means the static LOD wont be complete. You maybe have OK static LOD from earlier runs though.

 

See if ..\TES5Edit\LODGen_log.txt has more info, but if it crashes chances are slim it could write to the log. Next time try to copy/screenshot the messages from the cmd window

The most common reason for a crash is writing to a directory that is part of MO VFS, like the overwrite folder.

Edited by sheson
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Posted
  On 4/22/2015 at 9:58 PM, Shadriss said:

I had it outputting to a mod folder IN the MO file structure. That count? :D (Probably...)

 

Will try to run it to a diff location.

Yes, MO is bugged when creating files.

  • 0
Posted
  On 4/23/2015 at 6:09 AM, GrantSP said:

How so? If you outline it for me I can create a bug report for it.

You'd better check with people who had it constantly crashing under MO here in this thread and a couple more on nexus in comments for TES5LODGen. I don't use MO myself.

  • 0
Posted

@zilav

I took it you had a specific bug in mind, perhaps I read more into your post than there was.

BTW it isn't that hard to install MO and make some tests. Its not like installing a fresh OS in a VM or anything like that which I have seen many do when testing. MO isn't a minor player anymore, perhaps a broadening of the testing base would be helpful to all.

@octopuss

Yes, I thought this might be something different.

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Posted (edited)
  Quote

Sheson: 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.

I reinstalled and re-ran the scripts yesterday.

 

I'm not sure whether this fixed it but I decided to start a fresh save just to see if I could eliminate the possibility that there was something inherently wrong with the generated files. Worked fine.

 

Then I loaded a previous cleaned save. Worked fine.

 

Not sure where I may have messed up but now it works as it should (so far)

 

Thanks for the help and the offer. Will take better care in future and see if this one works ok for now.

Edited by hazelwolf
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Posted

Well, I'm a bit stumped on the whole mini atlas thing. I've tried it a couple different ways and can't seem to figure out what I'm doing wrong.

 

It should just read my loose files from the Data folder and make the mini atlases or do I need to change something or move files around? 

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