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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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59721-1-1427419467.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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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 5/6/2015 at 2:43 PM, Noobsayer said:

I saw that link but I didn't know if it were an alpha or what, because it didn't say at all. The recommendation was "higher than version 1930" but it's all the way up to 1945 now, and no indication of how that compared to the Nexus version (that's pretty recent). Is there any way that arcane version number can be converted to something more meaningful (compared to the Nexus version) for the future?

The link to svn revisions is right in the first line of post there.

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Posted

I noticed the tower of the fortress near Dawnstar (possibly nightcaller temple) is missing the top in the LOD. Would you recommend running the LOD generation again or is there a way to fix individual bits like that?

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Posted

hi guys.  first of all thanks for this awesome tool.     I have a question though..  I had it working great, then made some changes, updated some mods, made some ini tweaks, and now my distant detail isn't showing up.  If I tfc 1 and fly out the trees and objects pop in as I approach.  I reran the patch, went from ugrids 5 to 7, tried to find ini settings that might effect it, but so far no luck.  I'll try and post a pic. thanks for any help anybody can shoot my way!

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Posted (edited)
  On 5/7/2015 at 12:02 AM, Obliterator2 said:

I noticed the tower of the fortress near Dawnstar (possibly nightcaller temple) is missing the top in the LOD. Would you recommend running the LOD generation again or is there a way to fix individual bits like that?

If you just rerun generation without fixing the underlying problem the result will be the same.

 

By default top of the nighercaller temple has form id 0007586A. If you get close to it, open console and click, that  number should appear. If it is different a mod changed it.

 

Lets assume it is still the same, open your load order in TES5Edit, enter 0007586A into the FormID top left and hit enter.

In the right window CTRL+Click onto the field to the right of NAME - Base, which looks like ImpExtIceTower02 [sTAT:0006F748]

It will switch to the baselement, top row tells you the name of the mod, please let me know which one it is.

Also let me know what it says for MODL - Model Filename, vanillais Dungeons\Imperial\ExteriorIce\ImpExtIceTower02.nif

 

  On 5/7/2015 at 10:50 AM, nealredding said:

hi guys.  first of all thanks for this awesome tool.     I have a question though..  I had it working great, then made some changes, updated some mods, made some ini tweaks, and now my distant detail isn't showing up.  If I tfc 1 and fly out the trees and objects pop in as I approach.  I reran the patch, went from ugrids 5 to 7, tried to find ini settings that might effect it, but so far no luck.  I'll try and post a pic. thanks for any help anybody can shoot my way!

When using TFC patches of land will be missing because of occlusion culling. Run around normal. If things are still weird then, revert the INIs to default. 

Edited by sheson
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Posted (edited)

Hmm strange, it has the same ID and doesn't appear to be changed at all by a mod. I looked in the Data folder for it and it didn't exist, so it's still the vanilla mesh too.

 

Nqg2zsr.png

 

The only thing I can think of is using the distance overhaul before this mod, but I'd uninstalled it via the NMM before using yours, so as far as I know it should have reverted all it's changes

 

Edit: Just noticed the 'referenced by' bit, it's used by Interesting NPCs and Wyrmstooth

Edited by Obliterator2
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Posted
  On 5/7/2015 at 11:43 AM, Obliterator2 said:

Hmm strange, it has the same ID and doesn't appear to be changed at all by a mod. I looked in the Data folder for it and it didn't exist, so it's still the vanilla mesh too.

 

 

 

The only thing I can think of is using the distance overhaul before this mod, but I'd uninstalled it via the NMM before using yours, so as far as I know it should have reverted all it's changes

 

Edit: Just noticed the 'referenced by' bit, it's used by Interesting NPCs and Wyrmstooth

Lots of mods use the same base elements :)

To verify, you went into the game and the top that is not having LOD is 0007586A?

Is the reference 0007586A or whatever ID it might be modified by another mod?

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Posted (edited)

Yeah the object has the ID of 0007586A, sorry for not mentioning that I'd checked haha, I'll attach a couple of screenshots in a few mins

 

 

The final screenshot showing it loaded was corrupted so I've only got the ones where it's not showing up, but it's totally fine when you get close enough :)

https://imgur.com/a/tjrSe

Edited by Obliterator2
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Posted
  On 5/7/2015 at 12:36 PM, Obliterator2 said:

Yeah the object has the ID of 0007586A, sorry for not mentioning that I'd checked haha, I'll attach a couple of screenshots in a few mins

hmm if the reference and the base element are unmodified, lets verify mesh rules. I assume you didn't change them. Please post content of TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD-LODGen preset default.ini

so I can double check.

 

Also could you check TES5Edit\Edit Scripts\LODGen_Tamriel.txt contains an entry for the the form id 0007586A?

This is the data that LODGen.exe uses to generate the BTO files. The line should look like:

0007586A    00008000    40548.171875    102704.453125    -5587.875488    0.0000    0.0000    144.3855    1.250000    ImpExtIceTower02    00018800    Snow    meshes\dungeons\imperial\exteriorice\impexticetower02.nif    meshes\lod\imperialice\impexticetower02_lod.nif    meshes\lod\imperialice\impexticetower02_lod_1.nif    meshes\lod\imperialice\impexticetower02_lod_3.nif

I would assume it is missing.

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Posted (edited)

Ah yes, it's not there

 

Here's DynDOLOD-LODGen preset default.ini

 

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I tried putting LODGen_Tamriel.txt on pastebin but crashed my browser haha, if you want to take a look here is the file - https://www.dropbox.com/s/gc7iaftkb8rbfr0/LODGen_Tamriel.zip?dl=0

I just downloaded the mod and followed the instructions, not copied over any files that weren't in your download :)

Edited by Obliterator2
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Posted
  On 5/7/2015 at 1:01 PM, Obliterator2 said:

Ah yes, it's not there

 

Here's DynDOLOD-LODGen preset default.ini

 

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I tried putting LODGen_Tamriel.txt on pastebin but crashed my browser haha, if you want to take a look here is the file - https://www.dropbox.com/s/gc7iaftkb8rbfr0/LODGen_Tamriel.zip?dl=0

I just downloaded the mod and followed the instructions, not copied over any files that weren't in your download :)

For completeness sake, please upload TES5Edit\TES5Edit_log.txt

 

I can see that you are missing that particular LOD model when ever it is using the snow shader, but it has the LOD for the ones without. Not quite sure yet why that would happen, but at least I have found a clue.

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Posted (edited)

For the record, I reinstalled skyrim from scratch a few days ago so I could properly install mods and not have an unstable game, so while there is a lot of mods and quite a few errors in the edit log, the game is 100% stable :P    Also before you replied the first time, I tried rerunning the code with most of the worlds checked, so the log is a lot longer than it was originally.

 

Link is here - https://www.dropbox.com/s/4rl594vgweinwgx/TES5Edit_log.zip?dl=0

 

When you say it's only with a snow shader, this is the only mod I've got that specifically works on snow, you think it could be something from that?

I possibly remember you writing that it's fully compatible, but it's the only thing I can think of that might change it :)

 

If it happens to be useful, here are the mods I'm using in their load order  (just saying again it's totally stable haha).

 

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Just a quick question, since I'm near the start of the game anyway, if I start playing and rerun your code later on, it shouldn't break anything in a save should it?

Edited by Obliterator2
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Posted
  On 5/7/2015 at 2:21 PM, Obliterator2 said:

Just a quick question, since I'm near the start of the game anyway, if I start playing and rerun your code later on, it shouldn't break anything in a save should it?

There is an update procedure. However, since this problem is static LOD an update can be done without having to redo the esp. Once I know the fix etc, I will write instruction how you can update without having to updat the esp. Look around a bit more. I would not be surprised if a couple more things went missing for the same reason.

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Posted

Thanks a lot for the help :)  I'll run around a bit more and see if anything else catches my eye, I did it a bit before but didn't spot anything, so if it is affecting other stuff, it's not very common at least ;p

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Posted
  On 5/7/2015 at 11:03 AM, sheson said:

If you just rerun generation without fixing the underlying problem the result will be the same.

 

By default top of the nighercaller temple has form id 0007586A. If you get close to it, open console and click, that  number should appear. If it is different a mod changed it.

 

Lets assume it is still the same, open your load order in TES5Edit, enter 0007586A into the FormID top left and hit enter.

In the right window CTRL+Click onto the field to the right of NAME - Base, which looks like ImpExtIceTower02 [sTAT:0006F748]

It will switch to the baselement, top row tells you the name of the mod, please let me know which one it is.

Also let me know what it says for MODL - Model Filename, vanillais Dungeons\Imperial\ExteriorIce\ImpExtIceTower02.nif

 

When using TFC patches of land will be missing because of occlusion culling. Run around normal. If things are still weird then, revert the INIs to default. 

yea the problem was occuring just in the normal view. zooming out was just to see if the detail would pop in, and it did.  ...But anyway, it was something in the ini's, but i don't know what.  I reverted to previous copies and it fixed it.  If someone knows which settings effect like the draw distance, or object fade, or whatever it's called, I'd still be curious to know what it was.  thanks!

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