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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.

If you want to help other authors of quality mods then donate to them directly.


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
  On 11/3/2014 at 12:16 AM, sheson said:

Fixing remaining bugs actually. The TES5Edit script kind of grew very complex, it took an life of its own. Not much longer, though :)

(In my best Dr. Frankenstein voice imitation): It's ALIVE!

 

So, will it still (theoretically) work with any mods in one's load order? This would be great as there are so many out there which don't include LOD objects.

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Posted (edited)
  On 11/3/2014 at 7:52 AM, keithinhanoi said:

(In my best Dr. Frankenstein voice imitation): It's ALIVE!

 

So, will it still (theoretically) work with any mods in one's load order? This would be great as there are so many out there which don't include LOD objects.

 

It scans load order and anything that there is a lod mesh for will have lod. But wait there is more: you can also use full models either for LODgen static LOD, or for the dynamic LOD switcher.

The cool part: it scans the meshes folder for LOD files (or unpack them from BSA first) and thus uses all LOD models that come with mods. For example Unofficial Dragonborn Patch has some.

I also uploaded a how-to video to accompany the multi-page manual that virtually no one is going to read anyhow. 

 

for a glimpse of what is to come:

 

Edited by sheson
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Posted

Hey sheson, would DynDOLOD fix the issue I had described here back in May?

 

https://forums.bethsoft.com/topic/1501230-lod-issue-with-certain-mountain-parts-engine-or-mesh/

 

Back then I actually thought I had fixed it (by tagging everything as 'never fades' in CK) but I soon found out it didn't fix all the pop-in issues... Although it did fix some, it seemed to have no effect on others.

This was particularly obvious when using rock/mountain texture & mesh replacers.

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Posted (edited)
  On 11/3/2014 at 7:25 PM, Nearox said:

Hey sheson, would DynDOLOD fix the issue I had described here back in May?

 

https://forums.bethsoft.com/topic/1501230-lod-issue-with-certain-mountain-parts-engine-or-mesh/

 

Back then I actually thought I had fixed it (by tagging everything as 'never fades' in CK) but I soon found out it didn't fix all the pop-in issues... Although it did fix some, it seemed to have no effect on others.

This was particularly obvious when using rock/mountain texture & mesh replacers.

 

 

It will not change the underlying mechanics of static LOD. So in the case of multibound objects that span across cell borders they will still load the same time as before.

However you could add rules to make the particular mesh in question to use a full model for the nearest LOD level 4.

 

Lets talk custom settings like this once the new beta is out.

Edited by sheson
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Posted

Updated first post.

 

No point in writing much texts. There is LOTS of documentation in the archive already. Also, unlike any other project I actually documented some of the code, if you are so inclined.

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Posted
  On 11/5/2014 at 5:25 PM, hellanios said:

sheson, when do you expect the tool to come out of beta?

Never :)

 

It will be out of beta once nobody reports any errors anymore for a while when running the DynDOLOD World.pas TES5Edit script.

LOD meshes will never be complete or done...

 

  On 11/5/2014 at 5:52 PM, darkside said:

Is it fairly safe to use the Beta version?

Watch the DynDOLOD Guide video. Seems safe to me :)

Static LOD is always safe. You do not have to use the dynamic component that uses papyrus scripting. Uncheck the box when generating and/or just do not load it when starting Skyrim.

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Posted
  On 5/14/2014 at 1:44 AM, sheson said:

 

Holy Cow I fixed Skyrim - Sheson

Yes, I think you probably did.

 

I just wanted to say thanks for the great work on the memory patch, and this mod also looks like another major improvment.

 

I shall make a blood sacrifice of a troll in your honour.

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Posted
  On 11/6/2014 at 6:56 AM, MontyMM said:

Yes, I think you probably did.

 

I just wanted to say thanks for the great work on the memory patch, and this mod also looks like another major improvment.

 

I shall make a blood sacrifice of a troll in your honour.

 

so much blood. Thank you.

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Posted (edited)

How would I go about doing the Tree LODs for anything other than Skyrim.esm, Dawnguard.esm and Dragonborn.esm? Would I need to split tree atlas and generate tree LOD for EVERYTHING?

 

As for the Unpack LOD models feature, if I load everything in my load order, will it unpack everything? From a full load order (hit 255), it only unpacked 4. Should I be worried? I have the same doubts for Unpack landscape LOD.

 

I'm hoping that it doesn't matter on which esm/esp file I rightclicked and applied the script.

Edited by Yoshh
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