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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

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]

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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

Pardon me if this has been asked before (too many pages in this thread to go through!) I was just wondering will this replace the need for Skyfalls? I'm using Pure- Waterfalls which is not compatible with skyfalls, just hoping for an alternative.

  • 0
Posted (edited)
  On 5/9/2015 at 7:50 PM, minos55 said:

is there any list what is where already in the mesh rules?

 

Click on advanced to see the list of current mesh rules. The "current" list depends on low/medium/high and of the loaded mods.

Pre-defined rules are stored in TES5Edit\Edit Scripts\DynDOLOD\rules\

 

 

  On 5/9/2015 at 7:51 PM, aaltair said:

Pardon me if this has been asked before (too many pages in this thread to go through!) I was just wondering will this replace the need for Skyfalls? I'm using Pure- Waterfalls which is not compatible with skyfalls, just hoping for an alternative.

Yes, you can remove SkyFalls and generate animated LOD waterfalls for Pure Waterfalls automatically. It works out of the box.

Edited by sheson
  • 0
Posted
  On 5/9/2015 at 6:25 PM, sheson said:

@Obliterator2 and @WantedPC

xEdit 090515 fixes the missing objects from No Snow Under the Roof

Thanks sheson and to the TES5Edit Team! Everything seems fine so far. Bleaks Falls Barrow is back!

  • 0
Posted

Do I need to tinker with Advanced Settings to get the best possible outcome or the default high settings are good enough for most setups? Also do I really need to generate texture atlas or LODs are just enough?

  • 0
Posted
  On 5/10/2015 at 12:07 AM, Doryani said:

Do I need to tinker with Advanced Settings to get the best possible outcome or the default high settings are good enough for most setups? Also do I really need to generate texture atlas or LODs are just enough?

You will be fine with using the wizard and one of low/medium/high presets. The advanced is when you need to tinker things like updating rules yourself. For example for a house mod to have LOD in case it isn't done automatically.

 

The atlas will will be created automatically in wizard mode, since it is important to have it for performance reasons.

  • 0
Posted
  On 5/9/2015 at 9:12 PM, WantedPC said:

Thanks sheson and to the TES5Edit Team! Everything seems fine so far. Bleaks Falls Barrow is back!

I never said that but your screenshots were funny :)

  • 0
Posted
  On 5/9/2015 at 12:10 PM, sheson said:

I suggest to let the texture replacer overwrite any mountainslab and landscape textures. LOD will still use vanilla LOD textures of course - just like before -  unless someone creates a patch.

No worries. I tried it out with my own textures and it was beautiful. I had a bit of trouble with a tree LOD (The tree LOD looked like they were cut in half), but found out it was because I had AOF HD Tree LOD, So i replaced it with the tree lod provided in the vanilla lod source files and it looks great. Thanks Sheson! *Surrenders firstborn to thee*

 

Now I just gotta figure out why sometimes when I load my game it just gets stuck in the loading screen occasionally. I have Skyrim safety load, but I dont think its because theres too much stuff to load that it gets stuck. It sometimes can load fine, and other times just gets stuck on the load screen (The item and text on the load screen are at one place, instead of infinite loading)

  • 0
Posted

Thanks for the fast response.

 

I'm having purple texture problem right now, don't know if it's a common thing but most forts are purple until I get close.

 

It's a fresh install, only got 5 mods and those are unofficial patches. Other than those I got; PapyrusUtil > TES5LODGen > DynDOLOD and the output files.

DynDOLOD.esp at the bottom of the load order.

 

Exactly followed the video. I seriously don't know what I'm doing wrong.

  • 0
Posted
  On 5/10/2015 at 12:40 AM, Tarath said:

No worries. I tried it out with my own textures and it was beautiful. I had a bit of trouble with a tree LOD (The tree LOD looked like they were cut in half), but found out it was because I had AOF HD Tree LOD, So i replaced it with the tree lod provided in the vanilla lod source files and it looks great. Thanks Sheson! *Surrenders firstborn to thee*

 

Now I just gotta figure out why sometimes when I load my game it just gets stuck in the loading screen occasionally. I have Skyrim safety load, but I dont think its because theres too much stuff to load that it gets stuck. It sometimes can load fine, and other times just gets stuck on the load screen (The item and text on the load screen are at one place, instead of infinite loading)

More LOD means more memory block 1 usage. You probably need to use my Skyrim memory patch that is build into SKSE.

 

 

  On 5/10/2015 at 1:46 AM, Doryani said:

Thanks for the fast response.

 

I'm having purple texture problem right now, don't know if it's a common thing but most forts are purple until I get close.

 

It's a fresh install, only got 5 mods and those are unofficial patches. Other than those I got; PapyrusUtil > TES5LODGen > DynDOLOD and the output files.

DynDOLOD.esp at the bottom of the load order.

 

Exactly followed the video. I seriously don't know what I'm doing wrong.

 

Sounds like you forgot to copy files from output folder Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds etc to the game folder.

  • 0
Posted
  On 5/10/2015 at 10:30 AM, sheson said:

More LOD means more memory block 1 usage. You probably need to use my Skyrim memory patch that is build into SKSE.

 

 

 

 

Sounds like you forgot to copy files from output folder Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds etc to the game folder.

Once again I apologise, it wasn't Safety load I had, rather, it was your Memory block. Before previously using DyndoLOD it was set to:

[Memory]

DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

 

I've fixed the stuck loadscreen somehow, but was wondering if I should increase the defaultheap value now with Dyndolod(Medium setting).

 

Now playing with Dyndolod for about a few hours, I couldn't believe how much stuff was missing without it. Now I can actually see things from a distance without it popping in once I get close. Thanks so much mate, love this mod :)

  • 0
Posted

I'm using Mod Organizer so I copied the output folder(Meshes, Textures, SKSE) into /mods directory. Just like you did on the video. And then I let it overwrite other folders by moving it to the bottom.

 

krgg3gC.jpg

 

No Purple Texture problem on vanilla version, checked and unchecked HR pack ESPs, made no difference.

  • 0
Posted (edited)
  On 5/10/2015 at 11:48 AM, Tarath said:

 

Once again I apologise, it wasn't Safety load I had, rather, it was your Memory block. Before previously using DyndoLOD it was set to:

[Memory]

DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

 

I've fixed the stuck loadscreen somehow, but was wondering if I should increase the defaultheap value now with Dyndolod(Medium setting).

 

Now playing with Dyndolod for about a few hours, I couldn't believe how much stuff was missing without it. Now I can actually see things from a distance without it popping in once I get close. Thanks so much mate, love this mod :)

 

If there are no ILS or CTDs the value should be fine. If you have any trouble use Memory Block Log to see if you need to increase it. 

 

  On 5/10/2015 at 12:01 PM, Doryani said:

I'm using Mod Organizer so I copied the output folder(Meshes, Textures, SKSE) into /mods directory. Just like you did on the video. And then I let it overwrite other folders by moving it to the bottom.

 

 

 

No Purple Texture problem on vanilla version, checked and unchecked HR pack ESPs, made no difference.

 

Check the TES5Edit log TES5Edit\TES5Edit_log.txt if it complained about missing textures when creating the atlas.

 "Can not find filename.dds for texture atlas"

 

If there is no such messages use nifskope to open a BTO from Meshes\Terrain\Tamriel\Objects\ and check the texture path for the BSMultiBoundNodes.

Drill down to BSShaderTextureSet, then check Block Details below for textures\... 

 

nifskopetextures.png

 

Purple textures means those referenced textures are missing from the load order.

Edited by sheson
  • 0
Posted
  On 5/10/2015 at 12:01 PM, Doryani said:

I'm using Mod Organizer so I copied the output folder(Meshes, Textures, SKSE) into /mods directory. Just like you did on the video. And then I let it overwrite other folders by moving it to the bottom.

 

krgg3gC.jpg

 

No Purple Texture problem on vanilla version, checked and unchecked HR pack ESPs, made no difference.

I don't see the SKSE data files installed in this list. Probably wont change anythihg but that could be the problem. Unless it's already manually installed.

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