Jump to content

Question

Posted

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

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

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

Updating DynDOLOD

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

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

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

  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

  • +1 15

Recommended Posts

  • 0
Posted

I've been using Dyndolod for some time and been pretty impressed with what I've seen so far.  I was looking at the latest version and the means to switch it from 2D Billboards to 3D Static Lod and was unsure about one of the instructions:

 

  Quote
Copy Options\trees.ultra\nolodtrees.lst to OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst
This will disable all 2D tree LOD for the worldspace.

 

Does this mean I should copy nolodtrees.lst to  OUTPUT PATH\Meshes\Terrain\Tamriel\Trees and then rename it to Tamriel.lst?  Then do the same with all the other Worldspaces I currently have and rename the file appropriately (eg copy nolodtrees.lst and rename it to Falskaar.lst inside OUTPUT PATH\Meshes\Terrain\Falskaar\Trees) ?

  • 0
Posted
  On 5/19/2015 at 10:09 AM, Artorius said:

I've been using Dyndolod for some time and been pretty impressed with what I've seen so far.  I was looking at the latest version and the means to switch it from 2D Billboards to 3D Static Lod and was unsure about one of the instructions:

 

 

Does this mean I should copy nolodtrees.lst to  OUTPUT PATH\Meshes\Terrain\Tamriel\Trees and then rename it to Tamriel.lst?  Then do the same with all the other Worldspaces I currently have and rename the file appropriately (eg copy nolodtrees.lst and rename it to Falskaar.lst inside OUTPUT PATH\Meshes\Terrain\Falskaar\Trees) ?

You understood correctly. That is exactly what needs to be done.

  • 0
Posted (edited)

Some detailed stats about performance decrease would be nice or some users naming their graphics card and frame difference. Thank you.

I know it depends on the mods etc. but some rough data wouldn't harm.

Edited by Pfuscher
  • 0
Posted
  On 5/19/2015 at 5:41 PM, minos55 said:

May I ask What you meant with this?

Earlier instructions required editing lib\process.pas to change a if-then to set the Has Distant LOD flag on tree base elements. Now this can be done by changing the ini.

  • 0
Posted

do we do this after we run dyndolod once already, at least this is how it seams cause before you run it you don't have does files in the output?

  • 0
Posted (edited)
  On 5/19/2015 at 6:15 PM, minos55 said:

do we do this after we run dyndolod once already, at least this is how it seams cause before you run it you don't have does files in the output?

It is not required to run the process before.I guess it helps to do it once before for some world spaces to have the tree LOD folders in place so you don't have to guess paths and filenames.

Make sure to delete the cache folder and remove all 2D tree LOD *.btr files...

 

Remember, this is experimental. Eventually there may be a check box to do this without any manual work.

Edited by sheson
  • 0
Posted

After completely removing all the DynDOLOD remnants from my Skyrim folder and making sure the output was correctly chosen I got it to work :)

 

Also the MCM is working fine as well. I just wasn't checking it while I was outside... derp.

 

As far as the update is concerned, I will probably leave it until I am ready to go through the TES5Edit process again. I realise I don't have to but I'd sooner not try to fix what is currently not broken, just yet.

 

Thanks for the help.

  • 0
Posted

Remember, this is experimental. Eventually there may be a check box to do this without any manual work. 

 

  On 5/18/2015 at 11:56 PM, sheson said:

1.28
 
SKSE plugin json output folder should now always be created in the same output folder where the Meshes and Textures are generated.
 
Added a second MCM page requested by Zilav ;)
You can simply overwrite the papyrus scripts and they should be used right away without any special steps required.
The You Are Here MCM page uses new data added to the json files, but it will also work without it present, some values might be off.
The point is, you do not have to run DynDOLOD World.pas again it will work with the old files as is.
 
If you use Convenient Bridges ALPHA, Silverstead - A Buildable Dwemer Estate or Skyfall Estate then consider generating again.

[spoiler=Changelog]DynDOLOD Worlds.pas - removed all ambiguity from the SKSE plugin json output folder so it always ends up next to meshes and textures
DynDOLOD Worlds.pas - added SW Cell coordinates to [world].json for new You Are Here MCM page
DynDOLOD Worlds.pas - updated a check for newer xEdit version so the nice error message shows again
DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list for real this time
DynDOLOD Worlds.pas - added FlagTrees switch to DynDOLOD.ini to set Has Distant LOD flag on tree base elements
Papyrus Scripts - added last top left message to the SkyUI MCM page, hover above it to see the full message at the bottom in case it gets cut off
Papyrus Scripts - added a You Are Here SkyUI MCM page to show position, cell and LOD filenames for the current location
DynDOLOD TexGen.pas - added creation of cavebaseground02
DynDOLOD-rules - added/updated rules for better compatibility with mods
Meshes/Textures - updated LOD meshes/textures for better compatibility with mods
DynDOLOD_Manual.html - updated compatibility information for several mods



@Afonik and anyone else interested in doing trees as 3D static LOD instead of 2D billboards have a look at Options\trees.ultra\DynDOLOD-Trees.txt
Instead of editing a pas file, there is a ini switch now.

59721-1-1431994091.jpg59721-0-1431994091.jpg

 

  On 5/19/2015 at 7:42 PM, sheson said:

It is not required to run the process before.I guess it helps to do it once before for some world spaces to have the tree LOD folders in place so you don't have to guess paths and filenames.
Make sure to delete the cache folder and remove all 2D tree LOD *.btr files...

Remember, this is experimental. Eventually there may be a check box to do this without any manual work.

 

The difference shown at the pictures is so ... WOW!

 

Unfortunately I will only have time to test the 3D tree LOD after this weekend but I'm very enthusiastic about it.

 

I've already read the instructions and I think the "check box to do this without any manual work" would be of great value and more user friendly.

  • 0
Posted

Well I went to check out my handiwork after going through the process, aaaand the heavens opened so I couldn't see a damned thing beyond about 100m, curse my weather mods :)

  • 0
Posted

Just a quick question, sorry for being dumb or if it's already been asked before.

In the tutorial by GP, it's being said that to update DynDOLOD you have to do a bunch of stuff like deactivating .ESP, waiting in an indoor cell etc.

I am in the process of getting all the mods I'd like to use, but I am far from finished.

I often add mods that are adding something to the landscape, like new buildings or objects.

I already installed DynDOLOD and it works perfectly; by the way, re-installing, cleaning TES5Edit cache, waiting total of 32 days and all that stuff every time I add a mod sounds like too much work since I already have to create bashed patch, sort with loot every time I add/delete a mod.

 

So the question is, can I at least just run the script again wait 30 minutes and repack output and save DynDOLOD.esp instead of cleaning cache and deactivating and waiting for 31 in game days twice just to see yet another little house up there?

Or that is 100% against the rules and I'll end up with broken lod/script?

  • +1 1
  • 0
Posted (edited)
  On 5/21/2015 at 12:06 PM, darksynth0 said:

Just a quick question, sorry for being dumb or if it's already been asked before.

In the tutorial by GP, it's being said that to update DynDOLOD you have to do a bunch of stuff like deactivating .ESP, waiting in an indoor cell etc.

I am in the process of getting all the mods I'd like to use, but I am far from finished.

I often add mods that are adding something to the landscape, like new buildings or objects.

I already installed DynDOLOD and it works perfectly; by the way, re-installing, cleaning TES5Edit cache, waiting total of 32 days and all that stuff every time I add a mod sounds like too much work since I already have to create bashed patch, sort with loot every time I add/delete a mod.

 

So the question is, can I at least just run the script again wait 30 minutes and repack output and save DynDOLOD.esp instead of cleaning cache and deactivating and waiting for 31 in game days twice just to see yet another little house up there?

Or that is 100% against the rules and I'll end up with broken lod/script?

 

You can update an existing esp that already contains LOD data without starting from scratch. It should work OK when adding a new mod that adds a new house.

It will not change any existing dynamic LOD.

 

If you click to advance options you might even check 'Use cached based elements' to speed up the process a bit.

If the process throws errors and doesn't complete, then you have to start from scratch.

 

Personally I never wait any in game days when doing the save game update routine and it works for me.

If anything fails you will notice right away with the windmill sails or waterwheels not showing the way the are supposed to.

If they are there and there are not extra out of place random objects attached to the windmill silos you are fine.

If the dynamic LOD goes all wired, you can still fall back on the start from scratch routine.

 

Use the update described above when you add a new home mid play-through or maybe to quickly test something. If you backup old esp and SKSE folder you can revert back.

I suggest to start from scratch when you are done building the load order and are ready to play.

 

You can always update the static object and tree LOD as you please since those file are not affecting the save game.

Edited by sheson
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.