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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

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

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Recommended Posts

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Posted
  On 5/24/2015 at 8:03 PM, Amanatie said:

I'll give it a try even though I can't deactivate the mod from inside the game because of my MCM problem.  I appreciate the help.  Thanks

It should work anyways. It is just an extra safety measure. You could also install papyrus script from 1.27 and it should show the old menu again.

  • 0
Posted (edited)
  On 5/24/2015 at 8:10 PM, TwoArmedMan15 said:

Hello. I am having trouble getting this to generate the correct LOD for imperial forts. DynDOLOD always uses the default/vanilla LOD for imperial forts, even though I am using the Vivid Landscapes Imperial Forts. I have removed all loose LOD textures from my data files, so, from what I understand, the mod should generate its own LOD atlas textures from the base texture files. Is this not correct?

Not automatically yet. You need to run DynDOLOD TexGen.pas.

It will take the current full textures and create LOD textures in the output folder. It is a bit experimental and doesn't work for town LOD textures.

 

All its instruction are in the DynDOLOD TexGen.pas itself at the top.

Basically it goes like this:

 

Set -o: command line parameter for TES5Edit (Arguments field in MO Modify Executables)

Start TES5Edit

right click, apply script on any mod, DynDOLOD TexGen.pas

 

Let it do its thing (if you encounter any errors about missing textures you need to fix those),any other weird errors just post here

Once its done it will have created the new LOD textures in the output path. Pay attention to all messages it spits out.

 

Either copy all or some of the created textures overwriting the ones shipping with Vanilla (in BSA) and DynDOLOD.

 

The fort textures are

textures\lod\imperialfortlod.dds

textures\lod\imperialforticelod.dds

 

 

 

Once you have updated the LOD textures you don't have to run the hole DynDOLOD World.pas process just to update the atlas texture:

Set Expert=1 in DynDOLOD.ini

 

In TES5Edit, apply script, DynDOLOD Worlds.pas

 

Select 'LODGen export' file from a past LOD generation,

e.g. ..\TES5Edit\Edit Scripts\LODGen Tamriel.txt 

There should be a file like this for each worldspace from last generation

 

'Rebuild atlas' button becomes enabled if a LODGen export file has been found

 

Click 'Rebuild atlas' to recreate the atlas texture for that LODGen export file,

it will use the currently loaded LOD textures

 

Repeat for all other world spaces.

 

If dimensions of textures change or atlas order does not match the current static object LOD anymore,

click 'Execute LODGen.exe' after recreating the atlas to generate object LOD again with the new atlas data

Edited by sheson
  • 0
Posted

It worked!  Thanks so much!  I know you have to do the whole update routine when adding mods but do you have to do it after just updating existing mods?

  • 0
Posted (edited)

I'm getting the No Worlds Loaded since rebuilding from scratch with STEP 2.2.9.1, WT, and FS. The JSON files are there and the .esp gets written but each time the worlds script runs Lodgen, the window is open for only a couple of seconds with a file not found error, closes and the worlds script moves on.

 

With STEP 2.2.9 and DDL 1.26, the script took my rig about 30 mins. Now, with 2.2.9.1 and DDL 1.28, I get the above behavior in only 10 minutes.

 

The lodgen.log

  Reveal hidden contents


 

At my wits end because I know it's something ridiculously noob I'm doing wrong.

 

 

EDIT: Found it! The "file not found" clue tells everything. c:\skyrim is the location I dragged and dropped the 2.2.9 install for safekeeping. The current build was clean and fresh so Tes5edit has (or MO hands off to Tes5edit) the path cached somewhere. Registry maybe?

 

I found TES5Edit\EditScripts\DynDOLOD\DynDOLOD-LODGen preset default.ini with the c:/skyrim path in the Data directive but modifying didn't help on the next run. Can't find where the current preset is cached.

 

I also noticed that in the TES5Edit.log, I see that it pulls it's skyrim.ini and skyrimprefs.ini from c:\users\my-user\MyDocs\MyGames\Skyrim.  Is this normal/correct?

 

 

EDIT 2: Found the cache! Adjusting it made TES5Edit happy. How it followed/got switched to that backup path is beyond me.

HKLM\Software\WOW6432Node\Bethseda Softworks\Installed Path for future reference.

Oddly, DDSopt also puts a couple of keys inside of Bethseda's node. Also found ./WOW6432Node/BOSS

 

Still doesn't build the output files though. Lodgen still kicks "file not found c:\skyrim\data\meshes\lod\nordicexterior\nortempleexteriorribfree03_lod.nif" and MO's data view do not show the ..ribfree nif exists. Would the fact that my HighResTexturePacks are still listed as unmanged by causing this? I've disabled MO's manage archive function and the dummies are enabled.

 

Calling it a night and will try tomorrow after backing out the step optimized vanilla, WT and FS.

Edited by StrvnMrvn
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Posted

I started to have an issue regarding Windmills having water wheels on the sail lol I updated to the most recent version (without being in an interior, no new mods added so figured it'd be safe).

 

Below are images showing it, and after I select it and disable via console command.

 

Problem:

https://imgur.com/fiT3DDr

 

Problem After Disabling:

https://imgur.com/LFZZpyM

 

I have still got the SkyFalls & SkyMills esp's active in my load order also. To be exact it's the following:

 

SkyFalls + SkyMills + DG + DB.esp

SkyFalls Dragonborn Small waterfalls.esp

 

I have no special rules set up for them, should I or should I remove the esp's?

 

Also is it normal to still see some 'broken' distant terrain (you know the ugly as hell block wall effect) as well as texture and model pop in?

 

Any advice anyone could offer please would be greatly appreciated. Regardless of the outcome, DynDOLOD stays in this modders LO

  • 0
Posted (edited)

 

  On 5/25/2015 at 4:16 AM, StrvnMrvn said:

Still doesn't build the output files though. Lodgen still kicks "file not found c:\skyrim\data\meshes\lod\nordicexterior\nortempleexteriorribfree03_lod.nif" and MO's data view do not show the ..ribfree nif exists. Would the fact that my HighResTexturePacks are still listed as unmanged by causing this? I've disabled MO's manage archive function and the dummies are enabled.

 

Calling it a night and will try tomorrow after backing out the step optimized vanilla, WT and FS.

Glad you figured out so much stuff yourself :)

lod\nordicexterior\nortempleexteriorribfree03_lod.nif is in "Skyrim - Meshes.bsa"

 

Check Skyrim.ini (in the MO profile you are using) for

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

 

See if that file is listed in the top section of TES5Edit\Edit Scripts\LODGen_Tamriel.txt with all the other BSAs.

If not MO is "hiding" it from TES5Edit

 

Alternatively you can also unpack the LOD folder from "Skyrim - Meshes.bsa" or use https://www.afkmods.com/index.php?/files/file/1543-skyrim-vanilla-lod-source-files-v16/.

Do not overwrite any LOD meshes from DynDOLOD.

 

 

  On 5/25/2015 at 5:02 AM, Octopuss said:

I might have missed it somewhere, but is there any explanation for the folders under options?

Only in some posts in this thread or in the folders themselves.

 

  On 5/25/2015 at 7:02 AM, CaptainHappyTimePie said:

I started to have an issue regarding Windmills having water wheels on the sail lol I updated to the most recent version (without being in an interior, no new mods added so figured it'd be safe).

 

Below are images showing it, and after I select it and disable via console command.

 

Problem:

https://imgur.com/fiT3DDr

 

Problem After Disabling:

https://imgur.com/LFZZpyM

 

I have still got the SkyFalls & SkyMills esp's active in my load order also. To be exact it's the following:

 

SkyFalls + SkyMills + DG + DB.esp

SkyFalls Dragonborn Small waterfalls.esp

 

I have no special rules set up for them, should I or should I remove the esp's?

 

Also is it normal to still see some 'broken' distant terrain (you know the ugly as hell block wall effect) as well as texture and model pop in?

 

Any advice anyone could offer please would be greatly appreciated. Regardless of the outcome, DynDOLOD stays in this modders LO

The wrong placed objects happens when updating with a new DynDOLOD.esp and SKSE wasn't done right.

 

Rules for SkyFalls are included in DynDOLOD already. You can keep it or remove it.

 

DynDOLOD doesn't do terrain LOD, so use a terrain LOD mod to fix those issues.

 

DynDOLOD adds lots of new LOD for many objects but certainly not everything.

Compare screenshots in first post.

 

 

  On 5/24/2015 at 10:20 PM, Amanatie said:

It worked!  Thanks so much!  I know you have to do the whole update routine when adding mods but do you have to do it after just updating existing mods?

Great! Post a screenshot to https://www.nexusmods.com/skyrim/mods/addimage/?id=59721

 

See https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-128/page-81?do=findComment&comment=126630

Edited by sheson
  • 0
Posted (edited)
  On 5/25/2015 at 3:55 AM, EssArrBee said:

Vurt's SFO 2.3 Billboards. https://copy.com/MZum2OhI7TVYFV9b

 

These are smaller than the 2.1 billboards, but those were really big, like 512x1024. That's overkill for LODs, so these max out at 512, I think. Saves VRAM and should still look great in game. Have fun!

Thanks, uploaded to TES5LODGen. Wondering why Vurts doesn't include them himself, it seems he creates the included tree LOD with TES5LODGen so he has must have them already... :)

Edited by sheson
  • 0
Posted
  On 5/25/2015 at 4:07 PM, L0Apafix said:

https://i.imgur.com/ThU5yx4.jpg any idea on why the trees looks like this in distance?

thanks for the awesome tool

 

Mod Order: https://pastebin.com/4Ket2MqR

1. You didn't generate trees LOD at all in DynDOLOD or TES5LODGen.

2. You installed some mod with trees atlas texture over previously generated trees LOD and didn't regenerate it.

3. You generated trees LOD, but installed it wrong (all output trees lod files *.lst, *.btt and *.dds must be installed together).

  • 0
Posted
  On 5/25/2015 at 5:32 PM, zilav said:

1. You didn't generate trees LOD at all in DynDOLOD or TES5LODGen.

2. You installed some mod with trees atlas texture over previously generated trees LOD and didn't regenerate it.

3. You generated trees LOD, but installed it wrong (all output trees lod files *.lst, *.btt and *.dds must be installed together).

Well I don't all about that lol I just did whatever Gamerpoets told me to in his videos. I have the LOD trees for SFO and Skyrim Vanilla trees.

  • 0
Posted (edited)
  On 5/25/2015 at 9:05 AM, sheson said:

Glad you figured out so much stuff yourself :)

lod\nordicexterior\nortempleexteriorribfree03_lod.nif is in "Skyrim - Meshes.bsa"

 

Check Skyrim.ini (in the MO profile you are using) for

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

 

See if that file is listed in the top section of TES5Edit\Edit Scripts\LODGen_Tamriel.txt with all the other BSAs.

If not MO is "hiding" it from TES5Edit

 

Alternatively you can also unpack the LOD folder from "Skyrim - Meshes.bsa" or use https://www.afkmods.com/index.php?/files/file/1543-skyrim-vanilla-lod-source-files-v16/.

Do not overwrite any LOD meshes from DynDOLOD.

<Jamie Hyneman> Well there's yer problem</Jamie Hyneman>

 

Here's a screenshot of my World's Script wizard and one of Michael's DDL tutorial. Whole bunch of LODGen_* files missing from ..\TES5Edit\Edit Scripts\ as shown in this directory listing...

 

  Reveal hidden contents

 

 

This is after nuking my DDL specific tesedit install and re-installing from here and reinstalling DDL 1.28 from scratch, per the Gamerpoets video.*  I'm pulling my hair out trying to find where those missing edit scripts are sourced from. Looked in the standard tesedit zip, looked inside the 1.26 and 1.27 zips. Nothing. 

 

I don't have any children nor plan to but you're welcome to my mangy half-maine coon, half-mountain lion. It eats more food than I do but you can always resort to feeding it little Johnny and all the other offerings you've been collecting.

 

* Although Michael's tutorial still has user's generating their output into a MO mod, I don't trust MO's hook anymore. Per your and TFM's instruction, the script output gets pointed to a tmp dir outside of the skyrim/MO-VFS directory structure, hand copying them into the DDL output mod when all is done.

 

edit: whoopsied the first scrot, clarity, and OCD tendency to fix stuff I post

Edited by StrvnMrvn
  • 0
Posted
  On 5/25/2015 at 5:34 PM, L0Apafix said:

Well I don't all about that lol I just did whatever Gamerpoets told me to in his videos. I have the LOD trees for SFO and Skyrim Vanilla trees.

Move the mod with the generated LOD files after SFO in the load order.

 

  On 5/25/2015 at 8:32 PM, StrvnMrvn said:

Well there's yer problemHyneman>

 

Here's a screenshot of my World's Script wizard and one of Michael's DDL tutorial. Whole bunch of LODGen_* files missing from ..\TES5Edit\Edit Scripts\ as shown in this directory listing...

 

  Reveal hidden contents

 

 

This is after nuking my DDL specific tesedit install and re-installing from here and reinstalling DDL 1.28 from scratch, per the Gamerpoets video.*  I'm pulling my hair out trying to find where those missing edit scripts are sourced from. Looked in the standard tesedit zip, looked inside the 1.26 and 1.27 zips. Nothing. 

 

I don't have any children nor plan to but you're welcome to my mangy half-maine coon, half-mountain lion. It eats more food than I do but you can always resort to feeding it little Johnny and all the other offerings you've been collecting.

 

* Although Michael's tutorial still has user's generating their output into a MO mod, I don't trust MO's hook anymore and point the script to a tmp dir outside of the skyrim/MO-VFS directory structure, hand copying them into the DDL output mod when all is done.

 

edit: whoopsied the first scrot

TES5Edit\Edit Scripts\LODGen_Tamriel.txt is created when you run DynDOLOD Worlds.pas. I guess you deleted it in the meantime.

 

Make sure to have default Skyrim.ini and Skyrimprefs.ini in the MO profile folder you are using to generate LOD.

You can make a copy of the existing gaming profile and overwrite the inis.

  • 0
Posted
  On 5/25/2015 at 10:01 PM, sheson said:

Move the mod with the generated LOD files after SFO in the load order.

 

 

TES5Edit\Edit Scripts\LODGen_Tamriel.txt is created when you run DynDOLOD Worlds.pas. I guess you deleted it in the meantime.

 

Make sure to have default Skyrim.ini and Skyrimprefs.ini in the MO profile folder you are using to generate LOD.

You can make a copy of the existing gaming profile and overwrite the inis.

Oh hi you absolute beast, so what you mean is move the generated (in this case my DynDoLOD output folder) so it overwrites SFO trees billboards or every other trees billboard lod mods, like trees bilboard for purity, so the DyndoLOD output folder overwrites them all? But I guess leaving the main dyndolod mod below UHRP? Thanks, have a firstborn

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