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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

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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]

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

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 5/25/2015 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.

vyc8rchive] != [Archive]

 

Either a neutrino passed through my G: or the cat jumped on the keyboard when I wasn't looking.

 

You better have little Johnny open the crate 'cuz Damien is gonna be really PO'd and super hungry.

  • 0
Posted
  On 5/25/2015 at 10:44 PM, L0Apafix said:

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

On my last go through of the tutorial, I noticed Michael put an info graphic indicating that the DynDOLOD Mod should be placed immediately after the Vanilla billboards and also according to the tutorial, the DynDOLOD Output should be placed immediately after the last billboard you have installed from the LODGen page at Nexus (i.e.: SFO, Realistic Aspen Trees, etc.) This will change for every user as they add/remove mods with corresponding billboards from the LODGen page.

 

So, yeah. You've got it now.

  • 0
Posted

Hi Sheson. You've answered a few of my questions on the forums AFK already, but I've managed to get a complete solution for my mod called "Regional Snow and Ice" https://www.nexusmods.com/skyrim/mods/65882 to create Distant Objects for new Mountain types.

 

Could you please include my mod in your compatible mods?

 

I have given users the option of using my mod with DynDOLOD to create their own LOD. I've also done an out-of-the-box Skyrim landscape with my Regional Snow and Ice as well, but its good to know that they can use this tool in case of custom needs.

 

Also I was thinking that your nexus page might need a little more explanation for the average (less than average users :P ), about what LOD is. Most people are not modders, never used tools for Skyrim before, etc, etc.

  • 0
Posted
  On 5/25/2015 at 11:49 PM, StrvnMrvn said:

On my last go through of the tutorial, I noticed Michael put an info graphic indicating that the DynDOLOD Mod should be placed immediately after the Vanilla billboards and also according to the tutorial, the DynDOLOD Output should be placed immediately after the last billboard you have installed from the LODGen page at Nexus (i.e.: SFO, Realistic Aspen Trees, etc.) This will change for every user as they add/remove mods with corresponding billboards from the LODGen page.

 

So, yeah. You've got it now.

To be technically precise the tree LOD generated by DynDOLOD Worlds.pas needs to overwrite the tree LOD shipping with SFO or whatever the name of the mod is.

It the files in these folders:

Meshes\Terrain\Tamriel\Trees\

Textures\Terrain\Tamriel\Trees\

replace Tamriel with appropriate worldspace names.

 

  On 5/26/2015 at 1:12 AM, happychappy said:

Hi Sheson. You've answered a few of my questions on the forums AFK already, but I've managed to get a complete solution for my mod called "Regional Snow and Ice" https://www.nexusmods.com/skyrim/mods/65882 to create Distant Objects for new Mountain types.

 

Could you please include my mod in your compatible mods?

 

I have given users the option of using my mod with DynDOLOD to create their own LOD. I've also done an out-of-the-box Skyrim landscape with my Regional Snow and Ice as well, but its good to know that they can use this tool in case of custom needs.

 

Also I was thinking that your nexus page might need a little more explanation for the average (less than average users :P ), about what LOD is. Most people are not modders, never used tools for Skyrim before, etc, etc.

Great! I only had short peak back a couple weeks ago. I will give a good look before my next update.

 

Word of mouth will spread soon enough :) I kind of want to do a second comparison video and let that speak for itself.

Currently it just attracts a nice amount of feedback I can handle without having to resort to do unspeakable things to the firstborns :devil:

  • 0
Posted (edited)
  On 5/26/2015 at 2:12 AM, sheson said:

Word of mouth will spread soon enough :) I kind of want to do a second comparison video and let that speak for itself.

 

I think its as much of an educational thing as anything else.

 

Its easy to forget that most people are not modders, so don't have any idea what distant objects are in Skyrim terms, or even the possibility of using "tools" for Skyrim.

 

If you can I'd include examples of vanilla Skyrim with objects popping into existence, actually running through the game, as static comparison shots don't really show this or explain it. Then show equivalent with new generated landscape. Even drawing a box on screen for the watcher to concentrate on.

Might even pay to show an example of a popular mods like say "Expanded Towns and Cities" and show what happens without updated LODs as you approach them. Then show it with newly generated. That type of comparison as well.

 

Might pay to explain that users can reduce their UGrids as well, probably back down to 5, as upping them came with potential bugs and performance problems.

Edited by happychappy
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Posted
  On 5/22/2015 at 10:39 PM, sheson said:

Everything is fine. There is no billboard LOD for shrubs, bushes and ferns, only for real tall trees.

 

I guess in the videos the LOD not found messages for the small vegetation just go by too fast.

Thanks for that, I realise the main video for DynDOLOD is edited those linked in the Nexus page for TESS5Edit didn't seem so but maybe they were working on a subset of data.  Whatever, it's nice to know there's nothing missing. :)

 

  On 5/22/2015 at 10:53 PM, GrantSP said:

Welcome to STEP @Kraggy.

 

I think you deserve some sort of commendation. First time user of both MO and DynDoLOD and after using them... NO ERRORS.

Great work. Many users stumble over some of the finer details yet you have sailed through unscathed. I see many years of good modding ahead for you. ::D:

Well I don't know how much credit *I* can take, to be honest had I just what's written on the Nexus page for DynDOLOD I doubt I'd even have started, it was GP's video that spurred me to try it.  I watched it twice, then had it playing on one PC while I followed each step, apart from one place where I went wrong (can't recall now, but I'd mis-undestood something I think) it call came together.

 

I have to admit I'm not really comfortable with Mod Organiser and now I've been through the process using that I'm going to try to follow the video in the OP of this thread for non-MO users to try to get it going in NMM: yes, I know NMM is considered to be a poor tool by many and I do find it annoying at times but I don't care for MO's 'virtualisation' of the 'data' directory, from the point of view of trouble shooting and also of backing up a working game tree from 'steamapps' down without the need for include other tools.

  • 0
Posted (edited)

I am finding the game unstable after installing DynDOLOD.  The first time I ran it the game started, I got the opening movie, then the logo and selected 'continue'  The loading image appeared with the floating 'tip' text but the game didn't load, in fact the loading screen and text continued, music played but the game didn't appear.

 

Moreover, when I ALT-TABBED to the game it was a black screen, the mouse disappeared and refused to re-appear.  It seemed locked-up in the graphics system somewhere and in the end I had to CTRL-ALT-DEL to bring up Task Manager and kill sthe TES5 process: the mouse remained invisible throughout and I had only the keyboard active.

 

I tried again and got into the game, I put the crash down to 'caching' (no idea if that's something that exists in this game but whatever) and was content.  Sadly I've had more cases of the crash with one or two times getting into the game.

 

I haven't spent any time trying to identify what may be the problem, I'm not at all sure if it is graphics (or simply that the gfx system is initialising when something else breaks and leaves it in an intermediate state) or what.  I haven't even tried disabling DYNDOLOD.ESP yet as it's the only thing that changed in my system from the clean install I mentioned in my first post.

 

I created the LOD with 'high' settings and was thinking about maybe going lower, but before that maybe someone here can suggest where I could look for obvious 'issues'?

Edited by Kraggy
  • 0
Posted
  On 5/26/2015 at 7:04 AM, Kraggy said:

I am finding the game unstable after installing DynDOLOD.  The first time I ran it the game started, I got the opening movie, then the logo and selected 'continue'  The loading image appeared with the floating 'tip' text but the game didn't load, in fact the loading screen and text continued, music played but the game didn't appear.

 

Moreover, when I ALT-TABBED to the game it was a black screen, the mouse disappeared and refused to re-appear.  It seemed locked-up in the graphics system somewhere and in the end I had to CTRL-ALT-DEL to bring up Task Manager and kill sthe TES5 process: the mouse remained invisible throughout and I had only the keyboard active.

 

I tried again and got into the game, I put the crash down to 'caching' (no idea if that's something that exists in this game but whatever) and was content.  Sadly I've had more cases of the crash with one or two times getting into the game.

 

I haven't spent any time trying to identify what may be the problem, I'm not at all sure if it is graphics (or simply that the gfx system is initialising when something else breaks and leaves it in an intermediate state) or what.  I haven't even tried disabling DYNDOLOD.ESP yet as it's the only thing that changed in my system from the clean install I mentioned in my first post.

 

I created the LOD with 'high' settings and was thinking about maybe going lower, but before that maybe someone here can suggest where I could look for obvious 'issues'?

More LOD means more memory usage. Use ENB Boost and my memory patch build into SKSE to fix ILS and CTD.

  • 0
Posted

When I recently tried to generate new dyndolod after update to 1.28 from 1.27 I've got confirm pops up
"Can not start LODGen.exe because it is still running. Clicking Cancel means there will be no static object LOD generated for this worldspace! Click Yes once LODGen.exe is not running anymore."
LODGen.exe is the command prompt window generating static LOD. Only one at a time can be executed. Click Yes once it finished doing the worldspace so a new one can be started for the next worldspace.

I got also TES5edit TES5Edit_190515 don't know what this message mean do I have to click "YES" or "CANCEL" what is the difference if I confirm Yes or cancel thanks for understandable explanation.

  • 0
Posted (edited)
  On 5/26/2015 at 7:56 PM, drkalbar said:

When I recently tried to generate new dyndolod after update to 1.28 from 1.27 I've got confirm pops up

"Can not start LODGen.exe because it is still running. Clicking Cancel means there will be no static object LOD generated for this worldspace! Click Yes once LODGen.exe is not running anymore."

LODGen.exe is the command prompt window generating static LOD. Only one at a time can be executed. Click Yes once it finished doing the worldspace so a new one can be started for the next worldspace.

 

I got also TES5edit TES5Edit_190515 don't know what this message mean do I have to click "YES" or "CANCEL" what is the difference if I confirm Yes or cancel thanks for understandable explanation.

 

LODGen.exe is the white text on black background command prompt window that mostly prints out lines like

Finished LOD level 4 coord [-28, 4] [39545/24177]

 

When DynDOLO Worlds.pas generates LOD it starts the external tool LODGen.exe once for each worldspace. LODGen.exe generates the static object LOD.

 

Only one LODGen.exe can run at a time. So DynDOLOD World.pas waits for it to finish and eventually will show the message that it is still running.

Wait for LODGen.exe to finish its current job and once the command prompt window closed, click 'Yes' so it can start generating static LOD for the next worldspace.

 

The LODGen.exe command prompt window might be in the background, but it will have an icon on the taskbar.

Edited by sheson
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Posted
  On 5/26/2015 at 9:38 AM, sheson said:

More LOD means more memory usage. Use ENB Boost and my memory patch build into SKSE to fix ILS and CTD.

How funny, in the time since I posted that I've been browsing around and was literally just reading up on ENBoost which I had come across while reading STEP's infro about ENB, and wondered if indeed it may be relevant to my problem. :)

 

I am already using 1.7.2 SKSE for SkyUI, so I'll grab ENBoost and see what happens.

 

Thanks.

  • 0
Posted

Hello, I saw that you put a download with manager button and the esp is checked. All the requirements are installed but when I click apply script after running TES5Edit, I can't find your mod script

  • 0
Posted
  On 5/28/2015 at 2:27 AM, Jemzyboz said:

Is this compatible with Realistic Lighting Overhaul?

AFAIK it only adds a few extra fires and they will be added to dyanmic LOD without any problems.

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