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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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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

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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

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

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

  • 0
Posted
  On 5/31/2015 at 5:11 PM, vidalia said:

 

I've been using Dyndolod for some time and been pretty impressed with what I've seen so far. 
 
Just wanted to report a minor issue with the College of Winterhold lod. Walking from the mountain pass near Aftland towards the shrine of Azura the LOD for the college appears and dissapears randomly. I am not using any mods that modify winterhold or the college exterior save perhaps 3DNPC which I don't think causes this problem. 
 
I'm running DynDOLOD on medium settings. Let me know if you need any further details.
 
LOD
 
NO LOD

 

This also happens with Vanilla LOD. It is the games occlusion culling at work.

  • 0
Posted
  On 5/30/2015 at 9:54 AM, sheson said:

In SkyrimPrefs.Ini

fMeshLODLevel2FadeTreeDistance=

fMeshLODLevel1FadeTreeDistance=

see if changing those helps with the detail fade of trees in loaded cells.

 

I only created 3D static trees for the vanilla trees so they won't match with SFO.

I'll give that a shot later today, and I thought your code generated the trees automatically aha. Are you likely to create the static trees for SFO sometime in the near future or is it a bit too much work for what it's worth? :)

  • 0
Posted
  On 5/31/2015 at 4:55 PM, sheson said:

The second. But the file needs to exist in the output folder structure for DynDOLOD while generating. Once generation is complete it needs to be copied with the rest of the generated files to the the games data folder or into the MOD if using MO.

Okay you got me confused. So do you mean here's what I should do:

1. Generate DynDoLOD

2. Copy the output to my Skyrim Data folder

3. Replace the Tamriel.lst INSIDE Skyrim Data folder with nolodtrees.lst

4. Generate DynDoLOD again

5. Copy the new output into my Skyrim Data folder again

 

Thanks again.

  • 0
Posted
  On 6/1/2015 at 7:36 AM, Obliterator2 said:

I'll give that a shot later today, and I thought your code generated the trees automatically aha. Are you likely to create the static trees for SFO sometime in the near future or is it a bit too much work for what it's worth? :)

I am not working with assets form other authors, so very unlikely. There may be a method to create 3D static trees automatically, but they won't be as optimized. We will see...

 

  On 6/1/2015 at 7:51 AM, gmahadhika said:

Okay you got me confused. So do you mean here's what I should do:

1. Generate DynDoLOD

2. Copy the output to my Skyrim Data folder

3. Replace the Tamriel.lst INSIDE Skyrim Data folder with nolodtrees.lst

4. Generate DynDoLOD again

5. Copy the new output into my Skyrim Data folder again

 

Thanks again.

Assume output folder is empty and you haven't created LOD yet.

1. create, copy and rename nolodtrees.lst to output folder \Meshes\Terrain\Tamriel\Trees\Tamriel.lst

2. generate

3. copy output to game

  • 0
Posted
  On 5/31/2015 at 8:22 PM, sheson said:

This also happens with Vanilla LOD. It is the games occlusion culling at work.

I see...thanks for the clarification.

  • 0
Posted (edited)

I have a strange problem been using this program for a good while now and not had much in the way of bugs, but ive got a strange one started im on the latest Dyndolod and tes5edit, my problem is the program runs perfect no errors or crashes but for some reason its not generating any objects its making the object foulders but they are always empty, the tree lods are generating fine, in game none of the extra objects show up ie roads rocks bridges etc, have you any clue as to what could cause this, cheers.

 

Just gone back to an older version of tesedit and dyndolod and its worked ok, has anyone else had this problem with the latest version ??.

Edited by Madpaddy
  • 0
Posted (edited)
  On 6/2/2015 at 12:25 AM, Madpaddy said:

I have a strange problem been using this program for a good while now and not had much in the way of bugs, but ive got a strange one started im on the latest Dyndolod and tes5edit, my problem is the program runs perfect no errors or crashes but for some reason its not generating any objects its making the object foulders but they are always empty, the tree lods are generating fine, in game none of the extra objects show up ie roads rocks bridges etc, have you any clue as to what could cause this, cheers.

 

Just gone back to an older version of tesedit and dyndolod and its worked ok, has anyone else had this problem with the latest version ??.

Tell us exactly what versions of what you are talking about. If no files are generated in objects, then something with LODGen.exe doesn't go right. Check TES5Edit\LODGen_log.txt.

Most probable error would be that a nif file was not found.

Edited by sheson
  • 0
Posted

The latest version of both IE, tes5edit 3.1.1.7 and dyndolod 128, it will be the weekend before i get chance to reinstall and run it again, the previous version TE 090515 and dyndolod 127 works fine with no problem.Its probably one of my mods causing it, it just seemed odd after having no problem before and wondered if others have had the same, but it not a major problem ill stick with the previous version if needed.

  • 0
Posted

Been playing around with Skyrim Revisited for a while and I'm pretty much set up exactly as the guide with some minor changes on my part. Anyhow I've noticed something recently that..while not a major problem...has irked me. I noticed recently that my roads in the distance are lighter than the roads  close by. And they will switch to the default colors are I get closer. Recently before starting the Kilkreath Temple (when you lifted way up in the air) that this effect was noticeable from up high. The roads underneath me were the standard brightness but those further away where lighter. I've recently started using DynDOLOD and I suspect it; but I can't be sure. Anyhow the images in the beginning of this thread show the roads all the same shade/brightness; but that's not how it looks for me.

Is the issue with whatever texture mod I'm using to replace the roads or is something screwing up when I generate the LODs with DynDOLOD?

 

TIA

  • 0
Posted (edited)
  On 6/3/2015 at 12:36 AM, Madpaddy said:

The latest version of both IE, tes5edit 3.1.1.7 and dyndolod 128, it will be the weekend before i get chance to reinstall and run it again, the previous version TE 090515 and dyndolod 127 works fine with no problem.Its probably one of my mods causing it, it just seemed odd after having no problem before and wondered if others have had the same, but it not a major problem ill stick with the previous version if needed.

Let us know how it goes. If there are any problem check/post TES5Edit\LODGen_log.txt and TES5Edit\TES5Edit_log.txt

 

  On 6/3/2015 at 6:58 AM, CmputrBlu said:

Been playing around with Skyrim Revisited for a while and I'm pretty much set up exactly as the guide with some minor changes on my part. Anyhow I've noticed something recently that..while not a major problem...has irked me. I noticed recently that my roads in the distance are lighter than the roads  close by. And they will switch to the default colors are I get closer. Recently before starting the Kilkreath Temple (when you lifted way up in the air) that this effect was noticeable from up high. The roads underneath me were the standard brightness but those further away where lighter. I've recently started using DynDOLOD and I suspect it; but I can't be sure. Anyhow the images in the beginning of this thread show the roads all the same shade/brightness; but that's not how it looks for me.

 

Is the issue with whatever texture mod I'm using to replace the roads or is something screwing up when I generate the LODs with DynDOLOD?

 

TIA

Before DynDOLOD there were no LOD roads in the distance, so I am not sure if you are talking about those or not. By default all LOD uses vanilla textures. If you use a texture replacer you can create matching LOD textures for most things, including roads, with DynDOLOD TexGen.pas. The upcoming version has these instructions in the doc folder

 

 

[spoiler=DynDOLOD TexGen.html]

DynDOLOD TexGen.pas

 

If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order.

 

This is a bit experimental and doesn't work for town LOD textures. Any feedback is appreciated.

 

DynDOLOD TexGen.pas creates new LOD textures to the output directory. Either use all or hand pick by comparing with existing LOD textures. Overwrite vanilla LOD and original DynDOLOD textures with the new ones.

 

 

Generate LOD Textures

 

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.

 

Pay attention to all messages. Fix any errors about missing textures.

 

Copy all or some of the created textures from the output directory into the game folder or into a new mod, overwriting the ones shipping with Vanilla (in BSA) and DynDOLOD.

 

Delete any remaining files and directory in the output directory.

 

 

Update Texture Atlas

 

Once the LOD textures are updated it is not neccessary to run the complete DynDOLOD World.pas process again to just to update the atlas textures.

 

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 similar files like this for each worldspace from last the generation.

 

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

 

Click 'Rebuild atlas' button to recreate the atlas texture for that LODGen export file, it will use the currently loaded LOD textures.

 

Repeat for all other world spaces.

 

In case LOD objects in the game have the wrong textures it may be because the dimensions of the LOD textures changed or the order of LOD texures in the atlas does not match the current static object LOD anymore.

 

Generate static LOD again by clicking 'Execute LODGen.exe' to generate object LOD again with the new atlas data.

 

Once completed copy Meshes (if it exists) and Textures from the output directory like before when doing full LOD generation with DynDOLOD Worlds.pas.

 

Edited by sheson
  • 0
Posted
  On 5/30/2015 at 9:54 AM, sheson said:

In SkyrimPrefs.Ini

fMeshLODLevel2FadeTreeDistance=

fMeshLODLevel1FadeTreeDistance=

see if changing those helps with the detail fade of trees in loaded cells.

So, just gave it a shot, it doesn't seem to affect the 3d models.

I can't tell easily, but it seems like it may not be getting rid of the lod fast enough, so that for a few seconds you are viewing both the lod and full quality tree. If I remember I'll record something tomorrow to show you what I mean :p

 

Also, as to you not doing the 3d trees for any mods, I realised aside from having a few slightly mismatched models, the size problems I noticed in 3d also apply to 2d, so 3d still seems the better option :)

  • 0
Posted
  On 6/4/2015 at 2:37 AM, Obliterator2 said:

So, just gave it a shot, it doesn't seem to affect the 3d models.

I can't tell easily, but it seems like it may not be getting rid of the lod fast enough, so that for a few seconds you are viewing both the lod and full quality tree. If I remember I'll record something tomorrow to show you what I mean :p

 

Also, as to you not doing the 3d trees for any mods, I realised aside from having a few slightly mismatched models, the size problems I noticed in 3d also apply to 2d, so 3d still seems the better option :)

There always will be a short time where both full model and LOD show. It is how the engine works.

You set FlagTrees=1 in DynDOLOD.ini? It will shorten the time a bit in this case.

  • 0
Posted (edited)
Hello,

 

Thanks for the great mod.  I installed DynDOLOD last night step by step according to GamerPoets' Tutorial.  It's been working great, except I went into Whiterun today and kept getting the message "Can not read data from DynDOLOD_Tamriel.json."  Here's a pic I took: https://imgur.com/g8AUOdz.  I don't really know where to start troubleshooting, I hope it's ok if I ask for help here.  I've been using DynDOLOD v1.28 and TES5Edit v3.1.1.

 

I tried initializing the mod after leaving a small interior space.  It didn't work and I know the html manual said that step doesn't apply to new saves, but I gave it a try anyways.

 

Mods/plugins, ini's, modding tools, specs: modwatch: https://modwat.ch/PoombyBear#/plugins

 

Mod Organizer, Wyre Bash, Loot, TES5Edit, and the DSR and FNIS Patchers.

 

gtx 970, i5-4690k, 8 gigs of ram

Edited by MaroES
  • 0
Posted
  On 6/4/2015 at 5:25 PM, sheson said:

There always will be a short time where both full model and LOD show. It is how the engine works.

You set FlagTrees=1 in DynDOLOD.ini? It will shorten the time a bit in this case.

Yeah I did, also recorded the video and it definitely seems that's the case too ;p

Is it totally out of your control then? I don't think the switch would be so bad if it literally was a switch, it's a bit noticeable currently though haha

 

https://www.youtube.com/watch?v=-ibZkIidauA

  • 0
Posted

The only way to lessen effect is making trees LOD meshes to match very closely the full ones, and that would be a lot of work. Then every tree replacer mod will need it's own LOD meshes too on top of that.

Learn to model, or find someone who can. This is the optimal solution ::P:

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