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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

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

I can live with slightly mismatched trees, but when the lod and full models load in at the same time which makes them appear really thick, it stands out a bit too much haha

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Posted (edited)

Hi,

My English is not good so I will pictures to describe my problem.

I watched the installation guide (for Mod organizer) from GamerPoets, they stated that Vanilla Skyrim LOD Billboards, Dynamic Distant Objects LOD - DynDOLODDynDOLOD Output should be on the top in the left panel (which means they should be overwritten by others).

But if I do so, I get wierd texture like in the following picture:

iV2Sbj6.png

 

I checked and found that the Output file was overwritten by Bethesda Hi-res Optimized mod, those are the conflicted files:

OTNhXQR.jpg

 

from what I saw, it may be the trees texture from Hi-res optimized, so I move all three mods (Vanilla Skyrim LOD Billboards, Dynamic Distant Objects LOD - DynDOLODDynDOLOD Output) to the bottom of the left panel.

Now the weird texture gone, but I received old LOD trees mixing with DynDOLOD trees (show below)

zRHyyLP.png

 

(in fact, I don't know if it was the old LOD trees were mixing with DynDOLOD trees or just because I was standing close enough to those trees)

 

 

I don't use much texture mods, the only mods/pluggins I'm using that may cause problems is the Official Hi-Res DLC, the Hi-Res Optimized mods, the Unofficial Hi-Res patch. others texture mods I'm using is the aMidianBorn, Immersive armor and some other armors/weapon retexture mods. but i don't thing they're involved.

 

I'm also using Purity form Laast, I see that it also change some texture (rock and water).

 

Could you help me? Thanks. 

Edited by rekkhan
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Posted (edited)
  On 6/4/2015 at 8:18 PM, MaroES said:

 

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

 

Make sure to copy skse\plugins\StorageUtilData\*.json from the output directory to the game / MO mod folder.

All files are created at the same DynDOLOD.esp is updated. They need to match, e.g. all files need to be from the same creation process.

 

  On 6/5/2015 at 10:35 AM, Obliterator2 said:

I can live with slightly mismatched trees, but when the lod and full models load in at the same time which makes them appear really thick, it stands out a bit too much haha

 

You use non matching 3D LOD trees - as I said, I only did vanilla trees. The branches and orientation of them perfectly match.

If the 3D LOD trees match the full model the engines LOD switch will be much less noticeable.

 

  On 6/5/2015 at 10:53 AM, rekkhan said:

Hi,

My English is not good so I will pictures to describe my problem.

I watched the installation guide (for Mod organizer) from GamerPoets, they stated that Vanilla Skyrim LOD Billboards, Dynamic Distant Objects LOD - DynDOLODDynDOLOD Output should be on the top in the left panel (which means they should be overwritten by others).

But if I do so, I get wierd texture like in the following picture:

 

 

I checked and found that the Output file was overwritten by Bethesda Hi-res Optimized mod, those are the conflicted files:

OTNhXQR.jpg

 

from what I saw, it may be the trees texture from Hi-res optimized, so I move all three mods (Vanilla Skyrim LOD Billboards, Dynamic Distant Objects LOD - DynDOLODDynDOLOD Output) to the bottom of the left panel.

Now the weird texture gone, but I received old LOD trees mixing with DynDOLOD trees (show below)

 

 

(in fact, I don't know if it was the old LOD trees were mixing with DynDOLOD trees or just because I was standing close enough to those trees)

 

 

I don't use much texture mods, the only mods/pluggins I'm using that may cause problems is the Official Hi-Res DLC, the Hi-Res Optimized mods, the Unofficial Hi-Res patch. others texture mods I'm using is the aMidianBorn, Immersive armor and some other armors/weapon retexture mods. but i don't thing they're involved.

 

I'm also using Purity form Laast, I see that it also change some texture (rock and water).

 

Could you help me? Thanks. 

 

For screenshot one, make sure to read all the annotations in the video.

 

I am not really sure what the problem is supposed to be in the second screenshot.

I see full model trees and LOD trees. There is only one LOD atlas texture for trees for a world space.

 

Check the generated Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds

Whatever textures are in there come from the installed billboard LOD textures. Make sure to have the correct billboards installed.

Edited by sheson
  • 0
Posted
  On 6/5/2015 at 11:11 AM, sheson said:

Make sure to copy skse\plugins\StorageUtilData\*.json from the output directory to the game / MO mod folder.

All files are created at the same DynDOLOD.esp is updated. They need to match, e.g. all files need to be from the same creation process.

 

Thank you for the reply.  Since I put my output directory in the MO mod folder as instructed by GamerPoets, I don't think that is the issue or perhaps I don't understand your directions.

 

Here is a pic of the folder in question activated in my MO https://imgur.com/R3QfK6Q.  I had it activated when I was experiencing the error message in Whiterun.

  • 0
Posted (edited)
  On 6/5/2015 at 2:17 PM, MaroES said:

Thank you for the reply.  Since I put my output directory in the MO mod folder as instructed by GamerPoets, I don't think that is the issue or perhaps I don't understand your directions.

 

Here is a pic of the folder in question activated in my MO https://imgur.com/R3QfK6Q.  I had it activated when I was experiencing the error message in Whiterun.

That looks correct. Double check nothing else overwrites the files (MO overwrite folder for example).

Also they need to match the esp they were generated with.

 

If problem persists, could you zip and upload all those json files somewhere so I can check their content?

Edited by sheson
  • 0
Posted (edited)
  On 6/5/2015 at 11:11 AM, sheson said:

 

For screenshot one, make sure to read all the annotations in the video.

 

I am not really sure what the problem is supposed to be in the second screenshot.

I see full model trees and LOD trees. There is only one LOD atlas texture for trees for a world space.

 

Check the generated Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds

Whatever textures are in there come from the installed billboard LOD textures. Make sure to have the correct billboards installed.

hi, I'm back.

 

I've figured out what caused the bug in the first picture I post in the previous post. It's Purity by Laast. Purity use the *.bsa file so MO can't display the conflict between the two mods. It seems that purity also replace the LOD trees, the color is somewhat darker and less yellowish than the vanilla, and in my opinion it looks better.

 

There's a billboards for Purity here: https://www.nexusmods.com/skyrim/mods/65911/?

I'm going to try it tomorrow.

 

I hope you could notice people who used Mod Organizer about the conflict caused by Purity.

 

Thanks again for being active to our questions. (sorry if I say something ridiculous) :D

 

edit: I post two picture with and without DynDOLOD install.

the first is without

dslLxZS.png

 

the second is with

vkuN23q.png

 

The LOD tree color seems to match full model trees better, in my opinion. :D

Edited by rekkhan
  • 0
Posted (edited)
  On 6/5/2015 at 3:35 PM, sheson said:

That looks correct. Double check nothing else overwrites the files (MO overwrite folder for example).

Also they need to match the esp they were generated with.

 

If problem persists, could you zip and upload all those json files somewhere so I can check their content?

 

I can confirm that nothing is overwriting the DynDOLOD output files (including anything in the overwrite folder).  

 

I'm not sure how to check that they match the esp they were generated with, but I have the DynDOLOD esp activated in my plugins.  

I don't think it likely but it's possible I made a mistake when I followed GamerPoets' tutorial, how could I check that they match?

 

I went ahead and sent you a link via message to my uploaded JSON files.

Edited by MaroES
  • 0
Posted (edited)
  On 6/5/2015 at 4:04 PM, rekkhan said:

hi, I'm back.

 

I've figured out what caused the bug in the first picture I post in the previous post. It's Purity by Laast. Purity use the *.bsa file so MO can't display the conflict between the two mods. It seems that purity also replace the LOD trees, the color is somewhat darker and less yellowish than the vanilla, and in my opinion it looks better.

 

There's a billboards for Purity here: https://www.nexusmods.com/skyrim/mods/65911/?

I'm going to try it tomorrow.

 

I hope you could notice people who used Mod Organizer about the conflict caused by Purity.

 

Thanks again for being active to our questions. (sorry if I say something ridiculous) :D

 

edit: I post two picture with and without DynDOLOD install.

the first is without

 

 

the second is with

 

 

The LOD tree color seems to match full model trees better, in my opinion. :D

The DynDOLOD page on Nexus and the manual both link to the tree billboards for purity already. I would think they will match them best.

If they still appear too bright/dark, click advanced button and change the tree brightness dropdown.

 

  On 6/5/2015 at 4:45 PM, MaroES said:

I can confirm that nothing is overwriting the DynDOLOD output files (including anything in the overwrite folder).  

 

I'm not sure how to check that they match the esp they were generated with, but I have the DynDOLOD esp activated in my plugins.  

I don't think it likely but it's possible I made a mistake when I followed GamerPoets' tutorial, how could I check that they match?

 

I went ahead and sent you a link via message to my uploaded JSON files.

There are 3 reasons that message can show:

 

The file can not be read from disk. If you go into Whiterun/Solitude/Riften/Windhelm and still see the same message about DynDOLOD_Tamriel.json it means it can read DynDOLOD_Worlds.json, so you know file access works in principle. If the message changes to Can not read data from DynDOLOD_Worlds.json then it can not access the files for some reason.

 

The data format is invalid (I checked, it is OK)

 

DynDOLOD.esp has a reference (an object in the world) which data is not in the json file. 

This can only happen if you run the process more than one time and for example use the DynDOLOD.esp from first time, but the json files from the second or vice versa.

 

If you only generated once they have to match...

I would suggest to start over with a default esp and empty output folder.

Edited by sheson
  • 0
Posted
  On 6/5/2015 at 5:23 PM, sheson said:

 

I would suggest to start over with a default esp and empty output folder.

I am happy to say that a clean install fixed the issue.

 

I recall when I first installed that when TES5Edit was generating the LODs I had to exit TES5Edit for some reason.  

I emptied the output folder before I restarted, but I don't think I reinstalled the DynDOLOD esp.  I'm guessing this was the source of my issue.

 

Sorry I didn't understand this earlier and thank you very much for your help.  Your mod is excellent.

  • 0
Posted
  On 6/5/2015 at 8:03 PM, MaroES said:

I am happy to say that a clean install fixed the issue.

 

I recall when I first installed that when TES5Edit was generating the LODs I had to exit TES5Edit for some reason.  

I emptied the output folder before I restarted, but I don't think I reinstalled the DynDOLOD esp.  I'm guessing this was the source of my issue.

 

Sorry I didn't understand this earlier and thank you very much for your help.  Your mod is excellent.

No worries. I am glad we could fix the issue.

  • 0
Posted
  On 6/5/2015 at 9:28 AM, Obliterator2 said:

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

Perhaps tweaking the following settings may help in SkyrimPrefs.ini. The values are the defaults (try increasing the tree ones perhaps).

[Display]
fMeshLODFadeBoundDefault=1000
fMeshLODFadePercentDefault=1.2000000477
fMeshLODLevel1FadeDist=4096
fMeshLODLevel1FadeTreeDistance=2844
fMeshLODLevel2FadeDist=3072
fMeshLODLevel2FadeTreeDistance=2048
fTreesMidLODSwitchDist=3600
  • 0
Posted
  On 6/5/2015 at 10:09 PM, DoubleYou said:

Perhaps tweaking the following settings may help in SkyrimPrefs.ini. The values are the defaults (try increasing the tree ones perhaps).



[Display]
fMeshLODFadeBoundDefault=1000
fMeshLODFadePercentDefault=1.2000000477
fMeshLODLevel1FadeDist=4096
fMeshLODLevel1FadeTreeDistance=2844
fMeshLODLevel2FadeDist=3072
fMeshLODLevel2FadeTreeDistance=2048
fTreesMidLODSwitchDist=3600

All these settings have to do with the full model and the object detail fade. Some full trees have branches fade out. I already mentioned those settings earlier. The ones with "tree" raised to > 4096 * 1/2 ugrids will make sure full model trees don't turn "skinny" at medium distance inside the ugrids. 

 

They will not change the fact that the 3D LOD tree models do not match if used with non vanilla trees.

 

Also they won't change the behavior of the engine showing both full and LOD models for a time. The engine has to wait for all full models with LOD flag to load before turning the LOD off for a cell - since LOD objects are combined into one big model it doesn't know individual LOD models. If it wouldn't wait there would be a second of missing objects.

  • 0
Posted
  On 6/6/2015 at 12:16 AM, sheson said:

All these settings have to do with the full model and the object detail fade. Some full trees have branches fade out. I already mentioned those settings earlier. The ones with "tree" raised to > 4096 * 1/2 ugrids will make sure full model trees don't turn "skinny" at medium distance inside the ugrids. 

 

They will not change the fact that the 3D LOD tree models do not match if used with non vanilla trees.

 

Also they won't change the behavior of the engine showing both full and LOD models for a time. The engine has to wait for all full models with LOD flag to load before turning the LOD off for a cell - since LOD objects are combined into one big model it doesn't know individual LOD models. If it wouldn't wait there would be a second of missing objects.

Thanks for that info. I was thinking that perhaps pushing back the distance would make the pop less noticeable.

  • 0
Posted

Hi all, I need some help with dyndolod 1.28

 

Previous versions worked fine, but recent - doesn't work in game, even on new games.

No initialization messages. "There is no data in dyndolod.esp for this worldspace" (Tamriel, and i think others too) - that's what I see in MCM menu.

I looked dyndolod.esp in Tes5Edit - worldspaces exists, as well activators. Esp generated with medium preset for all worldspaces. I didn't forgot to move generated meshes/scripts/textures to mod folder.

some footage from papyrus:

 

save loaded:
 
[06/06/2015 - 03:32:18PM] ERROR: Cannot call IBowToThee() on a None object, aborting function call
stack:
[ (BF004ADF)].SHESON_DynDOLOD_Firstborn.OnTriggerEnter() - "SHESON_DynDOLOD_Firstborn.psc" Line ?
 
dyndolod activated manually in mcm:
 
[06/06/2015 - 03:34:20PM] ERROR: Cannot call IBowToThee() on a None object, aborting function call
stack:
[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.SwitchDynDOLOD() - "SHESON_DynDOLOD_MCM.psc" Line ?
[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.OnOptionSelect() - "SHESON_DynDOLOD_MCM.psc" Line ?
[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.SelectOption() - "ski_configbase.psc" Line ?
[sKI_ConfigManagerInstance (23000802)].SKI_ConfigManager.OnOptionSelect() - "ski_configmanager.psc" Line ?

 

 

  • 0
Posted
  On 5/18/2015 at 11:56 PM, sheson said:

@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.

 

https://static-2.nexusmods.com/15/mods/110/images/59721-1-1431994091.jpg

 

https://static-4.nexusmods.com/15/mods/110/images/59721-0-1431994091.jpg

Sheson, are these low-poly 3D models ?

 

 

Can i use your mod to make something like this but for these tree meshes ?:

https://www.nexusmods.com/skyrim/mods/32246/?

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