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 (edited)
  On 11/7/2014 at 1:49 PM, Clouddistrictcitizen said:

Yes that's what I did but still only 5 records. I was going to just forget it for a while and wait for a stable release but I'm afraid something messed up with my LODs (though with MO it shouldn't have been an issue?)

 

The LODs are now horrible until I get within the distance for the actual trees to load - https://i.imgur.com/PSrDCwx.png :(

 

I don't even know why it's happening since after the step 'generate tree lods for skyrim.esm' failed I just unticked your mods so everything should have gone back. Or does that step (or splitting atlas) make changes to esp without Tes5Edit asking to save file?

 

 

Do you have a mod that changes trees? Or may be you split tree LOD again after generating tree LOD with TES5Edit already, without deleting the already generated tree LOD first?

 

 

When TES5Edit generates tree LOD it will obviously overwrite existing tree LOD meshes and texture. Do not try to split that again... revert back to the tree LOD you had before.

It is these folders:

data\meshes\terrain\tamriel\trees

data\textures\terrain\tamriel\trees

Edited by sheson
  • 0
Posted (edited)
  On 11/7/2014 at 3:21 PM, Pfuscher said:

fixed

how?!

 

  Quote

sheson, on 07 Nov 2014 - 5:55 PM, said:

Do you have a mod that changes trees? Or may be you split tree LOD again after generating tree LOD with TES5Edit already, without deleting the already generated tree LOD first?

When TES5Edit generates tree LOD it will obviously overwrite existing tree LOD meshes and texture. Do not try to split that again... revert back to the tree LOD you had before.

It is these folders:

data\meshes\terrain\tamriel\trees

data\textures\terrain\tamriel\trees

 

 

I use SFO 2

 

My steps were: 

 

1. Load skyrim.esm and update.esm, right click on skyrim.esm - other - Split Trees Lod atlas - choose Tamriel - ok

 

2-3. same with Dawnguard, Dragonborn and Skyrim Flora Overhaul esms (choosing different areas as in your video)

 

4. Created a new mod and dragged the same folders from overwrite as per your video

 

5. Load skyrim.esm - right click - generate tree lods, get notes that all of the textures are missing

 

6. Sigh, decide not to bother at this time, untick DynDOLOD and Tree LODs mods in MO

 

7. Load Skyrim notice most of the LODs are gone and those which are still there are all dead shrubs

 

8. Cry

 

9. Redownloaded skyrim, dragonborn, dawnguard and SFO esms/esps. Still not fixed.

Edited by Clouddistrictcitizen
  • 0
Posted (edited)

Had the same problem as you. unticking and deleting everything new didn't help as the tree meshes are gone. If you just install the sfo tree lod texture over it, you get funny places with all tree lods at one place.

 

I had to reverse back to vanilla tree lod meshes and then sfo meshes and sfo lod textures after that. Deleting and unchecking the new stuff of course, too.

 

Then everything worked again. I admit I was Screaming at times pretty loud ^^

Edited by Pfuscher
  • 0
Posted (edited)

Why would you redownload skyrim, dragonborn, dawnguard that have all their data in BSAs that can not be overwritten. That seems unnecessary ::):

 

Just delete what LODGen for trees generated in the 2 folders meshes\terrain\tamriel\trees, textures\terrain\tamriel\trees and reinstall SFO LOD meshes and texture into those folders.

SFO LOD just replaces all tree LOD files in skyrim and AFAIK not in dragonborn, dawnguard

 

I will add a warning to the DynDOLOD manual. Please understand LODGen for trees is an external tool that is pretty new and not part of DynDOLOD.

Edited by sheson
  • 0
Posted
  On 11/7/2014 at 5:28 PM, sheson said:

Why would you redownload skyrim, dragonborn, dawnguard that have all their data in BSAs that can not be overwritten. That seems unnecessary ::):

 

Just delete what LODGen for trees generated in the 2 folders meshes\terrain\tamriel\trees, textures\terrain\tamriel\trees and reinstall SFO LOD meshes and texture into those folders.

SFO LOD just replaces all tree LOD files in skyrim and AFAIK not in dragonborn, dawnguard

 

I will add a warning to the DynDOLOD manual. Please understand LODGen for trees is an external tool that is pretty new and not part of DynDOLOD.

Alright I was just (and maybe still) not understanding what it actually does. I thought it only generated new stuff into my overwrite folder but apparently it somehow redid/corrupted my SFO and Realistic Aspen Trees LODs. Reinstalling those fixed my problems. I'm very interested in this mod so will keep monitoring this thread.

  • 0
Posted (edited)
  On 11/7/2014 at 5:57 PM, Clouddistrictcitizen said:

Alright I was just (and maybe still) not understanding what it actually does. I thought it only generated new stuff into my overwrite folder but apparently it somehow redid/corrupted my SFO and Realistic Aspen Trees LODs. Reinstalling those fixed my problems. I'm very interested in this mod so will keep monitoring this thread.

Unfortunately the way MO works it also means that tools will overwrite existing files. 

 

I think I can add add instruction how to successfully split trees and generate tree LOD for SFO 2.x as it doesn't seem to add extra trees, only changes existing ones.

 

Anyone still using 1.x?

Edited by sheson
  • 0
Posted

Hey Sheson

 

Thanks for making this, it looks terrific.  Between this and your memory patch you should never go to a bar or restaurant and buy your own drinks and meals ever again.  My wife wants to make sure that our little Johnny arrived alright.  We sent him fedex but lost the tracking number so I trust you're taking good care of him.

 

I've watched the video and read the document and it seems clear, for the most part.  Once I sit down and actually do it I'm sure it'll be more clear.  I've been waiting for some clarification to emerge in this thread before I try, however, concerning SFO (I'm sure 95% of the people are using 2.0 by now), town mods and expansions, such as wyrmstooth and falskar.  My questions for SFO have been getting answered, thanks, but I agree that if you were to add some clarification in the instructions for SFO, ETAC (probably the most used city mod so that would help not only for etac but to provide a basis for other similar mods, if they even need it/will benefit from it at all, I'm still not sure), and wyrmstooth and falskar (I'm assuming they are no different than the DLC but, again, I'm not 100% sure about that).

 

I know this requires a little more effort but I think it will save you a lot of time in the long run since you won't have as many questions to answer.

 

Thanks again.  You've done an amazing job for the skyrim community.

  • 0
Posted (edited)
  On 11/7/2014 at 6:05 PM, sheson said:

Unfortunately the way MO works it also means that tools will overwrite existing files. 

 

I think I can add add instruction how to successfully split trees and generate tree LOD for SFO 2.x as it doesn't seem to add extra trees, only changes existing ones.

 

Anyone still using 1.x?

I am still using 1.x :) STEP 2.2.9 is still based on 1.x.

 

Just another question

How much performance hit do we expect from using DynDOLOD?

Edited by darkside
  • 0
Posted
  On 11/7/2014 at 6:17 PM, cstarkey42 said:

Hey Sheson

 

Thanks for making this, it looks terrific.  Between this and your memory patch you should never go to a bar or restaurant and buy your own drinks and meals ever again.  My wife wants to make sure that our little Johnny arrived alright.  We sent him fedex but lost the tracking number so I trust you're taking good care of him.

 

I've watched the video and read the document and it seems clear, for the most part.  Once I sit down and actually do it I'm sure it'll be more clear.  I've been waiting for some clarification to emerge in this thread before I try, however, concerning SFO (I'm sure 95% of the people are using 2.0 by now), town mods and expansions, such as wyrmstooth and falskar.  My questions for SFO have been getting answered, thanks, but I agree that if you were to add some clarification in the instructions for SFO, ETAC (probably the most used city mod so that would help not only for etac but to provide a basis for other similar mods, if they even need it/will benefit from it at all, I'm still not sure), and wyrmstooth and falskar (I'm assuming they are no different than the DLC but, again, I'm not 100% sure about that).

 

I know this requires a little more effort but I think it will save you a lot of time in the long run since you won't have as many questions to answer.

 

Thanks again.  You've done an amazing job for the skyrim community.

 

Johnny has been put to good use, I think he is doing dishes right now.

 

To clarify the only part that really can break things is tree LOD generation in case, as unlike LODGen.exe its out put path can not be altered. I probably check with the author Zilav about it. Generating static and the optional dynamic LOD will always "work".

 

The worst that can happen is that there are no LOD assets for certain objects. Some mods make creative use of models and piece together houses with different objects, and so a wall may be missing LOD for example. The easy solution is to use the mesh rules to make the object use the full model for LOD. Refer to manual and existing mesh rules. Every piece of the HearthFires houses are that way.

 

Falskaar and Wyrmstooth both use only existing Skyrim trees. If tree LOD was split for Tamriel it should be no problem to create tree LOD for them. I have not personally tested these worldspaces yet. Once you know let me know and I happily add them to the compatibility list. That is was the beta is all about  :;):

 

In fact you can try to run DynDOLOD.pas without creating tree LOD first. But it may spit out a few errors about trees, but for the most part probably work out OK. It will mean trees not using tree LOD will be done as static LOD. This will mean a slight performance hit. Or add a mesh rule so tree are ignored (the low setting has that line already).

 

  On 11/7/2014 at 6:26 PM, darkside said:

I am still using 1.x :) STEP 2.2.9 is still based on 1.x.

 

Just another question

How much performance hit do we expect from using DynDOLOD?

Since DynDOLOD Worlds.pas offers a plethora of settings and options, the visual result and performance impact is fully at the hands of the enthusiast modder.

  • 0
Posted

Hey sheson,

 

I managed to get past that error 'Type Mismatch'.  I just didn't run my whole load order, just the stuff I knew that added lods. 

I'm seeing the difference in game, and it really is quite great.  Not bad on performance either. 

 

I did have to reinstall sfo lods, as some others are saying.  But it works, in my eyes.

 

I just have one last problem.  I tried to get skyfalls+mills to work along side DynLOD.  And I have two windmills on each silo.  How may I go about fixing this?  I tried to follow the manual to a tee, I went for the latter option.

  • 0
Posted

Hi Sheson,

Seeking clarification on the installation process given in the manual.

Confused by the following two steps:
Use the 'Unpack LOD models' button of DynDOLOD Worlds.pas option window to unpack LOD meshes from all loaded Skyrim/DLC BSAs.

Use the 'Unpack landscape LOD' button of DynDOLOD Worlds.pas option window to unpack the landscape LOD from Skyrim - Meshes.bsa and/or
the DLCs or from any landscape LOD mod that is being used.


Does the above mean that DynDOLOD Worlds.pas, must be used first to 'Unpack LOD models' and 'Unpack landscape LOD' before following the video?

 

Thanks

  • 0
Posted (edited)
  On 11/7/2014 at 7:48 PM, DeathByDestiny said:

Bug report time!

 

After some investigating, it seems it is a case of it not adding a master again

 

Is fixed in 0.42.8 that will be uploaded soon-ish. The gates with neverfades are visible from outside the Cities as intended.

 

  On 11/7/2014 at 9:17 PM, whosrakim said:

Hey sheson,

 

I managed to get past that error 'Type Mismatch'.  I just didn't run my whole load order, just the stuff I knew that added lods. 

I'm seeing the difference in game, and it really is quite great.  Not bad on performance either. 

 

I did have to reinstall sfo lods, as some others are saying.  But it works, in my eyes.

 

I just have one last problem.  I tried to get skyfalls+mills to work along side DynLOD.  And I have two windmills on each silo.  How may I go about fixing this?  I tried to follow the manual to a tee, I went for the latter option.

You most likely forgot to remove the mesh rules for farmhousewindmillfan and sfarmhousemillfan (and maybe waterwheel?) they come back when clicking default/low/medium/high, unless you update the corresponding ini files.

 

  On 11/7/2014 at 9:32 PM, cybexgames said:

Hi Sheson,

 

Seeking clarification on the installation process given in the manual.

 

Confused by the following two steps:

Use the 'Unpack LOD models' button of DynDOLOD Worlds.pas option window to unpack LOD meshes from all loaded Skyrim/DLC BSAs.

 

Use the 'Unpack landscape LOD' button of DynDOLOD Worlds.pas option window to unpack the landscape LOD from Skyrim - Meshes.bsa and/or

the DLCs or from any landscape LOD mod that is being used.

 

 

Does the above mean that DynDOLOD Worlds.pas, must be used first to 'Unpack LOD models' and 'Unpack landscape LOD' before following the video?

 

Thanks

 

Both unpack operations are part of the steps in the video.

 

The video was done with a future in mind where mod authors include lots of LOD models in their downloads.

 

Either step can be be skipped. Obviously that means missing out on potential LOD models coming with mods.  

 

If unpack landscape LOD is skipped do not to check the 'remove unseen faces...' checkbox, which should be grayed out anyways if there is no landscape LOD files.

LODGen will crash if box is checked and there are no files.

Edited by sheson
  • 0
Posted
  On 11/7/2014 at 10:25 PM, sheson said:

 

You most likely forgot to remove the mesh rules for farmhousewindmillfan and sfarmhousemillfan (and maybe waterwheel?) they come back when clicking default/low/medium/high, unless you update the corresponding ini files.

 

Tried removing the farmhousewindmillfan and sfarmhousemillfan entries in the list after choosing apply script / DynLOD.pas.  I'm not sure that's what u meant, but it didn't get rid of them.  I could go through the game and disable each individual sail thru console.  But looking for a cleaner means first.  Sorry, but is there another way,  or did I do it wrong?
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.