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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

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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

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Posted (edited)

Have a problem as well :-(

Tried for 2 days to figure it out myself, but to no avail.

I can't see water wheels nor windmill sails! Neither a lod, nor at close-up.

Everything else seems to work fine and I'm really impressed by the detail it adds (just slight problems with tree lods, cause of combination SFO 1.87/LushTrees/Realistic Aspen Trees/TAZ ENB (needs darker lod), but that's something different >.< ).

 

I use MO and Skyfalls+Skymills (no sails option), as well as SMIM with the corresponding setting. I tried a fresh generated DynDOLOD with only SMIM without SkyFalls + SkyMills, but it didn't make water wheels and windmill sails visible. The files from Skyfalls+Skymills are overwritten (left pane in MO) by SMIM, Vivid landscapes, Realistic Water Two, DynDOLOD - Output. Before using DynDOLOD I used Skyrim Distance Overhaul and Skyrim Distant Detail - with them windmill sails and water wheels were visible.

 

As for installation I followed the Gamerpoet video, as well as consulting Neovalen's SR:LE guide and the STEP 2.2.9.1 guide (from which I used "temporarily enable the three High Resolution Texture Pack and Unofficial High Resolution Patch dummy ESPs").

Don't want to spam you with too much to read, please let me know if my modlist, load order or other information would be helpfull to solve this problem. ::):

Edited by Griwildor
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Posted (edited)
  On 6/26/2015 at 2:26 PM, sheson said:

 

All these files are generated to the output folder. The lst and btt files in Meshes\Terrain\Tamriel\Trees\ and Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds are generated at the same time, so their timestamps should match within seconds. When copying them to their own mod in MO make sure that no other mod overwrites any of these files.

Hi, I'm having the same issue he's having; many trees in the distance look like one tree, and when I get closer they become another.  Specific examples are the lake near the guardian stones, many distant trees look like the white bark/yellow leaf trees (aspens?), but become pine trees when I get near.  The only tree mod I'm using is Vurt's SFO basic 1.87, and I'm using the corresponding billboard placed right after it in the load order (as well as the vanilla billboards higher up in the load order, just after the unofficial high res patch, as the GamePoets video recommended).  I checked and the files are all generated at the same time, and they're being created directly in a DynDOLOD output folder that I use as a mod so I don't think there's any chance of them being copied over.  Any idea what could be causing this issue?

Edited by Ganondalf
  • 0
Posted

I think I have committed a sin... I updated DynDoLOD without following the instructions and thought it was fine since the LOD was perfect in the tamriel worldspace. However, after entering a closed city I get an error saying that Dyndolod could not load the .json file. As I am already very far into this save, is there any hope of redemption, or have I screwed it up for good?

  • 0
Posted
  On 6/27/2015 at 7:11 AM, mitmitmit said:

I think I have committed a sin... I updated DynDoLOD without following the instructions and thought it was fine since the LOD was perfect in the tamriel worldspace. However, after entering a closed city I get an error saying that Dyndolod could not load the .json file. As I am already very far into this save, is there any hope of redemption, or have I screwed it up for good?

I did everything to a letter and I still get the same error. I'm recreating everything now, to check if I missed something.
  • 0
Posted (edited)
  On 6/27/2015 at 8:13 AM, Judassem said:

I did everything to a letter and I still get the same error. I'm recreating everything now, to check if I missed something.

Hi, 

First, you should check that .json file is in Dyndolod Output folder /skse/plugins/StorageUtilData.

 

I had the same error, and it was because of Dyndolod was not loaded properly when I load the game. Following instructions to update dyndolod helped me. Do following steps:

1 - In the exterior, go to Dyndolod menu and deactivated it. Wait till "Disabled message" appears.

2 - Go into a house, save the game.

3 - Exit the game, go to MO and deactivate Dyndolod.

4 - Run the game and load the game. Dyndolod should not appear on menus. Save the game and exit.

5 - Go to MO, activate Dyndolod. Run the game and load the game. Go outside and activate Dyndolod if it is not actived.

 

As I said, follow those steps remove my .json loading problems.

 

Hope this helps.

Edited by Lothar83
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Posted (edited)
  On 6/26/2015 at 9:24 PM, Descivii said:

I don't use JK's Skyrim.esp; the .esp I use is called Jk's Skyrim Major Cities.esp. I had to ditch the former for compatibility with ETAC. For some reason depite showing the correct load and order in initial startup is seems to be looking for an .esp that I no longer use. It is literally removed from MO's download folder as well as mods folder. I don't think it even exists on my computer at this point in time. DynDOLOD is brand new with an empty cache folder in TES5Edit.

I you remove a mod that had LOD added by DynDOLOD Worlds.pas you need to rebuild LOD with a default DynDOLOD.esp.

 

From the "DynDOLOD_Manual.html": If mods are removed from the load order it may be possible to keep the existing DynDOLOD.esp, but in case masters are missing or LOD objects behave weird generate everything including tree LOD from scratch. Do the clean save procedure. The risks of removing mods from a save game are well known.

 

  On 6/26/2015 at 9:41 PM, Judassem said:

I now have another problem. I get this error whenever I'm in an enclosed city like Whiterun or Markath:

 

https://i.imgur.com/Hw1jmq5.jpg (The error is on top left)

 

What should I do? It doesn't cause any serious problems but seeing that message over and over whenever I'm in a walled city gets a little tedious.

From the "DynDOLOD-FAQ.txt":

Q: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Can also be a save game update gone wrong. Test with new game. Check the in-game MCM for instructions.

 

 

 

 

  On 6/27/2015 at 2:04 AM, Griwildor said:

Have a problem as well :-(

Tried for 2 days to figure it out myself, but to no avail.

I can't see water wheels nor windmill sails! Neither a lod, nor at close-up.

Everything else seems to work fine and I'm really impressed by the detail it adds (just slight problems with tree lods, cause of combination SFO 1.87/LushTrees/Realistic Aspen Trees/TAZ ENB (needs darker lod), but that's something different >.

 

I use MO and Skyfalls+Skymills (no sails option), as well as SMIM with the corresponding setting. I tried a fresh generated DynDOLOD with only SMIM without SkyFalls + SkyMills, but it didn't make water wheels and windmill sails visible. The files from Skyfalls+Skymills are overwritten (left pane in MO) by SMIM, Vivid landscapes, Realistic Water Two, DynDOLOD - Output. Before using DynDOLOD I used Skyrim Distance Overhaul and Skyrim Distant Detail - with them windmill sails and water wheels were visible.

 

As for installation I followed the Gamerpoet video, as well as consulting Neovalen's SR:LE guide and the STEP 2.2.9.1 guide (from which I used "temporarily enable the three High Resolution Texture Pack and Unofficial High Resolution Patch dummy ESPs").

Don't want to spam you with too much to read, please let me know if my modlist, load order or other information would be helpfull to solve this problem. ::):

From the "DynDOLOD-FAQ.txt":

Q: Skyrim: Out of place objects

A: Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. Check DynDOLOD SkyUI MCM.

 

If this is a first time generation and a new game, then make sure to copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure DynDOLOD.esp is activated. Check the MCM that DynDOLOD is active.

 

To make tree LOD brighter/darker, click the advanced button in the wizard for more options, including setting tree LOD brightness.

 

You do not need to create static/dynamic object LOD again if you just want to update tree LOD. Select desired worlds top left, uncheck Generate static LOD, uncheck Create texture Atlas, uncheck Generate DynDOLOD, then click OK.

 

 

 

 

  On 6/27/2015 at 5:19 AM, Ganondalf said:

Hi, I'm having the same issue he's having; many trees in the distance look like one tree, and when I get closer they become another.  Specific examples are the lake near the guardian stones, many distant trees look like the white bark/yellow leaf trees (aspens?), but become pine trees when I get near.  The only tree mod I'm using is Vurt's SFO basic 1.87, and I'm using the corresponding billboard placed right after it in the load order (as well as the vanilla billboards higher up in the load order, just after the unofficial high res patch, as the GamePoets video recommended).  I checked and the files are all generated at the same time, and they're being created directly in a DynDOLOD output folder that I use as a mod so I don't think there's any chance of them being copied over.  Any idea what could be causing this issue?

If LOD trees are the wrong trees the installed billboards or their order is wrong.

 

Open console, click on tree to get form id like 0006A9E6. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions.

 

  On 6/27/2015 at 7:11 AM, mitmitmit said:

I think I have committed a sin... I updated DynDoLOD without following the instructions and thought it was fine since the LOD was perfect in the tamriel worldspace. However, after entering a closed city I get an error saying that Dyndolod could not load the .json file. As I am already very far into this save, is there any hope of redemption, or have I screwed it up for good?

Follow the update instructions from the manual or watch.

 

If the MCM already shows DynDOLOD as not active just skip that step. Make sure to copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory.

Edited by sheson
  • 0
Posted

I tried to set different output folder (D:\Output).

 

But this folder (D:\Output\Meshes\Terrain\Tamriel\Objects) still empty after LODGen. (although esp, .json files and Meshes\Terrain\Tamriel\Trees generated successfully)

 

This happened only for Tamriel World (other worlds seems to be OK).

  • 0
Posted
  On 6/27/2015 at 2:23 PM, adelinadragonborn said:

I tried to set different output folder (D:\Output).

 

But this folder (D:\Output\Meshes\Terrain\Tamriel\Objects) still empty after LODGen. (although esp, .json files and Meshes\Terrain\Tamriel\Trees generated successfully)

 

This happened only for Tamriel World (other worlds seems to be OK).

Can you try to screenshot the complete error message in the left LODGen.exe window. The one you posted is cut of at the top, it would help to see the complete message. Thanks

  • 0
Posted
  On 6/27/2015 at 9:40 AM, sheson said:

 

If LOD trees are the wrong trees the installed billboards or their order is wrong.

 

Open console, click on tree to get form id like 0006A9E6. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions.

 

 

Thanks... my next issue is that I'm not sure my console is correctly selecting objects.  It seems to give me ID's that don't show up in any of the texture folders no matter where I click on the screen, and they don't seem to have any connection to the object I'm clicking on.  For instance, I was trying to ID the incorrect yellow tree textures in the distance.  I clicked on each of the following areas on the screen:

https://i.imgur.com/hBDJlnM.jpg

https://i.imgur.com/jeWZORF.jpg

https://i.imgur.com/fIFDmHO.jpg

 

You can see where my cursor is but the number it's giving me is the same, and I can't find that number in any of the texture folders.

 

 

See also here, where I got right in front of a tree to make sure I was accurately clicking on it, but I get the same ID when I click on other things to the right of the screen, including a patch of dirt.  Any idea why this could be?

https://i.imgur.com/nXiUfFD.jpg

https://i.imgur.com/J8ifXGQ.jpg

https://i.imgur.com/4mzk5pl.jpg

 

Second question, when I do find out what the incorrect textures are, where do I find the correct ones?  When you say to search the textures\terrain\LODGEN\etc folders, you are talking about searching the billboard mod folders, and then replacing the textures inside those with correct ones?  Where do those correct ones come from?  Sorry if I'm being stupid here but I'm just completely lost.  The only billboards I'm using are the vanilla boards from Nexus and the SFO 1.87 basic billboards from Nexus.

 

Here's my MO load order for reference (couldn't fit the whole list but the top four are SKSE scripts and the official HR texture packs): https://i.imgur.com/bRorY0d.png

 

Thanks very much for your help!

  • 0
Posted (edited)
  On 6/27/2015 at 7:28 PM, Ganondalf said:
...

Here's my MO load order for reference (couldn't fit the whole list but the top four are SKSE scripts and the official HR texture packs): https://i.imgur.com/bRorY0d.png

 

 

I'm not exactly an expert here (still having problems myself), but I would guess, that the order of your mods is the reason. "DynDOLOD - Output" should be last in order - move it to the bottom of MO's left pane. (just guessing, sorry if I'm completely wrong here >.< )

Had a similar problem, and it seemed to be caused by tamrieltreelod.dds in "DynDOLOD - Output" getting overwritten by the same file from SFO.

Edited by Griwildor
  • 0
Posted
  On 6/27/2015 at 8:04 PM, Griwildor said:

I'm not exactly an expert here (still having problems myself), but I would guess, that the order of your mods is the reason. "DynDOLOD - Output" should be last in order - move it to the bottom of MO's left pane. (just guessing, sorry if I'm completely wrong here >.< )

Had a similar problem, and it seemed to be caused by tamrieltreelod.dds in "DynDOLOD - Output" getting overwritten by the same file from SFO.

You're correct. You can see that DDL - Output is overwritten.

  • 0
Posted (edited)
  On 6/27/2015 at 7:28 PM, Ganondalf said:

Thanks... my next issue is that I'm not sure my console is correctly selecting objects.  It seems to give me ID's that don't show up in any of the texture folders no matter where I click on the screen, and they don't seem to have any connection to the object I'm clicking on.  For instance, I was trying to ID the incorrect yellow tree textures in the distance.  I clicked on each of the following areas on the screen:

https://i.imgur.com/hBDJlnM.jpg

https://i.imgur.com/jeWZORF.jpg

https://i.imgur.com/fIFDmHO.jpg

 

You can see where my cursor is but the number it's giving me is the same, and I can't find that number in any of the texture folders.

 

 

See also here, where I got right in front of a tree to make sure I was accurately clicking on it, but I get the same ID when I click on other things to the right of the screen, including a patch of dirt.  Any idea why this could be?

https://i.imgur.com/nXiUfFD.jpg

https://i.imgur.com/J8ifXGQ.jpg

https://i.imgur.com/4mzk5pl.jpg

 

Second question, when I do find out what the incorrect textures are, where do I find the correct ones?  When you say to search the textures\terrain\LODGEN\etc folders, you are talking about searching the billboard mod folders, and then replacing the textures inside those with correct ones?  Where do those correct ones come from?  Sorry if I'm being stupid here but I'm just completely lost.  The only billboards I'm using are the vanilla boards from Nexus and the SFO 1.87 basic billboards from Nexus.

 

Here's my MO load order for reference (couldn't fit the whole list but the top four are SKSE scripts and the official HR texture packs): https://i.imgur.com/bRorY0d.png

 

Thanks very much for your help!

You need to move DynDOLOD Output after Skyrim Flora Overhaul Basic edition.

 

Regarding clicking form ids, you can only click on loaded models in the attched cells, but not on LOD. after clicking an object type disable to make it disappear, enable to show it again. Then you know you have the right object.

Edited by sheson
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Posted (edited)

Hi, this is my first time posting but I have a reccuring issue. Whiterun (so far only place tested) is missing parts of the road and farmhouses, but it does have floating spinning windmills, both inside and outside the city. I tried using the optinal esp but it didn't work, when viewing the LOD outside of whiterun, im missing roads only were Windmills are too. Im using Skyfalls+Skymills, and I have DynDOLOD at the bottom of my loadorder (Whiterun fix under it currently). I tried some of the fixes, they dont work or I seem to be missing the files when running the LOD Generator. Can someone help? Im currently trying to install DynDOLOD again, hoping I fix it.

Honestly, I only use Skyfalls for the bigger SMIM friendly windmills. If that other windmill mod worked with SMIM and didn't clip id dump Skyfalls+Skymills in a heartbeat.

Edited by Snakestone
  • 0
Posted (edited)
  On 6/27/2015 at 9:37 PM, Snakestone said:

Hi, this is my first time posting but I have a reccuring issue. Whiterun (so far only place tested) is missing parts of the road and farmhouses, but it does have floating spinning windmills, both inside and outside the city. I tried using the optinal esp but it didn't work, when viewing the LOD outside of whiterun, im missing roads only were Windmills are too. Im using Skyfalls+Skymills, and I have DynDOLOD at the bottom of my loadorder (Whiterun fix under it currently). I tried some of the fixes, they dont work or I seem to be missing the files when running the LOD Generator. Can someone help? Im currently trying to install DynDOLOD again, hoping I fix it.

 

Honestly, I only use Skyfalls for the bigger SMIM friendly windmills. If that other windmill mod worked with SMIM and didn't clip id dump Skyfalls+Skymills in a heartbeat.

DynDOLOD only does LOD. The optional file just adds the major buildings. Adding more objects will have a performance impact. There is a reason they made those walls so high to hide the barren non-LOD area outside. I would suggest to use Open Cities as alternative.

 

DynDOLOD will detect and use installed SMIM windmills for SkyFalls. SkyMills does not to be active.

Edited by sheson
  • 0
Posted (edited)
  On 6/27/2015 at 10:28 PM, sheson said:

DynDOLOD only does LOD. The optional file just adds the major buildings. Adding more objects will have a performance impact. There is a reason they made those walls so high to hide the barren non-LOD area outside. I would suggest to use Open Cities as alternative.

 

DynDOLOD will detect and use installed SMIM windmills for SkyFalls. SkyMills does not to be active.

Then may I ask why im only getting the windmill sails and not the full object? And why the road lod is missing near the windmills?

 

Also, you're telling me that DynDOLOD won't show when inside Whiterun?

 

I read on Skymills page that "You could create the static LOD (and or tree LOD) with DynDOLOD yourself, to include city extensions/custom home mod buildings into your LOD, by following the provided tutorials from both Sheson himself, or from GamerPoets. In short, press teh advanced button in the DynDOLOD GUI and simply untick the "Generate DynDOLOD" checkbox in the bottom of the screen." Could that possibly fix my issue? Are Dynamic LODs basically moving windmills and waterfalls?

 

 

Edit: I notice that I keep getting a notification to let TES5edit know when LODGen.exe is done running, more so than usual. This is like my 4th reinstall of this mod now, trying to fix the Windmill issues, cause I get floating windmills and when I get close the building shows up but the windmills vanish.

 

Edit 2: I notice that TES5edit says that the script is done but LODGen.exe still has to load Wyrmstooth LODs. Is this normal? I'm not getting a SKSE folder anymore either. Weird.

 

Edit 3: After 5 different instillations I got it to work. What I did was take the meshes from Skyfalls+Skymills and SMIM for Windmills and deleted Skyfalls, taking the meshes and making them its own mod via winRAR and adding it to NMM and overwrite anything from SMIM-Merged. I now have giant windmills in my LOD along with the windmill building and the sails dont vanish when I get close.

Edited by Snakestone
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