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 6/29/2015 at 12:58 AM, EssArrBee said:

Don't worry about trading files privately from SkyFalls/Mills or SMIM on STEP. We're friends with the authors of those mods and they don't mind us messing with their mods as long as we don't upload them somewhere like the nexus.

Oh alright, thats good then.

 

For those who have issues with Skyfalls+Skymills and DyndoLOD, I found a fix (well I think, it works for me). You're gonna have to uninstall Skyfalls/Mills first. Then install this and let it overwrite anything SMIM oriented (I made this with SMIM-Merged-All.esp in mind), then re-install or update DynDOLOD and let it do Dynamic and Static LODs.

 

https://mega.co.nz/#!OhAhTDCB!oq30Wc1dA0PKoHPE78iyX_MVJlEVQU4DIK3suVmKhu8

 

I extracted the windmill meshes from Skymills and the comp version from SMIM. I tested it at Solitude and Whiterun and I have the big SMIM sails in LOD and when I get close to them mills. They should also be set the way Skymills had them, so they don't clip with anything (im looking at you Katla's Farm).

 

The only issue iv had is that it takes a second for the Windmill Sail at Katla's Farm to show up if you fast travel to the spot.

Edited by Snakestone
  • 0
Posted

The thing is that I've actually had SKyFalls/Mills working perfectly with DDL. It took me a while to get right with Medium settings, but sheson did some magic stuff and eventually got it all figured out. I'm surprised that it is still giving people issues.

 

Maybe he changed it again somewhere along the line.

  • 0
Posted

Hey, sheson, I forgot to ask. Did anything ever come of getting the trees on the map? I remember figuring out how to get them there a while back, but completely forgot about it. 

  • 0
Posted
  On 6/29/2015 at 4:51 AM, EssArrBee said:

Hey, sheson, I forgot to ask. Did anything ever come of getting the trees on the map? I remember figuring out how to get them there a while back, but completely forgot about it. 

Need to regenerate trees as objects LOD, Sheson mentioned earlier here how to.

  • 0
Posted (edited)
  On 6/28/2015 at 6:04 PM, Snakestone said:

I did notice one thing I wanna ask though. The last time I did DynDOLOD, I generated static and dynamic lods, and when I went to exit when it was all said and done DynDOLOD.esp and arnima.esp were altered. arnima being Beyond Reach I clicked okay to the changes, I doubt a LOD mod could really mess up Beyond Reach but I though id ask just incase, aswell as wondering why arnima.esp was altered.

Do not save changes to other mods. It means something is not compatible yet. Will probably be fixed next version.

 

 

  On 6/28/2015 at 8:28 PM, alex123 said:

I can't even run game with DynDOLOD.esp.

It looks like typical missing master crash before main menu.

I have to turn off either DynDOLOD.esp or any other large esp like ASIS.esp or Dual Sheath Redux Patch.esp

I currently have really lot of big mods like 3DNPC, Skyre, ETAC, ELFX, 4 Skyproccers...

Of course i checked your mem patch, ENB, Papyrus settings and nothing helps.

Did i run into new engine limitation nobody have had before? :)

Get SKSE 1.7.3 and add

[General]

EnableDiagnostics=1

to the skse.ini. It will then prompt a message with the missing masters before crashing.

 

  On 6/29/2015 at 12:52 AM, TheOne320 said:

Could someone please check out my error I am having with TES5Edit andDynDOLOD TexGen?

 

Thank you

Check this post for an updated file to use instead. Go back a few post for more discussion of that error.

 

 

  On 6/29/2015 at 3:57 AM, Snakestone said:

Oh alright, thats good then.

 

For those who have issues with Skyfalls+Skymills and DyndoLOD, I found a fix (well I think, it works for me). You're gonna have to uninstall Skyfalls/Mills first. Then install this and let it overwrite anything SMIM oriented (I made this with SMIM-Merged-All.esp in mind), then re-install or update DynDOLOD and let it do Dynamic and Static LODs.

 

I extracted the windmill meshes from Skymills and the comp version from SMIM. I tested it at Solitude and Whiterun and I have the big SMIM sails in LOD and when I get close to them mills. They should also be set the way Skymills had them, so they don't clip with anything (im looking at you Katla's Farm).

 

The only issue iv had is that it takes a second for the Windmill Sail at Katla's Farm to show up if you fast travel to the spot.

There should be no reason for this workaround. Just follow the manual/video.

 

SkyMills and SkyFalls works out of the box with DynDOLOD.

DynDOLOD automatically uses the SMIM SkyMills install option windmill sails with or without SkyMills.

DynDOLOD moves the windmill sail at Katlas farm to a non clipping position with or without SkyMills.

 

 

 

  On 6/29/2015 at 4:51 AM, EssArrBee said:

Hey, sheson, I forgot to ask. Did anything ever come of getting the trees on the map? I remember figuring out how to get them there a while back, but completely forgot about it.

Not directly. They just happen automatically when doing Options\trees.ultra\DynDOLOD-Trees.txt

Edited by sheson
  • 0
Posted (edited)
  On 6/29/2015 at 6:46 AM, sheson said:

Do not save changes to other mods. It means something is not compatible yet. Will probably be fixed next version.

 

So what should I do? Uninstall and reinstall Beyond Reach? Will I have to re-run DynDOLOD?

Edited by Snakestone
  • 0
Posted
  On 6/29/2015 at 6:46 AM, sheson said:

Not directly. They just happen automatically when doing Options\trees.ultra\DynDOLOD-Trees.txt

Oh, so I need full tree LODs to get them on the map. Cool.

 

Also, what is in Options\holycow? I mean it looks like a cow, but what's it's deal, man?

  • 0
Posted (edited)
  On 6/29/2015 at 6:58 AM, Snakestone said:

So what should I do? Uninstall and reinstall Beyond Reach? Will I have to re-run DynDOLOD?

Just revert the arnima.esp to its default version. Nothing else needs to be done.

 

 

  On 6/29/2015 at 7:23 AM, EssArrBee said:

Oh, so I need full tree LODs to get them on the map. Cool.

 

Also, what is in Options\holycow? I mean it looks like a cow, but what's it's deal, man?

It is the holy cow. Doesn't do anything. It just stands there and is holy.

Edited by sheson
  • 0
Posted (edited)
  Quote

Can you open console and click on both sails and check the form ids?

You know how the first 2 digest are the mod? One will belong to DynDOLOD. I am interested in the form id and the mod name of the other. 

1:  [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 74005580 <SkyFallsSkyMillsDGDBesp_01037E_DynDOLOD_LOD>

 

2:  [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 7400606C <DynDOLODesp_00330B_DynDOLOD_LOD>

Edited by adelinadragonborn
  • 0
Posted
  On 6/29/2015 at 7:58 AM, adelinadragonborn said:

1:  [74] DynDOLOD.esp \ Worldspace \ 0000003C \ 00000D74 \ Persistent \ 74005580

 

2:  [74] DynDOLOD.esp \ Worldspace \ 0000003C \ 00000D74 \ Persistent \ 7400606C

Will be fixed in next version. No idea how that sneaked back in.

You can simple remove either one to fix it in the meantime.

  • 0
Posted (edited)

 

  Reveal hidden contents

 

 

I'm having 2 hours of time now and I'll regenerate my DynDOLOD once more - after deleting my old "DynDOLOD - Output" mod, replacing the DynDOLOD.esp with the DynDOLOD.esp.bak, reinstalling SMIM (trying out the sails version this time), removing SkyFalls from my modlist, executing LOOT and regenerating my Merged and my Batched Patches... Skyproc Patchers (DSR and FNIS) I used to run after DynDOLOD generation. Let's see if these missing references show up in my DynDOLOD_Tamriel_Objects.json then... :ermm:

 

  Quote

 

I sent you a possible fix for the mill sails man. I hope it works for you. Id post it here, but I dont know if it'd be against the rules.

Thank you very much Snakestone! I'll give it a try once I regenerated everything :)

Edited by Griwildor
  • 0
Posted
  On 6/29/2015 at 10:46 AM, Lothar83 said:

Hi,

 

Just one question. Is it possible in any way to increase the resolution or details of trees in the distance?

 

Best regards.

You could either create higher resolution billboards with Tree LOD billboard creator for xLODGen or check out Options\trees.ultra\DynDOLOD-Trees.txt from the DynDOLOD download archive.

  • 0
Posted

Just like to say a huge thank you to Sheson for DynDOLOD, I am running it at 512 and almost no FPS loss and the game looks incredible, it took around 45 minutes to generate the LODs using the STEP recommended twin SSD setup, I set my output folders to my system disk to minimise the IO on any given SSD.

A thank you to the STEP team too for greatly simplifying the task.

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.