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Posts
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Everything posted by Oliver
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But 3D LOD trees haven't shadows, and at clear day look brighter then real trees.
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LOD brigthness take effect only billboard trees, how I can change 3D LOD trees? I use last EVT SSE.
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How to select several worlds in advanced mode?
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uLargeRefLODGridSize=5 problem goes away, I think it's axiom and needn't check it. Yes it is. I haven't flickering without tis mod. PWwaterfall.zip
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uLargeRefLODGridSize=11 look better =5 Last log: [00:05:15.963] Checking for plugins causing texture z-fighting flicker because of large references bugs.[00:05:15.989] No large reference is overwritten by an esp. I repeat my question Rocks are flickering, it's staic object. Why I have different result?
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Also I use Majestic Mountain and Realistic Water Two Pure Waterfalls with xLODgen with DynDoLOD
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Yes, I read this. But why xLODgen solve the problem? DynDoLOD has Large Ref fix and based on xLODgen but can't resolve.
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I have one more problem. I use ported version of Pure Waterfalls, in description for Oldrim autor say "Some minor flickering/clipping may appears but nothing important." and I have flickering some rocks near watelfalls (LOD/Full), uLargeRefLODGridSize=11. If I generated objects by xLODgen flickering dissapear, but if generate dy DynDoLOD it's isn't dissapear.
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At first sight vanilla mesh and from USSEP is identical, I havn't another mesh, not in BSA, not loose. I don't undestend trouble in mesh or in DynDoLOD.esp?
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It's not a LOD, not modifed mesh. It's new game, DynDoLOD generated for curret load order (rules High) and sucsessfully initialized.
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Solitude windmill have dubble fan, one is part of swindmill.nif, other is from DynDoLOD
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I had same problem with random errors and increase swap help me too. Was 16Gb RAM and 1Gb swap, now 3Gb swap.
- 31 replies
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- DynDOLOD 2
- error
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(and 1 more)
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If I pack DynDOLOD Resource in BSA, it's work properly?
- 2,309 replies