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Oliver

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Everything posted by Oliver

  1. But 3D LOD trees haven't shadows, and at clear day look brighter then real trees.
  2. LOD brigthness take effect only billboard trees, how I can change 3D LOD trees? I use last EVT SSE.
  3. How to select several worlds in advanced mode?
  4. 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
  5. 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?
  6. Also I use Majestic Mountain and Realistic Water Two Pure Waterfalls with xLODgen with DynDoLOD
  7. Yes, I read this. But why xLODgen solve the problem? DynDoLOD has Large Ref fix and based on xLODgen but can't resolve.
  8. 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.
  9. 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?
  10. It's not a LOD, not modifed mesh. It's new game, DynDoLOD generated for curret load order (rules High) and sucsessfully initialized.
  11. Solitude windmill have dubble fan, one is part of swindmill.nif, other is from DynDoLOD
  12. I had same problem with random errors and increase swap help me too. Was 16Gb RAM and 1Gb swap, now 3Gb swap.
  13. If I pack DynDOLOD Resource in BSA, it's work properly?
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