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Shizof

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Everything posted by Shizof

  1. Hi, I have some headroom, and I'm trying to get Full mountain models as much as possible to prevent mountain/cliff meshes to switch from Level0 to Full right in front of me. I ran dyndolod so many times, but I can't seem to get working Full(in LOD4 level) + LOD in other levels or Full in all levels so that no lod used at all etc. If I select Full in any of the LOD level settings in dyndolod mesh rules, I get full white or almost no mesh mountains. For example, with these settings: mountain - Full, Level1, Level 2, Level 0, WWD, FarLOD, Replace : I get this white mountains. when I get close, they turn normal. I used this back then with no issues, but it's not good now. I feel like this has something to do with the simplicity of snow shaders etc. But I'm not sure because it works great everywhere unless full models are tried to be used at LOD levels. I also tried Full, Full, Full, Level0, WWD, FarFull, Unchanged, this works better with what I want but when I do this, the mountains get white models until they are somewhat close. They are fine after, but it happens each time the game is opened. Also this is more taxing than I want. I tried many combinations with Full in some, FarFull, full in all etc. but I can only get no bug mountains if I use mountain - Level0, Level1, Level2, Level0, WWD, FarLOD, Unchanged which has Full to Level0 switch at LOD4 level I'm trying to avoid. I even tried these settings: mountain - None, None, None, Level 0, WWD, NeverFadeFull, Unchanged: I get this smoothed mesh mountains with no rocks. Do you know of a good mesh rule to use Full model in most of the LOD levels without these mesh problems? I think I can find it if I spend a few more days running combinations, but I thought I should ask first. In the mean time I'll run dyndolod with other Reference settings like "KeepBoth" to see if there is any difference. Edit: I tried KeepBoth with Full, Full, Level0, Level0 etc. and it had the same white mountains issue. I tried mountain - Full, Full, Full, Level0, No flags, NeverFadeFull, Copy and it seems to fix the white mountains bug. Of course all the mountains are now full model (I'll try more to see if I can do the same with distant lod), but I think the issue was the use of VWD flag? I also set similar settings for "cliff", but I still see some mountain cliffs change when I get close. I'm not sure why that happens. Thanks in advance!
  2. Yes. That fixes the issue too. Thanks!
  3. Tested it. The issue doesn't happen when uLargeRefLODGridSize=7. Only when it's 5. Tested both again to confirm.
  4. I just didn't want to waste your time any more than I already have with probably another useless screenshot with the null texture. I would be more than happy to take a screenshot with more informative console or give the formid if that's what you need. You didn't ask me for a screenshot or formid until I posted one for showing the distance where full mesh and lod both are shown. Here it is: https://imgur.com/a/Uo3cEsK both bridges that has this issue in whiterun. Let me know if you need anything else. Using full model for object lod pushes the problem further. Obviously doesn't fix anything. I read all the links related to subject, but couldn't figure out the reason.
  5. I took those screenshots to show you the distance, not the actual flickering or the issue. I had started to rerun dyndolod with lods without texture to make it more visible that both objects are there, but I stopped it. It's a waste of time. Instead I rerun dyndolod after adding rules to use Full mesh for meshes from that mod for LOD4 which makes the issue gone.
  6. That's not what's happening. If I stay at that zone which is a big distance, it's always both of them, no matter how long I wait at that zone or no matter if I save, close the game, and load again etc. It's not while waiting Full models to load, it's all the time. I tried tll command to check lods disappearing to confirm the issue. Here's two screenshots where the flicker is happening: https://imgur.com/a/m7Lf3zI The bridge here. Note that between these two distances, both full model and lod are showing no matter how long I wait or if I save and close the game and open it again. It's like a big overlap of LOD and Full Model showing distances.
  7. Here are the log files: https://ufile.io/s8k6gkh2 I'm using DynDOLOD DLL NG with latest alpha 150. High option with a few additions. And large reference bugs workarounds is selected while running DynDOLOD. Also it's checked in MCM. It's like this approaching the mesh: |LOD----------------|----Full Mesh+LOD----|----------------Full Mesh| It shows Full Mesh+LOD for a while when approaching. If I just stay in that middle distance, it's always both of them. Note that I have uLargeRefLODGridSize set to 5. So this may not be large reference bug, since large reference system must be disabled normally according to your guides and faq. After some testing I found some other meshes in the world that has this bug (full mesh appearing at the same time as lod when I approach it), not just Northern Roads (this was just the first thing I noticed). Like for example mountain sides smoothly convert from lod to full mesh before my eyes which can only happen if both of them were showing at the same time I think (But this doesn't happen all the time). I'm using ERM - Enhanced Rocks and Mountains and its dyndolod addon and recommended lod settings. I'm testing it on a brand new save game and made sure I saw dyndolod initialized message before doing the tests.
  8. Hi, I'm not sure if this has been reported before, but Northern roads modifies bridges in the game and they are causing large reference bug. The most noticeable ones are whiterun bridges. Whiterun Bridge lod meshes are misaligned which I fixed it by fixing the lod meshes, but that's how I first noticed both full model and lod appearing together. Apparently that's called large reference bug and that's why I'm here to report and ask how to fix it. I tried dyndolod's large reference fix option on and off, ignore large references setting on and off, but nothing fixes it. I am guessing something needs to be done on the mod Esp for it. What do you recommend? Should I try to move those records to a master esm file? Or is there another fix for it? Or simply not bother and add dyndolod records to always show the full mesh?
  9. This fixed it immediately Sheson! Thanks for the fast reply! I was trying 7 because of cliffs anyway. And now cliff change is so minimal, it's very hard to notice.
  10. Hello, to fix the mountain lod changing problem when I get close, I added \landscape\mountain and set it to Full Model/Static LOD8/Static LOD16 - Far LOD - Replace (Tried Unchanged first, no difference), I also did the same for the cliffs which are the main issue for me, they change suddenly: https://ibb.co/qgLcHBS It really worked. And I don't see any performance difference. The only issue I see is the snowy parts which appear in the distance don't exist when I get close(Not really a problem). And for a certain distance the snowy parts are flickering(This is the problem). So I'm guessing the full model dyndolod is showing and the real full model are overlapping at some point when the lod is about to show and causing this issue. It stays like this for that buffer distance. It's not a temporary flickering, flickering continues as long as I'm in that buffer distance. So it's like this: When I'm far away (No issue, cliffs have snow) ---------> At this distance snowy parts are flickering like a mesh overlap ---------> When I'm close (No issue, cliffs don't have snow) Snowy parts are flickering: https://ibb.co/pW14T97 Circled with red: https://ibb.co/yhZpS8F When I get close: https://ibb.co/TwJJsc9 What do you suggest I should do to fix this? Is there a solution? I'm not using majestic mountains. No better dynamic snow. Only a simple mountain texture replacer. Thank you in advance.
  11. And what is your recommendation? With this build Directx 9 vram limit is finally gone for windows 10. Many were waiting for this update and this issue is really bad because it'll kill MO for windows 10. Is there any setting we can turn off in windows with God Mode or something so it works again?
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