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Solstheim DLC2TreePineShortHeavySnow(01) full meshes not unloading (Large Ref issue)


Question

Posted (edited)

I have an issue with Solstheim trees the full tree models are not unloading. Now this is not a DynDoLOD issue per se its an issue with SSE's Large Reference Grid but it does cause problems with DynDoLOD (surprise, surprise)

 

Both the DLC trees DLC2TreePineShortHeavySnow and DLC2TreePineShortHeavySnow01 are affected, trees derived from Skyrim.esm are not.

 

What happens is either they simply do not unload so you get full model trees dotted all over the LOD or you get the full model trees and LOD trees simultaneously.

 

Now with billboard trees this is not so much a problem (aside from the obvious performance issues of unloaded full meshes) because they don't occupy the same space but if I generate hybrid trees (part 2d trunk/3d leaves) - these do conflict with the existing full model trees and the result is horrendous flickering (z-fighting?) trees all over the landscape.

 

Its definitely a Large Reference issue if I move the slider to the left/uLargeRefLODGridSize = 5 - the problem goes away... enabling/disabling the "Large Reference Fix" in MCM makes no difference.

 

Just wondered if anyone else was experiencing the same?

 

(this Large Reference business is indeed fubar)

Edited by soupdragon

5 answers to this question

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Posted

The 3D object LOD for the STAT trees that are also large refs should unload if nothing overwrites a large ref in that cell. It seems there is a bug in LODGen that prevents it from setting the flag correctly in the static object LOD meshes. Will be fixed next version.

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Posted (edited)

Get DynDOLOD 2.41 beta that should fix the issue.

 

You do not need to generate everything again.

 

Backup the files in ..DynDOLOD\Edit Scripts\Export\ folder before installing the new version. Then restore them.

 

Then edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and set Expert=1, then start DynDOLOD, select the Solstheim worldspace and click Execute LODGen.exe button to rerun the static object LOD generation with the existing export file.

 

Then just overwrite the old *.bto meshes with the new ones from the output folder.

Edited by sheson
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Posted

First of all I want to say thank you for the remarkably quick update I wasn't expecting anything so fast and for the continued support and development.

 

The update has fixed the flickering its gone and there are no more dual full mesh/hybrid trees anymore so thats great.

 

The 3d trees in question appear to have no trunks now though only leaves. You don't really notice it from a distance so its not a big deal but I thought I'd mention it. The 2d tree equivalent when generated are a mixture of flat 2d trees and 3d leaves... again its odd but not really problem.

 

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Posted

First of all I want to say thank you for the remarkably quick update I wasn't expecting anything so fast and for the continued support and development.

 

The update has fixed the flickering its gone and there are no more dual full mesh/hybrid trees anymore so thats great.

 

The 3d trees in question appear to have no trunks now though only leaves. You don't really notice it from a distance so its not a big deal but I thought I'd mention it. The 2d tree equivalent when generated are a mixture of flat 2d trees and 3d leaves... again its odd but not really problem.

 

The trunk missing is by intention - its to reduce number of triangles. As you mentioned, it is not noticeable from a distance and this is what LOD models are all about.

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