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Posted
  On 5/30/2019 at 1:44 PM, MOUNTAIN said:

 

Thanks for the greatest mod.

But..I'm experiencing these weird 3d tree lods after update my dyndolod with recently released dyndolod standalone 2.63. Other lod seems fine but only 3d tree lods.

I already installed tree billboards and checked them fine. Reinstalled dyndolod too. Can I get your opinion about this problem?

 

 

Those are billboards. I can not tell if they are done as traditional tree LOD or in object LOD.

 

 
FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees 
 
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. 
 
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.
 
=======================================================================
 
FAQ: Game: Tree LOD: LOD trees textures cut off mid-way
 
A: The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.*
 
A: Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods. 
Posted

Hi,

 

 

Whatever I change when generating DynDOLOD (medium; high) + TexGen, of course.

 

At Solitude harbour, the main Solitude tower always flickering for me, till I reach a relatively closer look:

 

 

7FQ7fls.jpg

 

 

ATM, I have no idea why?

And, how can solve it?

 

 

Thanks!

Posted
  On 5/31/2019 at 5:01 PM, kranazoli said:

Hi,

 

 

Whatever I change when generating DynDOLOD (medium; high) + TexGen, of course.

 

At Solitude harbour, the main Solitude tower always flickering for me, till I reach a relatively closer look:

 

 

 

 

 

ATM, I have no idea why?

And, how can solve it?

 

 

Thanks!

Sounds like large reference bugs. Set uLargeRefLODGridSize=5 in SkyrimPrefs.INI to check if it goes away.

Posted
  On 5/31/2019 at 6:37 PM, sheson said:

Sounds like large reference bugs. Set uLargeRefLODGridSize=5 in SkyrimPrefs.INI to check if it goes away.

I have set it to:

 

uLargeRefLODGridSize=11

 

So, set a lower value?!

 

Okay, I'll try...

 

(I use ULTRA settings)

Posted (edited)
  On 5/31/2019 at 11:20 PM, kranazoli said:

I have set it to:

 

uLargeRefLODGridSize=11

 

So, set a lower value?!

 

Okay, I'll try...

 

(I use ULTRA settings)

Done it.

 

Firstly it looked solved that issue. But...

Interesting and strange. I do not have issue like that just that point.

 

I made a video with uLargeRefLODGridSize=11

 

https://www.youtube.com/watch?v=IluoZE9jpog&feature=youtu.be

 

And later with uLargeRefLODGridSize=5

 

https://www.youtube.com/watch?v=-9NR1NVs8pQ&feature=youtu.be

 

 

I do not understand. :/

Edited by kranazoli
Posted
  On 6/1/2019 at 12:15 AM, kranazoli said:

Done it.

 

Firstly it looked solved that issue. But...

Interesting and strange. I do not have issue like that just that point.

 

I made a video with uLargeRefLODGridSize=11

 

https://www.youtube.com/watch?v=IluoZE9jpog&feature=youtu.be

 

And later with uLargeRefLODGridSize=5

 

https://www.youtube.com/watch?v=-9NR1NVs8pQ&feature=youtu.be

 

 

I do not understand. :/

The videos are unavailable, though I already know how the large reference bugs look and work.

 

The large reference bugs of Skyrim Special Edition are explained in the DynDOLOD manual.

Posted (edited)
  On 6/1/2019 at 5:51 AM, sheson said:

The videos are unavailable, though I already know how the large reference bugs look and work.

 

The large reference bugs of Skyrim Special Edition are explained in the DynDOLOD manual.

I admit, I am not really used to upload videos. I just didn't wanted to make it public. I changed them private.

I'll look what can I do...

 

Thanks, I'll search for that large reference bugs.

 

I changed private mode to not public.

Now, are videos available?

 

(I do not want to be YouTuber)

 

https://www.youtube.com/watch?v=IluoZE9jpog&feature=youtu.be

 

https://www.youtube.com/watch?v=-9NR1NVs8pQ&feature=youtu.be

Edited by kranazoli
Posted
  On 6/1/2019 at 5:51 AM, sheson said:

The videos are unavailable, though I already know how the large reference bugs look and work.

 

The large reference bugs of Skyrim Special Edition are explained in the DynDOLOD manual.

I read the manual, but I do not really found any solution of that Large Refernce bug.

That meant, there's no solution issue like that?

 

We have to live, that game is Skyrim?

Posted (edited)
  On 6/1/2019 at 8:04 AM, kranazoli said:

I read the manual, but I do not really found any solution of that Large Refernce bug.

That meant, there's no solution issue like that?

 

We have to live, that game is Skyrim?

From first post:

This is called beta because Skyrim Special Edition is still plagued by mods triggering large reference bugs. Until that can be easily resolved there is no pro-active testing and support of mods.

 

 

 

From DynDOLOD_Manual_SSE.html:

Currently, the only option to mitigate all bugs is to turn large references off as the system is pretty much fubar - like most of the new and "improved" features in Skyrim Special Edition. Some bugs can be mitigated by converting plugins from ESP (plugin) to ESM (masterfile), but in reality it requires discipline and testing by mod authors to stay clear of making certain type of changes to certain existing large references to not cause texture flicker.

 

 

Technically the bugs are caused by (visually) incompatible plugins. "Fix" (e.g. remove the large reference edits or convert to ESM) or remove the plugins triggering the bugs. Or turn the large references off.

Edited by sheson
Posted
  On 6/1/2019 at 9:47 AM, sheson said:

From first post:

This is called beta because Skyrim Special Edition is still plagued by mods triggering large reference bugs. Until that can be easily resolved there is no pro-active testing and support of mods.

 

 

 

From DynDOLOD_Manual_SSE.html:

Currently, the only option to mitigate all bugs is to turn large references off as the system is pretty much fubar - like most of the new and "improved" features in Skyrim Special Edition. Some bugs can be mitigated by converting plugins from ESP (plugin) to ESM (masterfile), but in reality it requires discipline and testing by mod authors to stay clear of making certain type of changes to certain existing large references to not cause texture flicker.

 

 

Technically the bugs are caused by (visually) incompatible plugins. "Fix" (e.g. remove the large reference edits or convert to ESM) or remove the plugins triggering the bugs. Or turn the large references off.

But, the only info I found how to turn it off was:

 

"the most left position (5) turns it off.

The equivalent setting is in SkyrimPrefs.ini

[General] uLargeRefLODGridSize=number of cells"

 

My 2nd video show, what's happen if I set it.

Far distant is OK, but when I reach the point where with 11 issue has gone away, with 5 the issue is again flickering.

Less "ugly", but didn't solve that bug.

 

I do not really know which plugin trigger that issue.

 

I got to used, that the name of the game is Skyrim, developed by Bugthesda. Most of the time, I am not at Solitude, so I leave that bug, as well, with others.

(for instance water issues)

 

But, really thanks of your effort!

Posted
  On 6/1/2019 at 10:13 AM, kranazoli said:

But, the only info I found how to turn it off was:

 

"the most left position (5) turns it off.

The equivalent setting is in SkyrimPrefs.ini

[General] uLargeRefLODGridSize=number of cells"

 

My 2nd video show, what's happen if I set it.

Far distant is OK, but when I reach the point where with 11 issue has gone away, with 5 the issue is again flickering.

Less "ugly", but didn't solve that bug.

 

I do not really know which plugin trigger that issue.

 

I got to used, that the name of the game is Skyrim, developed by Bugthesda. Most of the time, I am not at Solitude, so I leave that bug, as well, with others.

(for instance water issues)

 

But, really thanks of your effort!

 

 

The second video shows the typical LOD to full model "transition". The engine always worked like this.

 

When new cells attaches, it first loads all the full models, then the object LOD is disabled. That means for a brief moment both models show.

 

There is nothing new and it did not change in Skyrim Special Edition either. DynDOLOD does not change how the engine works.

Posted

Hi when I try to generate 3D tree lods in SSE I am getting a CTD when I go outside with the DynDOLOD plugins activated.  I've tried reinstalling the resource pack and that has not helped.  I have also tried just generating the 3D lods without any mods installed and am still CTDing on going outside.

Posted
  On 6/2/2019 at 4:20 AM, captinjoehenry said:

Hi when I try to generate 3D tree lods in SSE I am getting a CTD when I go outside with the DynDOLOD plugins activated.  I've tried reinstalling the resource pack and that has not helped.  I have also tried just generating the 3D lods without any mods installed and am still CTDing on going outside.

FAQ: Game: ILS or CTD
 
A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. 
 
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. 
 
A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. 
Posted (edited)
  On 6/1/2019 at 11:06 AM, sheson said:

The second video shows the typical LOD to full model "transition". The engine always worked like this.

 

When new cells attaches, it first loads all the full models, then the object LOD is disabled. That means for a brief moment both models show.

 

There is nothing new and it did not change in Skyrim Special Edition either. DynDOLOD does not change how the engine works.

Sry for the late response, I was busy nowdays...

 

Okay, first of all I am happy I have managed to solve video issue on YT.

So, as you see both version is buggy. (11 or 5)

 

5 is shocked me for a couple of minutes. :)

I thought it's okay.

 

So, ATM we(I) "have to" choose which version is resonable for me?

 

Which one do you recommend.(In general game)

 

I do not really know what uLargeRefLODGridSize is.

So, if set it 5 will I miss something from the game visual?

 

Thank You!

Edited by kranazoli

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