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Posted (edited)
  On 9/25/2019 at 8:54 PM, Oliver said:

Yes

 

swindmill.nif must be modified, because there should be 4 alternative textures (WM Rotator:0, WM Rotator:17, WM Rotator:1, WM Rotator:25) listed in DynDOLOD.esp and not just one.

 

Check with xEdit Asset Browser (CTRL+F3) which BSA supplies swindmlll.nif. The first one listed wins. If it is Data then it is a loose file. Then use MO right Data tab to find the mod supplying it.

Edited by sheson
Posted (edited)
  On 9/25/2019 at 10:15 PM, sheson said:

swindmill.nif must be modified, because there should be 4 alternative textures (WM Rotator:0, WM Rotator:17, WM Rotator:1, WM Rotator:25) listed in DynDOLOD.esp and not just one.

 

Check with xEdit Asset Browser (CTRL+F3) which BSA supplies swindmlll.nif. The first one listed wins. If it is Data then it is a loose file. Then use MO right Data tab to find the mod supplying it.

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?

Edited by Oliver
Posted (edited)
  On 9/26/2019 at 2:51 PM, Oliver said:

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?

Either one will work. Check the log for errors/warnings, though it's possible there aren't any about this particular NIF or any at all.

 

Something was wrong with the NIF when DynDOLOD was generated. The 3D Index of 98 doesn't really make much sense.

 

There should 4 entries with 3D Index 7, 8, 9, 10 for the vanilla NIF or 11, 12, 13, 14 for the NIF from the unofficial patch.

 

Try generating again from scratch.

Edited by sheson
  • +1 1
Posted

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.

Posted
  On 9/26/2019 at 4:43 PM, Oliver said:

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.

FAQ: Game: Out of place objects / floating objects / flickering full models 
 
A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.
Posted
  On 9/26/2019 at 5:06 PM, sheson said:

 

FAQ: Game: Out of place objects / floating objects / flickering full models 
 
A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.

 

Yes, I read this. But why xLODgen solve the problem? DynDoLOD has Large Ref fix and based on xLODgen but can't resolve.

Posted
  On 9/26/2019 at 5:11 PM, Oliver said:

Yes, I read this. But why xLODgen solve the problem? DynDoLOD has Large Ref fix and based on xLODgen but can't resolve.

You have not provided any information about the issue, so nobody actually knows what it is that is flickering or why.

 

xLODGen does not do dynamic/animated LOD. xLODGen does not have thousands of new LOD models.

Posted (edited)
  On 9/26/2019 at 5:36 PM, sheson said:

You have not provided any information about the issue, so nobody actually knows what it is that is flickering or why.

 

xLODGen does not do dynamic/animated LOD. xLODGen does not have thousands of new LOD models.

Also I use Majestic Mountain and Realistic Water Two

 

Pure Waterfalls

 

with xLODgen

rRe4BAfthoQ.jpg

 

 

with DynDoLOD

NZ8caSaiLJM.jpg

Edited by Oliver
Posted
  On 9/26/2019 at 7:34 PM, Oliver said:

 

 

A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.

 

If the large reference bugs are the cause, check the log for the list of plugins/references causing them. Either leave large references turned off or remove the overwrites from the plugins or convert the plugins to ESMs.

Posted

Btw is there a criteria/guideline for what should remain enabled, or be disabled after dyndolod and xlodgen is ran?  There seem to be some inconsistencies as I have quite a few mods that seem to be dedicated to LODs.

 

HD Lod Textures

SSE Terrain Gen

DynDoLod Resources

Majestic Mountain LODs

LODGen Textures for Cathedral Landscapes

Bruma Tree Billboards

 

Which should I/can I disable after Terrain, Objects, Trees or Occulsion is completed?

 

Thanks

Posted
  On 9/27/2019 at 4:10 AM, Soulmancer said:

Btw is there a criteria/guideline for what should remain enabled, or be disabled after dyndolod and xlodgen is ran?  There seem to be some inconsistencies as I have quite a few mods that seem to be dedicated to LODs.

Nothing should be disabled. Previously made / 3rd party LODs should be overwritten. If there are inconsistencies in the included instructions let me know. Keep in mind that the instructions do not list the millions of things that should not be done.

Posted (edited)

"Resource textures for advanced modders who wish to generate their own terrain LOD using xLODGen. Use with MO2, selectively enable overwriting main Cathedral Landscape textures *only* while generating terrain LOD. Disable these textures before playing."

 

I am more confused now. What issues can arise from leaving something enabled, or disabled once DynDoLoD and xlodgen ouputs have been generated and enabled with priority overwrite.

Edited by Soulmancer
Posted
  On 9/27/2019 at 5:53 PM, Soulmancer said:

"Resource textures for advanced modders who wish to generate their own terrain LOD using xLODGen. Use with MO2, selectively enable overwriting main Cathedral Landscape textures *only* while generating terrain LOD. Disable these textures before playing."

 

I am more confused now

That is not from the official DynDOLOD or the xLODGen instructions.

 

If there are questions about third party mods/instructions which are not part of the official DynDOLOD/xLODGen docs, you need to ask their author. 

 

The answer seems obvious: Cathedral Landscapes has specially prepared landscape textures with baked-in grass for terrain LOD generation only. It is mentioned in its description.

Posted (edited)
  On 9/26/2019 at 9:10 PM, sheson said:

A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.

 

If the large reference bugs are the cause, check the log for the list of plugins/references causing them. Either leave large references turned off or remove the overwrites from the plugins or convert the plugins to ESMs.

uLargeRefLODGridSize=11 look better

FaDSW6_KFnA.jpg

 

=5

tbzgeCkzsGQ.jpg

 

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
  On 9/26/2019 at 5:11 PM, Oliver said:

Why xLODgen solve the problem? DynDoLOD has Large Ref fix and based on xLODgen but can't resolve.

Rocks are flickering, it's staic object. Why I have different result?

 

 

Edited by Oliver
Posted
  On 9/27/2019 at 7:25 PM, Oliver said:

I repeat my question

 

Rocks are flickering, it's staic object.

Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.

 

Without an answer to the first troubleshoot step it makes no sense to check anything else.

 

  On 9/27/2019 at 7:25 PM, Oliver said:

Why I have different result?

Already asked and already answered: xLODGen does not do dynamic/animated LOD. xLODGen does not have thousands of new LOD models.

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