sheson Posted September 25, 2019 Author Posted September 25, 2019 (edited) 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 September 25, 2019 by sheson
Oliver Posted September 26, 2019 Posted September 26, 2019 (edited) 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 September 26, 2019 by Oliver
sheson Posted September 26, 2019 Author Posted September 26, 2019 (edited) 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 September 26, 2019 by sheson 1
Oliver Posted September 26, 2019 Posted September 26, 2019 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.
sheson Posted September 26, 2019 Author Posted September 26, 2019 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.
Oliver Posted September 26, 2019 Posted September 26, 2019 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.
sheson Posted September 26, 2019 Author Posted September 26, 2019 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.
Oliver Posted September 26, 2019 Posted September 26, 2019 (edited) 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 with DynDoLOD Edited September 26, 2019 by Oliver
sheson Posted September 26, 2019 Author Posted September 26, 2019 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.
Soulmancer Posted September 27, 2019 Posted September 27, 2019 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 TexturesSSE Terrain GenDynDoLod ResourcesMajestic Mountain LODsLODGen Textures for Cathedral LandscapesBruma Tree Billboards Which should I/can I disable after Terrain, Objects, Trees or Occulsion is completed? Thanks
sheson Posted September 27, 2019 Author Posted September 27, 2019 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.
Soulmancer Posted September 27, 2019 Posted September 27, 2019 (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 September 27, 2019 by Soulmancer
sheson Posted September 27, 2019 Author Posted September 27, 2019 "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 nowThat 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.
Oliver Posted September 27, 2019 Posted September 27, 2019 (edited) 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 =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 questionWhy 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 September 27, 2019 by Oliver
sheson Posted September 27, 2019 Author Posted September 27, 2019 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. 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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