sm0kem Posted April 3, 2018 Posted April 3, 2018 Well, uLargeRefLODGridSize=5 fixes it. In fact anything upto 9 (inclusive) is fine. However, 10 to 21 will cause this problem. One more thing i've noticed is, it only affects the nearest LOD levels (4 i believe), meaning that if I go further away, LOD switches to the lower level (8?), and roof becomes visible again.
sheson Posted April 3, 2018 Author Posted April 3, 2018 (edited) Well, uLargeRefLODGridSize=5 fixes it. In fact anything upto 9 (inclusive) is fine. However, 10 to 21 will cause this problem. One more thing i've noticed is, it only affects the nearest LOD levels (4 i believe), meaning that if I go further away, LOD switches to the lower level (8?), and roof becomes visible again. Only LOD 4 "knows" about large references, so it is possible if the uLargeRefLODGridSize is greater than how far LOD 4 goes (e.g. where LOD 8 starts) things get wierd. I never actually tested that specifically. Probably because large references are already pretty much broken in LOD 4 anyways if using any mods that modify the worldspace. Edited April 3, 2018 by sheson
sheson Posted April 3, 2018 Author Posted April 3, 2018 (edited) Not that we expected anything different from Bethesda, but the update to version 1.5.39.0.8 still did not fix the large reference bug or the broken tree LOD reflections and most likely none of the other well known and documented bugs that should have been fixed years ago already. Shame. Edited April 3, 2018 by sheson
sm0kem Posted April 3, 2018 Posted April 3, 2018 Uhuh... Another big "FU players" update, that achieved nothing but breaking what was already working (skse, dll loaders)
sm0kem Posted April 4, 2018 Posted April 4, 2018 @Sheson, So unfortunately, after more testing, i can confirm that lowering large references didn NOT fix the issue. It just shifted the distance and view angle. Basically, now it appears when i am much closer. Definitely something is wrong with LOD4 and large ref
sheson Posted April 4, 2018 Author Posted April 4, 2018 @Sheson, So unfortunately, after more testing, i can confirm that lowering large references didn NOT fix the issue. It just shifted the distance and view angle. Basically, now it appears when i am much closer. Definitely something is wrong with LOD4 and large ref There is nothing wrong with the LOD BTO you uploaded. The roof, tower and porch are all one "large reference" supermesh that all unload at the same time. So you should tfc to the building when the roof is missing, but the stone tower and porch is still there, so we can see if those are LOD or not. Make a screenshot, then type tll and make a screenshot again. Then go close so everything is in the loaded cells, get form ids of the objects and look them up in xEdit to see what mods are doing to them.
sm0kem Posted April 4, 2018 Posted April 4, 2018 (edited) Sounds like game plan. Will do tonight and report. Almost feels like there is an occlusion plane cutting mesh in half Edited April 4, 2018 by sm0kem
sm0kem Posted April 5, 2018 Posted April 5, 2018 There is nothing wrong with the LOD BTO you uploaded. The roof, tower and porch are all one "large reference" supermesh that all unload at the same time. So you should tfc to the building when the roof is missing, but the stone tower and porch is still there, so we can see if those are LOD or not. Make a screenshot, then type tll and make a screenshot again. Then go close so everything is in the loaded cells, get form ids of the objects and look them up in xEdit to see what mods are doing to them. Here are the screenshots up close with LOD on and off: https://i.imgur.com/p7mYnYa.pnghttps://i.imgur.com/edH07QH.png
sm0kem Posted April 5, 2018 Posted April 5, 2018 Checked stone tower (one that remains visible at full mesh) and two wooden structures (ones that disappear), and there is nothing overriding them at all. Just vanilla Skyrim.esm records.
sheson Posted April 5, 2018 Author Posted April 5, 2018 Checked stone tower (one that remains visible at full mesh) and two wooden structures (ones that disappear), and there is nothing overriding them at all. Just vanilla Skyrim.esm records. I think I found the problem. I will have a new beta version for you to test some time later today.
sheson Posted April 5, 2018 Author Posted April 5, 2018 Sounds good. Thanks man Get DynDOLOD Standalone 2.36 beta 11 from first post. That should hopefully fix that problem.
sm0kem Posted April 5, 2018 Posted April 5, 2018 (edited) Quick test of the save that i used to reproduce the issue is looking good. All meshes seem to showing fine now, thank you very much. I will do a more thorough testing later on and report any issues. Few questions;1. What's the difference between generate texture atlas in dyndolod vs texgen output? If both are needed, do they have to have matching resolutions?2. What large ref settings do you recommend?3. What was the issue, was it the mesh with windows? Edited April 5, 2018 by sm0kem
sheson Posted April 6, 2018 Author Posted April 6, 2018 (edited) Quick test of the save that i used to reproduce the issue is looking good. All meshes seem to showing fine now, thank you very much. I will do a more thorough testing later on and report any issues. Few questions; 1. What's the difference between generate texture atlas in dyndolod vs texgen output? If both are needed, do they have to have matching resolutions? 2. What large ref settings do you recommend? 3. What was the issue, was it the mesh with windows? 1. TexGen generates single LOD textures. The texture atlas is one big texture with all the single texture combined. The TexGen size sets the size of a single LOD texture. The Max Tile drop down is a filter setting, any texture larger than that will not be used on the atlas, it will be used directly. 2. Depends on the used plugins and how much they edit existing large references and how much the visual problems bother you. Obviously, dynamic LOD already somewhat covers what large references tries to accomplish, without the bugs and with less performance impact for many more objects and more importantly also for new objects and worlds added by mods. Like most new "improved" features of Skyrim SE it's probably best to be disabled. 3. Large reference data in DynDOLOD.esm was not generated correctly in case generating DynDOLOD is not checked Edited April 6, 2018 by sheson 1
Lightsourced Posted April 7, 2018 Posted April 7, 2018 I installed all the most current prerequisites, however, I keep getting the following errors: "Dyndolod requires dyndolod plugins version 2.30" "Requires Papyrus Util64 3.3"
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