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Multiple LODs occupying the same spot


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Posted

Hi there, I have been using DynDOLOD to generate lods for Skyrim SE, I am using the latest version of SKSE, DynDOLOD, PapyrusUtil etc.

Attached are the one of the two examples I have found. Two meshes ontop of each other with different textures, the other one being the college bridge which also shows a lot of z-fighting, haven't found anything on this so asking.

post-14094-0-64310400-1553446713_thumb.jpg

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Posted (edited)

The picture seems to show the full model and LOD model being loaded at the same time.

 

So this is most likely the large references bugs, which are explained in the documentation. There is also a report of mods and references causing these bugs at the end of the log.

 

Set the Large Object Distance slider to the very left in the launcher Advanced / View Distance to see if the problem goes away.

Also turn off the Large Reference Fix in the DynDOLOD SkyUI MCM as explained in the manual.

Edited by sheson
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Posted

Thank you for the help but I am not sure that is the issue, the mismatched lod seems baked together, and I don't think any of the overlapping models are the full model. I have done what you said regarding both the INI and in game MCM settings, I still have the issue. It looks a bit different because I didn't bake the lod textures but it is still a mismatch.

post-14094-0-42818300-1553453629_thumb.jpg

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Posted (edited)

Thank you for the help but I am not sure that is the issue, the mismatched lod seems baked together, and I don't think any of the overlapping models are the full model. I have done what you said regarding both the INI and in game MCM settings, I still have the issue. It looks a bit different because I didn't bake the lod textures but it is still a mismatch.

You can turn off/on static object/tree/terrain LOD by typing tll in console. If both go away because they are LOD models, it means there must be also two full models. Go close to make it load the full models, click onto one to get its form id in console, type disable so it goes away, click the other one and get its form id as well. With the forms ids we can find out which plugins place the models.

 

If only one goes away with tll, the one left standing must be a reference that shows a form ID in console if you click it. Again, use the form to find out the plugin which places it there.

 

The first two numbers of the form are hex the load order of the plugin that adds the reference. Use the form id to look up the reference(s) in xEdit.

Edited by sheson
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Posted (edited)

I tried it, sadly one model was there, thought it might be another object atlas but its not that it either it seems

One model was there when, how? You mean when you go close there is only one full model that you can disable and then there is nothing else?

 

What is its form ID? Comparing the first picture to the second one, it actually looks like there are two full models. Ergo there are two LOD models.

 

Click  a full model, get its form id, then "disable" it in console, then there should be a second full, get its form id as well. Let us know the form ids and their plugins.

Edited by sheson
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Posted

I'll try a bit more tomorrow, but basically no, when walking up to the tower with the player character there is definitely only one model (or parts of a model) that can be disabled, the image is taken with a detached camera to better highlight the issue where it seems like two meshes are ontop each other when only the lod is loaded in. 

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Posted

I'll try a bit more tomorrow, but basically no, when walking up to the tower with the player character there is definitely only one model (or parts of a model) that can be disabled, the image is taken with a detached camera to better highlight the issue where it seems like two meshes are ontop each other when only the lod is loaded in. 

The first picture shows the full model of the top tower or not? That full models has two different types of stones in that one model.

 

When you click on it, the form id of the reference is 000D787C. When you look that up in xEdit it uses 000C2CCA as NAME - Base. When you CTRL+Click onto that it shows that it uses Dungeons\Imperial\ExteriorIce\ImpExtIceTowerShellStairs03.nif as full model. Use the xEdit Asset Browser (start with CTRL+F3) to see all source for the NIF and load to load the winning overwrite with NifSkope to check how it looks.

 

Which mod is the last to overwrite the reference, base record or NIF?

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Posted

Nope, the first picture shows the LOD, as I said, the only difference between the two images regarding the tower is that I didn't bake the textures for object LOD, maybe this is in vanilla for all I know and it isn't noticeable because of the very slight difference in textures. I will look into it later today and follow your advise.

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Posted (edited)

Nope, the first picture shows the LOD, as I said, the only difference between the two images regarding the tower is that I didn't bake the textures for object LOD, maybe this is in vanilla for all I know and it isn't noticeable because of the very slight difference in textures. I will look into it later today and follow your advise.

The first picture seem to show models using a high res texture that is not typical of the usual LOD models/textures. The second picture seems to show the usual LOD textures.

 

If the first picture is in fact LOD, e.g. the tower goes away with tll in console, then a mod replaced the LOD model/textures. Then it seems possible that the mod replaced the lower part of the tower (with the doorway) with a wrong LOD model that extends too high, so it overlaps the top part of the tower.

 

Please check the form ids of the top and bottom parts, check if a plugin is overwriting the references or base records. Please check if a mod replaces the models.

Edited by sheson
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Posted (edited)

The tower is 4 parts. The base, the door part, the lower back part and the top. Double check the reference form ids are

000D3FAE ImpExtTowerShellBase01
000D3FB0 ImpExtTowerShellDoor03
000D3FAF ImpExtTowerShellStairs01
000D787C ImpExtIceTowerShellStairs03_NoIce
 
You can check which LOD models were used for them by looking up the form ids in ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt
Each line typically lists 4 models. The first one is the full model and the next three are the LOD models for LOD4/8/16
 
000D3FAE ImpExtTowerShellBase01
meshes\dungeons\imperial\exterior\impexttowershellbase01.nif
meshes\lod\imperial\impexttowershellbase01_lod.nif
meshes\lod\imperial\impexttowershellbase01_lod_3.nif
meshes\lod\imperial\impexttowershellbase01_lod_3.nif
 
000D3FB0 ImpExtTowerShellDoor03
meshes\dungeons\imperial\exterior\impexttowershelldoor03.nif
meshes\lod\imperial\impexttowershelldoor03_lod.nif
meshes\lod\imperial\impexttowershelldoor03_lod.nif
meshes\lod\imperial\impexttowershelldoor03_lod.nif
 
000D3FAF ImpExtTowerShellStairs01
meshes\dungeons\imperial\exterior\impexttowershellstairs01.nif
meshes\lod\imperial\impexttowershellstairs01_lod.nif
meshes\lod\imperial\impexttowershellstairs01_lod_3.nif
meshes\lod\imperial\impexttowershellstairs01_lod_3.nif
 
000D787C ImpExtIceTowerShellStairs03_NoIce
meshes\dungeons\imperial\exteriorice\impexticetowershellstairs03.nif
meshes\lod\imperialice\impexticetowershellstairs03_lod.nif
meshes\lod\imperialice\impexticetowershellstairs03_lod.nif
meshes\lod\imperialice\impexticetowershellstairs03_lod.nif
 
Check if the NIF filenames match. In case they match, check if a mod other than vanilla BSA/DynDOLOD Resources replaces any of those files.
Edited by sheson
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Posted

After looking through the log I am now confident in what the issue is, it does indeed seem like two meshes occupy the towers place, dyndolod generates a lod for each of them and thus that is where my problems arises, the mesh is added by Skyland - Imperial Forts and Dungeons, the college bridge is indeed the large ref error you have been asked before about on this forum. I guess I might have accidentally disabled the underlying mesh when originally following your instructions to check if there were two meshes because it seems I missed that when breaking down the tower originally. Thank you very much for your time and help Sheson

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