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Pawelekdabek

Objects changeing their shape

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Please, use a screen capture next time.

 

The video shows how the engine works. When a new row of cells attached the full models load and then the LOD models unload.

 

DynDOLOD does not change how the engine works.

 

DynDOLOD uses the LOD models it finds in the load order to generate LOD. Many vanilla LOD models could use an update to be more detailed or match the full models more closely.

 

As the manual of TexGen (and many posts about this subject) explains, TexGen updates a select list of object LOD textures. It can not update pre-rendered object LOD textures which are often used by the walled city LOD models.

 

If you check a LOD model that is used for the Whiterun wall like meshes\lod\whiterun\wrwallcurve30up128_lod.nif you will see it uses the pre-rendered (it bakes coloring and features from 3D models) object LOD texture textures\lod\WRWallsLOD01.dds - which is not at all like the tile-able full texture wrcitywall01

Edited by sheson
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Yes.

There are no resources available to render them automatically.

 

If a mod changes full textures that are used by objects with object LOD models which use pre-rendered object LOD textures, the mod should also update the pre-rendered object LOD textures. Only a few good mods do.

 

https://forum.step-project.com/topic/14565-help-me-to-understand/?do=findComment&comment=238653

https://forum.step-project.com/topic/14238-riften-in-hd-by-md/?do=findComment&comment=237149

https://forum.step-project.com/topic/13984-unable-to-change-the-dyndolod-lod-textures/?do=findComment&comment=234304

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I have one more question. In order to fix Large ref bug, you told me to set uLargeRefLODGridSize=9 to uLargeRefLODGridSize=5. It mostly fixed flickering but also changed that some big objects are loading from far shorter distance than before. Is it possible to fix in DynDOLOD?

https://imgur.com/gallery/WXMtAiC

Edited by Pawelekdabek

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Form the DynDOLOD_Manual_SSE.html:

 

DynDOLOD.exe will scan the selected world spaces for overwritten large references and compile a list to the log for user reference. 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.

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So i have to set IgnoreLargeReferences=1 and then convert dyndolod.esp to dyndolod.esm? Or is it not that easy? If may be obvious for you but i am not native english speaker and there are a lot of things that i can not understand even after translating them.

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As the included documentation and the DynDOLOD log ("Checking for plugins causing texture z-fighting flicker because of large references bugs") clearly states, the bugs are caused by third party ESP plugins overwriting large references. Those plugins would need to be removed or converted to ESM - if possible.

 

Let me highlight the explanation about the IgnoreLargeReferences:

 

If it is clear that the large reference system will not be used at all - uLargeRefLODGridSize = uGridsToLoad - a single DynDOLOD plugin can be generated without having to upgrade or downgrade large references to NearGrid/FarGrid. Set IgnoreLargeReferences=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini before generating LOD from scratch.

 

Obviously this means the resulting DynDOLOD.esp might trigger large reference bugs if used with large references enabled.

 

Obviously the default setting IgnoreLargeReferences=0 uses the DynDOLOD.esm to not trigger the bugs. 

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I understood this that if in my ini uLargeRefLODGridSize = uGridsToLoad i can safely generate LODs with this setting: IgnoreLargeReferences=1. I guess i am too dumb to understand this and will have to play with uLargeRefLODGridSize=9 to prevent this big objects to load right before my nose.

Edited by Pawelekdabek

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As you already know, if the large reference system is set to off, then there is no flicker. In that case there is no need for a DynDOLOD.esm. The DynDOLOD.esm is needed so DynDOLOD itself does not trigger large reference bugs if it overwrites large references and to make sure dynamic LOD for large references works correctly.

 

The large references bugs are triggered by plugins listed in the end of the DynDOLOD log. If you want to use the large reference system either remove the listed plugins or convert them to ESM - if possible.

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If the flickering goes away by setting  uLargeRefLODGridSize=5 then the video shows the large reference bugs.

As explained, large reference bugs are triggered by plugins overwriting large references. More information can be found in Docs/DynDOLOD_Manual_SSE.html and Docs\SkyrimSELargeRefGrid\SkyrimSE-LargeRefGrid.html

 

Since DynDOLOD does not directly modify the load order it can be run at any time.

 

Docs\trees.ultra\DynDOLOD-Trees.html explains how to generate 2D and 3D tree LOD in static object LOD.

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I found out that one of The mods that were causing flickering is cutting room floor. Esmyfing him fixed it but it also broke loot sorting. CRF is meant to be loaded after few mods, but when it is flagged as esm i am not able to move it on my load order. When i try to move it it automatically goes up to other esps flagged as esm pluggins. Is there a workaround i can do? The only fix i can see is to esmify all pluggins that cause flickering after finishing my modlist and never ever touch them again.

Edited by Pawelekdabek

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So if they are meant to load after some mods and i will esm flag them, It will probably break my game?

 

It is probably stupid question, but what if i esmify every plugin in game? Will they work?

Edited by Pawelekdabek

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I am not aware if anyone has thoroughly tested such a scenario yet or if it even works. At minimum it will require to start a new game. 

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