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tqskull

trees popping up

Question

Hello,

 

i hope someone can help me with this. I don't know if it's intended behaviour or i've done something wrong. First here are two screenshots to show the problem, it's about the forest in the background popoping up.

 

1.png

 

2.png

 

Is this simply the limit of showing trees or what it going on? For medium distances dyndolod works quite well for me, i'm using ultra trees.

 

______________________________________________________________________________

 

On medium distances i know have some z-fighting with structures and some rocks i think. If anyone has some ideas for that it would be nice, too. But i can figure that out by reading TFM (again).

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As the DynDOLOD manual explains, object LOD has 3 LOD levels, 4, 8 and 16. If you want trees to render further, you need to increase the maximum distance of the object LOD level 16.

 

That can be done in game by changing the Static Object LOD fBlockMaximumDistance value in the DynDOLOD SkyUI MCM Settings page.

A value of 410000 should be about the same as maximum render distance.

 

Consider lowering the Terrain LOD Multiplier fSplitdistancemult a bit to compensate.

 

For the z-fighting see the highlighted FAQ answer at the bottom:

 

 

FAQ: Game: Out of place objects / floating objects / flickering full models 

 
A: If LOD was generated for a different load order generate LOD for the current load order.
 
A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. 
 
A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html 
 
A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. 
 
A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.
 
A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. 
 
A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. 
 
A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. 
 
A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://forum.step-project.com/forum/101-shesons-dyndolod-support in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. 
 
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.
Edited by sheson

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That can be done in game by changing the Static Object LOD fBlockMaximumDistance value in the DynDOLOD SkyUI MCM Settings page.

A value of 410000 should be about the same as maximum render distance.

 

 

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.

 

Thanks, this helped a lot!

 

 

With the now new appearing distant trees i have some new flickering. Only light flickering with distant trees, these are probably no full models. 

Edited by tqskull

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When a new row of cell attaches, first all full models are loaded before LOD is unloaded. While both models are active they can flicker because LOD does not receive shadows, while the full models does. With 3D tree LOD this also applies to trees now.

 

ENB has an effect Distant Shadow that applies shadows to LOD, which can help lessen the effect.

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Thanks again, if i ever have children i will sacrifice my firstborn to you ;)

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