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There's always some low-meshes lod cover the dyndolod mountains


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Hello Sheson, thank you for your Dyndolod, it's epic.

 

But I meet some problem here about the mountain lod. I think it has something to do with the ini setting.

 

Screen-Shot33-5.png

https://i.ibb.co/WsL9HPF/Screen-Shot33-5.png

 

As you can see in the picture, every time after loading into the game, there always be some ugly lod with low-meshes(below) cover the dyndolod mountain and trees lod(above). I think [terrainmamager] havs something to do with the problem, but changing this in skyrimpref.ini and Dyndolod settings in MCM is useless.

 

However, everytime in game after I changing the Dyndolod setting in MCM, all the low-meshes mountain and trees lod disappeared within seconds. But after I save and reload the game, same problem shows up again. Here's my [terrainmanager] setting in skyrimpref.ini

 

[General]

uLargeRefLODGridSize=21

 

[TerrainManager]
bShowLODInEditor=1
fBlockLevel0Distance=100000.0000
fBlockLevel1Distance=180500.0000
fBlockMaximumDistance=250000.0000
fSplitDistanceMult=4.0000
fTreeLoadDistance=180500.0000
 
and I keep uGridsToLoad=5.
 
I really don't know what could do anymore, please help.
Thank you.

 

1 answer to this question

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Posted (edited)
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 the LOD area outside the active cells 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.
A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.
 
 

An insane value for uLargeRefLODGridSize=21 means 441 cells load and show a select list of full models. The large reference bugs are well explained. The large reference bugs that show full models and the LOD model are shown at the same time are well explained and known.

 

DynDOLOD does not change how the engine works. DynDOLOD generates a LOD mod. LOD is the low poly/quality models. If you want high quality LODs for certain objects you could set to use the full model for LOD.

 

I might add that the LOD distances values are rather high too, but whatever.

 

Disable large references, set them to 5 to not have full models and LOD models show at the same time because of the bugs triggered by plugins from mods. If anything, use sane values for uLargeRefLODGridSize. Convert plugins causing large reference bugs to ESM - if possible. The DynDOLOD log lists the references/plugins.

Edited by sheson

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