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Brief Texture Flicker Upon Loading Game.


ex0-tekk

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Hi there, i am getting what looks to be a brief & odd texture flicker / overlay when loading into my newly compiled DynDOLOD with SkyrimVR ( new game save. )  

Any idea what this might be caused from? , When loading into my game It flickers for 1-2 sec and immediately goes away but also as i am moving forward in the game world, bridges flicker at a distance for a few seconds then it turns normal looking, it's not game-breaking but i would love to solve this issue if possible.

Here is a few screenshots for comparison , Maybe i missed something in the RTFM, if so please direct me to the right section, Thanks for any help with this.

Flicker                                                         Normal

20210405075044-1-min.jpg VS 20210405075046-1-min.jpg

20210405075100-1-min.jpg VS 20210405075137-1-min.jpg

Edited by ex0-tekk
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Check and text if anything from these answers apply:

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 https://www.youtube.com/watch?v=1_5MWqeHIzw&t=2320 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://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ 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.

 

In case large references are enabled in game also make sure that both the DynDOLOD.esm and DynDOLOD.esp are geenrated and that the SkyUI MCM enable large reference fix is set as explained in the manual.

Also note that DynDOLOD does not change how the engine works as explained so many times before. When new cells attach, first the full models are loaded, then the LOD unloads. For that brief second both models are shown.

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1 hour ago, sheson said:

When new cells attach, first the full models are loaded, then the LOD unloads. For that brief second both models are shown.

This must be it, because all other options above do not seem to pertain to my issue, it only happens when I initially load into certain ( not all ) areas, if i save, and reload the same area immediately or teleport to the same area after loading in, it does not occur.

Thanks for the extensive and quick reply.

Edited by ex0-tekk
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