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DynDOLOD 3.00 Alpha 180


sheson

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34 minutes ago, Shizof said:

That's not what's happening. If I stay at that zone which is a big distance, it's always both of them, no matter how long I wait at that zone or no matter if I save, close the game, and load again etc. It's not while waiting Full models to load, it's all the time. I tried tll command to check lods disappearing to confirm the issue. Here's two screenshots where the flicker is happening: https://imgur.com/a/m7Lf3zI The bridge here. Note that between these two distances, both full model and lod are showing no matter how long I wait or if I save and close the game and open it again. It's like a big overlap of LOD and Full Model showing distances.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.

Check if anything of this applies: https://dyndolod.info/FAQ#Out-of-place-or-floating-objects

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35 minutes ago, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.

Check if anything of this applies: https://dyndolod.info/FAQ#Out-of-place-or-floating-objects

I took those screenshots to show you the distance, not the actual flickering or the issue. I had started to rerun dyndolod with lods without texture to make it more visible that both objects are there, but I stopped it. It's a waste of time. Instead I rerun dyndolod after adding rules to use Full mesh for meshes from that mod for LOD4 which makes the issue gone.

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52 minutes ago, Shizof said:

I took those screenshots to show you the distance, not the actual flickering or the issue. I had started to rerun dyndolod with lods without texture to make it more visible that both objects are there, but I stopped it. It's a waste of time. Instead I rerun dyndolod after adding rules to use Full mesh for meshes from that mod for LOD4 which makes the issue gone.

If you are unable to make the requested useful screenshots with more informative console, provide the form id of the reference and base record in text.

If you believe properly troubleshooting issues in order to actually fix their cause is a waste of time, then do not participate in the alpha test and use DynDOLOD 2.98 instead.

Using the full model for object LOD should have no effect on the engine not unloading the object LOD. There can still be obvious shadow flicker.

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46 minutes ago, sheson said:

If you are unable to make the requested useful screenshots with more informative console, provide the form id of the reference and base record in text.

If you believe properly troubleshooting issues in order to actually fix their cause is a waste of time, then do not participate in the alpha test and use DynDOLOD 2.98 instead.

Using the full model for object LOD should have no effect on the engine not unloading the object LOD. There can still be obvious shadow flicker.

I just didn't want to waste your time any more than I already have with probably another useless screenshot with the null texture.

I would be more than happy to take a screenshot with more informative console or give the formid if that's what you need. You didn't ask me for a screenshot or formid until I posted one for showing the distance where full mesh and lod both are shown. Here it is: https://imgur.com/a/Uo3cEsK both bridges that has this issue in whiterun. Let me know if you need anything else.

Using full model for object lod pushes the problem further. Obviously doesn't fix anything. I read all the links related to subject, but couldn't figure out the reason.

 

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  • sheson changed the title to DynDOLOD 3.00 Alpha 151
39 minutes ago, Shizof said:

I just didn't want to waste your time any more than I already have with probably another useless screenshot with the null texture.

I would be more than happy to take a screenshot with more informative console or give the formid if that's what you need. You didn't ask me for a screenshot or formid until I posted one for showing the distance where full mesh and lod both are shown. Here it is: https://imgur.com/a/Uo3cEsK both bridges that has this issue in whiterun. Let me know if you need anything else.

Using full model for object lod pushes the problem further. Obviously doesn't fix anything. I read all the links related to subject, but couldn't figure out the reason.

Test if it also happens after changing to uLargeRefLODGridSize=7 or higher

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1 hour ago, Shizof said:

Tested it. The issue doesn't happen when uLargeRefLODGridSize=7. Only when it's 5. Tested both again to confirm.

Use xEdit to set the Has Distant LOD flag on the base record F0228ED6. That should fix it regardless of the uLargeRefLODGridSize setting.

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https://dyndolod.info/Help/Combine-Worldspaces-for-LOD

Not a problem report. Asking for clarification. Are neverfades supported and if so how are they handled?

For example, I'm trying to combine the Vvardenfell island from DLC2SolstheimWorld into the Tamriel LOD. In vanilla, the island is only represented by terrain (LAND records). There are no object references (as far as I can tell) except the lone volcano plume:

VvardenfellPlume [REFR:040251B1] (places DLC2VvardenfellPlume [STAT:0401BBBD] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 40,-22)

This reference is flagged Persistent + Is Full LOD. The base object DLC2VvardenfellPlume [STAT:0401BBBD] is flagged Never Fades.

Combining worldspaces with DynDOLOD results in this neverfade reference being ignored. The only mention of the reference or the base object in the debug log is this:

[03:20] [BuildBaseRecords] <Debug: Looking for dlc2vvardenfellplume for Dragonborn.esm DLC2VvardenfellPlume [STAT:0401BBBD]>

Result in-game (no plume):

FusD4a0.jpeg

I'll submit a proper problem report depending on your response.

Thanks.

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25 minutes ago, Mousetick said:

https://dyndolod.info/Help/Combine-Worldspaces-for-LOD

Not a problem report. Asking for clarification. Are neverfades supported and if so how are they handled?

For example, I'm trying to combine the Vvardenfell island from DLC2SolstheimWorld into the Tamriel LOD. In vanilla, the island is only represented by terrain (LAND records). There are no object references (as far as I can tell) except the lone volcano plume:

VvardenfellPlume [REFR:040251B1] (places DLC2VvardenfellPlume [STAT:0401BBBD] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 40,-22)

This reference is flagged Persistent + Is Full LOD. The base object DLC2VvardenfellPlume [STAT:0401BBBD] is flagged Never Fades.

Combining worldspaces with DynDOLOD results in this neverfade reference being ignored. The only mention of the reference or the base object in the debug log is this:

[03:20] [BuildBaseRecords] <Debug: Looking for dlc2vvardenfellplume for Dragonborn.esm DLC2VvardenfellPlume [STAT:0401BBBD]>

Result in-game (no plume):

FusD4a0.jpeg

I'll submit a proper problem report depending on your response.

Thanks.

The Combine Worldspace for LOD combines terrain, object and tree LOD.
The plume does not have object LOD that could be combined.
Only if references have tree or object LOD after LOD for their worldspace is generated can their LOD be combined.

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6 hours ago, SkyKatarsis said:

Tell me please what's wrong with one lod in this mod?

https://ibb.co/2kpz0H6

https://www.nexusmods.com/skyrimspecialedition/mods/65241

Problem in Set 5 and specificaly the LOD for TreePineforest05.
Set 1, 2, 3, and 4 are working just fine just set 5 and just that model.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots, also of the full model with more informative console.

Make sure that none of the outputs are being overwritten by other mods.

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1 час назад, Шесон сказал:

Прочтите первое сообщение и/или https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs регистрируют и . , которые TexGen и DynDOLOD журнал отладки для загрузки при создании сообщений

Прочтите https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, . делать полезные скриншоты, в том консолью как числе полной модели с более информативной

Убедитесь, что ни один из выходов не перезаписывается другими модами.

I solved the problem with this lod by removing all the buggy lods of this tree from that mod itself, DynDOLOD generated them itself: https://ibb.co/hZsWkXJ

 

Now I have a question about lods from another mod: https://www.nexusmods.com/skyrimspecialedition/mods/99083

https://imgbb.com/LSkC5WM 

I saw that you wrote there that DynDOLOD 3 support for replaced objects, but for some reason it does not work.

I can't figure out what's wrong.There are no LODs in the mod itself, so the trick here won’t work like with that mod.

I apologize for tormenting you, but it isn't easy for a non-native speaker and a girl to understand such an array of technical information.

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