sheson Posted February 11 Author Share Posted February 11 1 hour ago, Farsveinn said: DynDOLOD_SSE_Object_Report and DynDOLOD_SSE_Debug_log Oh, sorry, I meant that I checked with and without RWT. I did everything as usual RWT + Water Effects Brightness and Reflection Fix - RWT Patch. Before the NG version I never had problems with waterfalls. I tried leaving only your resources, disabling RWT, but the result was exactly the same. All waterfalls flickering in the middle and far distance. No ENB. Also upload the normal DynDOLOD debug log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also make a useful screenshot of the full model for the waterfall as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1 Does the flicker stop when you deactivate dynamic LOD in the DynDOLOD SkyUI MCM. Does a non animated static waterfall remain? Link to comment Share on other sites More sharing options...
Farsveinn Posted February 13 Share Posted February 13 (edited) logs "Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1" It was RWT without Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1. Yes, there's flickering in both cases. Now I generated everything without RWT, the problem is definitely in the static waterfall lod, I only used DynDOLOD - Resources. In the screenshot above 1 - flickering, 2 - full model, 3 - I disable DynDOLOD model and the flickering came back. The problem is definitely the static lod waterfall and it flickers at medium and long distance. I used the default DynDOLOD settings. There is only a problem with the "tall" static lods of the waterfalls, in Riverwood it's ok. There is also flickering of some rocks, but it is not critical. Edited February 13 by Farsveinn Link to comment Share on other sites More sharing options...
sheson Posted February 13 Author Share Posted February 13 1 hour ago, Farsveinn said: logs "Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1" It was RWT without Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1. Yes, there's flickering in both cases. Now I generated everything without RWT, the problem is definitely in the static waterfall lod, I only used DynDOLOD - Resources. In the screenshot above 1 - flickering, 2 - full model, 3 - I disable DynDOLOD model and the flickering came back. The problem is definitely the static lod waterfall and it flickers at medium and long distance. I used the default DynDOLOD settings. There is only a problem with the "tall" static lods of the waterfalls, in Riverwood it's ok. There is also flickering of some rocks, but it is not critical. Please also upload C:\Modding\Skyrim Special Edition - Elegy\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Link to comment Share on other sites More sharing options...
Farsveinn Posted February 13 Share Posted February 13 https://drive.google.com/file/d/14IcQEirKc6B9pQo8A_h-o6APLwGDBZE-/view?usp=sharing Oh, I'm really dumb, here's the log.. I also double-checked it again. Yes, in the far distance, the dynamic lodes of waterfalls are turned off and the flickering is very visible, on average they turn on and overlap the flickering static lodes. Link to comment Share on other sites More sharing options...
sheson Posted February 13 Author Share Posted February 13 1 minute ago, Farsveinn said: https://drive.google.com/file/d/14IcQEirKc6B9pQo8A_h-o6APLwGDBZE-/view?usp=sharing Oh, I'm really dumb, here's the log.. I also double-checked it again. Yes, in the far distance, the dynamic lodes of waterfalls are turned off and the flickering is very visible, on average they turn on and overlap the flickering static lodes. Thanks. i will have a look at it in the combing couple days. To verify, if you disable static object LOD so that only the animated dynamic LOD waterfalls remains, they do not flicker? Link to comment Share on other sites More sharing options...
Farsveinn Posted February 13 Share Posted February 13 Yeah, that's right. Link to comment Share on other sites More sharing options...
ikonomov Posted February 13 Share Posted February 13 On 2/6/2024 at 12:44 PM, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which 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 with more informative console. The cover should be dynamic LOD and thus be a clickable reference. Double check if the LOD comes back after visiting the full cell. It was my mistake. I think it was caused by running the generation two times for Open Cities Skyrim, not knowing that it is not needed anymore with newer DynDOLOD versions. I discovered other issues as well before I found the new instructions page for OCS. Everything seems to work as flawless as it ever has. Thank you sheson for everything that you do for our favorite games. Link to comment Share on other sites More sharing options...
ikonomov Posted February 15 Share Posted February 15 (edited) On 2/6/2024 at 12:44 PM, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which 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 with more informative console. The cover should be dynamic LOD and thus be a clickable reference. Double check if the LOD comes back after visiting the full cell. I need to correct myself again. The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD. Logs screenshot location screenshot Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads. Tried re-visiting those locations to reload the cells and there is no change. Edited February 15 by ikonomov Link to comment Share on other sites More sharing options...
sheson Posted February 15 Author Share Posted February 15 3 hours ago, ikonomov said: I need to correct myself again. The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD. Logs screenshot location screenshot Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads. Tried re-visiting those locations to reload the cells and there is no change. Can you click the dirt cover with console open and get its reference form id? If so make a screenshot. Or does it go away when disabling all LOD with tll in console? Link to comment Share on other sites More sharing options...
Farsveinn Posted February 15 Share Posted February 15 Video In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. Link to comment Share on other sites More sharing options...
godescalcus Posted February 15 Share Posted February 15 (edited) When trying to run DynDOLOD, I now have a blocking error with an activator for a Legacy of The Dragonborn display, xEdit doesn't detect anything wrong. Could this issue originate elsewhere than the record itself? Logs: https://mega.nz/file/N94TBIRC#DJVcavPsCgkrlcfKmst6uxmgV9rycNFaIZVunRkci2I Edited February 15 by godescalcus Link to comment Share on other sites More sharing options...
leostevano Posted February 15 Share Posted February 15 Sheson, I have a really weird situation. Somehow texgen and dyndolod doesnt generate TreeAspen04 for me, so no LOD for that tree. But no error were thrown during or after generation. Log : https://ufile.io/9amwiuzg Screenshot : https://pasteboard.co/7PODWRaNITwW.png https://pasteboard.co/Okm4Qt2FoVMx.png https://pasteboard.co/kpimglVB5TSQ.png Link to comment Share on other sites More sharing options...
sheson Posted February 15 Author Share Posted February 15 4 hours ago, Farsveinn said: Video In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. As we already determined the problem is with the static object LOD waterfall model. They are not using the right model or need an updated one. I will have time to look at them and create/update the model tomorrow/weekend. The dynamic LOD and static object LOD of certain waterfalls overleaping for a bit is "normal" for technical reasons. Link to comment Share on other sites More sharing options...
sheson Posted February 15 Author Share Posted February 15 3 hours ago, godescalcus said: When trying to run DynDOLOD, I now have a blocking error with an activator for a Legacy of The Dragonborn display, xEdit doesn't detect anything wrong. Could this issue originate elsewhere than the record itself? Logs: https://mega.nz/file/N94TBIRC#DJVcavPsCgkrlcfKmst6uxmgV9rycNFaIZVunRkci2I Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to use the Copy message to clipboard link and to paste the text instead of making screenshots. No bugreport.txt was created, correct? What mod is Weapons Armours LOTD Merge.esp from or can you upload it? It is possible this is a bug. Link to comment Share on other sites More sharing options...
sheson Posted February 15 Author Share Posted February 15 2 hours ago, leostevano said: Sheson, I have a really weird situation. Somehow texgen and dyndolod doesnt generate TreeAspen04 for me, so no LOD for that tree. But no error were thrown during or after generation. Log : https://ufile.io/9amwiuzg Screenshot : https://pasteboard.co/7PODWRaNITwW.png https://pasteboard.co/Okm4Qt2FoVMx.png https://pasteboard.co/kpimglVB5TSQ.png https://stepmodifications.org/forum/topic/12589-skyrim-se-missing-trees/#comment-208340 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/111/#comment-249837 https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini. TexGen INI defines MinTreeModelVolume=512 From the TexGen debug log: <Debug: Ignoring Meshes\landscape\trees\treeaspen04.nif bounds volume 487.956970214844, height 303 Skyrim.esm TreeAspen04 [TREE:0005FADA]> 487 is less than 512, so it is ignored. Link to comment Share on other sites More sharing options...
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