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Posted
46 minutes ago, gmahadhika91 said:

Oh ok, so what I did was already correct, but my mistake was because I did not remove the FormID rule yes?

Say, if I want other objects to be added as a mesh mask rule, how do I know if that particular object is already added in DynDOLOD in a FormID rule?

By scrolling through the list and checking them, just like you would have to for mesh masks. Hovering the mouse to get the extra information should help.

Posted

OK so my Skyrim is finally running on 45-60 fps, with high DynDOLOD and working grass cache and Rudy ENB. I thought finally after 10 years I'm able to play Skyrim, but no. I got a bug that is partly invisible ground. Is it possible that this is caused by my NGIO installation? I know this is not the correct place to ask, but if anyone could give me a clue of how to troubleshoot what caused this I would really appreciate it. (Or just point me which forum is a good place to ask for this)

https://imgur.com/a/yQ4fCdF

loadorder.txt modlist.txt

Posted
55 minutes ago, gmahadhika91 said:

OK so my Skyrim is finally running on 45-60 fps, with high DynDOLOD and working grass cache and Rudy ENB. I thought finally after 10 years I'm able to play Skyrim, but no. I got a bug that is partly invisible ground. Is it possible that this is caused by my NGIO installation? I know this is not the correct place to ask, but if anyone could give me a clue of how to troubleshoot what caused this I would really appreciate it. (Or just point me which forum is a good place to ask for this)

https://imgur.com/a/yQ4fCdF

loadorder.txt 4.29 kB · 0 downloads modlist.txt 8.27 kB · 0 downloads

You want to check which mod makes changes to the cell record, its land record or maybe to landscape textures. If it's texture it probably would be more widespread.

Use DynDOLOD SkyUI MCM You Are Here to get the cell coordinates. Use xEdit Cell Browser (CTRL+SHIFT+F) to find the cell's form id.
Could be XCLC - Grid / Land Flags / Hide - Quad 1/2/3/4 flags

Posted (edited)
33 minutes ago, sheson said:

You want to check which mod makes changes to the cell record, its land record or maybe to landscape textures. If it's texture it probably would be more widespread.

Use DynDOLOD SkyUI MCM You Are Here to get the cell coordinates. Use xEdit Cell Browser (CTRL+SHIFT+F) to find the cell's form id.
Could be XCLC - Grid / Land Flags / Hide - Quad 1/2/3/4 flags

Thank you, you're comment is a clue in itself and I've found it. it's my smash patch. Boy gotta do the labor again.

EDIT: Found some XCLC records. How do I fix this though? I dragged the records from Open Cities but it's still the same in game.

XCLC.jpg

Edited by gmahadhika91
Posted
1 hour ago, gmahadhika91 said:

Thank you, you're comment is a clue in itself and I've found it. it's my smash patch. Boy gotta do the labor again.

EDIT: Found some XCLC records. How do I fix this though? I dragged the records from Open Cities but it's still the same in game.

XCLC.jpg

You sure you got the right cell? 6, -1 is inside Whiterun about where Heimskr is preaching. The last plugin Smash Patch.esp overwrites the record already and "unsets" the flags.

Posted
9 hours ago, sheson said:

Do not post screenshots of text. Copy and paste the text instead.

The large reference bugs means that the engine does not unload the static object LOD for all large references in a cell when it is supposed to. So the large reference full models and their LOD models show at the same. This can manifest as very obvious texture/lighting flicker between the two models. Any ESP overwriting a large reference triggers this bug for the entire cell. Hence the log messages as seen in the screenshot to warn about plugins that are not fully visually compatible with Skyrim Special Edition.

If a plugin (ESM in this case, since it is not supported by ESP) overwrites a large reference, it should also list the large reference in its worldspace RNAM. That is what the game files do. If an overwrite/plugin is removed then whatever the overwrite record  or plugin changes simply does not happen.

Thank you! Did not fully understand though why any of DLCs to the game overwrite already existed RNAM records. In my understanding a RNAM record is a place in a world where the large reference LOD should be placed, but if skyrim.esm beeing overwrited by dragonbord DLC it should mean that all these objects are replace in dragonborn DLC, but they do not change already existed objects in tamriel. So, what are the changes they make in RHAM for?

Posted
13 minutes ago, jared_maxwell said:

Thank you! Did not fully understand though why any of DLCs to the game overwrite already existed RNAM records. In my understanding a RNAM record is a place in a world where the large reference LOD should be placed, but if skyrim.esm beeing overwrited by dragonbord DLC it should mean that all these objects are replace in dragonborn DLC, but they do not change already existed objects in tamriel. So, what are the changes they make in RHAM for?

A reference is placement of on object with position coordinates and rotation for example. A large reference means, the form id of such a reference is listed in the worldspace record RNAM list. 

Large reference are not LOD. A large reference simply continues to show the full model outside the uGridsToLoad cells but only to the distance of the uLargeRefLODGridSize setting.

When records are overwritten by other plugins they typically keep most of the original data and only change a detail. Like if a rock is being moved a bit all but the position information of the record stays the same. Check the CK wiki and also start using xEdit to see how records in plugins work.

In case the rock is a large reference, the RNAM data in the worldspace record of the overwriting plugin simply lists the reference again.

Posted
6 minutes ago, sheson said:

A reference is placement of on object with position coordinates and rotation for example. A large reference means, the form id of such a reference is listed in the worldspace record RNAM list. 

Large reference are not LOD. A large reference simply continues to show the full model outside the uGridsToLoad cells but only to the distance of the uLargeRefLODGridSize setting.

When records are overwritten by other plugins they typically keep most of the original data and only change a detail. Like if a rock is being moved a bit all but the position information of the record stays the same. Check the CK wiki and also start using xEdit to see how records in plugins work.

In case the rock is a large reference, the RNAM data in the worldspace record of the overwriting plugin simply lists the reference again.

'It is not just moving, right? The ref rows are different. REFR0010 beeing replaced with REFR0200 in Dawnguard.

 

xedit.png

Posted
2 minutes ago, jared_maxwell said:

'It is not just moving, right? The ref rows are different. REFR0010 beeing replaced with REFR0200 in Dawnguard.

 

xedit.png

The RNAM lists are one a the few types of data that is merged at run time and do not adhere to the rule of one. Hence xEdit does not order the lists.

Posted
2 minutes ago, sheson said:

The RNAM lists are one a the few types of data that is merged at run time and do not adhere to the rule of one. Hence xEdit does not order the lists.

TYVM!

I am wondering about

<Warning: Overwritten large reference in Lux.esp [REFR:000CE0ED] (places FXMistLow01 [MSTT:00077772] in GRUP Cell Temporary Children of BlackreachWeatherTest2 [CELL:000237D2] (in Blackreach "Blackreach" [WRLD:0001EE62] at 3,3))>

Lux is overwritting some stuff in blackreach at cell 3,3, so according to your explanation the whole cell should be flickering because of the engine bug. Any way how i can teleport myself into that exact cell?

Posted
10 minutes ago, jared_maxwell said:

TYVM!

I am wondering about


<Warning: Overwritten large reference in Lux.esp [REFR:000CE0ED] (places FXMistLow01 [MSTT:00077772] in GRUP Cell Temporary Children of BlackreachWeatherTest2 [CELL:000237D2] (in Blackreach "Blackreach" [WRLD:0001EE62] at 3,3))>

Lux is overwritting some stuff in blackreach at cell 3,3, so according to your explanation the whole cell should be flickering because of the engine bug. Any way how i can teleport myself into that exact cell?

What happens is that object LOD for the large references in this cell won't be unloaded outside the uGridsToLoad and inside the uLargeRefLODGridSize. If there is actual texture flicker to be seen, depends if any of the large references actually have object LOD and if that is the case if the LOD and full model occupy the same 3D space for triangles to z-fight.

Use the cow console command from the main menu, like:
cow blackreach 3 3

Posted
12 minutes ago, sheson said:

What happens is that object LOD for the large references in this cell won't be unloaded outside the uGridsToLoad and inside the uLargeRefLODGridSize. If there is actual texture flicker to be seen, depends if any of the large references actually have object LOD and if that is the case if the LOD and full model occupy the same 3D space for triangles to z-fight.

Use the cow console command from the main menu, like:
cow blackreach 3 3

Well, there is some weird stuff going on with mushrooms out there but it happens either i have enabled dyndolod ouput and lux or not, may be the distance just not enough.

Posted
8 minutes ago, jared_maxwell said:

Well, there is some weird stuff going on with mushrooms out there but it happens either i have enabled dyndolod ouput and lux or not, may be the distance just not enough.

To see large references, turn off LOD with tll in console. Whatever full models remain that area are the large references and IsFullLOD references (dynamic LOD from DynDOLOD for example). That's the area to check.

Posted
2 hours ago, sheson said:

You sure you got the right cell? 6, -1 is inside Whiterun about where Heimskr is preaching. The last plugin Smash Patch.esp overwrites the record already and "unsets" the flags.

Beg your pardon but I didn't specifically show the bugged cell on my imgur pic, I'm just showing that there are some cells that are like that on the smash patch and I intend to fix them all. So how do I fix records like that? Thank you.

Posted
Just now, gmahadhika91 said:

Beg your pardon but I didn't specifically show the bugged cell on my imgur pic, I'm just showing that there are some cells that are like that on the smash patch and I intend to fix them all. So how do I fix records like that? Thank you.

This cell is already "fixed" by the smash patch.esp, which unsets the flags. Otherwise copy a record as overwrite into a new plugin with right click in the left tree view and then unset the flags.

However, Open Cities setting the flags is correct and the smash patch reverting it is wrong. There is no need for terrain in that particular cell, as walled cities typically have references placing normal 3D models acting as the ground.

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