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Posted
5 hours ago, wasilee said:

is there anyway you can help me to generate the grass cache on AE

Since there are no NGIO and .NetFramework versions for 1.6 out it is not possible. You would need to (temporarily) downgrade

Posted

I have pretty nasty lod transition z-fighting in certain cities.

https://streamable.com/8ge5vn

The only thing I really changed was 3D Trees to HLT, but its definitely not source of the problem. Dyndolod always worked fine for me so its also not an issue. Then what is?
I use JK Skyrim but it was never an issue.

Posted
10 hours ago, Admiral30 said:

I have pretty nasty lod transition z-fighting in certain cities.

https://streamable.com/8ge5vn

The only thing I really changed was 3D Trees to HLT, but its definitely not source of the problem. Dyndolod always worked fine for me so its also not an issue. Then what is?
I use JK Skyrim but it was never an issue.

From the https://dyndolod.info/FAQ

Object LOD model and full model show at the same time causing texture flicker

Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area.

Move the slider Large Object Distance on the View Distance tab of the Advanced options of the games launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below.

DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD.

Posted
7 hours ago, sheson said:

From the https://dyndolod.info/FAQ

Object LOD model and full model show at the same time causing texture flicker

Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area.

Move the slider Large Object Distance on the View Distance tab of the Advanced options of the games launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below.

DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD.

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

Posted
59 minutes ago, Admiral30 said:

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

The log message and Summary lists overwritten large references and other problematic records triggering these bugs with brief explanations and links to the website for the details including possible workarounds of the large reference bugs.

Checking the cell coordinates in the log messages should help finding the problematic records for this area and deal with them specifically.

Posted (edited)
2 hours ago, Admiral30 said:

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

Were you using the most recent beta version? Because that version is in fact addressing the issues with the large reference bugs.

Quote

Water for ENB Beta

Date uploaded 06 Feb 2022, 9:18AM
 
* Shades of Skyrim is now comprised of both an ESM and an ESP to handle the large references correctly.
* Creeks Add-On is integrated to the Shades of Skyrim.

NOTE: Previous patches for Shades of Skyrim might not be compatible anymore.

Water for ENB

Edited by PRieST
Posted

Is it by design, that DynDOLOD.esm (Alpha 65) replaces FarmLumbermill01WaterWheel01 from certain Mills (Mixwater, Heartwood, and Half-Moon and I think another one) with the Worship Activator?

Posted
29 minutes ago, aufisch said:

Is it by design, that DynDOLOD.esm (Alpha 65) replaces FarmLumbermill01WaterWheel01 from certain Mills (Mixwater, Heartwood, and Half-Moon and I think another one) with the Worship Activator?

Yes. Since 2014.

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD (By using a copy, DynDOLOD can freely enable or disable objects based on distance to the player and enable parents at the same time.) and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Dynamic-LOD-Options, e.g. mesh rule for "waterwheel" sets "Replace"

  • Like 1
Posted

OK, thanks I am just trying to find out why my waterwheels are suddenly invisible (never happened before), and I only found DynDOLOD.esm overwriting them. But apparently there is something else wrong. I just can't figure it out as I have Renthals Waterwheel installed as loose files (both mesh and textures).

 

Posted
20 hours ago, PRieST said:

Were you using the most recent beta version? Because that version is in fact addressing the issues with the large reference bugs.

Water for ENB

I am using most recent version. Actually that issue on video is not related to large references. I'm in contact with the author about that issue.

Posted

Hello! Got a problem with Alpha 66.

When i use TexGen i get the message: 

Quote

[00:04] [TwbRender.LoadTexture] <Debug: Textures\landscape\trees\TreePineForestBarkComp_N.dds 2048 x 8192, depth: 1, mipmap: 1>
[00:04] Invalid resolution. Create mipmaps. while processing textures\landscape\trees\TreePineForestBarkComp_N.dds
[00:04] 00000000 ???   

And i have to exit the tool. Worked fine with Alpha 64 so far. (Thats one of Pfuschers 2020 textures)

 

Another small offtopic question:

I read the manual for Open City and did not find any explenation about Occlusion. Do i have to generate that with Open City and Patches active or before like Object and Tree LOD

TexGen_SSE_Debug_log.txt

Posted
10 minutes ago, Vashnera said:

Hello! Got a problem with Alpha 66.

When i use TexGen i get the message: 

And i have to exit the tool. Worked fine with Alpha 64 so far. (Thats one of Pfuschers 2020 textures)

 

Another small offtopic question:

I read the manual for Open City and did not find any explenation about Occlusion. Do i have to generate that with Open City and Patches active or before like Object and Tree LOD

TexGen_SSE_Debug_log.txt 1.71 MB · 0 downloads

Is this error repeatable?

Let me know from which tree mod the texture textures\landscape\trees\TreePineForestBarkComp_N.dds is.

Occlusion generation should be generated in teh second step together with dynamic LOD.

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