sheson Posted February 26, 2024 Author Posted February 26, 2024 5 hours ago, Farsveinn said: It's the same waterfall as before. Yes, if I disable it via console or disable DynDoLod in MCM, the flickering stops. It's fxwaterfallbodytall02_dyndolod_lod.nif Tested on default settings, no graphics mods, just skse tweaks, interface tweaks and unofficial patch (and some minor things that couldn't affect the result). It's most likely my problem as I haven't seen similar bugreports, but I don't know where I could be wrong as I've been using your wonderful program for a few years now and it's always been ok. I am not sure if you used the "disable" command or "tll" command in console? Disabling the dynamic LOD model in the console with "disable" or all dynamic LOD in the MCM is not the same as disabling all static LOD with tll in console. Does the flicker stop when disabling all static LOD with "tll" in console and only the dynamic LOD remains?
Farsveinn Posted February 26, 2024 Posted February 26, 2024 No, the flickering remains, it's a dynamic LOD problem. Static lods are fine.
sheson Posted February 27, 2024 Author Posted February 27, 2024 21 hours ago, Farsveinn said: No, the flickering remains, it's a dynamic LOD problem. Static lods are fine. Replace ..\Meshes\DynDOLOD\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02_dyndolod_lod.nif No need to to run DynDOLOD again. Just start the game test. Let us know if the dynamic LOD has less flicker now. 1
Farsveinn Posted February 27, 2024 Posted February 27, 2024 7 hours ago, sheson said: Replace ..\Meshes\DynDOLOD\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02_dyndolod_lod.nif No need to to run DynDOLOD again. Just start the game test. Let us know if the dynamic LOD has less flicker now. Unfortunately, nothing has changed.
sheson Posted February 27, 2024 Author Posted February 27, 2024 4 minutes ago, Farsveinn said: Unfortunately, nothing has changed. How about this version? fxwaterfallbodytall02_dyndolod_lod.nif
Farsveinn Posted February 27, 2024 Posted February 27, 2024 No, it seems to have gotten worse (unless my eyes deceive me). Strange, a similar waterfall doesn't have this problem like fXwaterfallbodytall_dyndolod_lod.nif
sheson Posted February 27, 2024 Author Posted February 27, 2024 10 minutes ago, Farsveinn said: No, it seems to have gotten worse (unless my eyes deceive me). Strange, a similar waterfall doesn't have this problem like fXwaterfallbodytall_dyndolod_lod.nif Doublecheck in xEdit that base record xx07607D in DynDOLOD.esm uses "dyndolod\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif" for the MODL - Model Filename Doublecheck in MO2 right window data tab that the winning file is the last one I uploaded and has 13,230 bytes file size. If all that is the case, are you sure it still flickers if you disable static object LOD with tll? If that is the case, "disable" the dynamic LOD reference xx0EB29F in DynDOLOD.esp that uses the base record xx07607D in DynDOLOD.esm in console. Is there anything else there?
Farsveinn Posted February 27, 2024 Posted February 27, 2024 Double check that the size and path are correct. I compared the default and the latest .nif. The default is flickering with tll. The latest one stops flickering with tll. Disable 0EB29F removes strong flickering, only minor artifact remains. It turns out the problem is when I look through the waterfall at static lods. As I understand it. I would have thought I made a mistake in the generation, but no. I even tested by prioritizing static lods from xlodgen, but the result is the same.
sheson Posted February 28, 2024 Author Posted February 28, 2024 15 hours ago, Farsveinn said: Double check that the size and path are correct. I compared the default and the latest .nif. The default is flickering with tll. The latest one stops flickering with tll. Disable 0EB29F removes strong flickering, only minor artifact remains. It turns out the problem is when I look through the waterfall at static lods. As I understand it. I would have thought I made a mistake in the generation, but no. I even tested by prioritizing static lods from xlodgen, but the result is the same. The "latest .nif" refers to the dynamic LOD model fxwaterfallbodytall02_dyndolod_lod.nif with 13,230 bytes? "The latest one stops flickering with tll" means there is no flicker if all static LOD is disabled? "Disable 0EB29F removes strong flickering, only minor artifact remains." means if only the the static is shown it still flickers a bit even with the fxwaterfallbodytall02passthru_lod.nif from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/?do=findComment&comment=277418? If you disable both the static LOD with tll and disable the dynamic LOD reference xx0EB29F there is nothing left showing there? "static lods from xlodgen" refers to static terrain LOD? Since the DynDOLOD output does not contain any static terrain LOD files, there should be no conflict between the outputs. DynDOLOD output only contains static object LOD (and the disabled static tree LOD since you generated ultra tree LOD).
Farsveinn Posted February 28, 2024 Posted February 28, 2024 8 hours ago, sheson said: The "latest .nif" refers to the dynamic LOD model fxwaterfallbodytall02_dyndolod_lod.nif with 13,230 bytes? "The latest one stops flickering with tll" means there is no flicker if all static LOD is disabled? "Disable 0EB29F removes strong flickering, only minor artifact remains." means if only the the static is shown it still flickers a bit even with the fxwaterfallbodytall02passthru_lod.nif from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/?do=findComment&comment=277418? If you disable both the static LOD with tll and disable the dynamic LOD reference xx0EB29F there is nothing left showing there? "static lods from xlodgen" refers to static terrain LOD? Since the DynDOLOD output does not contain any static terrain LOD files, there should be no conflict between the outputs. DynDOLOD output only contains static object LOD (and the disabled static tree LOD since you generated ultra tree LOD). 1 - yes 2 - yes 3 - My mistake, I didn't use fxwaterfallbodytall02passthru_lod.nif for the last test. The small artifacts are completely gone 4 - Yeah, it's clean, nothing left 5 - Yes, I know, I just decided to do a test in case the problem is in the generated static objects, I also checked by disabling the terrain. Nothing has changed. As a result fxwaterfallbodytall02passthru_lod.nif fixed static lod flickering and the last fxwaterfallbodytall02_dyndolod_lod.nif (13,230 bytes) fixed flickering in tll mode. But in normal mode the flickering fxwaterfallbodytall02_dyndolod_lod.nif is not gone. Sorry if I write illiterate, it's not my first language, but I try. Thanks for your help.
sheson Posted February 28, 2024 Author Posted February 28, 2024 2 hours ago, Farsveinn said: 1 - yes 2 - yes 3 - My mistake, I didn't use fxwaterfallbodytall02passthru_lod.nif for the last test. The small artifacts are completely gone 4 - Yeah, it's clean, nothing left 5 - Yes, I know, I just decided to do a test in case the problem is in the generated static objects, I also checked by disabling the terrain. Nothing has changed. As a result fxwaterfallbodytall02passthru_lod.nif fixed static lod flickering and the last fxwaterfallbodytall02_dyndolod_lod.nif (13,230 bytes) fixed flickering in tll mode. But in normal mode the flickering fxwaterfallbodytall02_dyndolod_lod.nif is not gone. Sorry if I write illiterate, it's not my first language, but I try. Thanks for your help. Replace Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02passthru_lod.nif Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode Let us know if there is less flicker now when both everything is active as usual.
Farsveinn Posted March 1, 2024 Posted March 1, 2024 On 2/29/2024 at 3:08 AM, sheson said: Replace Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02passthru_lod.nif Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode Let us know if there is less flicker now when both everything is active as usual. Yes, that completely fixed the problem! Thank you. Hope this helps someone else.
kelvineppolon Posted March 1, 2024 Posted March 1, 2024 (edited) On 2/25/2024 at 8:15 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. Use the "Click on this link for additional explanations and help for this message" of messages to open https://dyndolod.info/Messages/Unresolved-Form-ID for further explanations and help for a message as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages/Unresolved-Form-ID for explanations about possible causes and fixes of unresolved form IDs. See https://dyndolod.info/Changelog Support for plugins with version 1.71 has been added in Alpha 157 December 6th, 2023. DynDOLOD DLL NG has scriptless dynamic LOD and other fixes even if the large reference system is disabled. It always requires the large reference bugs workarounds checkbox checked. The IgnoreLargeReferences setting is irrelevant with it. DynDOLOD log : https://ufile.io/n1g7l9i7 SSEEDIT cannot properly recognize the header version 1.71 of The Serpent's Covenant - Quest Mod version 1.0.1 plugin (Warning: internal file FormID is a HITME), but the game itself runs smoothly. Edited March 1, 2024 by kelvineppolon
sheson Posted March 1, 2024 Author Posted March 1, 2024 1 hour ago, kelvineppolon said: DynDOLOD log : https://ufile.io/n1g7l9i7 SSEEDIT cannot properly recognize the header version 1.71 of The Serpent's Covenant - Quest Mod version 1.0.1 plugin (Warning: internal file FormID is a HITME), but the game itself runs smoothly. DynDOLOD is a modified xLODGen, which is a tool mode of xEdit. DynDOLOD supports plugins version 1.71, because the current xEdit Experimental version supports it. Checking Serpents_Covenant_Merged.esp with xEdit reports no errors. I can view FExxx42D fine and the enable parent FExxx1DD SCHorseRuinedMarker shows correctly as well. I have no errors with just Serpents_Covenant_Merged.esp in the load order and generating LOD with DynDOLOD 3 Alpha 167. Are any other (patch) plugins overwriting any of these records in your load order? In particular mySerpentsPatch.esp which is not 1.71? if that is not it, test if it works when leaving IgnoreLargeReferences=0 at its default setting.
kelvineppolon Posted March 2, 2024 Posted March 2, 2024 14 hours ago, sheson said: DynDOLOD is a modified xLODGen, which is a tool mode of xEdit. DynDOLOD supports plugins version 1.71, because the current xEdit Experimental version supports it. Checking Serpents_Covenant_Merged.esp with xEdit reports no errors. I can view FExxx42D fine and the enable parent FExxx1DD SCHorseRuinedMarker shows correctly as well. I have no errors with just Serpents_Covenant_Merged.esp in the load order and generating LOD with DynDOLOD 3 Alpha 167. Are any other (patch) plugins overwriting any of these records in your load order? In particular mySerpentsPatch.esp which is not 1.71? if that is not it, test if it works when leaving IgnoreLargeReferences=0 at its default setting. Thank you for the reply. I downloaded SSEEDIT 4.1.5c (Nexus SSEEDIT is 4.1.5 and does not support header 1.71), and checked "mySerpentsPatch.esp". "mySerpentsPatch.esp" is my custom patch to forwards EditorIDs of the Worldspace cell. There are no other edits. Screenshot: https://imgur.com/a/Y3CFnAB I will revert to "IgnoreLargeReferences=0" and let you know the results.
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