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Posted
9 hours ago, sheson said:

Grass cache files are loaded by the game on demand and their data is unloaded together with the other inactive cell data if  the cell buffer is full and new cells attach and need to be loaded.

Grass LOD generation requires grass cache files at the time of the object LOD generation only.

https://dyndolod.info/Help/Grass-LOD
Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD.

https://dyndolod.info/Help/Object-LOD
Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks.

https://dyndolod.info/How-LOD-Works

I see, thank you for reply once again, I weren't able to get into this specific moments before.

Posted (edited)

I'm having problems with the tree lods, on one side, the texture is normal, but on the other, it has a layer of purple lighting. It is possible to see the original texture underneath this lighting, especially at times when the sun is not directly under the textures.

 

https://imgur.com/a/UKRdyDt

 

 

 

Edited by Druyddark
error
Posted
49 minutes ago, Druyddark said:

I'm having problems with the tree lods, on one side, the texture is normal, but on the other, it has a layer of purple lighting. It is possible to see the original texture underneath this lighting, especially at times when the sun is not directly under the textures.

https://imgur.com/a/UKRdyDt

Please post your logs. Without them, it's all speculation and guesswork.

Posted
4 hours ago, Druyddark said:

I'm having problems with the tree lods, on one side, the texture is normal, but on the other, it has a layer of purple lighting. It is possible to see the original texture underneath this lighting, especially at times when the sun is not directly under the textures.

https://imgur.com/a/UKRdyDt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt.

Also post a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

https://dyndolod.info/Help/Ultra-Tree-LOD
While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each tree and which types of assets were found and used for the different LOD levels

Posted
24 minutes ago, Druyddark said:

Sorry, here it is:

Dyndolod logs: https://paste.ee/p/dqWvryzo#s=0

Texgen logs: https://paste.ee/p/JIx4az4g#section0

Dyndolod Tree Report: https://paste.ee/p/Suw3rb1L#section0

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to upload when making posts.

Also post a useful screenshot of the full model of one of the trees with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

Posted (edited)

I have also been having an issue in which terrain lod flickers a lot when viewed from a distance. I'll try to be detailed as possible.

  • When I get close to the lod, it's like the terrain is constantly changing between two models.
  • I toggled tll in console (screenshot provided) and all problematic lod goes away.
  • I disabled dynamic lod from MCM - issue persists.
  • I tested with and without xLODGEN generation prior to DynDOLOD - issue is still there.
  • I disabled DynDOLOD Output - issue is gone. 

Regarding terrain I am using:

  • Better Dynamic Snow 3
  • Fantasia Landscapes
  • Projected Diffuse patch for Fantasia Landscapes

When I tested with XLODGEN generation prior, I followed the instructions on: https://dyndolod.info/Help/xLODGen

Screenshots: https://imgur.com/a/Oe1WtwL

Logs folder: https://www.mediafire.com/file/w8qxm81ey55e4wt/Logs_-_Flicker_Issue.rar/file

If I need to provide more information/details, please let me know.

Edit: So I even tried running DynDOLOD with no mods activated and the issue is still there. What can it be ?

Edited by Mercenary931
Posted (edited)

I updated one mods that was used to  generate xLod just find out I also had to update dyndold 192 cause 190 shot out error, so do I did

 

Generated my xLod just fine.

 

TexGen

Noticed grass was ghost out but HD grass was check able I used Grass  in prior build ".190" Read these changes where done  certian mod were detected so I just check HD grass, cause I didnt want to mess with it ini.

Skoglendi,NGOI,Community shaders are the only mods that touch grass that I am aware off

 

Dyndolod

I follow setting I saw in  video in that I check what was checked. Though I realized only Trees lod was check, but grass lod was never checked. does that mean even I generated grass/hd grass with texgen which I did in build ".190" but grass it was never checked that grass/hd grass that there lod where never  generated for dyndolod in Lod4/8/16/32 zones?

When I initial did this update generated xlod/texgen/dyndolod everything look correct, well correct for the grass not been generated for lod zone 4/8/16/32

 

 

TexGen_SSE_log.txt

Edited by tsunami2311
Posted
13 hours ago, Mercenary931 said:

I have also been having an issue in which terrain lod flickers a lot when viewed from a distance. I'll try to be detailed as possible.

  • When I get close to the lod, it's like the terrain is constantly changing between two models.
  • I toggled tll in console (screenshot provided) and all problematic lod goes away.
  • I disabled dynamic lod from MCM - issue persists.
  • I tested with and without xLODGEN generation prior to DynDOLOD - issue is still there.
  • I disabled DynDOLOD Output - issue is gone. 

Regarding terrain I am using:

  • Better Dynamic Snow 3
  • Fantasia Landscapes
  • Projected Diffuse patch for Fantasia Landscapes

When I tested with XLODGEN generation prior, I followed the instructions on: https://dyndolod.info/Help/xLODGen

Screenshots: https://imgur.com/a/Oe1WtwL

Logs folder: https://www.mediafire.com/file/w8qxm81ey55e4wt/Logs_-_Flicker_Issue.rar/file

If I need to provide more information/details, please let me know.

Edit: So I even tried running DynDOLOD with no mods activated and the issue is still there. What can it be ?

Can you make a video or maybe two screenshots from exactly the same position so we can actually see what is flickering/changing?

Posted
7 hours ago, tsunami2311 said:

I updated one mods that was used to  generate xLod just find out I also had to update dyndold 192 cause 190 shot out error, so do I did

Generated my xLod just fine.

TexGen

Noticed grass was ghost out but HD grass was check able I used Grass  in prior build ".190" Read these changes where done  certian mod were detected so I just check HD grass, cause I didnt want to mess with it ini.

Skoglendi,NGOI,Community shaders are the only mods that touch grass that I am aware off

Dyndolod

I follow setting I saw in  video in that I check what was checked. Though I realized only Trees lod was check, but grass lod was never checked. does that mean even I generated grass/hd grass with texgen which I did in build ".190" but grass it was never checked that grass/hd grass that there lod where never  generated for dyndolod in Lod4/8/16/32 zones?

When I initial did this update generated xlod/texgen/dyndolod everything look correct, well correct for the grass not been generated for lod zone 4/8/16/32

TexGen_SSE_log.txt 151.38 kB · 1 download

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload. When asking questions about DynDOLOD also upload its log and debug log.

https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered
HD Grass LOD billboards are for optional grass LOD generation. The option becomes available if grass models using complex grass textures are found in the load order.

https://dyndolod.info/Help/Grass-LOD
Grass LOD is generated for LOD level 4 only.

https://dyndolod.info/Help/Grass-LOD#Generating
To enable grass LOD generation, check the Grass LOD checkbox in the advanced mode of DynDOLOD.

If the Grass LOD checkbox is not checked, then LOD for grass is not generated.

Posted
On 6/20/2025 at 12:34 AM, ra2phoenix said:

Reproduced the issue with a test esp and attached log files, test plugins, the DynDOLOD plugins that were generated by my test. Inside zip is a text describing the issue and what records are involved etc.

https://www.dropbox.com/scl/fi/7y2uzzy2bd2oufluay1a4/DynChildWorldCopyParentTest.zip?rlkey=y5zwg0ua79cmed77ksb1411kw&dl=0

Use this test version https://mega.nz/file/dIQilQrJ#M7_0SV2VRlkIDVt-mrhZGoPClR1WCXrgpzBQtvntIck and report results.

Posted
8 hours ago, sheson said:

To enable grass LOD generation, check the Grass LOD checkbox in the advanced mode of DynDOLOD.

If the Grass LOD checkbox is not checked, then LOD for grass is not generated.

ok so it only for lod 4, doing the lod would probably murder performance, even more atlest on my system.

 

I did run with it and on generated size went from  1gb to almost 5gb with grass generated and did not do me any favors performance wise , so I turned it back off, I will just use what ever setting  NGIO has with that precached which does same thing but much smaller foot print.

 

xLodGen,TexGen,Dyndolod all have enhanced skyrim greatly to the point I actual need new gpu :P Great tool sorry if I pain still learning it

Posted
8 minutes ago, tsunami2311 said:

ok so it only for lod 4, doing the lod would probably murder performance, even more atlest on my system.

I did run with it and on generated size went from  1gb to almost 5gb with grass generated and did not do me any favors performance wise , so I turned it back off, I will just use what ever setting  NGIO has with that precached which does same thing but much smaller foot print.

xLodGen,TexGen,Dyndolod all have enhanced skyrim greatly to the point I actual need new gpu :P Great tool sorry if I pain still learning it

See https://dyndolod.info/Help/Grass-LOD#Performance.

Grass LOD requires less performance than full grass extended by NGIO to the same distance.
Grass LOD generation density can be controlled to - unlike NGIO full grass for example. LOD distance settings can be used to control how far LOD level 4 renders, but requires more effort then using NGIO full grass to render just a couple cells further.

Posted
7 hours ago, Mercenary931 said:

The video seems to show z-fighting between object LOD and terrain LOD due to the depth z-buffer floating point precision. This is an engine limitation.

Make sure to generate high quality terrain LOD meshes with xLODGen.

Use sensible setting for the object LOD distances and the terrain LOD multiplier. https://dyndolod.info/Help/Object-LOD#Settingshttps://dyndolod.info/Help/Terrain-LOD-and-Water-LOD#Settings

The fNearDistance INI setting can make it worse or a bit better. https://stepmodifications.org/wiki/Guide:Skyrim_INI/Display#fNearDistance

There are mods that add more objects to cover the terrain, so less of these intersections are visible. For example https://www.nexusmods.com/skyrimspecialedition/mods/146350 (or the two it merges)

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