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Posted
5 hours ago, sheson said:

I am going to test some stuff around those large reference bugs over the next days.

If you're going to try out my simple test plugin and accompanying test cases, I forgot to mention that I was using a vanilla configuration generated by Skyrim SE Launcher, particularly uLargeRefLODGridSize=9, which might be important to reproduce the bugs exactly as the tests intend to.

I've been doing some more tests on my side and I've given up on finding a pattern, trying to define a general rule. With some old/new cells combinations, I can't seem to be able to trigger the bug. There are too many factors involved, many unknown, so, short of reverse-engineering the whole caboodle, it seems impossible to predict the behavior. The position of old and new cells relative to each other, the position of the cells on the worldspace grid, the position of the cells in the RNAM table, the algorithm used to scan cells to load, the algorithm to load near references around the player, the algorithm to load large references around the player, the phase of the moon, etc. each may be a factor.

What's really interesting though about this bug is it shows the engine remembers the original position/scale/other properties of the large reference, as defined in its parent ESM (the one with the RNAM table). It must be keeping it around in memory somehow, otherwise it wouldn't be able to (incorrectly) load the reference at its original position/scale in the old cell.

5 hours ago, sheson said:

Thanks for all the information.

No problem. Glad to help a bit and return the favor, for once :)

Posted (edited)

This is a suggestion/question as I am surprised this feature doesn't already exist (to me it is a fairly obvious feature).  I am curious if there is a reason why a "Select All" option doesn't exist on the "Select Worldspaces" page.  Is there a reason why we shouldn't do all world spaces?

 

EDIT:  I have used dyndolod a few times in the past with mixed results.  Last time the trees didn't turn out well but with the new version I hope things go better.

Edited by primem0ver
Posted

I spotted toxic water lods sometimes like this.

KazitSh.jpeg

qYITt2A.jpeg

If i save and restart game lods are fine.

aLKrZmX.jpeg

VfothQV.jpeg

 

Any suggestions?

Posted
59 minutes ago, had said:

I spotted toxic water lods sometimes like this.

KazitSh.jpeg

qYITt2A.jpeg

If i save and restart game lods are fine.

aLKrZmX.jpeg

VfothQV.jpeg

 

Any suggestions?

https://dyndolod.info/How-LOD-Works
In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD.

https://dyndolod.info/Help/Terrain-LOD
At the moment DynDOLOD does not create, update or otherwise change terrain LOD or water LOD. How the LOD water looks is defined by the LOD water record defined on the worldspace record of the highest plugin at generation time, which is copied to create the DynDOLOD and Occlusion plugins.

Posted
1 hour ago, sheson said:

https://dyndolod.info/How-LOD-Works
In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD.

https://dyndolod.info/Help/Terrain-LOD
At the moment DynDOLOD does not create, update or otherwise change terrain LOD or water LOD. How the LOD water looks is defined by the LOD water record defined on the worldspace record of the highest plugin at generation time, which is copied to create the DynDOLOD and Occlusion plugins.

Last time i was here it was water lod problem related to dyndolod.

Maybe it not a case for this problem, i dont know how to narrow it.

Since it fixes on game reload i cant remove dyndolod output to check if it is case.

Posted
56 minutes ago, had said:

Last time i was here it was water lod problem related to dyndolod.

Maybe it not a case for this problem, i dont know how to narrow it.

Since it fixes on game reload i cant remove dyndolod output to check if it is case.

What is preventing you from checking if LOD water record was properly forwarded to the generated plugins?

What is preventing you from testing the load order without DynDOLOD output to see if water LOD is sometimes doing whatever?

Troubleshooting always works the same. Remove everything until only the problematic stuff remains.

If there is any connection, test generating LOD without any LOD assets from third party (water) mods.

Posted
1 hour ago, sheson said:

What is preventing you from checking if LOD water record was properly forwarded to the generated plugins?

Yes, i checked in sse edit and seems like everything from rwt2 is forwarded.

1 hour ago, sheson said:

What is preventing you from testing the load order without DynDOLOD output to see if water LOD is sometimes doing whatever?

Sometimes part, Its very random, if you have no hints, i will try to find a way to reproduce it.

Posted

To updated to newest dyndolod version i removed it in mcm, saved, removed plugins, saved, used new dyndolod to generated, continued with new plugins.

Now (after couple of days playing) i spotted unattached instances in resaver, should i care?

Posted
5 hours ago, had said:

To updated to newest dyndolod version i removed it in mcm, saved, removed plugins, saved, used new dyndolod to generated, continued with new plugins.

Now (after couple of days playing) i spotted unattached instances in resaver, should i care?

Typically unattached instances can only happen if the  clean save routine was not done or maybe if the game was saved while scripts are being dumped from stack or similar problems. They can be removed.

Posted

So I'm not quite sure what I did wrong, but when I upgraded from Dyndolod 2 to 3 for ACMOS, i started getting all these weird triangles and the world border is covered with ocean. It didn't look like this before. 

Example 1

Example 2

Now either I searched for this wrong, or no one has had this problem before so I can't tell what to do. 

Posted
39 minutes ago, toggy_wonga said:

So I'm not quite sure what I did wrong, but when I upgraded from Dyndolod 2 to 3 for ACMOS, i started getting all these weird triangles and the world border is covered with ocean. It didn't look like this before. 

Example 1

Example 2

Now either I searched for this wrong, or no one has had this problem before so I can't tell what to do. 

It looks like an issue with your xLODGen meshes. Check over your settings carefully and regenerate your terrain LOD. This doesn't appear to be an object LOD/DynDOLOD issue. 

Posted
1 hour ago, toggy_wonga said:

So I'm not quite sure what I did wrong, but when I upgraded from Dyndolod 2 to 3 for ACMOS, i started getting all these weird triangles and the world border is covered with ocean. It didn't look like this before. 

Example 1

Example 2

Now either I searched for this wrong, or no one has had this problem before so I can't tell what to do. 

This is the DynDOLOD 3 ALpha thread. DynDOLOD does not change terrain or water LOD.

Terrain LOD is generated with xLODGen. Use its thread https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-94-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ for related questions.
See the first post of the xLODGen thread and Terrain-LOD-Readme.txt in the download archive how to use the Optimize Unseen drop down to improve the coastline of terrain LOD level 32, which is typically used for the map.

How LOD water looks is defined by the LOD water record defined on the worldspace record. 

If you have issues following a third party guide, you need to ask the at its appropriate forum ,discord, etc.

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