captainlei1993 Posted 9 hours ago Posted 9 hours ago 4 hours ago, sheson said: If what you see in the game are those dynamic LOD records, then you should be able to click them and get their reference form IDs in console in the game. First do rudimenary troubleshooting by disbaling all LOD with tll in game before this happens as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If you still see LOD objects up close, containue the rudimentary troubleshooting by deactivating dynamic LOD in the DynDOLOD SkyUI - MCM before this happens or by not loading DynDOLOD.esp. If disabling LOD with TLL makes a difference, test without any swaps by temporarily disabling the Base Object Swapper DLL. TLL makes the flickered LODs disappear and disabling BOS won't make any difference. Also I can't click the LODs since they will disappear as soon as my position changes in tfc 1 mode. Disabling the whole DynDOLOD Output makes the flickering LODs disappear. Therefore the culprit must come from LOD generation.
captainlei1993 Posted 6 hours ago Posted 6 hours ago Actually sometimes the roads ahead also have flickering LODs when standing at the same position. I think it might be shaders' problem but even after disabling community shader the issue persists.
sheson Posted 6 hours ago Author Posted 6 hours ago 2 hours ago, captainlei1993 said: TLL makes the flickered LODs disappear and disabling BOS won't make any difference. Also I can't click the LODs since they will disappear as soon as my position changes in tfc 1 mode. Disabling the whole DynDOLOD Output makes the flickering LODs disappear. Therefore the culprit must come from LOD generation. The test with disabling LOD with tll together with it not having a reference form ID means that what you see is from an object LOD BTO. Not sure why you need to use tfc 1. You seem to be standing right in front of the LOD objects when they show? Disabling the entire DynDOLOD output just means that the game is using the vanilla object LOD BTO, which does not contain LOD representation for those arch/wall or road pieces. As already explained, the game engine has this bug, where it briefly shows object LOD in a cell, if a reference is enabled. That reference has the VWD flag set and/or uses a based record that has the HasDistantLOD flag set. Typically, the generated object LOD BTO is the victim of this bug, not the cause. Continue the rudimentary troubleshooting by deactivating dynamic LOD in the DynDOLOD SkyUI - MCM before this happens or by not the loading DynDOLOD.esp whlie keeping the generated object LOD BTO active in order to be able to see this bug happening. DynDOLOD tries to address this bug, but if a mod sets the flags without there being a LOD model, it is possibly it overlooks those references/base records.
captainlei1993 Posted 6 hours ago Posted 6 hours ago The issue still persists even if I deactivate Dynamic LOD in MCM but disappear after I disable dyndolod.esp.
sheson Posted 5 hours ago Author Posted 5 hours ago 38 minutes ago, captainlei1993 said: The issue still persists even if I deactivate Dynamic LOD in MCM but disappear after I disable dyndolod.esp. If I remember correctly, only DynDOLOD.esm overwrite cell 4,-20 0000982A. It should typically overwrite 3 references and unset any VWD (Visible When Distant) flag on the references and/or link to new base records that do not have the Has Distant LOD flag set. Report if you find something else. Make a backup of DynDOLOD.esp. Load DynDOLOD.esp into xEdit. Remove all overwrites for Movable Static (MSTT) and Static (STAT). If that makes a difference, use binary search to try to narrow it down to a single record. If that does not make a difference (and still assuming DynDOLOD.esp does not contain references under cell 0000982A), unfold the permanent cell 00000D74 for it and remove all references to see if that makes a difference. In case it does , use binary search to narrow it down. Do not remove reference named Tamriel_ShesonObject so dynamic LOD keeps working until the end. if DynDOLOD.esp has references/overwrites in the cell, report them. Ask if you need more detailed explanations.
captainlei1993 Posted 3 hours ago Posted 3 hours ago (edited) I found the culprits are RockL02 and RockPileM01. If I revert their DynDOLOD plugin changes, the flickering LODs disappear: Also their references in HelgenExterior02/06(nearby the flickering LODs position): and: Edited 3 hours ago by captainlei1993
captainlei1993 Posted 3 hours ago Posted 3 hours ago (edited) BTW I have no mods overwriting these references shown above and DynDOLOD.esp does not contain references under cell 0000982A. I also found a suspicious line in ASCOS DynDOLOD Rule file which might explain why RockPileM01 is the culprit(as to RockL02 I have no idea): Edited 3 hours ago by captainlei1993
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