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Posted
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.

Posted

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.

20260128235837_1.jpg

20260128235936_1.jpg

20260129000016_1.jpg

Posted
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.

Posted
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.

Posted (edited)

I found the culprits are RockL02 and RockPileM01. If I revert their DynDOLOD plugin changes, the flickering LODs disappear:

PixPin_2026-01-29_02-44-02.png

PixPin_2026-01-29_02-43-50.png

Also their references in HelgenExterior02/06(nearby the flickering LODs position):

20260129024517_1.jpg

20260129024529_1.jpg

20260129024548_1.jpg

and:

20260129024653_1.jpg

20260129024706_1.jpg

 

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):

PixPin_2026-01-29_03-24-30.png

 

15 hours ago, sheson said:

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.

Other than the 3 overwritten references linking to new base records that do not have the Has Distant LOD flag set, DynDOLOD.esm also adds a DynDOLOD_DiscipleMarker in this cell, if the info helps:

PixPin_2026-01-29_12-18-39.png

Also in Cell HelgenExterior06:

PixPin_2026-01-29_12-21-26.png

Edited by captainlei1993
Posted
14 hours ago, captainlei1993 said:

I found the culprits are RockL02 and RockPileM01. If I revert their DynDOLOD plugin changes, the flickering LODs disappear:

PixPin_2026-01-29_02-44-02.png

PixPin_2026-01-29_02-43-50.png

Also their references in HelgenExterior02/06(nearby the flickering LODs position):

20260129024517_1.jpg

20260129024529_1.jpg

20260129024548_1.jpg

Download the latest test version from https://dyndolod.info/Downloads/Test-Versions, delete all old logs and generate LOD.

Then check that the 3 references with enable parents are updated to use a base record without the Has Distant LOD flag.
Verify if the issue still happens in the game or not. Report results and if issue persists upload DynDOLOD log and debug log.

Posted
On 1/28/2026 at 3:11 AM, z929669 said:

Gotcha. Here's Test 1 and Test 2.

Get the latest test version.

Compare its generate alpha atlas texture matches the one you got with CPUMipMaps=1. It won't be equal, but they should hopefully look very close. Average background if black or existing background should be kept. Report results.

Posted (edited)
1 hour ago, sheson said:

Download the latest test version from https://dyndolod.info/Downloads/Test-Versions, delete all old logs and generate LOD.

Then check that the 3 references with enable parents are updated to use a base record without the Has Distant LOD flag.
Verify if the issue still happens in the game or not. Report results and if issue persists upload DynDOLOD log and debug log.

The issue is gone! These 3 references are causing flickering LODs in Helgen all these years until now... I guess not many players use vanilla start so they didn't see this glaring issue.

Edited by captainlei1993
Posted
On 7/16/2025 at 4:13 AM, sheson said:

IIRC it has an enable parent, thus it gets dynamic LOD.

Also there's an old issue I forget to give feedback on: From DynDOLOD.esp I can see the brokenwordwall at the throat of the world gets dynamic LOD, however I still can't see its LOD on map even if I finish the main quest.  Then I checked its base reference and found it doesn't have enable parent. So is it an oversight that DynDOLOD.esm shouldn't change the reference to a NOLOD base record?

 

PixPin_2026-01-29_18-53-18.png

PixPin_2026-01-29_18-52-17.png

Posted
17 minutes ago, captainlei1993 said:

The issue is gone! These 3 references are causing flickering LODs in Helgen all these years until now... I guess not many players use vanilla start so they won't see this glaring issue.

Great. IIRC you reported the issue only happens when using ACMOS rules, so that limits the number of users experiencing it.

5 minutes ago, captainlei1993 said:

Also there's an old issue I forget to give feedback on: From DynDOLOD.esp I can see the brokenwordwall at the throat of the world gets dynamic LOD, however I still can't see its LOD on map even if I finish the main quest.  Then I checked its base reference and found it doesn't have enable parent. So is it an oversight that DynDOLOD.esm shouldn't change the reference to a NOLOD base record?

 

The map shows object LOD BTO and terrain LOD BTR meshes. Dynamic LOD does not show on the map, yet.

Posted
40 minutes ago, sheson said:

The map shows object LOD BTO and terrain LOD BTR meshes. Dynamic LOD does not show on the map, yet.

Got it. Is there any way to show that word wall at the beginning of the game?

Posted
46 minutes ago, captainlei1993 said:

Got it. Is there any way to show that word wall at the beginning of the game?

Change or remove its XESP - Enable Parent.

Posted
19 minutes ago, sheson said:

Change or remove its XESP - Enable Parent.

You mean removing its Enable Parent first then regenerating LODs to update the BTO? Is there any specific DynDOLOD rule we should add for it to work? Like:

LODGen1=Dungeons\Nordic\Chambers\WordWallHighHrothgarBroken.nif,Level0,Level1,Level2,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High

 

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