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Posted
15 minutes ago, Farsveinn said:

Hi, I didn't find an answer in the FAQ. With the latest updates of the program there is a strong flickering of dyndolod waterfalls. It is not RWT, I used DynDOLOD - Resources - the effect is the same :crash:

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.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and the full model with m ore informative console.

https://dyndolod.info/Mods/Waterfalls
For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary.
It is possible that whatever mod use to change the waterfalls meshes also installed bad LOD meshes or requires updated LOD meshes to be included in DynDOLOD Resources.
You wrote it is not RWT. So which one is it?

Posted

20240211181642-1.jpg


DynDOLOD_SSE_Object_Report and DynDOLOD_SSE_Debug_log

Oh, sorry, I meant that I checked with and without RWT. I did everything as usual RWT + Water Effects Brightness and Reflection Fix - RWT Patch. Before the NG version I never had problems with waterfalls. I tried leaving only your resources, disabling RWT, but the result was exactly the same. All waterfalls flickering in the middle and far distance. No ENB.

Posted (edited)
On 2/4/2024 at 5:23 PM, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which LODGen log to upload.

See https://dyndolod.info/Changelog to learn what changed.

https://dyndolod.info/Help/Advanced-Mode#Grass-LOD
Density sets the percentage of grass LOD billboards that are being generated. 50 means only half of the grass placements are added for better performance but thinner grass LOD in the distance.

50 means 50%.

It was my grass settings, they were incorrect - I ran my grass cache with the suggested settings from STEP GrassLOD Cache  and it resolved everything and DynDOLOD grass LOD density is working correctly. Managed to gain a few FPS also :)

Thanks

Edited by kojak747
Posted
1 hour ago, Farsveinn said:

20240211181642-1.jpg


DynDOLOD_SSE_Object_Report and DynDOLOD_SSE_Debug_log

Oh, sorry, I meant that I checked with and without RWT. I did everything as usual RWT + Water Effects Brightness and Reflection Fix - RWT Patch. Before the NG version I never had problems with waterfalls. I tried leaving only your resources, disabling RWT, but the result was exactly the same. All waterfalls flickering in the middle and far distance. No ENB.

Also upload the normal DynDOLOD debug log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Also make a useful screenshot of the full model for the waterfall as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1

Does the flicker stop when you deactivate dynamic LOD in the DynDOLOD SkyUI MCM. Does a non animated static waterfall remain?

Posted (edited)

3545.jpg

logs

"Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1"

It was RWT without Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1. Yes, there's flickering in both cases.

Now I generated everything without RWT, the problem is definitely in the static waterfall lod, I only used DynDOLOD - Resources. In the screenshot above 1 - flickering, 2 - full model, 3 - I disable DynDOLOD model and the flickering came back. The problem is definitely the static lod waterfall and it flickers at medium and long distance. I used the default DynDOLOD settings. There is only a problem with the "tall" static lods of the waterfalls, in Riverwood it's ok. There is also flickering of some rocks, but it is not critical.

Edited by Farsveinn
Posted
1 hour ago, Farsveinn said:

3545.jpg

logs

"Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1"

It was RWT without Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1. Yes, there's flickering in both cases.

Now I generated everything without RWT, the problem is definitely in the static waterfall lod, I only used DynDOLOD - Resources. In the screenshot above 1 - flickering, 2 - full model, 3 - I disable DynDOLOD model and the flickering came back. The problem is definitely the static lod waterfall and it flickers at medium and long distance. I used the default DynDOLOD settings. There is only a problem with the "tall" static lods of the waterfalls, in Riverwood it's ok. There is also flickering of some rocks, but it is not critical.

Please also upload C:\Modding\Skyrim Special Edition - Elegy\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Posted
1 minute ago, Farsveinn said:

Thanks. i will have a look at it in the combing couple days.

To verify, if you disable static object LOD so that only the animated dynamic LOD waterfalls remains, they do not flicker?

Posted
On 2/6/2024 at 12:44 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.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.
The cover should be dynamic LOD and thus be a clickable reference.

Double check if the LOD comes back after visiting the full cell.

It was my mistake.  I think it was caused by running the generation two times for Open Cities Skyrim, not knowing that it is not needed anymore with newer DynDOLOD versions.  I discovered other issues as well before I found the new instructions page for OCS.  Everything seems to work as flawless as it ever has.  Thank you sheson for everything that you do for our favorite games.

Posted (edited)
On 2/6/2024 at 12:44 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.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.
The cover should be dynamic LOD and thus be a clickable reference.

Double check if the LOD comes back after visiting the full cell.

I need to correct myself again.  The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD.
Logs
screenshot
location screenshot

Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads.  Tried re-visiting those locations to reload the cells and there is no change.

Edited by ikonomov
Posted
3 hours ago, ikonomov said:

I need to correct myself again.  The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD.
Logs
screenshot
location screenshot

Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads.  Tried re-visiting those locations to reload the cells and there is no change.

Can you click the dirt cover with console open and get its reference form id? If so make a screenshot.

Or does it go away when disabling all LOD with tll in console?

Posted

Video

In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. :)

 

 

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