sheson Posted June 23, 2025 Author Posted June 23, 2025 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.
sheson Posted June 23, 2025 Author Posted June 23, 2025 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.
tsunami2311 Posted June 23, 2025 Posted June 23, 2025 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 Great tool sorry if I pain still learning it
sheson Posted June 23, 2025 Author Posted June 23, 2025 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 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.
Mercenary931 Posted June 23, 2025 Posted June 23, 2025 14 hours ago, sheson said: Can you make a video or maybe two screenshots from exactly the same position so we can actually see what is flickering/changing? Here it is: https://www.mediafire.com/file/d5gf9w7bw1q8oc9/Flickering_Video.rar/file
sheson Posted June 24, 2025 Author Posted June 24, 2025 7 hours ago, Mercenary931 said: Here it is: https://www.mediafire.com/file/d5gf9w7bw1q8oc9/Flickering_Video.rar/file 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#Settings, https://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)
BrotherShamus Posted June 28, 2025 Posted June 28, 2025 I'm having an odd issue with the Shrine of Azura using the latest version of Dyndolod. I'm using the same configuration as I've used many times with this rule "None for LOD 4 to 16, Level0 for LOD 32, VWD and Force Dynamic, None for Grid and Original for Reference." It's always worked before but now there something going on that I can only really describe with video so I'm sharing a link: Here are the relevant files (there was no bug report that I could see): https://limewire.com/d/Lk2Uy#CfnsLGG1MK
sheson Posted June 28, 2025 Author Posted June 28, 2025 1 hour ago, BrotherShamus said: I'm having an odd issue with the Shrine of Azura using the latest version of Dyndolod. I'm using the same configuration as I've used many times with this rule "None for LOD 4 to 16, Level0 for LOD 32, VWD and Force Dynamic, None for Grid and Original for Reference." It's always worked before but now there something going on that I can only really describe with video so I'm sharing a link: Here are the relevant files (there was no bug report that I could see): https://limewire.com/d/Lk2Uy#CfnsLGG1MK Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. Doublecheck in console that getini "fLODFadeOutMultSkyCell:LOD" returns 1. https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/LOD#fLODFadeOutMultSkyCell If it is not 1, fix the the setting in SkyrimPrefs INI or find out whatever mod might be changing it. The other setting https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance looks OK with 150,000 in the MCM. Also check it in console if it gets changed afterwards. From the DynDOLOD log: fixLOD.esp This plugin is not needed. Dynamic LOD already fixes the object LOD not unloading after fast travel engine bug.
BrotherShamus Posted June 28, 2025 Posted June 28, 2025 Surprise house guests mean I won't be able to revisit this until tomorrow likely but thanks for your reply.
tsunami2311 Posted June 29, 2025 Posted June 29, 2025 I dont know where to ask this, but I recent starting have this problem what funny is random happen and then random fix it self, and when does the same mesh that missing is present in part house that not missing it. It started after I updated from Fantasia Landscapes / Parallax 1.1 to 1.5 to generate Dyndolod stuff (texgen,dyndolod) I had to update it from from .190 to .192 or shoot out errors and I update Resources from alpha 55 to 56. I also had to PG patcher to fix fuzzy rock issue 1.5 of fantasia landscapes introduced to me. since then I had this problem, Disable all of Skyland/Fantasia and all the output dont fix issue along with dyndolod when happens. even happen on brand new save/character happen on all the hearthfire house like lakeview manor. IS possible dynodolod or resources for are causing it? Again I dont know what cause is I just know I really dont want do nuke it option of deleting all Mo2 mod installs and reinstall them all
sheson Posted June 29, 2025 Author Posted June 29, 2025 2 hours ago, tsunami2311 said: I dont know where to ask this, but I recent starting have this problem what funny is random happen and then random fix it self, and when does the same mesh that missing is present in part house that not missing it. It started after I updated from Fantasia Landscapes / Parallax 1.1 to 1.5 to generate Dyndolod stuff (texgen,dyndolod) I had to update it from from .190 to .192 or shoot out errors and I update Resources from alpha 55 to 56. I also had to PG patcher to fix fuzzy rock issue 1.5 of fantasia landscapes introduced to me. since then I had this problem, Disable all of Skyland/Fantasia and all the output dont fix issue along with dyndolod when happens. even happen on brand new save/character happen on all the hearthfire house like lakeview manor. IS possible dynodolod or resources for are causing it? Again I dont know what cause is I just know I really dont want do nuke it option of deleting all Mo2 mod installs and reinstall them all 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. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. If the problem happens without DynDOLOD output, then DynDOLOD has nothing to do with the issue. If the problem happens without DynDOLOD Resources, then DynDOLOD Resources has nothing to do with the issue. 1
BrotherShamus Posted June 29, 2025 Posted June 29, 2025 I checked the fLODFadeOutMultSkyCell:LOD and it did return a value of 1. I also took a couple of screenshots as well as a screenshot of how it looks in xEdit and I'm completely stumped. I'm not sure what else I can do to diagnose this so I'll keep digging and maybe try some different setting when generating LOD. I had read a post in the Elizabeth Towers mod (I think) where someone mentioned excluding it from LOD 32 so maybe that could work. I really don't care if the statue is not visible in the map.
sheson Posted June 30, 2025 Author Posted June 30, 2025 6 hours ago, BrotherShamus said: I checked the fLODFadeOutMultSkyCell:LOD and it did return a value of 1. I also took a couple of screenshots as well as a screenshot of how it looks in xEdit and I'm completely stumped. I'm not sure what else I can do to diagnose this so I'll keep digging and maybe try some different setting when generating LOD. I had read a post in the Elizabeth Towers mod (I think) where someone mentioned excluding it from LOD 32 so maybe that could work. I really don't care if the statue is not visible in the map. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. The screenshots show that DynDOLOD is indeed not affecting the reference or the base record. It does not matter if object LOD has triangles for it or not. Test if increasing fSkyCellRefFadeDistance in the DynDOLOD SkyUI MCM Settings page helps. If problem persists, when far away and the status is not showing, select it in console with prid 33DCB and check the more informative console window in the left if it is enabled. Use enable or disable in console to change its state to see what happens.
tsunami2311 Posted June 30, 2025 Posted June 30, 2025 (edited) 21 hours ago, 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. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. If the problem happens without DynDOLOD output, then DynDOLOD has nothing to do with the issue. If the problem happens without DynDOLOD Resources, then DynDOLOD Resources has nothing to do with the issue. I am pretty sure I have ruled out TexGen,Dyndolod,xLodgen and Skyland and Fantasia landscapes out for what cause I am not think its SSEedit, seeing that is only thing that modified files in base game and uninstalling skyrim and reinstalling has fix randomly disappearing meshs it would seem (more specifily the HearthFire.esm ), the intentional ITM need to be cleaned in games base files or Texgen wont run (so instead letting SSEedit make back up I just gona copy files it want clean else where cause it backup for some reason are two files some time for same file). What I dont get is how the it issue didnt pop up in a 40+ hour save till I updated Fantasia landscape from 1.1 to 1.5 and redid all of xlod and texgen, dyndolod with the added PG_patcher output. The currrent save I have is working correctly now. I do wish there was some kind preview for xLoD that would show texture quality for different LoD ranges depending on what quality is picked though with have to look at in game. I need to tweak Lod8/16 as 10 and 15 are to low thought I think 15 one I noticing that I think it to low. Great tool I am slowly learning it, sadly I cant go back to not using even if I find a bit to complicated for my taste Edited June 30, 2025 by tsunami2311
BrotherShamus Posted June 30, 2025 Posted June 30, 2025 (edited) 12 hours ago, sheson said: https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. The screenshots show that DynDOLOD is indeed not affecting the reference or the base record. It does not matter if object LOD has triangles for it or not. Test if increasing fSkyCellRefFadeDistance in the DynDOLOD SkyUI MCM Settings page helps. If problem persists, when far away and the status is not showing, select it in console with prid 33DCB and check the more informative console window in the left if it is enabled. Use enable or disable in console to change its state to see what happens. Sorry... I did take a screenshot with Dyndolod disabled but it seemed to be pretty much identical to the screenshot with Dyndolod enabled... I felt that for this particular issue, it would be redundant to post it. Increasing the fSkyCellRefFadeDistance to 300000 in the MCM did in fact work and the statue is visible from all areas. Is there a way for me to make that value persistent? At any rate... it worked and everything is looking fantastic. I really appreciate it... thank you. Edited June 30, 2025 by BrotherShamus
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