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Waterfalls movable static/static/LODs outside Whiterun overlapping or z-fighting full static models?  Anyone know how to fix properly?  I assume something in my DynDoLod settings is wrong making them both appear at once?  DynDoLod.esp is adding "has distant lod" to the movable static record, and not touching the _static record which already has lod.  I assume that's somehow resulting in two lods at once?  Maybe I shouldn't have "upgrade neargrid large references to fargrid" or some different grid rule for waterfalls?  I'd rather not have to go by trial and error to figure it out since it takes forever on my machine and I'm otherwise happy enough with everything.

Using:

Spoiler

waterfall-z-fighting.webp

enb2024-9-5-20-51-32.jpg

897HLL6.jpeg

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3 answers to this question

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Posted

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
To test if something is tree LOD, object LOD (includes ultra tree LOD and grass LOD) or terrain LOD, disable all LOD with tll in console. Whatever remains is added by plugins, including dynamic LOD.

Report the result of the tll test.

The LOD flag changes full model loading behavior if large references are disabled. It does not affect LOD generation with DynDOLOD.
Typically the 2 modified base records are not used in the waterfalls shown in the screenshot.

  • 0
Posted (edited)

Figured it out.  DynDoLods's texture mismatch errors were right all along...  Seems Water Effects Brightness and Reflection Fix and Water for ENB in combo are simply a no-go when using DynDoLod.  Maybe because Water Effects includes DynDoLod Lods but doesn't update the matching vanilla lods like Water for ENB does.  So maybe it would work until you run DynDoLod again and get a mismatch, or letting it's lods overwrite DynDoLod's output?  Disabling Water Effects Brightness and Reflection Fix solved it though.

Edited by skyrimplayer999
  • 0
Posted
2 hours ago, skyrimplayer999 said:

Figured it out.  DynDoLods's texture mismatch errors were right all along...  Seems Water Effects Brightness and Reflection Fix and Water for ENB in combo are simply a no-go when using DynDoLod.  Maybe because Water Effects includes DynDoLod Lods but doesn't update the matching vanilla lods like Water for ENB does.  So maybe it would work until you run DynDoLod again and get a mismatch, or letting it's lods overwrite DynDoLod's output?  Disabling Water Effects Brightness and Reflection Fix solved it though.

No log files were provided.

See https://dyndolod.info/Mods/Waterfalls
For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary.

See https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker
Could also be large reference bugs.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum
Disabling something is typically a troubleshooting step and not a fix, especially when trying to circumvent errors or problems. Research the issue and report problems to the official DynDOLOD support forum, so they can be properly troubleshooted and fixed, whatever their reasons are.

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