Jump to content

Recommended Posts

Posted

I have pretty nasty lod transition z-fighting in certain cities.

https://streamable.com/8ge5vn

The only thing I really changed was 3D Trees to HLT, but its definitely not source of the problem. Dyndolod always worked fine for me so its also not an issue. Then what is?
I use JK Skyrim but it was never an issue.

Posted
10 hours ago, Admiral30 said:

I have pretty nasty lod transition z-fighting in certain cities.

https://streamable.com/8ge5vn

The only thing I really changed was 3D Trees to HLT, but its definitely not source of the problem. Dyndolod always worked fine for me so its also not an issue. Then what is?
I use JK Skyrim but it was never an issue.

From the https://dyndolod.info/FAQ

Object LOD model and full model show at the same time causing texture flicker

Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area.

Move the slider Large Object Distance on the View Distance tab of the Advanced options of the games launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below.

DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD.

Posted
7 hours ago, sheson said:

From the https://dyndolod.info/FAQ

Object LOD model and full model show at the same time causing texture flicker

Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area.

Move the slider Large Object Distance on the View Distance tab of the Advanced options of the games launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below.

DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD.

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

Posted
59 minutes ago, Admiral30 said:

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

The log message and Summary lists overwritten large references and other problematic records triggering these bugs with brief explanations and links to the website for the details including possible workarounds of the large reference bugs.

Checking the cell coordinates in the log messages should help finding the problematic records for this area and deal with them specifically.

Posted (edited)
2 hours ago, Admiral30 said:

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

Were you using the most recent beta version? Because that version is in fact addressing the issues with the large reference bugs.

Quote

Water for ENB Beta

Date uploaded 06 Feb 2022, 9:18AM
 
* Shades of Skyrim is now comprised of both an ESM and an ESP to handle the large references correctly.
* Creeks Add-On is integrated to the Shades of Skyrim.

NOTE: Previous patches for Shades of Skyrim might not be compatible anymore.

Water for ENB

Edited by PRieST
Posted

Is it by design, that DynDOLOD.esm (Alpha 65) replaces FarmLumbermill01WaterWheel01 from certain Mills (Mixwater, Heartwood, and Half-Moon and I think another one) with the Worship Activator?

Posted
29 minutes ago, aufisch said:

Is it by design, that DynDOLOD.esm (Alpha 65) replaces FarmLumbermill01WaterWheel01 from certain Mills (Mixwater, Heartwood, and Half-Moon and I think another one) with the Worship Activator?

Yes. Since 2014.

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD (By using a copy, DynDOLOD can freely enable or disable objects based on distance to the player and enable parents at the same time.) and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Dynamic-LOD-Options, e.g. mesh rule for "waterwheel" sets "Replace"

  • Like 1
Posted

OK, thanks I am just trying to find out why my waterwheels are suddenly invisible (never happened before), and I only found DynDOLOD.esm overwriting them. But apparently there is something else wrong. I just can't figure it out as I have Renthals Waterwheel installed as loose files (both mesh and textures).

 

Posted
50 minutes ago, VulKun said:

I'll check but you know me..I can use 2.98 but i cant use 3 alphax. Still doesnt work for me. Just closing itself and there is no bugreport or something. I tried everything but nothing change 

The xEdit/xLODGen/DynDOLOD message window is a text window in which text can be marked with the mouse and copied with the usual key command CTRL+C.

If xEdit/xLODGen/DynDOLOD closes, it writes its message log to the log file.

If the OS terminates the program prematurely it can not do that. In that case check the Windows message log for hints.

Posted
12 minutes ago, sheson said:

The xEdit/xLODGen/DynDOLOD message window is a text window in which text can be marked with the mouse and copied with the usual key command CTRL+C.

If xEdit/xLODGen/DynDOLOD closes, it writes its message log to the log file.

If the OS terminates the program prematurely it can not do that. In that case check the Windows message log for hints.

I checked windows message log and there error
 D:\DynDOLOD 3.0\Edit Scripts\Texconvx64.exe
D:\mod organizer 2\usvfs_x64.dll

Posted
11 minutes ago, VulKun said:

I checked windows message log and there error
 D:\DynDOLOD 3.0\Edit Scripts\Texconvx64.exe
D:\mod organizer 2\usvfs_x64.dll

If that is all the information you are willing to surrender, I suggest you start investigating what is interfering with MO2 virtual file system or TexConv reading/writing.

A cause could be because LOD is being generated into MO2 folders or game folders. Another cause would be the usual UAC, antivir problems.

Posted
20 hours ago, PRieST said:

Were you using the most recent beta version? Because that version is in fact addressing the issues with the large reference bugs.

Water for ENB

I am using most recent version. Actually that issue on video is not related to large references. I'm in contact with the author about that issue.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.