gmahadhika91 Posted May 2, 2021 Posted May 2, 2021 6 minutes ago, sheson said: If you want that particular banner to also always show together with all other banners of the same type, use the mesh mask rule ad remove the FormID rule (or also edit accordingly) Yes this is what I want. So first of all, I should just remove my custom rule targeting the .nif file right? 6 minutes ago, sheson said: The FormID rule that targets that banner is the one that has skyrim;000eb82e for the Mesh Mask/Reference field. Hover above it in the list to see more information, like the name and location of the reference and its base record. Also note the rule for its civil war replacement skyrim;000fcc65. OK, next up, I should search skyrim;000eb82e and change it into original?
sheson Posted May 2, 2021 Author Posted May 2, 2021 48 minutes ago, gmahadhika91 said: Yes this is what I want. So first of all, I should just remove my custom rule targeting the .nif file right? OK, next up, I should search skyrim;000eb82e and change it into original? If you want that particular banner to also always show together with all other banners of the same type, use the mesh mask rule and remove the FormID rule (or also edit accordingly). If you only want that particular banner to always show, only edit that FormID rule and do not add a mesh rule.
gmahadhika91 Posted May 2, 2021 Posted May 2, 2021 2 hours ago, sheson said: If you want that particular banner to also always show together with all other banners of the same type, use the mesh mask rule and remove the FormID rule (or also edit accordingly). If you only want that particular banner to always show, only edit that FormID rule and do not add a mesh rule. Oh ok, so what I did was already correct, but my mistake was because I did not remove the FormID rule yes? Say, if I want other objects to be added as a mesh mask rule, how do I know if that particular object is already added in DynDOLOD in a FormID rule?
sheson Posted May 2, 2021 Author Posted May 2, 2021 46 minutes ago, gmahadhika91 said: Oh ok, so what I did was already correct, but my mistake was because I did not remove the FormID rule yes? Say, if I want other objects to be added as a mesh mask rule, how do I know if that particular object is already added in DynDOLOD in a FormID rule? By scrolling through the list and checking them, just like you would have to for mesh masks. Hovering the mouse to get the extra information should help.
gmahadhika91 Posted May 2, 2021 Posted May 2, 2021 OK so my Skyrim is finally running on 45-60 fps, with high DynDOLOD and working grass cache and Rudy ENB. I thought finally after 10 years I'm able to play Skyrim, but no. I got a bug that is partly invisible ground. Is it possible that this is caused by my NGIO installation? I know this is not the correct place to ask, but if anyone could give me a clue of how to troubleshoot what caused this I would really appreciate it. (Or just point me which forum is a good place to ask for this) https://imgur.com/a/yQ4fCdF loadorder.txt modlist.txt
sheson Posted May 2, 2021 Author Posted May 2, 2021 55 minutes ago, gmahadhika91 said: OK so my Skyrim is finally running on 45-60 fps, with high DynDOLOD and working grass cache and Rudy ENB. I thought finally after 10 years I'm able to play Skyrim, but no. I got a bug that is partly invisible ground. Is it possible that this is caused by my NGIO installation? I know this is not the correct place to ask, but if anyone could give me a clue of how to troubleshoot what caused this I would really appreciate it. (Or just point me which forum is a good place to ask for this) https://imgur.com/a/yQ4fCdF loadorder.txt 4.29 kB · 0 downloads modlist.txt 8.27 kB · 0 downloads You want to check which mod makes changes to the cell record, its land record or maybe to landscape textures. If it's texture it probably would be more widespread. Use DynDOLOD SkyUI MCM You Are Here to get the cell coordinates. Use xEdit Cell Browser (CTRL+SHIFT+F) to find the cell's form id. Could be XCLC - Grid / Land Flags / Hide - Quad 1/2/3/4 flags
gmahadhika91 Posted May 2, 2021 Posted May 2, 2021 (edited) 33 minutes ago, sheson said: You want to check which mod makes changes to the cell record, its land record or maybe to landscape textures. If it's texture it probably would be more widespread. Use DynDOLOD SkyUI MCM You Are Here to get the cell coordinates. Use xEdit Cell Browser (CTRL+SHIFT+F) to find the cell's form id. Could be XCLC - Grid / Land Flags / Hide - Quad 1/2/3/4 flags Thank you, you're comment is a clue in itself and I've found it. it's my smash patch. Boy gotta do the labor again. EDIT: Found some XCLC records. How do I fix this though? I dragged the records from Open Cities but it's still the same in game. Edited May 2, 2021 by gmahadhika91
sheson Posted May 2, 2021 Author Posted May 2, 2021 1 hour ago, gmahadhika91 said: Thank you, you're comment is a clue in itself and I've found it. it's my smash patch. Boy gotta do the labor again. EDIT: Found some XCLC records. How do I fix this though? I dragged the records from Open Cities but it's still the same in game. You sure you got the right cell? 6, -1 is inside Whiterun about where Heimskr is preaching. The last plugin Smash Patch.esp overwrites the record already and "unsets" the flags.
jared_maxwell Posted May 2, 2021 Posted May 2, 2021 9 hours ago, sheson said: Do not post screenshots of text. Copy and paste the text instead. The large reference bugs means that the engine does not unload the static object LOD for all large references in a cell when it is supposed to. So the large reference full models and their LOD models show at the same. This can manifest as very obvious texture/lighting flicker between the two models. Any ESP overwriting a large reference triggers this bug for the entire cell. Hence the log messages as seen in the screenshot to warn about plugins that are not fully visually compatible with Skyrim Special Edition. If a plugin (ESM in this case, since it is not supported by ESP) overwrites a large reference, it should also list the large reference in its worldspace RNAM. That is what the game files do. If an overwrite/plugin is removed then whatever the overwrite record or plugin changes simply does not happen. Thank you! Did not fully understand though why any of DLCs to the game overwrite already existed RNAM records. In my understanding a RNAM record is a place in a world where the large reference LOD should be placed, but if skyrim.esm beeing overwrited by dragonbord DLC it should mean that all these objects are replace in dragonborn DLC, but they do not change already existed objects in tamriel. So, what are the changes they make in RHAM for?
sheson Posted May 2, 2021 Author Posted May 2, 2021 13 minutes ago, jared_maxwell said: Thank you! Did not fully understand though why any of DLCs to the game overwrite already existed RNAM records. In my understanding a RNAM record is a place in a world where the large reference LOD should be placed, but if skyrim.esm beeing overwrited by dragonbord DLC it should mean that all these objects are replace in dragonborn DLC, but they do not change already existed objects in tamriel. So, what are the changes they make in RHAM for? A reference is placement of on object with position coordinates and rotation for example. A large reference means, the form id of such a reference is listed in the worldspace record RNAM list. Large reference are not LOD. A large reference simply continues to show the full model outside the uGridsToLoad cells but only to the distance of the uLargeRefLODGridSize setting. When records are overwritten by other plugins they typically keep most of the original data and only change a detail. Like if a rock is being moved a bit all but the position information of the record stays the same. Check the CK wiki and also start using xEdit to see how records in plugins work. In case the rock is a large reference, the RNAM data in the worldspace record of the overwriting plugin simply lists the reference again.
jared_maxwell Posted May 2, 2021 Posted May 2, 2021 6 minutes ago, sheson said: A reference is placement of on object with position coordinates and rotation for example. A large reference means, the form id of such a reference is listed in the worldspace record RNAM list. Large reference are not LOD. A large reference simply continues to show the full model outside the uGridsToLoad cells but only to the distance of the uLargeRefLODGridSize setting. When records are overwritten by other plugins they typically keep most of the original data and only change a detail. Like if a rock is being moved a bit all but the position information of the record stays the same. Check the CK wiki and also start using xEdit to see how records in plugins work. In case the rock is a large reference, the RNAM data in the worldspace record of the overwriting plugin simply lists the reference again. 'It is not just moving, right? The ref rows are different. REFR0010 beeing replaced with REFR0200 in Dawnguard.
sheson Posted May 2, 2021 Author Posted May 2, 2021 2 minutes ago, jared_maxwell said: 'It is not just moving, right? The ref rows are different. REFR0010 beeing replaced with REFR0200 in Dawnguard. The RNAM lists are one a the few types of data that is merged at run time and do not adhere to the rule of one. Hence xEdit does not order the lists.
jared_maxwell Posted May 2, 2021 Posted May 2, 2021 2 minutes ago, sheson said: The RNAM lists are one a the few types of data that is merged at run time and do not adhere to the rule of one. Hence xEdit does not order the lists. TYVM! I am wondering about <Warning: Overwritten large reference in Lux.esp [REFR:000CE0ED] (places FXMistLow01 [MSTT:00077772] in GRUP Cell Temporary Children of BlackreachWeatherTest2 [CELL:000237D2] (in Blackreach "Blackreach" [WRLD:0001EE62] at 3,3))> Lux is overwritting some stuff in blackreach at cell 3,3, so according to your explanation the whole cell should be flickering because of the engine bug. Any way how i can teleport myself into that exact cell?
sheson Posted May 2, 2021 Author Posted May 2, 2021 10 minutes ago, jared_maxwell said: TYVM! I am wondering about <Warning: Overwritten large reference in Lux.esp [REFR:000CE0ED] (places FXMistLow01 [MSTT:00077772] in GRUP Cell Temporary Children of BlackreachWeatherTest2 [CELL:000237D2] (in Blackreach "Blackreach" [WRLD:0001EE62] at 3,3))> Lux is overwritting some stuff in blackreach at cell 3,3, so according to your explanation the whole cell should be flickering because of the engine bug. Any way how i can teleport myself into that exact cell? What happens is that object LOD for the large references in this cell won't be unloaded outside the uGridsToLoad and inside the uLargeRefLODGridSize. If there is actual texture flicker to be seen, depends if any of the large references actually have object LOD and if that is the case if the LOD and full model occupy the same 3D space for triangles to z-fight. Use the cow console command from the main menu, like: cow blackreach 3 3
jared_maxwell Posted May 2, 2021 Posted May 2, 2021 12 minutes ago, sheson said: What happens is that object LOD for the large references in this cell won't be unloaded outside the uGridsToLoad and inside the uLargeRefLODGridSize. If there is actual texture flicker to be seen, depends if any of the large references actually have object LOD and if that is the case if the LOD and full model occupy the same 3D space for triangles to z-fight. Use the cow console command from the main menu, like: cow blackreach 3 3 Well, there is some weird stuff going on with mushrooms out there but it happens either i have enabled dyndolod ouput and lux or not, may be the distance just not enough.
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