PRieST Posted February 7, 2022 Posted February 7, 2022 On 2/7/2022 at 2:27 AM, wasilee said: is there anyway you can help me to generate the grass cache on AE Expand There is no 'easy' way, but you could try to do this: Grass Cache Fixes But you'll need to at least downgrade temporary.
Admiral30 Posted February 8, 2022 Posted February 8, 2022 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.
sheson Posted February 9, 2022 Author Posted February 9, 2022 On 2/8/2022 at 9:40 PM, 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. Expand 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.
Admiral30 Posted February 9, 2022 Posted February 9, 2022 On 2/9/2022 at 8:17 AM, 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. Expand 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.
sheson Posted February 9, 2022 Author Posted February 9, 2022 On 2/9/2022 at 4:13 PM, 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. Expand 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.
PRieST Posted February 9, 2022 Posted February 9, 2022 (edited) On 2/9/2022 at 4:13 PM, 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. Expand 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. Expand Water for ENB Edited February 9, 2022 by PRieST
sheson Posted February 9, 2022 Author Posted February 9, 2022 On 2/9/2022 at 6:05 PM, VulKun said: what can i do with this warning ? Expand Do not post screenshots of text. Copy paste the text instead. Read the explanations for this message https://dyndolod.info/Messages/File-Not-Found-Meshes
aufisch Posted February 10, 2022 Posted February 10, 2022 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?
sheson Posted February 10, 2022 Author Posted February 10, 2022 On 2/10/2022 at 9:20 AM, 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? Expand 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" 1
aufisch Posted February 10, 2022 Posted February 10, 2022 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).
VulKun Posted February 10, 2022 Posted February 10, 2022 On 2/9/2022 at 7:19 PM, sheson said: Do not post screenshots of text. Copy paste the text instead. Read the explanations for this message https://dyndolod.info/Messages/File-Not-Found-Meshes Expand 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
sheson Posted February 10, 2022 Author Posted February 10, 2022 On 2/10/2022 at 11:54 AM, 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 Expand 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.
VulKun Posted February 10, 2022 Posted February 10, 2022 On 2/10/2022 at 12:45 PM, 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. Expand I checked windows message log and there error D:\DynDOLOD 3.0\Edit Scripts\Texconvx64.exe D:\mod organizer 2\usvfs_x64.dll
sheson Posted February 10, 2022 Author Posted February 10, 2022 On 2/10/2022 at 12:53 PM, 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 Expand 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.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now