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LOD fades -> barren field -> objects pop in


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Posted

OK, so I generated LOD with DynDOLOD and it is stunningly beautiful. Thank you for providing such an elaborate tool!

I have an issue, however. All my objects (or at least all I notice) do have a LOD model, but when I come near them (approx. at grass rendering distance) the LOD fades. Then, for about 2 seconds, the cells there are barren (no objects at all). After that the normal object models pop into existence.

Is there any ini setting or similar I can change to make the transition less obvious (or did I do something wrong during generation)?

Thanks in advance for your help!
Gand

11 answers to this question

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Posted
  On 11/26/2024 at 12:51 PM, Gand said:

OK, so I generated LOD with DynDOLOD and it is stunningly beautiful. Thank you for providing such an elaborate tool!

I have an issue, however. All my objects (or at least all I notice) do have a LOD model, but when I come near them (approx. at grass rendering distance) the LOD fades. Then, for about 2 seconds, the cells there are barren (no objects at all). After that the normal object models pop into existence.

Is there any ini setting or similar I can change to make the transition less obvious (or did I do something wrong during generation)?

Thanks in advance for your help!
Gand

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts.

This sounds like the game has to load too many or high poly full models, large textures etc. for the new cell, runs out of main and/or video memory or loads assets from a slow mass storage device. Typically the engine disables object LOD for a cell once the objects of a cell have loaded and they both show for a second. There is no known setting that changes that.

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Posted

I have a RX 6900 XT with 16GB of video memory and 32GB RAM. I have only installed texture packs with 2K textures max.
Could Ultra Tree LOD be affecting this?

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Posted
  On 11/26/2024 at 3:04 PM, Gand said:

I have a RX 6900 XT with 16GB of video memory and 32GB RAM. I have only installed texture packs with 2K textures max.
Could Ultra Tree LOD be affecting this?

Expand  

Requested logs were not provided.

Everything uses memory. The more detailed something is the more memory it uses. However, stuff in the cell loading slowly is primarily a problem of those full assets loading in.

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Posted

I am sorry. I redid my setup and am now using Cathedral Landscapes as the main texture mod. Textures which are not included there, I get from Skyland, Pfuscher and the new "every single texture upscaled" mod.

I run DynDOLOD and those are some errors and warnings. Which of those might cause crashes and what am I supposed to do about it?

Deleted Reference:

  Reveal hidden contents

File not found meshes:

  Reveal hidden contents

File not found textures:

  Reveal hidden contents

Large Reference Bugs:

  Reveal hidden contents

Root block:

  Reveal hidden contents

 

  • 0
Posted
  On 12/4/2024 at 5:35 PM, Gand said:

I am sorry. I redid my setup and am now using Cathedral Landscapes as the main texture mod. Textures which are not included there, I get from Skyland, Pfuscher and the new "every single texture upscaled" mod.

I run DynDOLOD and those are some errors and warnings. Which of those might cause crashes and what am I supposed to do about it?

Deleted Reference:

  Reveal hidden contents

File not found meshes:

  Reveal hidden contents

File not found textures:

  Reveal hidden contents

Large Reference Bugs:

  Reveal hidden contents

Root block:

  Reveal hidden contents

 

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire last session of the DynDOLOD log and entire debug log to upload when making posts.

https://dyndolod.info/Messages
Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues.|
Error messages inform about issues that need to be fixed. If they are ignored the process might not be able to complete successfully and/or just like with warnings, there might be visual or game play issues including CTD.

https://dyndolod.info/Messages/Deleted-Reference
The mentioned plugin(s) needs to be cleaned. 
Deleted references can cause CTD if they are referenced by other records or otherwise used indirectly.

https://dyndolod.info/Messages/File-Not-Found-Meshes
In the worst case scenario missing meshes cause CTD
Provide the missing mesh if it is required.

https://dyndolod.info/Messages/File-Not-Found-Textures
In the worst case scenario missing textures cause CTD.
Very rare. Typically not the case with missing normal maps. Provide the missing texture if it is required.

See https://dyndolod.info/Help/Large-References and https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

https://dyndolod.info/Messages/Root-Block
Dynamically enabling models with a root node block type other than BSFadeNode, BSLeafAnimNode or BSTreeNode causes CTD, hence the NIF is ignored for dynamic LOD.
A NiNode root node block type can be converted or changed with NifSkope.

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Posted

You are a saint, thank you.

What baffles me is that the vanilla game files seem to have deleted references..? Can this be correct?

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Posted

lol you didn't have to do me so dirty :D

I don't quite understand how vanilla Skyrim does not crash. Has it something to do with how DynDOLOD does things (that makes these deleted references actually crash the game when using DynDOLOD, when before it did not)?

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Posted
  On 12/5/2024 at 8:37 AM, Gand said:

lol you didn't have to do me so dirty :D

I don't quite understand how vanilla Skyrim does not crash. Has it something to do with how DynDOLOD does things (that makes these deleted references actually crash the game when using DynDOLOD, when before it did not)?

Expand  

https://dyndolod.info/Messages/Deleted-Reference
Deleted references can cause CTD if they are referenced by other records or otherwise used indirectly.
Unless a plugin in installed that uses any of the deleted records there won't be any issue. Update.esm, DLC/CC can change or new ones released with game updates and any old plugin made before is at risk using a record that all of sudden has been deleted.

The large reference bugs workarounds requires deleted large references to be undeleted/disabled so the patch can be created without issue.

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Posted

Thank you.

I cleaned things up and now have only a few warnings left.

What did I do wrong if tree LOD does not fully load? --> Example:
This hill has no trees when I'm far away:

SkyrimSE_Hill_LOD_1.thumb.jpg.deaa9e04bae05cc84968ca407f0753d4.jpg

As I get closer, tree LOD pops in:

SkyrimSE_Hill_LOD_2.thumb.jpg.af13665b177f4c558567d0782ee3efff.jpg

How can I prevent this?

  • 0
Posted
  On 12/6/2024 at 1:15 PM, Gand said:

Thank you.

I cleaned things up and now have only a few warnings left.

What did I do wrong if tree LOD does not fully load? --> Example:
This hill has no trees when I'm far away:

SkyrimSE_Hill_LOD_1.thumb.jpg.deaa9e04bae05cc84968ca407f0753d4.jpg

As I get closer, tree LOD pops in:

SkyrimSE_Hill_LOD_2.thumb.jpg.af13665b177f4c558567d0782ee3efff.jpg

How can I prevent this?

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs TexGen and DynDOLOD log and debug log to upload when making posts.

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 and how to make a close up screenshot of the LOD area with the tfc console command.

See https://dyndolod.info/FAQ#Something-does-not-have-LOD
Upload the mentioned DynDOLOD_SSE_Object_Report.txt.

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