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Z fighting - Conflicting LODs (maybe?)


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Posted (edited)


I've got a completely clean install of STEP 2.3 with full enb and post processing but noticed in some areas I've been getting random LOD style Z fighting. Seeing lower LOD assets stacked over up close assets, or slightly off set from them. You can see it on the trees in the attached but if I still have the issue after regenerating DynDOLOD I'll get some clearer examples.

Not really sure how this ones happening. Everything is enabled except the LODGEN Textures for v3 (which is was renamed and disabled after the terrain LOD was done).

Incase something went wrong I'm currently regenerating DynDOLOD so load order and plugins not quite correct at the moment but figured would be worth getting eyes on the issue whilst regenerating the DynDOLOD stuff.

Step-SkyrimSE0.thumb.png.b7abbfe5b9bd69e6b2e44e47d2d36591.png

modlist.txt plugins.txt loadorder.txt

Edited by Fulgur
Re opening. Not resolved.

8 answers to this question

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Posted (edited)

So the full install of STEP 2.3 I did yesterday seems to have ended up with some large references on two of the mods. Masters are all flagged as cleaned still (no issues thrown in loot...). Not sure if this is whats causing issues or not to be honest. 
 

[00:00] Gathering large references
[00:01] <Warning: Large references found in non master plugin Majestic Mountains - Creation Club Landscape Patch.esp Tamriel "Skyrim" [WRLD:0000003C]>
[00:01] <Warning: Large references found in non master plugin CoMAP - Shrines and Altars.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>
[00:02] Processing patches

I'll try and see if cleaning these up fixes it. Double checked the guide and nothing special about these two mods is called out.

Edited by Fulgur
Clarity
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Posted
6 hours ago, Fulgur said:

plugins.txtmodlist.txtloadorder.txt

Issue is still happening after regenerating DynDOLODs (using ultra settings from the table in the step guide). You can see the LODs fighting on the walkway quite clearly. 

Full load orders with DynDOLOD outputs added back in are attached. Really confused by this one.

 Step-SkyrimSE2.thumb.png.e65479a6f45fb06836ccf79987ceb865.png

Moved to DynDOLOD support. Please post your DynDOLOD_SSE_log.txt and DynDOLOD_SSE_Debug_log.txt for qualified answers.

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Posted
15 hours ago, Fulgur said:


I've got a completely clean install of STEP 2.3 with full enb and post processing but noticed in some areas I've been getting random LOD style Z fighting. Seeing lower LOD assets stacked over up close assets, or slightly off set from them. You can see it on the trees in the attached but if I still have the issue after regenerating DynDOLOD I'll get some clearer examples.

Not really sure how this ones happening. Everything is enabled except the LODGEN Textures for v3 (which is was renamed and disabled after the terrain LOD was done).

Incase something went wrong I'm currently regenerating DynDOLOD so load order and plugins not quite correct at the moment but figured would be worth getting eyes on the issue whilst regenerating the DynDOLOD stuff.

Step-SkyrimSE0.thumb.png.b7abbfe5b9bd69e6b2e44e47d2d36591.png

modlist.txt 17.15 kB · 0 downloads plugins.txt 8.4 kB · 0 downloads loadorder.txt 10.2 kB · 0 downloads

The screenshot does not show LOD but a full model. IIRC this can have to do with old (Intel?) graphics drivers.

14 hours ago, Fulgur said:

plugins.txtmodlist.txtloadorder.txt

Issue is still happening after regenerating DynDOLODs (using ultra settings from the table in the step guide). You can see the LODs fighting on the walkway quite clearly. 

Full load orders with DynDOLOD outputs added back in are attached. Really confused by this one.

 Step-SkyrimSE2.thumb.png.e65479a6f45fb06836ccf79987ceb865.png

https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

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Posted (edited)
1 hour ago, sheson said:

The screenshot does not show LOD but a full model. IIRC this can have to do with old (Intel?) graphics drivers.

https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Thanks, that Object lod in exterior shells has given a smoking gun. A clear map of skyrim has the uLockedObjectMap LOD=32 setting.
image.thumb.png.277c3f8dc2c6ef6e2706361aae7537dd.png

I'm going to regenerate my LODs with this in mind an gen Level32s and see how things go.

@z929669Might wanna update the screenshots on the 2.3 guide for DynDOLOD as Level32 isn't ticked by default in DynDOLOD Expertmode. and it's not a shown setting in the current screenshots. So replicating whats ticked doesn't quite cover this. 
image.thumb.png.27c66b0e86148b33bfd828c208458f18.png

I'll update with how things go but suspect this is the cause of my problems. If not I'll grab the fresh logs.

Edited by Fulgur
Typo correction
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Posted

Regenerating DynDOLOD outputs with level32 ticked HAS resolved this. 

@z929669 maybe something to update in the 2.3 guide about the level32 box needing to be checked if it's shown? 

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Posted
3 hours ago, Fulgur said:

Thanks, that Object lod in exterior shells has given a smoking gun. A clear map of skyrim has the uLockedObjectMap LOD=32 setting.
image.thumb.png.277c3f8dc2c6ef6e2706361aae7537dd.png

I'm going to regenerate my LODs with this in mind an gen Level32s and see how things go.

@z929669Might wanna update the screenshots on the 2.3 guide for DynDOLOD as Level32 isn't ticked by default in DynDOLOD Expertmode. and it's not a shown setting in the current screenshots. So replicating whats ticked doesn't quite cover this. 
image.thumb.png.27c66b0e86148b33bfd828c208458f18.png

I'll update with how things go but suspect this is the cause of my problems. If not I'll grab the fresh logs.

sheson copied the setting to the GUI recently, but it's still in the INI, so you must not have unfolded DynDOLOD instructions:

image.png 

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Posted (edited)
48 minutes ago, z929669 said:

sheson copied the setting to the GUI recently, but it's still in the INI, so you must not have unfolded DynDOLOD instructions:

image.png 

Expert is on (even says Expert at the top of my DynDOLOD in the screenshots above), even Level32=1 is set (screenshot attached) and file for confirmation too. 

Whilst following the STEP guide changes to the file I didn't really read the line above the Level32 setting (thats on me) that explicitly states to tick the box in the UI if using Expert mode.

image.thumb.png.106dffc87b8d0a2555d38fb5eac0d5be.png
DynDOLOD_SSE.ini

Edited by Fulgur
Clarity.
  • Like 1

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