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Dynamic Distant Objects LOD - DynDOLOD 2.26

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#166 sheson

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Posted 06 June 2017 - 06:38 AM

It seems to be happening with pretty much every window in LOD, Dragonsreach is just the easiest one to get a good view of. I've done the separate OCS generations multiple times to test with the same results.

 

OS: Windows 7 Professional x64

Driver: 382.33

ENB: Vividian 7

 

Do farmhouse or imperial forts windows outside the cities do the same?

 

Is that with Windows 'high' checked or not? Try the opposite.

 

When using 'high', those LOD light windows are "decals" that never should z-fight like this. None of the Skyrim INI settings with "decal" seem to influence that - never seen similar reports. I am suspecting graphics driver or driver settings. It could have to do with any setting related to transparency or anti-aliasing, FXAA etc. Maybe something else that changes shaders.

 

If not using 'high', see if setting UseDecalFlag=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini and generating static LOD again makes a difference.


Edited by sheson, 06 June 2017 - 08:05 AM.

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#167 minos55

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Posted 14 June 2017 - 02:23 PM

Hy I just wanted to ask if it is normal that after I run the dyndolod and I check the esp created for errors i get errors with flags containing unknown: 6


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#168 sheson

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Posted 14 June 2017 - 03:35 PM

Hy I just wanted to ask if it is normal that after I run the dyndolod and I check the esp created for errors i get errors with flags containing unknown: 6

Yes unknown flag errors are fine and can be ignored. DynDOLOD is using some undocumented tricks to do certain things.


Edited by sheson, 14 June 2017 - 03:35 PM.

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#169 Letho

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Posted 2 minutes ago

Forum search did not find this error, so I am posting it here.

 

 

1. Preset: High

 

2. Custom mesh rules: both on top of the other preset mesh rules ("order matters")

 

landscape\mountains\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

landscape\unique\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

 

Problem seems to appear with vwd checked. If unchecked the result seems to ignore the custom mesh rule options (= using no full model for LOD 4) and removes LOD entirely for all mountains.

 

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Edited by Letho, A minute ago.

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