Thanks for the reply. You'll have to forgive me as I'm quite new to modding, but those records were what the console displayed when I clicked the area that was flickering. I hoped that they might lead to what was causing the issue.
Do you mean uLargeRefLODGridSize? I can't find any info on uLargeRefGridDistance.
Is it possible that other plugins could be triggering the large reference bug and if so, would they also show as errors in the DynDOLOD log? Lastly, should I add the flag 0x4 to the record or will there be a data field that already exists that I need to edit?
Ops, yes I mean uLargeRefLODGridSize.
z-fighting in the distance between object and terrain LOD is caused by floating point precision errors in the z-buffer. LOD generated by DynDOLOD does not change or fix this engine issue.
Large Reference bugs texture flicker (which happen right beyond the loaded cells) can be caused by many reasons and not all are scanned for or reported in the DynDOLOD log. It is easy to test though, toggle LOD with tll in console, if the full object in question still shows past the loaded cells and the flicker is gone, then it is that bug.
The flag is a new addition on forms version 44. It seems it should be set on all MSTT base records that are used by large references to avoid the bug to be triggered. In this case there is only a point settings that flag if the plugin is converted to an ESM to also fix the bug being triggered by the overwritten references that use the MSTTs.
Edited by sheson, 22 July 2018 - 05:25 AM.