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Broken LOD reflections when using DynDOLOD but not when suing xLODGen

dyndolod skyrim se xlodgen

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#1 Project579

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Posted 05 February 2019 - 01:24 PM

so this has been plaguing a user for some time now, and a fix was finally found yesterday:

 

When using DynDOLOD reflections on the water surface use the billboard:

 

 

ScreenShot1420.png

 

but when regenerating everything with xLODGen the normal mesh is used:

 

ScreenShot1426.png

 

the problem is easily reproducible and happens on all locations.

 


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#2 sheson

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Posted 05 February 2019 - 02:40 PM

The difference is not DynDOLOD/xLODGen obviously, but between tree LOD and object LOD. 

 

So far the reflections have only been fixed by ENB/SSE Engine Fixes for tree LOD.


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#3 Project579

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Posted 05 February 2019 - 02:58 PM

yes both of those fixes change nothing, so maybe they are not fixing DynDOLOD object LOD?


Edited by Project579, 05 February 2019 - 02:59 PM.

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#4 sheson

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Posted 05 February 2019 - 03:11 PM

yes both of those fixes change nothing, so maybe they are not fixing DynDOLOD object LOD?

This has nothing to do with DynDOLOD.

 

Generate tree LOD with DynDOLOD and the reflections of the trees will be fine.

 

When you however disable the tree LOD generation and instead generate trees in object LOD, well, then the trees are in object LOD...

 

ENB and SSE Engine fixes only fix the transparency problem for tree LOD, but not for object LOD.

 

Aers (and Nukem I think) are aware as I provided a test case for debugging. With some luck it might get fixed at some point.


Edited by sheson, 05 February 2019 - 03:13 PM.

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#5 Project579

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Posted 05 February 2019 - 03:34 PM

Yeah I'll ask Aers about it maybe he has some news.


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#6 Project579

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Posted 05 February 2019 - 03:41 PM

Looks like it's all into Nukem hands.


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#7 sheson

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Posted 11 February 2019 - 08:47 AM

There is a Object LOD Reflection Fix Experimental Build available to test that it does not breaks anything else.


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