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DynDOLOD - Dynamic Distant Objects LOD
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Large Reference Bugs Workarounds

DynDOLOD includes experimental workarounds to counter texture flicker caused by large reference bugs directly in the game that so far could not be addressed while generating the LOD patch. This feature requires dynamic LOD to be generated.

Settings

Set WorkaroundLargeReferencesBugs=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini to enable the workarounds and then generate LOD as usual.

The advanced mode has a new checkbox Downgrade FarGrid references to NearGrid. Since that setting is necessary without the workarounds, the checkbox is hidden if WorkaroundLargeReferencesBugs=0. With the workarounds enabled it is now possible again to have non large reference show in the FarGrid. Uncheck the box for better visuals as originally intended by the mesh mask rules.

Requirements

This will generate DynDOLOD plugins and data files with the version 3.0 instead of version 2.45. That means updated papyrus scripts are required.

Either install the DynDOLOD DLL SE - Scripts 3 (Mega) to overwrite the DynDOLOD DLL SE - Scripts or the DynDOLOD PapyrusUtil SE - Scripts 3 (Mega) to overwrite the scripts from DynDOLOD Resources SE.

The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should be cleaned. See the Prerequisites section of the Generation Instructions for more.

Testing

For testing purposes it is suggested to not do any manual workarounds like flagging plugins as ESM etc. Simply install plugins known to contain overwritten large references, initially disabled large reference etc. and then generate LOD as usual.

Instead of the typical warning messages like overwritten large reference or initially disabled large reference, the log will print a line for each affected cell.

Use the cell coordinates from the log messages to test if obvious texture flicker caused by large reference bugs stops happening and there are no side-effects. After loading the large references in the distance, it can take a brief moment for the texture flicker to stop. It depends on the number of large references in that cell.

Remember, the large reference bugs are not always obvious as the texture flickers depends on the triangles of the full model and LOD model to very closely occupy the same 3D space, which is not always the case.

In case texture flicker still happens, test with the large reference system turned off (uLargeRefLODGridSize=5) to make sure the issue is large reference related.

Check the papyrus log for error messages from the SHESON_DynDOLOD_* scripts in case anything does not work or unforeseen things happen.

Use the official DynDOLOD support forum to report problems and to provide feedback.