Jotasran Posted March 9, 2024 Posted March 9, 2024 (edited) Happens on roads to start and then progresses to other objects like wall and such outside. For outdoors towers, a black field can fill the archway but can be walked through. This never happened before until I loaded Lux for lighting. To my understanding, Lux only handles interiors so I don't know if its actually the cause., Restarting the game makes the glitchiness go away but can come back if a few minutes. Sometimes not for considerably longer. I also use ENB, but Lux looks like it takes that into account. This is within short range so I don't think its DYNDOLOD. This doesn't seem to happen indoors/dungeons that I've seen. Before Lux, i was using an old copy of ELE, Relighting Skyrim and Dangerous dungeons which worked well enough. I don't if it Lux is the reason for this but I can't imagine anything else. Any ideas on how to possible stop this? Edit: Seems this this might have helped.... I regenerated TexGen and DynDolod. Seems to have helped so far. I'll check back later to confirm. Edited March 9, 2024 by Jotasran update
Jotasran Posted March 10, 2024 Author Posted March 10, 2024 I am getting random CTDs with no crash log and this fucking thing is not going away. I played for 6 hours or before it came back. I'm deleting Dyndolod. I can't imagine it's anything else.
Jotasran Posted March 11, 2024 Author Posted March 11, 2024 I am now at a complete loss. After a while of playing, I notice buildings and roads, etc. flashing and flickering. I also have periodic ctd with no crash log generated. The flicker take time to start, maybe an hour or so... even that is chaotic and unpredictable. I've gotten rid of Dyndolod and only have Lux as the only different mod I have now... but Lux is interior only and this stuff happens outdoors. I have not idea where to go from here.
traison Posted March 11, 2024 Posted March 11, 2024 Hm so lets see... you added a graphically intensive mod (I assume?), and the flickering is more like lod meshes appearing where they shouldn't (correct?) and it eventually results in a ctd that is not from an unhandled exception? Mod with high resource usage, potentially on the GPU: GPU memory. LOD and texture loading issues: GPU memory. CTD after a while: Potential memory leak leading to a lack of GPU memory. AmIRite? HWiNFO64. Unintrusive, no overlay. Can log to file if you do not have two monitors. Also, did you not at any point disable ENB and do a test run with that?
Jotasran Posted March 11, 2024 Author Posted March 11, 2024 (edited) I completely removed Dyndolod. I didn't disable the ENB, but using the same thing I have forever with no such problem. I've now removed Lux. Running with Tenebrous w new game. Will see if it pops up again. Part the the problem is it take a long time to develop before the game becomes crashy and glitchy. Next step will be to run with ENB or any lighting mods at all. Edit: The thing I don't get is that if Lux in interior only, why would it have anything to do with outside glitches? Edited March 11, 2024 by Jotasran
traison Posted March 11, 2024 Posted March 11, 2024 (edited) 54 minutes ago, Jotasran said: The thing I don't get is that if Lux in interior only, why would it have anything to do with outside glitches? If entering a cave/building where you've previously been does not cause a loading screen as long as it was the first time I wouldn't assume Lux was limited to only the indoors - something remains in memory to load it faster on subsequent visits. Edited March 11, 2024 by traison
Jotasran Posted April 6, 2024 Author Posted April 6, 2024 I wanted to come back to this thread as I thought it was solved, but then wasn't and it was driving me nuts for some time. Hope this helps others with the same problem. It turns out that the problem was generated from A Clear Map of Skyrim and Other Worlds. It has an .ini file with the following entry... [MapMenu] uLockedObjectMapLOD=32 uLockedTerrainLOD=32 Other posts on this issue state to remove the above entries, but I found doing that makes the roads hard to see on the map. For me, reducing uLockedObjectMapLOD=32 to 16 did the trick. Map still looks good and the annoying flickering LOD bug thing seems to be resolved. If it comes back, my intention to comment the aforementioned entries out entirely.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now