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  1. New version released which packages everything into one FOMOD installer.
    3 points
  2. xavbio's mod page does include screenshots that shows the before and after comparisons. (vanilla textures vs modded textures) Granted STEP's lighting/ENB might affect how the textures looks in game so the colors might differ slightly. I can probably post the comparisons in a bit if it'd help.
    2 points
  3. Yes, my mistake, here are the actual logs with those that I posted above (I made a copy just in case): https://drive.google.com/drive/folders/1nGTCkxHWCpn1C7IYpJ2EJeZXH31ZpwF7?usp=sharing I don't have PP, and does it make sense to test without CS if I select a picture for it? I replaced DynDOLOD_flat_4x2alt2_lod.nif and I don't know for what reason, but it worked! https://ibb.co/W4gyL29K But in the end, I didn't understand what the problem was... I've been tinkering with the lodes for the whole day and my head hurts. I want to understand if I made a mistake somewhere or if there is some mistake/problem on the side? What did the file replacement do? Anyway, thank you very much! z929669 thanks too, I'm actively studying your posts here and on nexusmods, thanks for helping the community!
    1 point
  4. Have you considered suggesting an ultrawide monitor fix mod in the guide? SSE now "supports" ultrawide monitors but it stretches the UI. Really lazy from Bethesda. I've had success with Complete Widescreen Fix for Vanilla and SkyUI mod and Step 2.3. It has an installer with a bunch of options based on both the monitor ratio and other installed mods. I know this is only necessary for a minority of players but it would be good to note it somewhere as I would consider it essential for such players. If no one on the Step team has an ultrawidescreen monitor then I can do further testing for you. Mine is 3440x1440.
    1 point
  5. Looked trough the compares and must say i agree, Azurite is a bit better.
    1 point
  6. Discussion topic: Leather Armors Retexture SE by xavbio I think this mod might be a good addition since it covers CC leather armors which can fill the gap in the current STEP list. One thing to note this mod does replace the fur armor from Rustic Clothing. This probably isn't an issue since the Leather Armors FOMOD has an option to pick and choose the armors to replace. Other than that there aren't any new conflicts with other mods. Overall I think the designs blend in well with the current STEP armor mods based on the mod page's screenshots.
    1 point
  7. Has the STEP team considered using the weapons/armor textures by xavbio? I think it may be a good alternative to the Amidianborn armors/weapons since the author based his designs on them. I'd say at the very least it's worth looking at the Creation Club (CC) armors/weapons xavbio includes since I don't think Amidianborn covers any of them. xavbio also has Common Clothing Retexture SE as an alternative to Rustic Clothing but I'm not sure if works well with Armor and Clothing Extension which is currently in STEP.
    1 point
  8. Correction / additional note for anyone who might come across a similar issue in the Winterhold area (especially around the College): I’m using Immersive College of Winterhold, and it includes its own weather. Removing that weather fixed all of my issues in that area.
    1 point
  9. Yes, somehow the version number in the exe did not get updated to 198. You know you have the currently latest version if the DynDOLODx64.exe timestamp is January 5th instead of the 3rd (could be one day different due to timezone). If you like, you can download the latest test version from https://dyndolod.info/Downloads/Test-Versions. It currently reports as 198. Delete all old logs.
    1 point
  10. Remember that the full model of vanilla references that are overwritten by a non ESM flagged plugin and any new reference typically do not load outside the active cells as they stop or can not be large references. So the transition from full to LOD model or nothing if no LOD model exists happens closer than in the vanilla game. Since large reference usually showing further out, some things not having LOD models is not that obvious. You could also test how things look in the vanilla game with large refs disabled. See https://dyndolod.info/Help/Large-References Use the base record form IDs to look up what LOD models if any where found for that particular full model in C:\Games\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Not finding a base record form id means no LOD models were found. Here is the quick run down: All Markarth LOD models included in DynDOLOD Resources are derived from the combined vanilla LOD models. They use textures\lod\MrkBuildingsLOD03.dds for the rock texture, with a rendered LOD texture that TexGen generates. If it was rendered for the current load order and still seems to dark, you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\lod\mrkbuildingslod03.nif in NifSkope and adjust the 4 vertex colors entries for block 5 to make it a bit ligher. Then run TexGen and DynDOLOD in expert mode to "Rebuild Atlas". See https://dyndolod.info/Help/Expert-Mode riften_1dyn.png, 000F795B, no LOD model exists for RTPlayerHouseDeck01.nif. riften_2dyn.png and riften_3_dyn.png, FE015844, no LOD model exists for sr_rtcanallock01.nif, or the vanilla rtcanallock01.nif. riften_4.png, riften_5.png, 000EF2FE, 000EF2DF the LOD models included in DynDOLOD Resources for rtcanalsbridge* inside the city only have the walkway without the railing. They were derived from the vanilla LOD models like rtcanalsl01_lod.nif, rtcanalsl02_lod.nif etc. for example that combine them into a single mesh. riften_6.png, 000F0EC2, no LOD model exists for RTSnowShodDeck01.nif. In the vanilla game, the are no upper decks in the Tamriel worldspace version of Riften IIRC. solitude.png, FE0159EF, the "LOD" model srexsolitudegatehouse_lod4.nif and srexsolitudegatehouse_lod8.nif shipping with SR Exterior Cities. To be frank, whoever made them does not really know how to make LOD models. I check how copying the (already renamed) vanilla LOD model meshes\LOD\Solitude\new_smaingate_sr_lod.nif from DynDOLOD Resources to srexsolitudegatehouse_lod4.nif and srexsolitudegatehouse_lod8.nif to replace it looks in the game. Or use the full model for LOD Level 4. In case of missing LOD models, you could add a mesh mask rule to use the full model for LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules I suggest to not worry too much about how LOD looks close up or when using tcl or tfc with camera positions/angles that are typically not reached when playing the game.
    1 point
  11. He Sheson, just checking in to confirm that all my issues are solved with the latest Dyndolod version. I am able to run with the 4k LoD settings without any further special configuration. Thanks a lot for the help
    1 point
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Dynamic LOD using PapyrusUtil stores state data for every encountered cell and dynamic LOD object in the co-save. Dynamic LOD using DynDOLOD stores state data for every encountered cell and dynamic LOD object in the save. Those are the mentioned script instances. The data can be removed by following the https://dyndolod.info/Help/Clean-Save. There are probably several 1,000s cells and maybe 10,000 dynamic LOD objects depending on mods, settings etc. I would not be surprised if each requires a couple hundreds bytes, more for each cell with dynamic LOD objects. Once every cell and dynamic LOD object has been encountered once, it should not increase anymore as all the data/instances have been created. Save bloat is exponential growth, where in a matter of hours it reaches dozens if not hundreds of MBs. If you already worry about 71kb and 1MB after several days, reaching the typical expected file sizes of several MBs for the co-save and 10, 20 MB or more for the game save after playing for weeks/months is probably going to give you a heat attack. DynDOLOD and its scripts have been developed, improved and scrutinized for over a decade. They never used any of the techniques that cause save bloat. DynDOLOD is used by millions of people and is part of hundreds of modding guides. You can search the 10s of thousands of feedback posts, supports queries and troubleshooting to actual fix queries.
    1 point
  13. Hey, I'm having trouble trying to auto-generate my GrassControl.ini file. Launching the game does not generate it, not in my SKSE Output folder nor the Overwrite. The only deviation I took from the guide was to install RAID weathers instead of Cathedral. I'm completely at a loss. edit: everything's ok, I'm just retarded. I downloaded but didn't install NGIO. While I'm here, I was wondering why STEP chose not to include parralax in the guide for those not using ENB. Would it be prudent to install parralax versions of the mods included in the guide in this case?
    1 point
  14. I've fixed the access issue by disabling the defender real-time-protection for generating dyndolod. Didn't have that issue before. Might be helpful to others. Thanks and have a nice day.
    1 point
  15. I am sharing a combination of settings that I have found to work very well for vanilla grass when used with Community Shaders. The area around Whiterun at sunset has been particularly challenging to get the full and LOD grass to transition smoothly. I thought somebody might find this useful. DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI ForceComplexGrass=2 TexGen HD Grass billboards Direct 0, Ambient 100, Smoothness 0 DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini ComplexGrassBillboard=5 ComplexGrassBacklightMask=100 Community Shaders/Grass Lighting (needs the separate mod for the extra settings) SSS Amount: 0.350 Brightness: 0.750
    1 point
  16. OK, the CS addon ISL might be the one to blame. Other addons make it worse, but this one seems to be the component that enables projected lights in the first place. Disabling it fixes almost everything that is wrong. The worst case is the College worldspace/cell, where the blue light beams are projecting light and it gets even worse with firelight, for example. Other than disabling the whole thing, I do not know how to correct it, since, unlike ENB, there is not much available to tweak the addon itself. I may have let this slip by only deactivating the core CS mod and not its addons in the first place. Since the shaders were compiled in-game, simply disabling the core CS was not enough. The rest of the worldspaces/cells are not nearly as bad as the College, so I might have to live with it until I can figure out how to fix it, if it is even possible. I use True Light for exteriors. I tried switching to Lux Orbis for testing, with no change at all. Also, Obsidian Weathers has no MCM only an in-game power that gives access to its configuration. Thank you for your time and help so far.
    1 point
  17. I removed GLDebug=1 and used the test version DynDOLODx64.exe. After running it twice without any issues, I suspect the problem should be resolved. Thanks for your help. https://www.mediafire.com/file/mcko0qjdh8tjr8n/DynDOLOD_SSE_log.txt/file https://www.mediafire.com/file/vujly4hveubkb60/DynDOLOD_SSE_Debug_log.txt/file
    1 point
  18. Removing the extra comma as you suggested did indeed resolve the issue. I've reported this to the author of the corresponding mod. Thanks again for the help.
    1 point
  19. Everything is as it should be. Checking with a white texture did the trick. The problem was that with ComplexGrassBacklightMask=25 the difference wasn't noticeable. Because the RGB value affects all colors, the lighted LOD grass doesn't have the same colors as the full grass. Still, I was able to get a decent transition with about 30% grass subsurface scattering in CS and being able to control this brightness value made all the difference. I'll do some further experimentation, but so far raising ComplexGrassBacklightMask to around 70 looks pretty good. Thank you for your help Sheson.
    1 point
  20. If the base record defines a *[l|h].nif (or whatever other indicators make it select those versions) it is supposed to use *_[0|1|2|3|4][l|h].nif now instead of just using *_0[h|l].nif as it did before. Verify and report if something does not work as expected.
    1 point
  21. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Messages/File-Not-Found-Textures about this warning. Looks like someone forgot to make that normal map texture after creating the texture set record. If you simply want to address the warning, you could remove the normal map entry from the record or replace it with textures\default_n.dds with xEdit for example. The notesoulstealer01_large_d.dds diffuse seems to be based on textures\clutter\books\largenote01.dds, so a "correct" solution would be to to create the normal map based on textures\clutter\books\largenote01_n.dds. The size of note changed a bit, looks like it was scaled in the x direction, so that involves a bit of work. You can also just ignore the message, you are not going to notice/care that the note might look a bit flat if you ever going to see it. I suggest to not pay any attention to ignorant people attacking you for asking a question about a factual warning message. Such clueless people do not comprehend that a program nor an end-user does not magically know the actual reason why a file might be missing without troubleshooting/asking. The reason could be an actual error in the installation of assets/requirements or just someone releasing mods/patches forgetting or not caring to QA - just to give a few examples.
    1 point
  22. i got a big thanks guys for the help and my lack of reading . i do suffer from a reading thing so thanks once again for all the help. I got it working and it is all smooth and great
    1 point
  23. 1 point
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