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  1. 2 points
    I agree the particle aura of the vanilla effect is really bad and this mod seems to improve it significantly. Downloading and installing.
  2. 1 point
    This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 80 - based on 4.1.3g Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files. (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.) Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Use this if a mod manager with a virtual file system (like MO) is used. Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Requirements Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT5 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to terrain LOD should be posted in this thread. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm TES5-Terrain-Tamriel-Extend.esm, SSE-Terrain-Tamriel-Extend.esm - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  3. 1 point
    No, this is my mistake. For some eason I was thinking Kryptopyr had added FISS support but this is incorrect.
  4. 1 point
    I did some testing at the Whiterun Bannered Mare. It's tricky counting number of NPCs as they are continually are moving around, entering and leaving the inn. For each test profile : I start a new game I arrive at the Bannered Mare at 8 pm, wait till about 8:20 for NPC to arrive, then sleep 12 hours, then go to the exit and count the NPCs leaving at 8:20 am. Test MO2 profile : vanilla Skyrim, with USSEP (no STEP Guide, no NPC AI Process Fix mod) 7 NPC exit the Bannered Mare 6 NPC remain in Bannered Mare Test MO2 profile : STEP Guide, with STEP patch, and "NPC AI Process Fix" mod 3 NPC exit the Bannered Mare 5 NPC remain in Bannered Mare Test MO2 profile : STEP Guide, with STEP patch, and "NPC AI Process Fix" mod, and .ini file hidden 2 NPC exit the Bannered Mare 6 NPC remain in Bannered Mare In vanilla Skyrim 7 NPCs exit the Bannered Mare when you wake up in the morning. These are the potential NPCs that the "NPC AI Process Fix" mod can remove from the inn, if their Packages say they should be somewhere else. With the "NPC AI Process Fix" mod, with or without the .ini 'patch', 2-3 NPCs (reduced from 7) exit the Whiterun inn, so the mod has successfully removed some NPCs. My conclusions 1. The "NPC AI Process Fix" mod removes some, but not all, of the NPCs who will exit the inn. 2. The .ini file does nothing when "AI Overhaul SSE" is installed, so it is not needed.
  5. 1 point
    I have the same problem using XBox controller. If you disable the "Better Container Controls" mod you should be fine. Alternatively, perhaps playing around with the config may help. I've not looked into this, just disabled the mod.
  6. 1 point
    From all the testing I've done so far, I'm in favor of replacing Embers HD and Inferno with Embers XD in the next release.
  7. 1 point
    No surprise I suppose but this turned out to be very true. There was one thing I forgot to mention: I installed the True 3D Sound for heaphones mod after following your instructions above, and before starting a new game. Silly, I know. It just didn't occur to me because I regarded that mod to be ultra safe and not conflict with anything. Big mistake as it turns out, because I found this in a support post "The DLL file included in this mod caused me to CTD upon starting a new game. Was tearing my hair out trying to figure out what mod it was in MO2, and even on an unmodded game, only to realise it was this. Everything works fine without it installed." followed by: "Actually I'm willing to bet you have Alternate Start - Live Another Life installed. This 3D Sound mod is not compatible with the starting prison cell in that mod, because those cells have some custom sound settings in its ESP that seem to not play well with 3D sound (in my experience normally when having Immersive Sounds Integration installed as well... possibly due to a conflict with that sound mod and the ASLAL cell). Simply rename the DLL, start the game, create your character, leave the starting cell, then name the DLL back to its normal name. Voila! Working 3D Sound. Just be sure to remember to rename the DLL temporarily again if you start another new game. This DLL doesn't affect your save in any way, so it won't harm anything to disable mid-playthrough." That mod is old now by the way. The newer version is Binaural 3D Surround Sound for Headphones - HRTF. But there are two issues with the new version as well: 1. The sound conflict is still there - I got a CTD before arriving in the cell of ASLAL. 2. "Audio Overhaul is not compatible for some users." (from the description page). Issue 1 can easily be avoided by doing the highlighted text above (from the support posts), or by doing like I did; simply wait to install it after leaving the ASLAL prison cell. Issue 2 I have no clue about. I have Audio Overhaul installed (as per the Skyrim SE guide) and I don't have any issues. Yet. The mod can't be installed using MO2 or Vortex. Just like ENB the files have to be manually copied to the Skyrim SE game folder. The files look like this: So the dll file and the hrtf folder containing the mhr files go into the Skyrim SE folder. But they have to be removed every time you want to start a new game (using ASLAL) and then copied back after leaving the cell. At least that's my experience. Just thought I'd mention this here for completeness sake.
  8. 1 point
    See if this version of LODGenx64.exe fixes it for good https://mega.nz/file/ABZkQBrR#vkmRuZyY3cJS5IZJsJ3_yRUi42ndrGq4W0e20EWNaf4
  9. 1 point
    TexGen generates billboards for "trees" for the current load order. See ..\DynDOLOD\docs\help\TexGen.html which explains what the criteria for a "tree" is in order for a billboard to be automatically created. Of course it creates billboards with the correct path and filename convention that is expected by xLODGen/DynDOLOD tree LOD generation, which has not changed since its inception. If users follow the instructions and run TexGen before DynDOLOD and install its output overwriting everything we can be reasonable sure the billboards are the correct ones for the tree at that time using the old system. In addition, DynDOLOD checks the full model and textures have the same CRC32 as they did when TexGen generated the billboards and prints warning messages in case they don't match anymore because the load order changed after generating the TexGen output.
  10. 1 point
    By default CELL water use the water record defined on the worldspace record. Unless a CELL record defines its own. Those things can be edited with CK/xEdit.
  11. 1 point
    TreeLODGenerateMipMaps=0 in the DynDOLOD INI
  12. 1 point
    xEdit/xLODGen is a CK replacement and its default settings are supposed to match the vanilla LOD files. TexGen/DynDOLOD is the advanced version for drastically improved tree and object LOD for Skyrim. Its defaults are based on actual testing. The point is, whatever I recommended and explain about TexGen, object LOD textures and billboards has no connection to terrain LOD. It requires its own and different testing.
  13. 1 point
    Read the text at the bottom of the options window. The vanilla BA2 (typically Fallout4 - Meshes.ba2) with the lodsettings file for commonwealth is not being loaded (because of missing default INI setting) or it has been modified. Look at the log messages of xEdit/xLODGen. It lists all BA2 files that are being loaded.
  14. 1 point
    It mainly just patches conflicts between the mods within that section. I can't think of anything else I added to it. That issue with the LoS lights is already fixed in for the next version. It's as simple as changing the RGB values for that single light used for the lanterns...super easy and quick fix so no reason to remove it just because of that.
  15. 1 point
    This is a good description of the pros/cons. We recommend borderless as the most flexible solution, and it facilitates testing situations. It also seems to have good situational compatibility. Run fullscreen or windowed for performance tuning for those having FPS issues. The best mode is probably specific to hardware and GFX settings.
  16. 1 point
    It sounds like you are confusing No Grass In Objects showing full meshes/textures render up to the edge of the large ref grid with grass LOD. DynDOLOD 3 alpha can generate grass LOD in object LOD with automatic billboard generated by TexGen. The grass LOD in object LOD can either start beyond the loaded cells or beyond the large ref grid size, regardless of its setting, e.g. if large ref grid is disabled, it simply means that grass LOD that was generated with the large ref option now also starts beyond the load cells. Grass LOD in object LOD goes away with all other LOD if typing tll in console. 1. DynDOLOD does not control or do anything with the fully rendered grass inside the loaded cells or the large ref grid. 2. No Grass in Objects can also extend grass beyond the loaded cells regardless of the large ref grid size
  17. 1 point
    That sounds exactly like large reference bugs. A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.
  18. 1 point
    A list of plugins is not really a load order. Use modwatch for that which typically contains the list of plugins and the list of mods. You have not described the issue very well. It is unclear which objects flicker or when they flicker. Search the forum for similar threads. Often people only believe they followed the instructions correctly or the issue is something entirely unrelated to DynDOLOD, like the large reference bugs. Make sure to click low, high, medium in step 7 to load rules for the Open Cities plugin and check the log that they actually loaded. Check the answers for DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models.
  19. 1 point
    That's possible to do to. The mod folder method just keeps the caches separated by game/profile. I do a lot of authoring too so I don't like there being a ton of clutter. Also, if you need to clean out the cache of a single game, you'd need to separated out. I went with a mod just to keep things tidy using MO. Keep in mind that we'll be using a single installation of xEdit for all games (via launch arguments) so just having it all tossed into a single cache folder would place all Guide plugin caches together (not desirable imo). True, but I did give the reason, which is what was being asked. It's to catch the cache files (for normal users, I use it for more for mod dev). This drastically speeds up load times. It only takes a couple seconds to load on my end with a full load order. Without the mod, the cache is placed in Overwrite, which shouldn't house any files. It's a temporary folder and should be empty before playing. You're also on the right track with your thought of users posting issues. Basically, it boils down to creating and pushing "best practices". Stopping the bad habits that cause issues...one being utilizing Overwrite as a place to store things. It's not for that and anything stored within it will overwrite the entire mod list ....aka "bad practice" (there's a reason MO warns you there are files within Overwrite). When I created the new workflow I prioritized three things: Improve the flow so that's more "start to finish"; little need of leaving the Guide page Remove points of user error, thus reducing user support (like removing LOOT rules and just handling the conflicts via Patches) Reduce maintenance overhead So, yes, if you're using Overwrite to store files, you shouldn't be. This falls under #2. As for the reason for the mod over the program's folder, see above reply to Neb. Btw, nice to see you around again, Nebulous112!
  20. 1 point
    Apparently, this was an issue in the last major version of TESEdit or SSEEdit. It shouldn't be a problem now as alluded to by this Reddit: We haven't had any issues.
  21. 1 point
    I moved this to Mod Organizer 2 Support since it is not a DynDOLOD issue. A few things to check: Verify you've installed Mod Organizer in its own folder away from UAC controlled folders (C:\Program Files and C:\Program Files (x86) and that is not installed in anywhere in the Steam, SteamLibrary or Skyrim Special Edition folders. The virtual file system does not work correctly and may be blocked by Windows if it's installed in these folders. I suggest installing Mod Organizer in a folder like D:\Mod Organizer or D:\Tools\Mod Organizer. If the above does not solve the issue, open File Explorer and browse to the Mod Organizer folder. Right click on ModOrganizer.exe and click Properties. If you see an Unblock button or a checkbox with "Unblock", click it and click OK. If you see the Unblock button or checkbox, you should repeat this for every *.exe and *.dll file in the Mod Organizer folder and subfolders. Unfortunately, Windows 10 can be a royal pain about blocking the virtual file system if these files are blocked. If you are still having issues, open Windows Defender (or whatever antivirus software you are using) and add a rule to exclude ModOrganizer.exe and the entire Mod Organizer folder.
  22. 1 point
    I seem to recall someone else mentioned Update.esm did not get backed up on the first run, but they ran it again and it created the backup copy this time. I don't know what to make of this since I haven't cleaned the masters in a while. I have all the cleaned masters stored in an archive so I've just been installing that archive as a mod and skipping the cleaning instructions.
  23. 1 point
    Thanks for the quick answer. Now that I got back to my computer I see that I reported something wrong. The backup files did end up in the xEdit Output folder. So I remembered that wrong, sorry. But that creates another error a bit further down in the steps: Original Masters In MO, scroll to the end of the mod list (left) pane, and hold Ctrl + double click on Overwrite to open in Explorer. Inside the "SSEEdit Backups" folder, rename the files to "MasterName.esm" (i.e. "Update.esm"). As I said, the files ended up in xEdit Output\SSEEdit Backups, not in the Overwrite folder. So that needs to be changed also. And as previously said, the Update.esm was not backed up. Pending further investigation I think I would change the last sentence under STEP 3: "Standard Cleaning Procedures" point 3: "A backup of the original plugin will automatically be saved into (e.g., ../xEdit Output/SSEEdit Backups) inside of Overwrite at the bottom of the MO mod list (left) pane." to... A backup of the original plugin will automatically be saved in /xEdit Output/SSEEdit Backups in the mod list (left) pane. And then change this under "Original Masters" point 1: "In MO, scroll to the end of the mod list (left) pane, and hold Ctrl + double click on Overwrite to open in Explorer." to... "In MO, scroll to the end of the mod list (left) pane, and hold Ctrl + double click on xEdit Output to open in Explorer." The thing about Update.esm not getting backed up, I don't know what could be causing that. I'll continue with the guide and report other issues here. Might be good to have my less experienced eyes go through it.
  24. 1 point
    I agree that this is all very confusing, and I honestly don't exactly know the reasoning for "xEdit Output" empty mod. Maybe to hold the original vanilla plugins to make them easy to find? Possibly to prevent anything going to Overwrite so that people don't have issues with conflicts winding up in there and overriding everything conflicting. Most of us have cleaned the vanilla masters only once (when these files are [rarely] changed by Bethesda), so validating this process doesn't happen often. The note about the overwrite folder is just an example, but it probably should be changed to avoid confusion. I will need to set up a test profile to validate and revise this set of instructions, unless @TechAngel85 can explain his reasoning here (I think he uses this workflow, and I only followed it once ... probably hacked my way through it without much issue and figured others would do the same). The "xEdit Output" mod also must be enabled in MO to run xEdit, so I have both used it and NOT used it in the past. I don't like having it enabled otherwise.
  25. 1 point
    No. They are independent of each other. If you have a Custom ini, however, I do not yet have support built in for it yet.
  26. 1 point
    xLODGen beta (47 or newer) and DynDOLOD (2.70 or newer) can be used to update or generate TVDT Occlusion culling data on cell records, which is famously wrong for some cells in Tamriel causing rectangular holes in the distant LOD. Please read the included documentation Skyrim-Occlusion-Readme.txt in the xLODGen archive and the TVDT - Occlusion Data section in Docs/DynDOLOD_Manual.html to learn about TVDT data, how to generate it and the settings. Mod users / complete load orders For Skyrim, Skyrim VR and Skyim Special Edition I generally suggest to use xLODGen to create an Occlusion.esp for the entire load order. Generating the Occlusion.esp is fairly quick with quality 2 and it means not having additional plugins as master in DynDOLOD. The Occlusion.esp is automatically ESL flagged for Skyrim Special Edition. Since DynDOLOD is just the advanced version of xLODGen for tree and object LOD generation, the code to generate the occlusion data and the results are the same. Using DynDOLOD has the advantage that the occlusion is generated automatically with pre-defined settings in the DynDOLOD INI as part of the LOD generation process. Using xLODGen has the advantage of being able to update a separate plugin which only contains the occlusion data and nothing else more quickly and even for a specific worldspace only. For Enderal it seems more convenient to have DynDOLOD generate it, so in DynDOLOD it is enabled by default for Enderal only. There are also additional optimizations in DynDOLOD for Enderal that help improve performance in certain locations. In xLODGen the Occlusion generation is an additional option below the Terrain LOD options. See the included documentation for information about the settings. Once generation is complete, Occlusion.esp is saved to the data folder (or MO mod folder / MO Overwrite folder accordingly). To make sure its updated TVDT data is used, ensure the Occlusion.esp is loaded last so it overwrites any other plugin. Generate the Occlusion.esp last. So the order would be: Finalize load order use xLODGen to generate terrain LOD meshes [and textures] use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples) If the load order changes afterwards and a plugin makes changes to WRLD/CELL records, the entire worldspace should be updated in the Occlusion.esp (unless the new plugin loads after Occlusion.esp of course). Worldspaces in Occlusion.esp can be updated by simply starting xLODGen with the current Occlusion.esp being last in the load order. Select the desired worldspaces only and generate Occlusion for it. The selected worldspace is removed from Occlusion.esp and then generated completely anew for the new load order. Other worldspaces in the Occlsuion.esp will not be changed. Mod authors It is possible to update the TVDT data on CELLs in a single plugin by starting the tool in edit mode. Generate/Update object LOD first so the object LOD meshes match the current state of the worldspace. As suggested in the included documentation, generate max height data for all cells with CK beforehand. You are welcome to test the included MHDT generation as well. Consider defining/updating the Border Region for the worldspace so the +Border filter option can be used. Either start xLODGen.exe in edit mode with the -edit command line or rename xLODGen.exe to [Gamemode]Edit.exe e.g. TES5Edit.exe Select loading of plugins as usual. Right click desired plugin in the left tree view, click Other, Generate LOD. Check Occlusion and verify the text next to it mentions the desired plugin to be updated. Adjust other settings as desired and explained in the included documentation. For large / multi people projects it is probably better to generate an Occlusion.esp the usual way and merge the TVDT data. Stick to the usual workflow. As always, mod authors are welcome to direct message me here or on discord for help with their projects. Read the provided information and in case of questions about occlusion generation, post them in this thread regardless of using xLODGen or DynDOLOD.
  27. 1 point
    I fixed the issue: It's indeed the Tempered Skin Female mod. The way to fix this is doing this: The femalehead texture is the culprit, but I reckon the body should also be disabled in this case (for consistency). I kinda like the result. Hiding these 2 files makes Hilde look older again:
  28. 1 point
    Install the widescreen fix anywhere under Resources or Extenders (if meets the mod's requirements). The others should go just after their corresponding mods.
  29. 1 point
    I use 21:9 widescreen. To use it with STEP, install the following files from https://www.nexusmods.com/skyrimspecialedition/mods/1778 and make sure they overwrite the relevant mods: Complete Widescreen Fix for SkyUI 5.2 SE Alpha - 2560x1080 Better Dialogue Control Widescreen Fix Better MessageBox Control Widescreen Fix Race Menu SE - WIdescreen Fix SkyUI SE - Flashing Savegames FIx - Widescreen Fix I also recommend using one of the Wider MCM Menu for SkyUI options. Just choose one you like. You shouldn't really need to mess with anything in your display settings this way. Make sure you set your resolution back to 2560x1080 afterward.
  30. 1 point
    From the DynDOLOD FAQ Q: Game: Out of place objects / floating objects / flickering full models A: DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be flicker. The busier the cell is and the more system rsource are strained the longer it takes to load full models and unload LOD. A: If LOD was generated for a different load order generate LOD for the current load order. A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video https://www.youtube.com/watch?v=1_5MWqeHIzw&t=2320 or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins. A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in . Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. A: In case large references are enabled in the game, make sure to generate both the DynDOLOD.esm and DynDOLOD.esp and to enable the Large Reference Fix in the DynDOLOD SkyUI MCM. See ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini. As you can see by the last FAQ answer, this is already a well known/documented cause for this type of problem issue. COC in itself is fine, it is not really different from fast travel.
  31. 1 point
    I think I see the issue with the fomod. If you select Full Length Scabbard, it sets the source path to "99 None" and that folder does not exist. Mod Organizer prompts that folder "99 None" does not exist so click Install Anyway. The mod should be installed correctly since it doesn't seem to need anything extra for the full length scabbard.
  32. 1 point
    Any such comparisons should probably be made with the TerrainManager INI settings in mind, especially if we ever add JohnnyWang's Z Fighting Patch, as it requires higher LOD distances to function properly. Currently, BethINI by default sets these really low at the higher LOD distances to minimize the amount of Z-fighting seen, unless the Z Fighting Patch plugin is present. SkyrimPrefs.ini [TerrainManager] fBlockLevel0Distance=95000 fBlockLevel1Distance=330000 fBlockMaximumDistance=350000 fSplitDistanceMult=4 In the shots above by Tech, this will mostly affect the Tundra and Map. As a comparison, here is current STEP (this is with 3D trees option) with the INI settings above (with the addition of the Z Fight Patch):
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