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Everything posted by DoubleYou
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Here you go. https://paste.ee/p/fVgAQ
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I tested Fallout 4 just now and it can create the gid files via the following INI settings: [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bGenerateGrassDataFiles=1 Whether or not they work or not, or if they need to be modified to work for Fallout 4, remains to be seen. As it is, it would seem there is potential to generate this grass cache and potentially grass lod for all versions of Skyrim and Fallout 4. Sadly, it doesn't appear that this feature exists prior to Skyrim, or at least, the INI settings mentioned do not exist. Also, apparently a console command exists: cga (CreateGrassAt x y)
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It will be necessary to modify the Skyrim - Misc.bsa (or similar file for the other games) to remove the *.gid files then. I checked my grass cache, and while most of them are overwritten, not all of them would be. Easiest method would be to create a replacement Skyrim - Misc.bsa (or similar file for the other games) that doesn't contain the *.gid files. As to LOD Level 32, I am specifically talking about Object LOD 32 as can only be generated by setting Level32=1 in DynDOLOD_SSE.ini. I do not believe these files are shown by the game except on the map when you set uLockedObjectMapLOD=32 in Skyrim.ini. Basically, what I have done is enabled Level32=1 in DynDOLOD_SSE.ini and applied rules to level 32 to make it as detailed as object LOD level 4. You might argue, why not just set uLockedObjectMapLOD=4? But there are bugs with using that. For instance, lod4 is where the grass lod is loaded, so it makes the map fps/performance tank. Also, it causes stuck lod setting uLockedObjectMapLOD lower than the highest object lod level from my testing. Naturally, I like the option without the grass, but to get the best of both worlds I would like to be able to set a rule to enable tree lod on this fake object lod level 32. I was unaware that the LOD Level 32 column was untested at the moment. I thought this was expected behavior. I reproduced and posted my logs here (I only chose chunk level 32 to save some digging hopefully): Relevant logs All logs
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I was considering that generating a grass cache might be beneficial to the other Bethesda games if possible. I do intend to use NGIO, but with the extra settings off, and then tweaking the grass lod in lod4 to be dim enough to make the transition at uGridsToLoad as seamless as possible. On another note, I've been creating object lod32 for SSE map, which turns out really well since I can have a really detailed map without messing up my in-game lod. However, I noticed that, as I am sure is by design, if I add a rule to add back the tree lod to it, it causes an error. Would it be possible to have an option to allow tree lod on lod32?
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I see. I tested this out last night and indeed renaming the *.cgid files and loading them via bAllowLoadGrass without NGIO works quite well. IIRC, this existed back to Oblivion days, so it would be an interesting option to explore, especially as regards performance. On another note, I was wondering how feasible an idea it would be to load the grass lod billboards using the btt tree loading system instead of lod4? One could theoretically load all tree lod into lod4 and put only grass lod in tree lod so that it could be independently adjusted via fTreeLoadDistance.
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I think the problem is a fundamental misunderstanding of the settings for NGIO and what they actually do. I need to find out if I can see what some of them do myself, as my impression from reading the descriptions appears to have been fundamentally flawed. That plus I see that there are a lot of mods (read Cathedral - insert name here) that provide plugin INIs that strive to overwrite the grass settings, that I think might be causing the game to create grass and load grass at the same time, doubling the amount of grass loaded. Some of my testing that I need to expand upon that I am just rambling on for now (I need sleep and this is getting confusing): Create grass cache like normal, but use the non-large ref version Generate grass LOD -- grass lod should start at end of ugrids Disable all grass in every INI file and plugin INI in each and every possible way. Disable NGIO Run game on god mode and sprint around Whiterun (most grass intensive area for me). Watch FPS for frame drops. Any big -15fps or more drops? Enable grass via NGIO Run game on god mode and sprint around Whiterun (most grass intensive area for me). Watch FPS for frame drops. Any big -15fps or more drops? Rename grass .cgid files to .gid files Disable NGIO Set bAllowCreateGrass to 0 and bAllowLoadGrass to 1 to load from the grass gid files. Run game on god mode and sprint around Whiterun (most grass intensive area for me). Watch FPS for frame drops. Any big -15fps or more drops? I need to look at the source code probably when I get a chance. Pardon me if this doesn't make any sense. Kinda trying to document my state of mind after testing this out for a bit.
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Similarly, would it be possible to load the grass cache *.cgid files in SSE by renaming them to *.gid and using bAllowLoadGrass in Skyrim.ini? Are these files in any way related to the bGenerateGrassDataFiles setting in Skyrim.ini?
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Discussion topic: Window Shadows RT by HHaley and Dlizzio Wiki Link Mod dropped due to instability. Tech will incorporate the interior shadows from windows into Relighting Skyrim, woot.
- 14 replies
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- SKYRIMSE
- 18-lighting and weather
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Well, tbh, I don't think I have ever had a playthrough where I died more. I have a knack for finding that one mage with an ice storm spell that can one shot me.
- 19 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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Yep. It's just a torch nif. Trying to figure out this messy fire mod setup we have now in testing. I think we need a dedicated thread on fire testing this go around, as it is all way too confusing as it currently is. Probably the reason why your screens and @z929669's screens look so different.
- 27 replies
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- SKYRIMSE
- 21-post-processing
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ACCEPTED Battle-Ready Candlelight Fixes (by ThatSpartacusGuy)
DoubleYou replied to z929669's topic in Skyrim SE Mods
We'll need to test against ENB Light I suspect. -
This mod is annoying! LOL. But it definitely adds a bit of realism to the game. You can't be confident that your Fast Healing spell is going to work! Got just enough magicka to cast that high level alteration magic spell and you are still level 20 alteration? Forget it. You'll need to put in the necessary practice before you get so lucky as to successfully cast it. I like it, but I'm sure some people won't simply because it makes magic that much harder.
- 19 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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Dynamic Volumetric Lighting and Sun Shadows (by TrueDraconis)
DoubleYou replied to z929669's topic in Skyrim SE Mods
The only issue I've noticed with this mod is sometimes I can really see the shadows move toward sunset. It still is a great improvement.- 6 replies
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- SKYRIMSE
- 18-lighting and weather
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This mod says it requires Unique Region Names, which has been hidden since June 7. Unless that mod becomes unhidden, we will have to unaccept this mod, unless we can find a workaround. Or, are you guys somehow using it without that mod?
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- 37 replies
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- SKYRIMSE
- 06-models and textures
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I get the following error from the fomod installer: Based on this error, I added the torch.nif file which was incorrectly packaged. Did anyone do the same, or has it been discussed whether or not to use it instead of New Thinner Torch?
- 27 replies
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- SKYRIMSE
- 21-post-processing
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Realistic Boat Bobbing Patch Hub (by jjensen6823)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I added a wiki page for this mod with some preliminary instructions as I'm not certain if the plan was to integrate the USSEP patch into the patches or not (if esl file, probably not): -
ACCEPTED Nemesis Unlimited Behavior Engine (by Shikyo Kira)
DoubleYou posted a topic in Skyrim SE Mods
Discussion topic: Nemesis Unlimited Behavior Engine by Shikyo Kira Wiki Link This mod replaces FNIS and is the tool that seems to support the most mods anymore. I have tested it out with STEP, and I ran into no issues, and it enabled me to try out a few different other animation mods that require it. It is pretty much plug-n-play. I had been having issues while testing with an FNIS generated skeleton where my character would entirely disappear, which I believe to be due to an animation\skeleton bug. It will be difficult to tell if this fixes it, as it was an issue that typically would go away upon relaunch of the game.- 54 replies
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- SKYRIMSE
- 19-utilities
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SKYRIMLE Running FNIS Through MO Doesn't work
DoubleYou replied to DogWada's question in Mod Organizer Support
https://stepmodifications.org/wiki/SkyrimLE:Fores_New_Idles_in_Skyrim Follow the above instructions. The most likely problem is you somehow set the paths wrong.- 2 replies
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- mod organizer
- skyrim
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STEP Part 17-Locations -- Oakwood File Missing
DoubleYou replied to DOOGLAK's topic in Step Skyrim SE Guide
https://www.afkmods.com/index.php?/files/category/129-cities-towns-villages/ https://www.afkmods.com/index.php?/files/file/1892-bring-out-your-dead/ -
Almost finishing S.T.E.P. but...
DoubleYou replied to Jarda's topic in General Skyrim SE Discussion & Support
Perhaps you have depth of field turned up to like 100000? What are your INI files? -
SKYRIMSE Consistent Older People has been set to hidden
DoubleYou replied to MadOak's topic in Step Skyrim SE Guide
https://www.nexusmods.com/skyrimspecialedition/users/684492 Arthmoor's profile page indicates that we may need to check AFK mods for updated versions of some of his mods. There is also indication that other competing services may come to fruition. Competition may be a very good thing in the long run. -
SKYRIMLE Consistent Older People is now hidden
DoubleYou replied to Myth's topic in General Skyrim LE Discussion & Support
You could probably do it with a dummy plugin named to the master. Then check for errors and fix the records that have errors. -
I have an issue sometimes where there is a weird overlay on the map menu. It seems like it might be connected to weather, but I'm not sure. It only happens sometimes, so most of the time it isn't an issue. Does anyone know what this is?
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I see that the 2.0 settings have mipmaps used for lod4 and lod32 but none of the others. I might understand for lod4, but why lod32? In my testing, adding mipmaps to the lod textures actually increased VRAM consumption.
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