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Everything posted by DoubleYou
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I don't recommend tweaking the overlay settings. If you do, you need to probably tweak the corresponding normal overlay settings as well to make them look right.
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The default values of fMapMenuOverlayScale and fMapMenuOverlaySnowScale are very small. You can see how they adjust the snow and terrain on the map menu here: https://wiki.step-project.com/Guide:Skyrim_INI/MapMenu
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It only works correctly with lod level values. Setting it to nonexistent lod levels removes terrain lod from the map.
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Skyrim LOD is separated between terrain LOD and object LOD. Map LOD is separated between the same terrain LOD (set by the game INI setting uLockedTerrainLOD) and object LOD (set by the game INI setting uLockedObjectMapLOD). Terrain LOD should be made by xLODGen "Terrain" tool. Object LOD should be made by DynDOLOD. Whatever changes you make to the game's terrain LOD (generated by xLODGen) and object LOD (generated by DynDOLOD) will be reflected on the map. This is why generating 3d tree object LOD with DynDOLOD places trees on the map. Object LOD is independent of terrain LOD. I merely mentioned the object LOD setting (uLockedObjectMapLOD) for the MapMenu for completeness sake, as it is independent of the terrain LOD settings being discussed here. However, the terrain setting (uLockedTerrainLOD) can be changed to improve the terrain LOD used on the map, by increasing it from level 32 (default) to level 16, 8, or 4. This is why I said "you do not need to worry" about terrain level 32 from a map perspective, as we can increase this to level 16 if we find that, from a game perspective, different settings for level 32 terrain LOD are better. The uLockedTerrainLOD INI setting I mentioned does NOT "affect what we're doing in xLODGen 'Terrain' tool," but instead, modifies the results that the xLODGen "Terrain" tool has on the map's terrain LOD.
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You can use lod levels 4,8,or 16 for Object LOD (or if you modify DynDoLOD ini, you can make a level 32 to be identical to level 16 without 3D trees just for the map). Terrain LOD can be 4,8,16,or 32. The ini guide is for original Skyrim, and the description reflects issues noticed on Oldrim. Those issues do not seem to be a problem on SSE. We do not yet have a specific SSE INI guide.
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You don't need to worry too much about the map, as that is easily changed to better LOD quality: Skyrim.ini [MapMenu] uLockedObjectMapLOD=4 uLockedTerrainLOD=4 I've been testing it out and haven't had a crash related to these settings yet. I think the crashes that users used to experience with this may be fixed by DynDoLOD/xLODGen.
- 91 replies
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Cleaned Skyrim SE Textures (by Kartoffels)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Tech, that picture of the tree looks like the tree wasn't fully skinned in the second shot. It might look different upon a reload? The texture shouldn't remove limbs from the tree itself. I would have to agree from the attached shots that the textures look barely different. In the future, we should probably replace the default upscaling with AI upscaling to actually enhance the details. As is, this mod probably does improve textures, but very minutely, despite a large download size.- 51 replies
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I checked this today. It doesn't eliminate it.
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Unpacking BSAs after mod is installed
DoubleYou replied to Vermithraxxx's question in Mod Organizer Support
You can extract any BSA via the Archives tab. You will need to select the relevant mod folder, so depending on the difficulty of installing the mod, it may be easier to reinstall. -
Cleaned Skyrim SE Textures (by Kartoffels)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
The VRAM level looks within the margin for error on those screens, so the only benefit would be in the quality of the textures themselves, if they truly make a difference and "clean" up artifacts. I have been testing the associated Cubemaps mod, and I am seeing some oddities that I think are being caused by it.- 51 replies
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Unpacking BSAs after mod is installed
DoubleYou replied to Vermithraxxx's question in Mod Organizer Support
BSA extraction is generally discouraged. If you require a plugin-loaded bsa to be loaded after another plugin-loaded bsa, you can easily add a LOOT "load after" rule to enforce that. -
Boy, I could swear it used to say Lock Sensitivity right in the in-game settings. Must be the Mandela effect.
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Cleaned Skyrim SE Textures (by Kartoffels)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I don't think the Creation Kit was used in the creation of this mod, so would the eula even apply? At any rate, obviously direct replacement BSAs with the same names as the default will eliminate the need for plugins, which is a plus, but opens you up to the possibility of a texture not being able to load if it is somehow missing.- 51 replies
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Short or changing LOD distances
DoubleYou replied to Alexanderman95's question in DynDOLOD & xLODGen Support
Just for reference, you can set fTreeLoadDistance to 0 if you are using 3d trees, since you are no longer using tree lods, as the trees are input into the object lod. -
Good question. If it is, however, TAA is rather blurry, and I think it may be incompatible with ENB.
- 91 replies
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fSplitDistanceMult has no relation to the object LOD block distances, as it affects landscape (aka terrain) LOD, not object LOD. Increasing it seems to push the more detailed LOD to farther distances, which is why increasing it has such a positive effect at reducing Z-fighting, as it seems that the terrain LOD is where the Z-fighting issues mostly lie. The lower the polygon quality of the meshes, the more z-fighting. The reason why BethINI has always applied such low object LOD distances is because the lower the object LOD quality, the less polygons for the terrain LOD to z-fight with the object LOD. The z-fighting patch idea is to make so much object LOD that it covers the distant terrain LOD, so you cannot see it z-fight.
- 91 replies
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If this is a terrain comparison only, than only fSplitDistanceMult is relevant INI wise, as the other settings are object LOD.
- 91 replies
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I'm not entirely sure, Tech, TBH. Since they set level 4, level 8, and level 16 lod visible distances, I believe that increasing the distances push the level 8 and level 16 meshes/textures further away from the viewing area. Also, fSplitDistanceMult, the only control for the terrain LOD that I am aware of, definitely seems to control how far away the next LOD terrain texture/mesh is displayed. While this seems to merely control these by ranges, as you say, such dramatic increases can have a much more meaningful impact on performance, and if the largest/performance-hungry textures/meshes are loaded closer, you need to consider the generation size if it is more important to balance visuals/performance, especially for the rigs, like mine, on the bottom of the system requirements. I understand that the Z-fighting patch is still not polished enough yet for STEP, but I am expecting in the future it will be.
- 91 replies
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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):
- 91 replies
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Cleaned Skyrim SE Textures (by Kartoffels)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
It shouldn't matter if you put it above or below USSEP I should think, just so long as it is above everything else that adds textures via BSAs.- 51 replies
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Cleaned Skyrim SE Textures (by Kartoffels)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Latest version of the mod fixes the plugin bsa problem, so we should be good now.- 51 replies
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Cleaned Skyrim SE Textures (by Kartoffels)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
The list of BSAs you found in the EXE is probably the default setting for sResourceArchiveList: Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Interface.bsa, Skyrim - Sounds.bsa. This default value is bugged, as it doesn't load all the correct BSAs unless explicitly called out in the INI files (which is why everyone has sResourceArchiveList and sResourceArchiveList2 in their Skyrim.ini... remove it and watch the game crash!).- 51 replies
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Cleaned Skyrim SE Textures (by Kartoffels)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
@Z I will reply to your post on the Nexus, and here. Two quotes: https://forums.nexusmods.com/index.php?/topic/7989518-clarification-needed-rebsas/&do=findComment&comment=73403068 https://forums.nexusmods.com/index.php?/topic/6494541-bsarch/page-11&do=findComment&comment=69648786 So no, your dreams of loading all kinds of BSAs from one plugin is not going to work. Besides, there is no reason too. The limit of ESLified plugins is 2048!- 51 replies
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BethINI is failing to write Fallout4Custom.ini inside the C:\Users\KJRCr\OneDrive\Documents\My Games\Fallout 4\BethINI Cache\ folder. Please verify that the INI Path provided for Fallout 4 is the correct location (C:\Users\KJRCr\OneDrive\Documents\My Games\Fallout 4\). Also, check if BethINI successfully created the BethINI Cache folder. If there is a log file in there, you can upload it to Pastebin and link here.

