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DoubleYou

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Everything posted by DoubleYou

  1. Marked as Accepted for current dev 1.0 guide.
  2. Marked as Accepted for current dev 1.0 guide.
  3. Marked as Accepted for current dev 1.0 guide.
  4. Discussion topic: See Through Scopes - MCM Settings Menu by m8r98a4f2 Wiki Link Adds an MCM menu for See Through Scopes.
  5. Discussion topic: See Through Scopes by henkspamadres Wiki Link Well-known mod that adds scopes that you can see directly through, like the reflex scopes, instead of the vanilla overlay. Using the ADD option for maximum compatibility, which just means these become optional attachments and don't replace the vanilla scopes.
  6. Discussion topic: Clean And Simple Weapon Collision Box Fix by Glitchfinder Wiki Link Should be a no-brainer.
  7. Just leaving a note for myself that this is expected to be merged into Workshop Framework, so we likely won't need to use this.
  8. I believe that you need to install the "Tamrielic Grass for ENB Complex Grass" file in order for it to use normal maps.
  9. Ambient Occlusion = AO = SSAO. Both versions feature a simple checkbox. Use the tool tips to verify the relevant ini setting and more detailed description.
  10. The only form of AO that BethINI can change is SSAO.
  11. Ambient Occlusion checkbox under Detail > Shadows. The pic on Nexus is from older version of the GUI.
  12. I could be wrong, but 1300+ plugins sounds like it could be possible you are breaking a limit somewhere. I know that discussion of esl plugins makes it sound like you can load thousands of mods, but I don't think that is possible in practice, and purely theoretical given an optimal scenario. That said, only thing I see that sounds useful is something about navmesh, so I think perhaps a navmesh might be triggering the crash. I can only suggest that you attempt a binary search (which is going to be hell with 1300 mods).
  13. A set of ini files that cause the crash, and ones without, would be useful. Also, if you have a copy of the precache.txt file from right before the crash, we can then identify the cell causing the issue. It is worth noting that realistically, you should be able to remove MarkarthWorld from the list of places to grass cache, as there is no grass in the cell other than beyond the visible regions.
  14. Does anyone know if the Seasonal Grass cache feature of Seasons of Skyrim only works with NGIO or not? I have a commenter asking this, and I honestly don't even know, as I disabled grass cache when I tested Seasons, due to it not being supported at all at the time.
  15. Discussion topic: Enhanced Vanilla Armor and Clothing by DoubleYou Wiki Link
  16. If you are precaching grass cache using 1.5.97.0 runtime using 1.6.x.x assets, there is an INI setting (I think it is the Creation Club one?) that can cause precaching to crash indiscriminately, due to changes in the Skyrim - Interface.bsa. Of course, I am making a lot of assumptions based off the limited information that you have provided.
  17. So, to summarize so we can have a succinct answer for anyone else who has this issue, the problem was fixed by removing 1 from the screen resolution width (so 1366x768 becomes 1365x768), using borderless windowed mode, and setting BorderlessUpscale=True in SSE Display Tweaks. It is most likely an obscure driver/hardware bug.
  18. This sounds like a very specific and strange hardware issue to me then. I would suggest you test if adding BorderlessUpscale=True to your SSE Display Tweaks ini and see if that eliminates that single line of pixels.
  19. Are there any INI files in your game Data folder (except for meta.ini)? If so, post them.
  20. I see how you can do that, but I feel the disadvantage of not supporting usage of DynDOLODGrassMode=2 is a major one. Using NGIO with DynDOLODGrassMode=2 provides the best visuals for 1.5.97.0 users, because it is very difficult to get the grass LOD to match the full grass. It doesn't matter near as much if the grass LOD is a little off if it is going out to effective uGridsToLoad of 9 or 11. It is only for performance constraints that my testing indicated it is better to use mode 1 and grass LOD instead, but that may not be true for all grass mods. I like the graphic though. Perhaps I should make a similar graphic to illustrate the workflow more simply as a basic gist to help people understand.
  21. ExtendGrassCount doesn't affect density. It corrects a bug with there being zero grass in a cell if the cell contains too much grass. There are two possibilities. My expectation is that there is a slope restriction on the grass records preventing them from filling in the areas you mention. See here an example from Cathedral Landscapes: This means that since the grass "Fits to slope" and the max slope angle is "20" this grass type will not grow on any landscape angled more steeply than that. Max is 90. Now with the additional screenshot of a different grass mod, I think it is possible that the grass mod specifically didn't use grass on that particular landscape texture. Notice how it is all the same underlying landscape that is missing grass. You can, of course, test removing RayCasting in NGIO to see if that is having any meaningful impact.
  22. You have a very high density of grass with a grass mod that limits the slope angle for grass to grow on landscape in the grass records (I believe - could be wrong). Use the mod author's recommended density settings for OverwriteMinGrassSize to avoid this patchy appearance. Also avoid using SuperDenseGrass if you did so. ExtendGrassCount is typically only necessary for use with SuperDenseGrass NGIO setting. It causes the grass generation to take exponentially longer (4 hours versus 30 minutes), so it is recommended to be off if at all possible. It will be super obvious if you need it, as there will be cells completely devoid of grass if the limit is reached.
  23. I can only agree with potential removal of : OverwriteGrassDistance = 6144 OverwriteGrassFadeRange = 14128 ...since these settings are overridden by the DynDOLODGrassMode setting. I prefer redundancy, however, because if the user fails to set the DynDOLODGrassMode, then they might be confused why their grass isn't displaying all the way. It is merely redundant, not harmful. The reason I can't recommend removing the other config settings is the guide is for usage of NGIO + DynDOLOD Grass LOD under 1.5.97.0 first, and only meant to use Grass Cache Fixes + DynDOLOD Grass LOD under 1.6.x.x second. Removing the NGIO-only config settings would make the guide only tailored to 1.6.x.x users. The guide should be shaped to work for both setups, and this was how I had intended it after my last edits. I see now that it includes some verbiage making it confusing for NGIO 1.5.97.0 users, so I have qualified the AE-specific steps.
  24. You wouldn't happen to have DXVK installed in your game root? https://www.nexusmods.com/skyrimspecialedition/mods/80030
  25. I think the important thing to understand here is that usage of NGIO and grass LOD are extremely advanced modding concepts that most users are not going to perform because it is time-consuming and difficult. Ultimately the best solution would be to create an application to automate the process, and would be far easier to do than to maintain documentation for the many intricacies involved with the grass cache and LOD. The information is out there for the advanced modders who want to learn how it all works, but I must say that trying to make a beginner friendly guide for this seems like a lost cause IMHO. There are simply way too many moving parts. All the information on the Grass LOD guide is relevant to me, especially the documentation on what the NGIO settings do and how they behave.
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