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Everything posted by DoubleYou
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Discussion topic: Engine Fixes - F4SE by bp42s Wiki Link
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LOD 32 quality was not set to 0 when xLODGen was run.
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You would need to change the path I would expect.
- 37 replies
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- prerequisite
- modding environment
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ACCEPTED Security Overhaul SKSE - Lock Variations (by powerofthree)
DoubleYou replied to Crimson13's topic in Skyrim SE Mods
If we ever go down the optimization route of archiving loose assets, it probably will be easier to simply teach users how to do it.- 3 replies
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- SKYRIMSE
- 06-models and textures
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Remove HasDistantLOD patcher and use FOLIP After Generation script instead.
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Job for an Avid Modder+Pythonista
DoubleYou replied to 6ImpossibleThings's question in General Skyrim SE Support
This seems to be a very interesting project. More competition in the space is a good thing, and I think based on what you are saying, you understand the problems that currently exist with current solutions quite well. I am somewhat surprised to see an actual software company decide to take up this idea, as historically only hobbyists have endeavored to create such tools, with Nexus Mods being the primary exception.- 10 replies
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- SKYRIMSE
- mod manager
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You can uncheck it if you want more performance. If doing so, you may consider using a higher large reference grid value. I don't recall if we did much testing on the setting's performance impact.
- 5 replies
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- SKYRIMSE
- DynDOLOD 3
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Discussion topic: Customizable Combat AI Nearby Object Search - F4SE by LarannKiar Wiki Link
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- 11-gameplay-ai and combat
- FALLOUT4
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I haven't honestly observed any issues lately, but perhaps recent updates have decreased its reliability.
- 5 replies
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- 13-gameplay-immersion
- FALLOUT4
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I haven't fully investigated the mod in question to resolve the LOD issues it causes. It doubtless must disable the vanilla STAT references that have the LOD applied and adds new STATs that do not have LOD for them. The rebuild system involves some scripting that typically utilizes enable parents to toggle the new references based on repaired state. It may be possible that you should be flagging these as LOD Respects Enable state as well. You may be only setting the one or the other to being IsFullLOD. I believe I have seen some of these use Moveable Static records as well. Relevant LOD models can be mapped to the EditorIDs via rules in the FOLIP Patcher in order to properly use LODs for these. The vanilla LOD models are in Meshes\LOD\Buildings and typically correspond to the filename or EditorID for the mesh.
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https://www.nexusmods.com/skyrimspecialedition/mods/51135
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You forgot to generate Level32 Object LOD in DynDOLOD most likely, which is causing stuck object LOD due to using ACMOS. Revisit instructions here and regenerate DynDOLOD. https://stepmodifications.org/wiki/SkyrimSE:DynDOLOD_3_Alpha/2.3
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Gap between full grass and grass LOD
DoubleYou replied to spcarso's question in DynDOLOD & xLODGen Support
You are going to need to be more specific. The picture doesn't depict anything necessarily out of the ordinary. The game by default only loads 5x5 cells centered around the player. Everything else is LOD. I see you are also using TCL console command for test purposes I suppose. -
The dropdowns specify the settings for each level. When generating LOD, all levels are generated. There is no need to generate multiple times.
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I'm making a grass mod and need some tips...
DoubleYou replied to eeept22's question in General Skyrim SE Support
Maybe? I tried playing with this idea on my own grass mod and I honestly couldn't tell. Grass uses vertex colors to control wind movement, specifically the vertex alpha. Nifskope displays this as transparency. You need vertex colors for correct wind movement. I don't know anything about this texture. I do not believe there is any way around making separate complex grass and non-complex grass versions. I may be wrong about this though, as I am going from memory here. -
Large References in Fallout 4
DoubleYou replied to DoubleYou's question in DynDOLOD & xLODGen Support
I added the BSDistantObjectLargeRefExtraData to the BTO in Nifskope for a test for the USS Constitution. It indeed crashes the game consistently, specifically referencing it. I am inclined to leave the feature disabled. I already have LOD meshes for most large objects in the game. -
I have been doing some tests involving Large References in Fallout 4. In Fallout 4, large references are disabled by default, but can be enabled via the following ini setting: Fallout4.ini [General] bDisableLargeRefs=0 Now, in the vanilla game it is basically impossible to see these in action, but by chance, I came across a set of circumstances that allowed them to work. If I remove the Has Distant LOD flag from the base STAT of a REFR, if that reference is in the RNAM of the worldspace, it now will show if just outside of uGridsToLoad. It doesn't appear to stretch far outside uGridsToLoad, maybe just 1 cell beyond. I have not found any way to adjust it, as there is no uLargeRefLODGridSize ini setting, or an ini setting that in any way appears to control this. Below is the vanilla Concord Museum (at center) with large references disabled vs enabled. Note you can see the higher details of the full model, and you can even click the reference in the console (even with precombines enabled). This only works if you remove the Has Distant LOD flag from the base STAT and use the ini tweak mentioned above. Large Reference Disabled --> Enabled Now another requirement appears to be related. The reference mush not have the Visible When Distant Flag. Below is a large reference highway section that is only shown if both the Has Distant LOD flag is removed from the base STAT and the Visible When Distant flag removed. TLL Console command to disable LOD was used below Large Reference Disabled --> Enabled --> Reference selected in console Formid: 74853 One concern involves LOD Respects Enable State objects, such as the USS Constitution, which is an enable parented large reference, which also is flagged persistent. Toggling its enable parent successfully toggles the reference as expected. Being persistent, it may be subject to known large reference bugs involved with references marked persistent. I did a test where I copied the reference into a Test.esm file and added 10,000 units to its z-height. This also shows that at least with vanilla LOD, the large reference and the LOD model will show at the same time. Large References Disabled --> Enabled --> Modified via Test.esm to z-height of 10,000 units. I talked about this at length with Robert. He said that the LOD would need an "Extra Data block marking the TriShape as a Large Ref" to allow it to disable while the large ref was enabled. Given that large references were disabled at launch, and this would likely be the earliest implementation of Large References by Bethesda, it may or may not have other issues. Here are the two plugins I made so I could test this, one to remove the Has Distant LOD flag, and the other to remove the Visible When Distant flag. https://mega.nz/file/xFoyCQTb#WyL0b2tBaKT2S43uqYXe1CyADkrrJcTwS245U_BrK5I

