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Everything posted by DoubleYou
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For Fallout's 25th anniversary, there are a number of events and offerings available, as you can find on Bethesda's website. Notably, if you have an Amazon Prime account, they are giving away Fallout 76 on the Microsoft Store for free. Also, for Fallout 4 players, there will be free creations available in the Creation club each week from now until November 2, along with discounts on other creations.
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This version appears to be working perfectly.
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Perfect! That's the big one we needed.
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It literally says how to fix in the error message.
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This did fix the sRGB texture. However, all normal maps and speculars appear to be brighter. Also, diffuses with alpha transparency appear to be brighter as well. Log file is with vanilla textures (no texture mods). Included two output examples. Before folder is with TexGen from alpha 100. After is from the test version. https://mega.nz/file/pMhSTZDJ#FgJjeSMG7IRhynthud9q2_TBlRYUz81y-R1W2Bjy6zQ
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Shimmer Flickering On Mountain
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
That is z-fighting. It looks like a possible large reference bug to me. -
I am still testing, but I mostly have the configs for the vanilla stitched object LOD textures complete for Fallout 4. However, I did notice an issue with a very popular mod in my list that causes the output to contain a bad texture. FlaconOil's Complete Retexture Project erroneously includes a few textures in sRGB instead of linear, and while it doesn't appear to cause apparent artifacts in game, it causes the generated LOD texture to be incorrect. Specifically, the textures\architecture\diamondcity\corrugatedmetal02_d.dds inside the FlaconOil - BA2 2K - Part3 file is saved as DXGI_FORMAT_BC1_UNORM_SRGB. Perhaps a warning could be added for when an input texture is in sRGB instead of linear? Or perhaps it could convert to linear upon generation? I will also try to reach out to the mod author so they can hopefully correct this oversight. Included are the logs, the configs, and the output incorrect texture. https://mega.nz/file/pY4l1RLb#J3mIXjYuONKJ9zSSfVzqXNtfcaTxqWYqV6KkH9LOpZ0
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GUIDE Howto: Use CreationKit from MO
DoubleYou replied to Tannin's question in Mod Organizer Support
Mod Organizer no longer needs this fix. Just use like normal and ignore this, as it is outdated information with Mod Organizer 2. -
Balancing Grass Distance Colors?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
No, that's a typo in the guide IIRC. -
Shimmer Flickering On Mountain
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
You recently increased fBlockLevel0Distance. This is likely the reason why it is shimmering at a different place. It is typically unwise to set this that high. -
Shimmer Flickering On Mountain
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
It is normal to see z-fighting on mountains. This has been the case since 2011. -
ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Don't use this version. It's not done right and the official update is in the works.- 28 replies
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Don't use this version. It's not done right, and the official update is coming soon.
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Balancing Grass Distance Colors?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
Lol. Grass lod only goes to lod4. Unless you're a madman, that region is far beyond lod4. There simply is no grass lod that far out. If you want grass there, you will have to increase the fBlockLevel0Distance. -
ACCEPTED Majestic Mountains (by T4gtr34um3r)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I don't think it is new. I think the author accidentally forgot what it did and took it down temporarily and then re-uploaded by the sound of the comments. Edit: Actually, it appears that Majestic Mountains has received a major update. It sounds like our Majestic Mountains Creation Club Landscape Patch may no longer be needed.- 90 replies
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Issue with Single Pass Shader + Projected Diff/norm maps
DoubleYou replied to Aranin's question in General Skyrim SE Support
There is a snow material object in the plugin that you can change the color from the gray color to the correct white color. I can't remember which it is atm. At any rate, you're unlikely to find much help on this subject. It honestly sounds like you are recreating Better Dynamic Snow but using Simplicity. You should test whether all your fixes are not already covered by BDS. I could, of course, be completely off base here, as this is something I have very much avoided working with. -
Two issues I found for the experimental Fallout 4 TexGen when creating the Barn mini-atlas, likely both linked to the fact the source texture requires the use of a Copy file to fetch the correct normals/speculars: Specular maps not named the same as the diffuse texture do not seem to copy using the Copy text file used previously only for normal maps. In this case specifically, PierShacksSiding03TwoWideRed_d.dds maps to PierShacksSiding03TwoWide_n.dds (which copies correctly) and PierShacksSiding03TwoWide_s.dds (which is labeled missing). The rotated texture, PierShacksSiding03TwoWideWhite_d.dds, similarly maps to the same normal and specular textures as the red variant. The output texture doesn't display the correct normal or specular texture for this. Strangely, this isn't reported as missing. I made several temporary textures to map this texture, so it's possible I've gone above and beyond what I "should" be doing here. The output diffuse matches perfectly, however. Logs, configs used, and generated vanilla DLC03Barn01LOD for reference. https://mega.nz/file/8cB3kCCR#6idOO3alx4K9OT6UfMh9HGGfrWlu6K0d_O3lKY0a51M
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SKYRIMSE Optimizing 3D LOD models
DoubleYou replied to thismysafespace's topic in General Skyrim SE Discussion & Support
Reduction of the crown may or may not be essential. It depends how high-poly the tree is already, and how the crown is structured, and how sensitive you are to performance. Anything over ~1000 triangles in LOD is generally going to be expensive performance wise. Always aim for as few triangles as possible without causing issues with tree pop in/out. Optimization of the alpha of the crown texture can significantly impact pop in/out as well. -
SKYRIMSE Optimizing 3D LOD models
DoubleYou replied to thismysafespace's topic in General Skyrim SE Discussion & Support
Hybrids are made by splitting the crown from the trunk and making a billboard of the trunk that gets attached to the crown. @z929669 made a guide for how he creates the 3d hybrids here: https://stepmodifications.org/wiki/Guide:Creating_Tree_LOD_Models If you use Decimate, it will, like you found, just make an ugly model. If you want to optimize the trunk for 3d, it is probably easiest to rebuild it using a triangular or similarly low poly trunk shape, and uv-ing the trunk texture to it. Typically it doesn't matter too much for trunks, as the crowns are more visible for most trees, which is why it is easier to just let it be a billboard. However, some trunks, especially on dead trees, are better 3d. For crowns, it depends how the texture is setup and the model built, and may be easy or difficult depending on this. -
Is it possible to rotate a texture for TexGen? I have a set of wood planks texture that the original texture is at a 90° rotation versus the LOD texture.
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Thanks! Will test when I get the chance.
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Type the following into the in game console and report the result. @mooit getini "uLockedObjectLOD:MapMenu" I have seen cases where this ini setting can block lod from loading if set wrong for the given lod setup. If the result is 32, ensure that you set up DynDOLOD to generate level 32.
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Fizzle shouldn't need an update.
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You forgot to add NiAlphaProperty most likely.

