Jump to content

DoubleYou

Administrator
  • Posts

    7,935
  • Joined

  • Last visited

Everything posted by DoubleYou

  1. No, I'm not upset at all lol. We have lots of advanced modders who do what you are doing, and that is all perfectly fine. Some even customize the Step Patch to their needs by removing masters they don't want, and such and so forth. Just wanted to make sure you understood this.
  2. The Step Conflict Resolution Patch contains a number of fixes beyond mere conflict resolution. If you can use it (dependent upon if you are missing any of its masters or not), you probably should. Otherwise, customize and patch as you see fit. The guide isn't designed as a pick and choose kind of guide, so be aware that not all instructions apply when using it as such, and you will need to use your best judgement to decide on these things.
  3. I'm testing some new road LODs I made so that I can display the roads on the map. Therefore, I named them with the _3 modifier. Unfortunately, it seems that DynDOLOD for some reason skips them if they are named _3. Logs: https://mega.nz/file/1QhGVTDS#-dIWlZk3TCCdRvYCTSH8PB3OWdvNmLR72oUQBBk55PM In this run, for demonstration, I set my normal roads, saved with _3 (e.g., Road3way01_lod_3.nif), as Level3, and the Blackreach roads (e.g. dweroad3way01_lod_2.nif) to Level2. The Level2 Blackreach roads show, but the normal roads aren't added at all to the BTO. Checking the LODGen export, it doesn't appear to find the _3 nifs. If I rename them to _2 they find them correctly and as expected.
  4. As long as you use the Step Patch - Conflict Resolution, the setting will be marked Billboard4 automatically by default, with or without ACMOS.
  5. This is stuck object lod. Solution: use DynDOLOD.
  6. I see on the 3D Tree LOD Model page, my custom 3D Trees LODs would need to adhere to the treeaspen01_XXXXXXXpassthru_lod.nif naming structure. However, what if I wanted to provide a lower quality option for users to use to gain more performance, or to be rendered out in LOD8? Is it supported naming convention to use treeaspen01_XXXXXXXpassthru_lod_0.nif and treeaspen01_XXXXXXXpassthru_lod_1.nif?
  7. It likely works for all of the ones that make use of the *.lod lodsettings file. It's for mod development.
  8. I hear you on that. Definitely addicting, and it's fantastic not having a "boss" telling me how I need to do it. And if I do a bad job, users can complain, but that's it lol.
  9. 1. There are a number of ways this can happen. You have a plugin INI that contains the setting set to a different value. Plugin INI files overwrite SkyrimCustom.ini You are editing the wrong INI file You have the syntax wrong Some users have reported that the changes made by the PrivateProfileRedirector SE mod can sometimes cause INI settings to not work correctly Something else I just tested it, and it worked fine for me. 2. I just tested it and it worked fine for me, so I don't know what is the issue on your end. Probably spelled something wrong.
  10. Discussion topic: LodFileGenerator by Geggakloss Wiki Link This tool is able to create the lodsettings (*.lod) files for worldspaces. For reference, since I just had a terrible time troubleshooting this, you need to install the 32-bit runtime of Java for this program to launch. I didn't find this information mentioned anywhere, and it's a critical dependency.
  11. Adjusting INI settings is only going to mask this problem. It is better to fix issues like this at the source, which is how your journey as a mod author begins.
  12. Discussion topic: Dynamic Animal Variants SPID by Dylan James, Bellyache, fadingsignal Wiki Link I remember when we had Automatic Variants, which was a pain to use, so I never really used it. This looks much better, and its using the Bellyache textures too.
  13. Discussion topic: No More Swimming In Air by Exalderan Wiki Link Looks like an easy add.
  14. Discussion topic: Icy Mesh Remaster by Bionic Wiki Link It looks like someone finally fixed these ugly meshes.
  15. I propose we change from BC7 Max to BC7 Quick. There is no noticeable difference for LOD, and BC7 Quick generated 50% faster for me (28 minutes versus 47 minutes). Edit: Nevermind. I'm tired. Appears we already did that and I just never changed the settings on my side.
  16. Nah, you're going about it wrong. This isn't an engine bug. Pretty sure this is cut and dry simple z-fighting. There are several ways you can try and fix that. Modify placement Modify mesh Probably other ways too Wouldn't be surprised if someone else hasn't already fixed it.
  17. Yeah, I briefly tested the other day and saw this issue with our setup. Can't say I ever noticed it before.
  18. My main worry is clipping. The Dwemer helmet/mail against that Khajit looks snug. Not sure that our current Dwarven helmet has eye holes or not.
  19. Try using this mod instead of Obsidian Mountain Fogs.
  20. I believe these are neverfades. Neverfade distance renders to fSkyCellRefFadeDistance * fLODFadeOutMultSkyCell units. Increasing fSkyCellRefFadeDistance may fix the issue. Below are my current settings. [LOD] fLODFadeOutMultSkyCell=1 [MAIN] fSkyCellRefFadeDistance=327680
  21. I just copied the old interface BSA to my NGIO mod so I wouldn't have to mess with it.
  22. Not all games support BC7. You need to provide a lot more details. Upload your logs. Depending on settings or the design of LODs, texture resources may be required to not have missing (pink) textures.
  23. I do know that there is an interface file in AE that prevents precaching. It may be that toggling the Bethesda Modding Platform is an alternative workaround.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.