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DoubleYou

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Everything posted by DoubleYou

  1. I think this is caused by EVLAS interaction with ENB Skylighting bug. I think you would have to disable skylighting.
  2. Relevant files are probably in textures/terrain and meshes/terrain. Check file modified stamps to see which ones.
  3. There very possibly is nothing wrong with your setup. It could simply be that there was just an issue generating DynDOLOD. I would recommend posting logs to DynDOLOD alpha thread to check with sheson.
  4. Looks like this mod simply isn't used anymore, and is a placebo in our current setup.
  5. Big update: Version 3.0 Summary: extensive fine-tuning update, using 4 years worth of user feedback (and a lot of additional playtesting by me), to address the most common problems users had. Difficulty is generally slightly lower for interiors now, which should improve how the vanilla Thieves Guild sneak quests play. NPCs should feel more responsive when you are out of sneak mode, and should have slightly less difficulty finding other NPCs (if hit by frenzy spells etc). Difficulty scaling has been improved between vanilla, RAID Lite, RAID Medium, and RAID High versions. Reduced interior detection distances (a bit closer to vanilla values), significantly for RAID Lite, and slightly for RAID medium, and very slightly for RAID high. This mitigates problems users had with excessive sneak difficulty (both visual and sound), particularly for the Thieves Guild sneak quests, which were designed with vanilla detection distances in mind. Increased the detection ability bonus NPCs get while searching in RAID Lite to the same level as RAID med/high, to slightly improve NPC responsiveness when searching (this makes it a bit easier for enemies hit by "frenzy" type illusion spells to acquire targets in the dark). Made NPCs react faster to you or other NPCs running into them OUT OF sneak mode, particularly for RAID Lite. They will now be more likely to skip the "search" mode in well lit environments and go straight to combat mode (closer to vanilla behaviour). Slightly lowered the speed NPCs can detect you while sneaking outside in RAID Lite, particularly during pleasant weather, partly to compensate for the above reaction speed increase, and just to lower the general daytime sneak difficulty slightly. Increased overall NPC hearing ability, particularly for RAID Lite, to compensate for the above reduced interior detection distances (which also nerfs hearing), and partly to slightly improve NPC ability to find other NPCs via sound detection in dark environments. Reduced the amount of additional noise running makes compared to walking for all RAID versions (closer to vanilla levels), to prevent a significant increase in difficulty due to the above "fSneakSoundsMult" edit (while still retaining the boost to NPC-on-NPC search performance, as that seems to be considered "walking" instead of "running" by the game). Increased how well enemies can hear action sounds (melee, spells, arrow impacts, etc), particularly for RAID Lite, partly because it was a bit on the low side, and partly to compensate for the newly reduced interior detection distances. Compared to the previous version of RAID Lite, distances are now slightly lower for interiors, but slightly higher for exteriors. However, the sneak eye indicator will tend to open a bit more, at closer distances (but still far less than in vanilla). Increased the minimum movement noise the player or NPCs make (when not wearing any armor etc), while slightly lowering the effect of heavy gear weight on movement noise (to compensate), after I realised a higher minimum value would slightly mitigate RAID's problems with un-armored NPCs struggling to find each other in dark environments (as they now make more noise for each other to hear). This only has a small effect on player sneak difficulty when wearing no armor. Increased the effect walking (as opposed to running) has on visual detection particularly for RAID Lite, as the old value was a bit too forgiving, and to slightly help NPCs search for each other (NPCs technically walk during searches, even though the animation looks like slow running). This also gives standing still, walking, and running, a slightly smoother progression in terms of how easily you are detected for each. Slightly lowered the overall large difficulty jump from RAID Lite to RAID medium. Very slightly increased the ability of NPCs to see in dark outdoor environments in RAID Lite, to be more consistent with interior sneaking difficulty in similarly dark places. Very slightly increased the difference standing or crouching (sneak mode) has on detection. Crime response range of city guards has been further reduced slightly for RAID Lite. Reduced the time an enemy stares at the location of a detection event (where a spell was cast, or a projectile impact) from 4sec to 3.5sec before starting a search. Detection range of dead bodies was reduced slightly for RAID Lite (to remain consistent with the reduced interior detection ranges). The GMST Datasheet optional download has had some minor description/wording update
  6. This is provided automatically via the FOMOD using the "with DynDOLOD LOD32" option. It is included with the A Clear Map of Skyrim.ini file, along with relevant settings. This plugin INI will then be applied when the A Clear Map of Skyrim.esp plugin is active. No need for manually tweaking the setting in your Skyrim.ini. Be advised that using that tweak and launching the game without having LOD32 object LOD generated via DynDOLOD will cause the LOD in the game to be completely broken. I recommend that if you are testing prior to generating your DynDOLOD to leave the plugin unchecked, which will in turn disable the uLockedObjectMapLOD=32 tweak, so long as you leave it default in Skyrim.ini.
  7. To disable the download button for the AE CC content at startup (this is often disabled when resetting INI files) SkyrimPrefs.ini [General] bFreebiesSeen=1 ;Disables Download button for AE CC content at startup Alternative to setting this is simply open console, type qqq to exit game. Game should automatically register that you saw the DOWNLOAD button and set this INI setting automatically. If you had set your INI files to read-only, or reset them and this line gets reset, you will see the button again. Do not set INI files to read-only.
  8. Parallax provides a fake 3d effect on 2d textures. You have to tweak your setup accordingly to maintain visual compatibility, or it can look buggy.
  9. It would be good in future to separate these, but I haven't made a distinction currently.
  10. Version 3.0.1 This update only improves the ACMOS Road Generator tool. If you already had success with the previous version, there is no need to update. Recompiled in a manner that should hopefully solve incompatibility with Windows 7. A LOT of extra error handling/reporting/hand holding. Status bar no longer displays information that might confuse users. This information is still reported to the log file. Added a progress bar to help inform users that it is still working. Added the ability to zip the output. Added translation capability via the translate.json file. The current German translation is likely very bad, as it is from Google Translate.
  11. This mod significantly modifies the landscape especially around Winterhold for the Solstheim area. It also adds missing LOD in the unseen regions of the map, which you can more easily see if you generate xLODGen with and without this mod and open the map view. This is especially important since hiding the clouds on the map makes these regions more stark with the missing landscape data.
  12. Do you have SSE Display Tweaks? You might be overriding your display settings there.
  13. Looks like our Time of Day ENB EVLAS bug. I am unsure if this isn't already fixed in the current ENB file on Nexus.
  14. Which is exactly why I don't think the author is correct about DynDOLOD 3 incompatiblility, besides the fact that I see no issue testing it right now. He doesn't have any SKSE Plugin mods, so there is nothing for him to update for AE. He linked to the wrong SSELODGen at first too, so in all likelihood he tried it once, had an issue, and decided to say it was incompatible.
  15. There is zero issue with xLODGen and DynDOLOD 3 that I can see. The author wrote that a long time ago, and I don't feel it is any longer valid. Only issue that I feel is left looking into are possible landscape conflicts with Smooth Shores.
  16. I just checked this, and there is no conflict in the Step setup, which includes Majestic Mountains, so there must be something else conflicting in your setup to be covering this up.
  17. Whose Quest Is It Anyway was updated for AE, so I have marked this as Accepted.
  18. Marking this as Accepted then.
  19. Discussion topic: QUI by Qudix Wiki Link I'm assuming Qudix will drop the Alpha from the title at some point. I have pre-emptively done so for this topic title. This mod adds various UI fixes and tweaks: AddItemMenu alternative (basically an explorer of the items for your list of plugins that can be then added to your inventory if desired if I understand it right) Stay at the System Page fix The ability to add/remove buttons from the main menu Remove the Creation Club banner.
  20. You have completely misunderstood me Do NOT use mode 2 at all. Set NGIO to mode 1. Set DynDOLOD to mode 1. Don't use mode 2. I was asking which mode you had used when generating DynDOLOD, not asking you to switch everything to mode 2. Do NOT use SuperDenseGrass if you want good performance. The console screenshot you linked proves that the game is reading the fGrassStartFadeDistance and fGrassFadeRange as 7000 and 1000 respectively. This is likely what is causing the gap in grass draw distance. Since your NGIO config appears to be correct, this doesn't make sense to me as it should be overwriting these values, and may be that there is something conflicting with NGIO causing it not to set these values correctly. At any rate, those settings seem to indicate that you may not be modifying the correct INI files, or perhaps the correct NGIO config file. If you are using Mod Organizer, it uses a separate set of INI files separate from the default in Documents\My Games\Skyrim Special Edition. These settings do not affect this. At any rate, these values probably should be removed from the guide, as I have better settings in current BethINI presets. EDIT (z929669): Corrected terrainmanager values for posterity.
  21. Correct, Steam doesn't download the extra AE CC content, only the free ones. You have to launch the game once to download the rest of them.
  22. You only generated meshes and did not generate textures. Rerun xLODGen and ensure the necessary boxes are checked to create textures. The output should not be empty when complete. If it is, obviously no files were generated.
  23. When you generated DynDOLOD, did you set Mode to 1 or 2? You have it set to 2 in NGIO, so if you didn't use mode 2 in DynDOLOD, set it to 1. When you generated grass cache, did you use SuperDenseGrass of 8? The console indicates that the grass fade distances are not set high enough in the INI files. Please set fGrassStartFadeDistance to 6144 in SkyrimPrefs.ini and fGrassFadeRange to 14128 in Skyrim.ini.
  24. If that is the case, your NGIO config cannot be the values recommended above. Type in the console the following to see what they are being set to: getini "fGrassStartFadeDistance:Grass" getini "fGrassMinStartFadeDistance:Grass" getini "fGrassFadeRange:Grass" getini "iGrassCellRadius:Grass" getini "bEnableGrassFade:Grass" Also attach your NGIO config. You might have it set wrong somehow.
  25. This stand can be buggy if you don't use the Havok fix in SSE Display Tweaks. If it's already messed up, you will have to wait for a long time without revisiting the cell to allow it to reset.
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