
drift123
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I read the page about the Child/Parent Worldspace copies but it's still unclear to me. I know the Parent/Child settings affect what you see when inside Whiterun looking over the city walls. Does it affect what you see when you're outside of Whiterun looking over the city walls? It's unclear to me what the difference between Parent > Child and Child > Parent settings are in terms of in-game visuals.
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Weird texture appearance...is this a Vanilla issue? How to fix?
drift123 replied to drift123's question in General Skyrim SE Support
When I disable High Poly Project and High Poly Project - My Fixes, it reverts to the Vanilla mesh and the black char stuff displays correctly on the wood. Is it possible to modify those textures to display it correctly? Because the High Poly versions look much better. EDIT: I think I may have found the problem...the HPP My Fixes author says there is an engine bug where decals are not well-applied for high-poly meshes. I assume that black char stuff on the wood is a decal as well and its the same mesh choppingblock01.nif in this Nexus bug report. He says you can make a patch in SSEEdit to disable the decal...I might just live with it. I also found out that I needed to download the campfire version of HPP - My Fixes as I was still using the vanilla version after installing Campfire. That's a different issue but I discovered it trying to fix this and also learned how to use NifSkope. -
Weird texture appearance...is this a Vanilla issue? How to fix?
drift123 replied to drift123's question in General Skyrim SE Support
You mean the wood texture transparency? How would you approach fixing that? -
First mod group in SSEEdit, should I include _Resourcepack.esl?
drift123 replied to drift123's question in General Skyrim SE Support
The actual conflict resolution seems simple enough to me. The challenge is understanding the meaning of each record and how it will affect in-game experience. Are there any good resources that define the meanings of Skyrim SE records or do you just have to learn through experience? -
First mod group in SSEEdit, should I include _Resourcepack.esl?
drift123 replied to drift123's question in General Skyrim SE Support
It has no conflicts so I left it alone. Then the first .esp with conflicts is Landscape and Water Fixes. And there are tons and tons of cell records that conflict with USSEP, primarily the positioning of placed objects. How do you deal with conflicts like these? -
I'm currently in the process of resolving conflicts in a load order I've created with SSEEdit, I'm following this guide: The Method | Tome of xEdit (tes5edit.github.io) It says the "first step" is to create a mod group with Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm, Dragonborn.esm and USSEP.esp. (I've already cleaned the vanilla files that LOOT recommended to clean) In the version of SSEEDit I'm using, Fish.esm, Survival.esl, Curios.esl, and AdvDSGS.esm are already included in the default mod group before USSEP.esp, so I assume those don't need to be checked for conflicts either? The default SSEEdit mod group when I launch SSEEdit is: There is one more file before USSEP in my load order named _resourcepack.esl. It isn't included in the default mod group in SSEEdit. Should I create a new mod group and add it right before USSEP as part of the "first" mod group that doesn't need to have conflicts resolved? Like this:
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What I mean is that enabling ENB fixes the impression of grass LOD only looking green. Without ENB the LOD grass is matching the full grass types, but the darkness makes the brown grass look the same as the green grass at a distance. ENB Off: But with ENB enabled, the green and brown grass can be seen from a distance. I just need to reduce the brightness of the grass LOD slightly to match the shadows on the full grass. Enb On:
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Yeah its installed and not conflicting with anything. My first suspicion was Improved camera was interfering but when I disabled that in the past the breath was still missing. I also have open animation replacer and Nemesis installed. I'm not sure if those could interfere with with breath animations?
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In third person I can see the Wet and Cold breath effect but when I switch to first person the effect is invisible, which is not intended. I'm trying to narrow down the reason for this I'm not sure what the best approach is. Based on my mod list, what is the probable cause of this issue? Thanks. (edit: I've checked that cold breath effect is enabled in the MCM)
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If I update Skyrim SE Landscape and Water Fixes mod do I need to update terrain LOD? These are the SLaWF changelogs...
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It's just bizarre because when I enable ENB, suddenly both the green and brown grass types become visible in the LOD. I don't know how to explain that but the lighting is doing something funky. Strangely enough, the ENB makes the LOD match the full grass better than no ENB, it just needs to be a little darker I think.
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On grass density 10 I lose about 15-20 FPS (~80 to 60) in the Whiterun tundra compared to no grass LOD. It seems that the color of the LOD matches the full grass, except for some reason the LOD only displays the green grass models and not the brown grass. Is this functioning as intended? Edit: well I tried an ENB and then the green LOD grass changed to light brown...so I think it is just the weather and lighting doing this
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I think I'm misremembering then. You had probably mentioned that you were working on a grass LOD feature.
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If I increase the imingrasssize to 120 for grass precache to save performance, could I then change that setting back to 20 after the grass LOD is generated, so that the loaded cell grass density is not affected? I want to save performance on the grass LOD while maintaining the density of full grass in the loaded cell. The idea is to reduce the number of placements drastically. Would this approach require me to keep bAllowCreateGrass enabled after the fact? As I understand the grass cache files affect both the loaded cell full grass and the grass LOD if bAllowLoadGrass is enabled. I'm also unsure if the grass density setting in Dyndolod is identical to changing the imingrasssize during grass precaching? Or do these settings work differently? Even at 25 the performance hit was quite heavy and the grass LOD still looked very dense, which makes me think that reducing density for the precache generation may be the solution. Thanks.