Jump to content

drift123

Citizen
  • Posts

    72
  • Joined

  • Last visited

Everything posted by drift123

  1. 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.
  2. 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.
  3. You mean the wood texture transparency? How would you approach fixing that?
  4. Does this occur in the vanilla game? Getting a weird texture bug but I'm not sure how to fix it. It seems to be that black char which doesn't display right on the wood. (I think the refid are for the wood/mist effect)
  5. 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?
  6. 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?
  7. 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:
  8. 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:
  9. 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?
  10. 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)
  11. If I update Skyrim SE Landscape and Water Fixes mod do I need to update terrain LOD? These are the SLaWF changelogs...
  12. 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.
  13. 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
  14. I think I'm misremembering then. You had probably mentioned that you were working on a grass LOD feature.
  15. 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.
  16. I remember in the past it was possible to bake the 2d grass textures into the terrain LOD textures to create the impression of grass at a distance? The fancy grass LOD with Dyndolod is just too taxing with all the mods I have installed, so I'd like to try this as an alternative. I'm just having trouble remembering what settings are involved with this method (or if it's a false memory). Also I'm already using the HD terrain noise texture, from what I remember the grass baking was something different.
  17. Alright thanks for the info I'll have to keep testing to see what looks and performs best.
  18. Debug log.txt: https://ufile.io/m4yuf08u The grass cache guides I read instructed to use Grass Cache Helper NG. I guess I could set those INI settings manually... With extended full grass to 60000 blocks on Level 4 I had about 23 FPS compared to 53 FPS with grass LOD in the same range. So I guess grass LOD is just much more taxing than I had expected. What is interesting is I only lost about 3 FPS in Whiterun tundra moving the slider from 60000 to 0 for Level 4 LOD without grass LOD installed but otherwise the same settings. So the grass LOD appears to be much more taxing than the 3D tree and object LOD in Level 4, because I lose about 30 FPS by enabling just the grass and keeping everything else the same. From what I remember the switch from 2D ultra tree LOD to 3D trees was about a 10 FPS difference. Would it be possible to create a rule so that Level 4 grass LOD is at 30000, while keeping the Level 4 ultra tree & object LOD at the 60000 range? I'd rather shorten the range of the grass LOD only. I also faintly remember being able to bake grass textures into the terrain LOD before this grass LOD was possible, which could look fine on the more distant terrain.
  19. The debug log is 157 mb so I can't attach it but I put the DynDOLOD_SSE_log.txt which is for the generation with grass LOD at 53 FPS. There was a warning about a missing mesh from ELFX but I assumed that isn't relevant for the grass LOD in Whiterun. There are some other warnings too but they didn't get listed in the summary page after generating LOD. Several of these warnings including the ELFX warning were present before generating grass LOD where I was getting 81 FPS but I don't know for sure if they were all present. I'm going to test the extended grass feature in NGIO and see what the performance impact is in comparison to the grass LOD. DynDOLOD_SSE_log.txt Here are the INI settings for grass-related mods that were used: Veydosebrom INI: NGIO Grass Control Grass Cache Helper NG INI:
  20. First image with no grass LOD I am getting a stable 81 FPS. Besides the grass LOD, the Dyndolod settings are the same for both images. Second image with grass LOD I am getting a stable 53 FPS. For grass cache generation I used NGIO with superdensegrass=false and Dyndolod Mode=1. Veydosebrom mod default INI settings were iMaxGrassTypesPerTexure=15 and iMinGrassSize=20, so I carried forward the same settings in NGIO for generating the grass cache. I also have Grass Helper NG installed with default settings and used it when generating both the grass cache, TexGen and Dyndolod outputs. The grass billboards were the default res for 1920x1080 and not HD. Then I chose 25 density in Dyndolod and grass mode 1. Is a 28 FPS drop like this normal? I expected a significant performance hit but this seems excessive and took far more FPS than 3d tree LOD with Nature of the Wild Lands mod installed. The grass LOD's alone hit as hard as an ENB preset so I'm wondering if some setting is problematic or if I'm just underestimating the performance cost of grass LOD. The grass LOD is also much greener than the full grass in the loaded cell. I will try to fix this later with the INI color setting but for now I am more concerned about performance. It seems like the LOD grass is still more dense than the full grass and doesn't match the grass types of the full grass. I'm not sure if it is the color difference and 2D/3D difference which are creating this impression or if grass LOD generation has other limitations. I'm using Obsidian Weathers but no ENB here. Edit: Also, from what I understand the NGIO settings 'Overwrite-grass-distance = 7000.000000' and 'Overwrite-grass-fade-range = 18000.000000' only affect the full grass visibility in the loaded cell and make no difference for generating the grass cache and Dyndolod grass LOD generation.
  21. Does that include these settings? NGIO: Ensure-max-grass-types-setting = 15 Overwrite-min-grass-size = -1 Veydosebrom: iMaxGrassTypesPerTexure=15 iMinGrassSize=20 I have good performance with full grass at the default Veydosebrom ini settings above (in the loaded 5x5 cell), so I used these settings to generate the CGID cache files. I'm going to try non-HD grass billboards and a lower density setting in Dyndolod, but not sure if these specific ini settings for the grass cache are relevant to grass LOD performance.
  22. So to be clear, the grass "pre-cache" is referring to the file generation using the MO2 plugin that launches Skyrim and crashes then relaunches Skyrim and outputs the CGID files? Whereas the grass "cache" is the grass LOD output the Dyndolod creates? Or are the pre-cache and cache synonymous? As I understand it both the LOD grass and full grass are cached for better performance compared to the vanilla loading technique. I have Superdense grass set to false and Dyndolod mode to 1 in the grass control .ini for No Grass In Objects mod. I'm only rendering full grass in the 5x5 loaded cell but it was still a heavy performance hit. I'm aware that I can lower the grass density in Dyndolod and lower the billboard quality in TexGen. Is there any performance reason to regenerate the CGID pre-cache files if SuperDenseGrass was false and the load order is the same?
  23. Do the settings used while generating a grass precache affect the performance of grass LOD? Or is LOD grass performance solely a matter of the Texgen and Dyndolod settings? I'm a bit confused as to whether the grass precache that is generated via the MO2 plugin is actually affecting the grass LOD density or other performance variables or if that is solely determined after the fact with the billboard and LOD settings. I used No grass in objects with grass helper NG to generate the precache but I'm not sure if the grass INI settings are influencing the quality of precache generation or if they only affect full grass appearance in the loaded cell.
  24. I have a question about the Preset rules Low, Medium and High. If I check Candles and FXGlow and then click High preset, I presume it loads all mesh rules for High preset, including the Candles and FXGlow. If I click first Medium preset, and then check Candles and FXGlow, and then click High preset. Will it override the Medium Preset changes and make them all high? Or will it only change the Candles and FXGlow rules to high? Or for example, if I select the High preset, and then check Candles and FX Glow, and then click Medium preset, will it change all rules to medium, including the Candles and FX Glow rules? Or will I get a combination of High rules for Candles/FX Glow and Medium rules for other meshes? The other thing is, what is the difference between Vanilla window glow and the Dyndolod with Glow Window + High checked (lower section)? When I disabled Dyndolod Output I could still see the Whiterun castle glow and it would turn off in the daytime on a new save. I'm not sure if that is because of the ELFX mod or if Vanilla has dynamic window glow on Whiterun castle by default.
  25. I have some questions... Do dynamic window lights on Whiterun castle work if I select upper right Medium rules for Candles and FX Glow, but keep Glow Window and High checked in the lower section? Or do I have to use High rules at the top right for dynamic lights to function? The grass precache and grass LOD's seemed to be working, except there is a color mismatch between the LOD grass being green and the loaded cell grass being more brown/yellow. What is the best way to fix this? I also had a warning about ELFX missing a mesh called "Warning: File not found Meshes\effects\elfx\candlelanternwithcandle02.nif. Used by EnhancedLightsandFX.esp". I'm not sure how to fix this or if it needs fixing at all. Is it better to use the Alpha 3 or Beta version at this time?
×
×
  • Create New...

Important Information

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