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drift123

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Everything posted by drift123

  1. Thanks it works.
  2. Sometimes I hide textures if I want specific textures to show. Is there a way to un-hide these textures without re-installing the mod?
  3. Thanks...Its working. My load order was fine but the teal color is just very subtle with my ENB and weather mod. I expected it to be more, but on close inspection of comparison screenshots I can see that the water is in fact greener, its just hard to tell. The error in mod organizer is not relevant.
  4. Hi, So I've got a strange problem. I was modding Skyrim SE in Nexus Mod Manager and Realistic Water Two Watercolor.esp worked fine, I could see the teal water color. I made the decision to switch to Mod Organizer 2 and did a fresh game install and started re-installing my mods. When I install Realistic Water Two and before activating it, there is an error saying "plugin Realistic Water Two .esp not found" as well as "plugin Realistic Water Two - Watercolor.esp not found". Then it activates fine and the file tree appears normal. There are no conflict issues (except for the SMIM mesh I let it overwrite) and it appears to be installed correctly and load order is correct. When I launch the game through Mod Organizer and SKSE, Realistic Water Two appears to be working fine, except the Watercolor plugin has no effect. I have no idea why this happens, but not sure if its related to Mod Organizer 2 or the mod itself. I haven't noticed an issue with other mods I've installed so far. Any idea what might be wrong? Thanks
  5. This is Veydosebrom Spring + SSELODGen (contrast 60) + DynDOLOD + HD Enhanced Terrain (modified noise.dds). May switch back to golden grass and terrain but its looking pretty nice. Thanks for these excellent mods.
  6. Okay thanks, I'll do some tests. Does the game engine darken object and tree LOD made in DynDOLOD too, or is it strictly terrain?
  7. Also, do you know what brightness setting in SSELODGen would offset the darkness created by the game engine?
  8. Okay, the reason I'm asking is because when using a mod like 'HD Enhanced Terrain', this mod adds a custom noise file to make distant terrain look more realistic. It works with vanilla LOD, however, when I generate LOD and then use this noise file, the terrain and especially the snow is too dark. If I brighten up this mod's noise file much of the effect's detail is lost. Could this be resolved simply by increasing the brightness of LOD generated in SSELODGen? Does the game engine uniformly darken all types of LOD terrain (snow, grass, water)? Thanks
  9. Why does SSELODGen make the terrain darker than the loaded cell terrain? I know you can use the adjusted noise.dds to fix this, but why is it even necessary (and why is the original vanilla noise.dds darker)?
  10. Here's some shots with SSELODGen terrain and DynDOLOD high settings. Its looking pretty good now but I think I may switch to a darker green/brown terrain color to help grass blend better with the terrain textures. The grass pop-in on cell load is more noticeable and jarring if the terrain underneath is much lighter in color than the grass. So I think I can get it looking very nice if the terrain and grass blend well and give the illusion that distant terrain is covered in grass. I'm also going to switch to Ultra Trees as my performance is stable. I also have about 80 different mods installed and I haven't noticed any texture flicker to do with large references so far, even though I have the large reference system turned on. B
  11. Should I let ELFX overwrite DynDOLOD Resources SE? Also I let DynDOLOD Resources SE overwrite SSE Particle Patch for ENB, is this correct?
  12. Well, here is my generated terrain. With the adjusted vanilla noise texture, the terrain LOD matches the loaded cell terrain very well. The light and dark areas are from ENB cloud shadows. Later I will regenerate the LOD with lower resolutions to see if there is a difference and save some performance. The next step I would like to take is figuring out how to edit the tundra textures so that they match the grass in loaded cells, like what T4gtr34um3r did in Terrain LOD Redone. He gave me some tips on how he did it, by taking screenshots of the tundra ground to bake the grass into the tundra LOD. Do you think you will find a way to auto-generate this? I also need to generate tree/object LOD with DynDOLOD, which will make things look much better.
  13. Well I did my first terrain LOD generation and received no errors. Took 42 min with an i7 7700k and the filesize is very large, 18.8 GB. Though only about 5 gb compressed as .zip archive. Is this normal for higher resolutions? Settings used: LOD4: quality 5, 1024/1024 LOD8: quality 10, 512/512 LOD16: quality 10, 512/512 LOD32: quality 15, 512/512
  14. Thanks for these answers. I have read the Read-me but I get confused as I'm not very familiar with some of the terms used. I guess I need to look them up in more detail. With the command line question, I am trying to set the output folder to somewhere other than the default path. But I don't have Mod Organizer, so I am asking if it can be done alternatively by creating a shortcut for SSELodgen, going to shortcut properties and placing the arguments in the target field. Anyhow I think I have a good enough understanding now and should experiment for myself.
  15. I've read through this thread a couple times and the manual and still have some questions. Hopefully not too many and that the answers you provide will be useful to others. Forgive me if I missed an answer that was already provided. 1) How does Raise Steepness affect the visuals? Better to check on? 2) Does LOD32 only affect the world map? Can I simply delete LOD32 after generation to make it compatible with a Quality World Map? 3) Is it correct to add the command line ' -sse -o:"c:\output"' to the Target field of the SSELodgen shortcut on my desktop? 4) I am seeing mixed recommendations for texture resolutions. T4gtr34um3r shared his settings for Terrain LOD Redone, and he increases the texture resolutions as the LOD level increases. His rationale is that distant LOD is spread over more area. He uses: LOD4 512/1024, LOD8 1024/1024, LOD16 2048/2048 (quality 5,10,15) In this thread however, I see people using lower resolutions as the LOD level increases. Their rationale is that more distant terrain still looks detailed at a lower resolution. For example, Godescalcus used: LOD4 512/256, LOD8 256/256, LOD16 256/128 (quality 5/10/10) In your opinion, which approach will look better? 5) What is the purpose of the vanilla noise texture, visually? What is the filepath to noise.dss in the game folder? 6) If I let SSELodgen output files to the default folder, will it create a new folder for all the generated files, or mix up with/overwrite my existing data files? My worry is that I'll mess up the data files and have to reinstall mods (I use NMM) to undo changes. 7) Can I leave all mods activated in my load order when generating terrain LOD?
  16. Are there any recommended settings for terrain LOD generation? I'm reading through the xLODGen thread and saw your starting suggestions, but it if someone has done a tutorial video similar to what can be found for DynDOLOD on YouTube, that would be hepful.
  17. I will check the manual further. I guess what I'm confused on is if LOD will be generated for any mod which alters buildings, adds new structures or changes textures, or if it only works for well-known mods that DynDOLOD has been setup to work with. Example 1: if I install HQ Tree Bark textures, will DynDOLOD use these textures when generating tree LOD? Or do I need custom billboards from the mod author? Example 2: If I install a mod that places banners around the borders of holds, will DynDOLOD automatically detect and create LOD for these objects or would it require DynDOLOD to be patched for that mod beforehand? Thanks again for answering these questions.
  18. I would like to clarify my understaning...In DynDOLOD/xLodGen tree billboards must be installed for tree LOD. Whereas no billboards are needed for object LOD and terrain LOD. Why do trees need billboards but not the other LOD types? If I have many mods that add structures and change textures to buildings in the world, can DynDOLOD make LOD for all these new objects, or will there be cases where I see texture transitions as I approach them?
  19. Okay thanks. So using this tool could I keep the improved LOD meshes and LOD normals from Terrain LOD Redone, but regenerate the terrain textures based on my texture packs?
  20. So I'm using Skyrim Realistic Overhaul texture pack, along with Terrain LOD Redone for Skyrim SE. My issue is that the texture pack makes the textures look a lighter brown, compared to the distant terrain which is a darker green color. Can I use DynDOLOD to autogenerate new terrain LOD textures that match the close terrain from SRO texture pack? Or do I need to find terrain LOD textures that match it? I did find Skyrim High Definition LODs - Dark LOD textures, which look like they would match better with the texture pack. Its an Oldrim mod but in posts people say it can be ported for SE.
  21. Yeah I tried all those and while some settings reduced stutter, it wouldn't go away entirely at cell borders. May try it again some day with my new wired mouse as that may have affected my tests, but for now I'm content modding Special Edition. I'm confused as to why my wireless mouse would cause stutter though...and it would only happen in more graphically demanding areas, even though I had plenty of headroom performance-wise.
  22. I think I understand it better now. Do you think you will ever find a solution (as opposed to disabling Large refs) or does Bethesda have to fix the bug? Is it something Bethesda could fix easily?
  23. So if I disable the Large Reference system and set uLargeRefLODGridSize to 0, and check the Upgrade LargeRefs box in DynDLOD...will the visuals be just as good but without those bugs? I'm just wondering why Skyrim SE vanilla uses the Large Reference system if it makes performance worse... If I understand it correctly, turning it off does decrease the visuals without DynDOLOD, but with DynDOLOD mod the distant object LOD will be replaced anyways.
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