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Soulmancer

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  1. Yes sorry, I was mostly just tangent self diagnosing. I was able to fix it but will share the requested logs and screen shots this eve if it's still helpful data. 1.) I was installing two mods + fomod options that were conflicting/incompatible with each other. Once I addressed that, most of the z-fighting was mitigated. 2.) I was COCing to the exterior location, which I guess I'm never suppose to do for lod sake. Using LOD Unloading Bug Fix after COCing and going into an interior cell resolved a lot of my problems.
  2. Wasn't so much a question to solve an issue, I just didn't want them to have lods at all. Primary cause though was custom texgen/dyndolod rules added DynDOLOD The Little Things were conflicting with my personal Dyndolod preset rules. In my experience, Texgen bushes and shrubs billboards never look good regardless of meshes/textures installed... they are small enough objects to not really notice when they don't have lods, but minor bush/shrub billboards really standout when alongside 3d hybrid/hd trees in the scene. My preferred solution is to just not have lods for em ... unless someone makes proper lod meshes for them!
  3. Those Tundra bushes are god awful no matter what mesh+texture you're using. I installed a mod that blanks the full model meshes so they are removed in game though I am still having the bill boards added. I should just set a rule for all shrubs and bushes? none for all levels and unchanged? I image no shrubs and bushes have anything other than billboards?
  4. I am running a few trials/tests to see if I can diagnose the case. If I am unable to solve after a few more tries will assemble n post detail as per instruction. would it be beneficial to record a video to show the z-fighting? I am also using EVLaS ... is enabling the rule doublesidetexturemask=mountain,mnt not something I should be doing with ERM and just use the Underside feature?
  5. Been following the recommended rules and the large reference fix is functioning, but I am getting some pretty bad zfighting in certain areas on the mountains in lod 4 / level 0. Also using the latest BethPIE settings. Almost as though the almost like the full object is clipping with the lod 4 or something? It only happens after I generate dyndolod, without is fine.
  6. 2) Typically set the same flags as in the LOD models included in DynDOLOD Resources. I did notice they are not always the same though, I did look through a lot of meshes in the LOD folder within dyndolod resources. Iguess just be mindful of meshes that have environmental maps and glow maps?
  7. Thank you! This is good information I am trying to create LOD meshes for a bunch of ClefJ's skyrim mods (Dawnguard, Dragon Bridge, Karthwasten, and Winterhold) This ones lack lod meshes, but are not the best meshes to work with as many are poorly optimized with excessive vertices counts and UV ranges that are all over the place. I seem to get more FPS drop issues in his modified locations than anywhere else.
  8. I am looking to adjust ClefJ's Winterhold meshes, as they lack LOD support. I am using Nifskope and following this documentation. https://wiki.beyondskyrim.org/wiki/Arcane_University:LOD_Model_Creation 1.) On each TriShape, should 'alpha property' be set to (None)? 2.) Should any Shader Flags be specifically disabled or does it not really matter? I know LODs don't support specular, so should that flag and any others be disabled manually? 3.) Simplify / Decimate should be the last step? 4.) In the instance where UV is not an appropriate range, what can be done and what are the implications of not 1x1 ranging the UV to be used in the atlas? Because in the case of these meshes, the UV is often way off the center. IMG That would obviously require significant stretching/squishing. 5.) Should all LODs be in an LOD folder that is contained in the folder of the meshes you are trying to LOD? like /meshes/clefj/ "contains normal meshes" the lod meshes should go in /meshes/clefJ/lod/ ?
  9. Can anyone explain how explain how FadeTimePoints: actually work? When I read the examples it just rases more questions. Thanks // Examples: // FadeTimePoints Default = // { // SunriseFadeOutBegin = 4.0, // SunriseFadeOutEnd = 5.0, // SunriseFadeInBegin = 5.0, // SunriseFadeInEnd = 6.0, // // SunsetFadeOutBegin = 18.0, // SunsetFadeOutEnd = 19.0, // SunsetFadeInBegin = 19.5, // SunsetFadeInEnd = 20.5
  10. Are there any recommended TexGen settings if I am using the "apply to basic grass" ENB Complex Grass feature? regarding the direct and ambient settings?
  11. Are these changes credible and recommended or could this lead to unintended consequences? https://www.nexusmods.com/skyrimspecialedition/mods/143341
  12. Hello, 4 SCREENSHOTS LINK I am not sure what has changed on my end. I am using the latest version of Dyndolod 3.0, resources and the DLL. I have also utilized recommended settings here for my INI and Dyndolod. https://stepmodifications.org/wiki/SkyrimSE:2.4 I have attached relevant logs, but I seem to have lost some? LODs. as I just get abrupt pop in on certain object at a somewhat close range. Such as the walls missing on the vanilla Fort Greymore... Or the The briarwood chalet being placed by the Doubt Suspended Quest mod. This was not occurring before so I am not sure what happened or what I did. Tex Gen Log too big to attach from 1 session so uploaded here DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt TexGen_SSE_log.txt DynDOLOD_SSE_ModelsUsed_Tamriel.txt DynDOLOD_SSE_TexturesUsed_Tamriel.txt EDIT: I believe this may have been due to using an older rules/preset ... I was able to correct the issue by loading the high preset and then making some custom changes I wanted.
  13. Thank you, will try those out
  14. Are those recommended in STEP guide considered the best balance of visual and optimization for anyone modding skyrim using dyndolod and HD tree + grass lod? I noticed my current ones are quite different
  15. what is the rule for glaciers? Would this work? LODGen153=glacier,Level0,Level0,Level1,None,FarLOD,Unchanged,1
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