Soulmancer
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Everything posted by Soulmancer
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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.
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Bad looking shrubs/thickets after lod generation
Soulmancer replied to xbk123's question in DynDOLOD & xLODGen Support
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! -
Bad looking shrubs/thickets after lod generation
Soulmancer replied to xbk123's question in DynDOLOD & xLODGen Support
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? -
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?
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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.
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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?
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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.
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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/ ?
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ACCEPTED Enhanced Volumetric Lighting and Shadows (by LonelyKitsuune)
Soulmancer replied to DoubleYou's topic in Skyrim SE Mods
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- 15 replies
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- SKYRIMSE
- 18-lighting and weather
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(and 2 more)
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GUIDE Skyrim Special Edition Grass LOD Guide
Soulmancer replied to DoubleYou's topic in Game-Specific
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? -
Generic INI Tweaks - Improve Game Stablity ... credible?
Soulmancer posted a topic in Skyrim SE Mods
Are these changes credible and recommended or could this lead to unintended consequences? https://www.nexusmods.com/skyrimspecialedition/mods/143341 -
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.
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Beth PIE INI custom
Soulmancer replied to Soulmancer's topic in General Skyrim SE Discussion & Support
Thank you, will try those out -
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
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Just a question, but with Dyndolod 3 is it possible to specific levels for glaciers? I have done this for mountains. LODGen153=mountain,Level0,Level0,Level1,None,FarLOD,Unchanged,1, This makes my mountains look great! Can I apply a similar rule specific to glaciers? since my lod 4-8-16 transition is quite jarring with glaciers.
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Is there detailed documentation regarding what types of texture will be borked if in sRGB format. I ran DDS texture informer on my skyrim SE mod list and noticed a few random textures being in sRGB format. a lot of these were gradients and cubemaps... some normal textures, and rarely the diffuse. Should these all be converted to Linear or does it not always matter?
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Volikhar Castle Exterior Limbo?
Soulmancer replied to Soulmancer's topic in General Skyrim SE Discussion & Support
This is caused by Identity Crisis mod likely because of this... -
Bizarre problem... The exterior of Castle Volkihar doesn't seem to exist in my game. First noticed when trying to travel with Serana by boat, I'd get a loading screen, then a split second where it looked like I had arrived, then immediately another loading screen and back on the shore in Skyrim by the boat. I used tmm to unlock the map markers and tried fast traveling, exact same result. I also tried coc DLC1VCCourtyardTowerExt and DLC1VampireCastleExterior01 and even COW with worldspace coordinates. It just sends me to some weird limbo on the beach or in the ocean with a very fragmented castle and no other objects around.... any idea what the heck is going on or how to diagnose this? The interior is working fine. edit: from the main menu I can coc to the location fine, but if I start a new game in the abandoned prison via ASLAS. once I select my starting life and then try to coc to that cell then the issue occurs... In case I choose a starting location via new game and put the char into the word - then go to main menu and coc dlc1vampirecastleexterior01 again from there it will put me the same starting location the new game put my char :/ from menu to riverwood to coc dlc1vampirecastleexterior01 not working - puts char back to riverwood from menu to coc dlc1vampirecastleexterior01 worked then to riverwood worked and back to coc dlc1vampirecastleexterior01 does not worked after riverwood
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Mod that added some dwarven automatons do the cell the normally doesn't have em. None of the NPC actors or placed actors had any scripts attached to em... but for some reason the in fighting would freeze or crash the game. sending the to friendly there was no issue. But as soon as the dwarven automatons and the falmer or chaurus would start fighting, game would crash. Only in this cell though.
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I've tried like 20-30 different things but no closer to diagnosing it or narrowing it down. I cannot replicate it outside of the temple of xrib currently... seems to happen at random after less than a minute or after a few minutes, with varying/inconsistent crash logs, or a full graphic freeze where i can still hear audio and music as if the game is still going. It seems to happen when engaging falmer, chaurrus and/or mihail's dwarven colossus. hardware monitor indicates everything well within thresholds, even tried spawning 10 colossi and 50 various falmer + chaurrus variants in the forsets by riverwood (which eat a lot more resources on it's own) and couldn't get it to crash or freeze. edit: it seems to be due to the infighting in this cell between dwarven and falmer faction. only at this location though, if i set em as friendly, I can't seem to recreate the crash or freeze. No clue why though typically this cell would not have dwarven automatons in vanilla. pretty much 100% of the time it'll freeze or crash when the colossus and falmer/chaurrus start fighting each other... so far only been able to replicate it in this dungeon.
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In the Temple of Xrib I am getting a freeze 50% of the time and a crash 50% that produces a log completely different from the last log. When the game freezes i can still hear music and SFX as if the game is still playing, while graphics are frozen. Doesn't happen every time, but most of the time. Sometimes it occurs when fighting falmer of chaurus on the lower level, though usually it happens once you aggro and engage mihail's dwarven colossi on the upper level. I was also able to replicate this on a different computer with the same mod list + saved game; freeze and random log crash. I tried to spawn multiple falmer, chaurrus and dwarven colossi outside riverwood with the console and was not able to get the game to freeze or crash. Been trying to diagnose all day and have made no progress.
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Understandable. I had not tried updating with same version, but I will in the future. I have read instructions for updating on an existing save. Does the same apply to generating from scratch? I guess my concern there is wont the exclusive dyndolod form IDs be different when creating from scratch? … On an existing save isn’t that bad? akin to compacting form records to ESL flag a plugin mid save?
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The output I pathed to e:\DynDOLOD_Output\ The process completes successfully if I build from scratch but I still get the same assertion error if I try to update using the old plugins EDIT: don't know if this is relevant, but according to the date stamp it seems to be finishing updating the Occlusion and Dyndolod ESPs according to the date modified stamp and creating the meshes and textures... but it is not updating the Dydolod.ESM or creating the SKSE folder.
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I did fix the NULL error record, and have now made sure the new version of dyndolod has been extracted to an empty and benign folder. I was trying to update existing plugins and I made sure I wiped the output folder of everything except the Dyndolod.esp, Dyndolod.esm and Occlusion.esp. I thought it's because my Dyndolod output generation was pointing into my active MO2 mod list so I tried changing the output destination to an empty folder outside of my mod folder. After this it is still hitting on the same assertion error. I am also using the latest Dyndolod Resources and Dyndolod DLL NG. There were no issues generating TexGen. I'll try generating the output from scratch next time to see if it's the same result but updating the plugins is preferable. I believe the last time I created Dyndlod from scratch was in .169

