
Soulmancer
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Everything posted by Soulmancer
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Does base texture resolution matter for lods?
Soulmancer posted a question in DynDOLOD & xLODGen Support
If I select 2k or 4k textures, does that make any difference at all on lod generation? -
Is this 5.1 audio legit for Skyrim SE? And if so could this option be added to BethINI? https://steamcommunity.com/app/489830/discussions/0/3216031607507754305/
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So I am a bit curious. some mods that change objects and landscapes include lods, some do not. A mod like HD LOD offers LODs for Noble skyrim specifically, yet you still need to run DynDoLOd for them to work properly. Does DynDoLod not generate the appropriate lods based on the textures in that mod? I am just kinda wondering the difference between running DynDoLoD say for Noble skyrim both with and without having the HD Lod mod installed with it. What about city or mountain overhauls that include no LODs or files for LOD generation? Thx
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DynDoLod / xLodGen output permissions
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Oh ok great thanks! That will make it easier and more streamlined for users of the guide to have a preset custom output tailored for the guide! -
Hi, not sure you'd know the answer to this. But regarding Nexus permissions, do you figure it would be ok to make personal generation/output available for download? I am about to release my mod guide project in the next couple weeks. As a download I'd like to offer my pre generated terrain, object, trees and occlusion lod's as an option that is specifically generated for the guide. Do you know if that'd be ok from a permissions standpoint? Or would users of the guide need to generate their own lod's? DynDoLod is Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me But would those same permissions apply to assets generated through DynDoLod?
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How should these be dealt with? http://icecream.me/uploads/030e0509ec4e2e935b43b38ae5f97d1c.png http://icecream.me/uploads/5323ee61613dcd22fb447f671936cb4a.png
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Hi sir, These are the settings I am talking about. https://wiki.step-project.com/Guide:SkyrimPrefs_INI/TerrainManager I might sound like a newb but does fBlock1LevelDistance begin after fBlock0LevelDistance? Is a max value for say fBlock0LevelDistance and fSplitDistanceMult specificly? Or is this all covered in the chapter you refer to that I should read? 100 x 4096 ... so if I set LOD Level 4 to 406,600 does that mean level 16 would never even be used? And
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Thx, I will try to play around. Is there a max value, or multiplier for the lod settings? Or a point it becomes useless? BethINI doesnt really seem to have a limit. I tried lod 4 at 75000 and it seem to have no impact on performance.
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On a follow up do you recommend any specific LOD ranges and multipliers for DynDoLod? I am using BethINI and usually just go with their preset "ultra" But for you personally what do you find is the ideal object lod distance and multiplier? Also I seem to get some subtle shimmering on the whiterun stone walls around maybe at the level 4 lod? I've done a bit of reading and can't really find an expansion, some people suggest fov, AF being too high or z-fighting.
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Hi, in your thread for xlodgen you have recommended settings for first time users... is there anything like that here that I'm missing or do I just use the wizard ... and keep whatever settings are toggled by default in the advanced tab?
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What I did was generate 32 lods, but after generation I just deleted the conflicting 32 generated textures, I kept the normals and meshes that were generated because there was no conflict with quality world map... and it seems to look just great in game! no issues with preserving the generated 32 meshes and normals, with the quality world map textures that I'm not aware of?
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Ah, it would appear there is a known conflict with quality world map... quality world map has to be extracted to be loose and overwrite the xlodgen terrain output, alternatively the 32. terrain output files need to be deleted for tamriel and solstheim... Setting the quality of lod 32 to "5" instead if "10" seems to fix the visual borkedness of the water... although I also had unseen optimization for lod32 on instead of 550 previously "which I changed along with quality" ... but you can tell the unique quality world map terrain textures are lost/overwritten to xlodgen output and the roads are also missing.
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Hello, I followed your suggestions and recommended settings and my world map is still completely borked. This was with lod quality settings 5/10/10/10. "roads vanish and water gets screwed up" I am using quality world map classic. Is it unseen optimization maybe or something else?
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Is there any benefit / features / fixes with using the newer xLodGen betas for xEdit purpose or just stick with the older release? I am currently using xEdit 4.0.1 while xLodGen is the .56 beta
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SKYRIMSE Skyrim Special Edition Default Values for All Valid INI Settings
Soulmancer replied to DoubleYou's topic in INI Tweaking
Hi sorry, I posted this in the wrong place but here it is. fShadowDirectionalBiasScale=0.47 is apparently much more optimal then 0.15 for reducing shadow striping issues. Although, for me it didn't seem to help at all. -
Hi, it has been suggested that fShadowDirectionalBiasScale=0.47 is more optimal then 15 and helps to avoid shadow striping on the landscape... Prolly worth applying it to bethINI recommend tweaks.
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NM, it appears to include the billboards for the DLC... I donno why in your threads sometimes I can edit my posts and sometimes I cannot.
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If I am using EVT, do I still need to download any additional billboards to cover any dawnguard or dragonborn content?
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"Resource textures for advanced modders who wish to generate their own terrain LOD using xLODGen. Use with MO2, selectively enable overwriting main Cathedral Landscape textures *only* while generating terrain LOD. Disable these textures before playing." I am more confused now. What issues can arise from leaving something enabled, or disabled once DynDoLoD and xlodgen ouputs have been generated and enabled with priority overwrite.
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Btw is there a criteria/guideline for what should remain enabled, or be disabled after dyndolod and xlodgen is ran? There seem to be some inconsistencies as I have quite a few mods that seem to be dedicated to LODs. HD Lod Textures SSE Terrain Gen DynDoLod Resources Majestic Mountain LODs LODGen Textures for Cathedral Landscapes Bruma Tree Billboards Which should I/can I disable after Terrain, Objects, Trees or Occulsion is completed? Thanks
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By default upon installing quality world map, new lands maps such as Bruma look very strange and wrong...Is there anything within xlodgen that could prevent that from happening? Long shot I'm guessing but I thought maybe since the world map uses lods
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Hi, I'll give it a go this weekend, is there something specific I am looking for with regards to the rule for SWIFT? I did ask the author of SWIFT and he was also confused as to why the LOD's didn't generate during the process. Thanks.
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So err, in general are the default generation options in xlodgen and dyndolod the way to go usually under most circumstances? Water on the world map was the only obvious issue, everything else seemed/looked good where I was running around.
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Clicking on the "medium" just seems to start the entire DynDoLod generation process automatically; I do see the log in the background but a lot is going on in a hurry. ... do I need to something in the advanced tab?
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Ok, I'll have a look at the rule manual; at any rate re-naming it to the SSE didn't have an impact. the shrine still materializes out of the thin air when you approach... I did rename though and not copy as you said so the original TES5 file is gone... that's no issue though if I'm using SSE is it?
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