Soulmancer
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Everything posted by Soulmancer
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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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Gothcha, so judging by the read me it's likely only beneficial to generate occlusion for tamirel, solstheim, bruma and wyrmstooth out of what I have... smaller worldspaces it sounds pointless... though is there an impact on performance at all doing so?
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Will give it a go thx. I just run everything on the default settings it prompts. Is there a 'recommended/suggested' settings page for dyndolod and xlodgen for all setting?
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Thx! Is it ok to run Occlusion on Bruma? I did not generate terrain or objects for Bruma, only trees, wasnt sure about Occlusion though.
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Hi... So; I installed Dyndolod+resources ... ran texgen... ran xlodgen for terrain, ran dyndolod for objects and trees, ran xlodgen for occlusion. Everything looks great... except when I open the world map... what have I do wrong? https://imgur.com/a/QV8dDUk
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Finalize load order use xLODGen to generate terrain LOD meshes [and textures] use DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples) When should I run TexGen in this process? before or after xLodGen for the first time? or does it matter?
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I renamed DynDOLOD_TES5_wayshrinesiftesp.ini to DynDOLOD_SSE_wayshrinesiftesp.ini; then started dyndolod and when through the dyndolod generation process; didn't seem to make any difference though sadly :( The name of the ESP in SSE though is WayshrinesIFT.esp; there is also a wyrmstooth and bruma patch for it. does that make a difference?
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A few questions. 1.) Is it fine to generate terrain terrain for all spaces other than Bruma? Out of all these shown here? http://icecream.me/uploads/e5ecab392e0d1c6010324971034f8cfa.png 2.) Does DynDoLod+TexGen and xLodGen have any bearing on one another? Does it matter which order I do them in?
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EVT lod generation assistance
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
I guess there are no recommendations for specific billboards since it's heavily influenced by weather and ENB? -
Hi, I located some documentation that stated SWIFT was supported by dyndolod... https://www.nexusmods.com/skyrimspecialedition/mods/17905 But DynDoLod didn't seem to generate LOD's for them... they just materialize out of thin air as you approach them from a distance. at least that was the case for me!
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