Soulmancer
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Everything posted by Soulmancer
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Hi, after installing the newest version of EVT.. then running TexGen and then DyndoLod... I am ending up with lod's with color that is off. https://imgur.com/a/hqt3tWU They appear much lighter+brighter. and then have a noticeable shift to darker when I approach... Is there a recommended setting when generating lod's for trees for EVT specificly? Tech Angel mentioned "Distance LODs do not receive tree shadows. You'll have to adjust the LOD brightness when generating until you get a better match."
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whiterun and solitude exteriors + HD Lod Textures?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Ok understood, on a side note HD lod textures was just updated... and made into a BSA for some reasom so now it gets overwritten by DynDoLod Resources contrary to what the install instruction advise. -
whiterun and solitude exteriors + HD Lod Textures?
Soulmancer posted a question in DynDOLOD & xLODGen Support
HD LOD tetxures was built with Noble skyrim in mind, will those LOD's clash with the LOD's added to the new objects with the Solitude and Whiterun exterior options when installing the Resources? -
Thanks... so essentially the LOD's then would not match... It would look obvious with HD riften as the roofs are very different... may be less noticeable with HQ solitude though. So then would it use the vanilla LOD's ?? or would it use the LOD's supplied by HD Lod Textures?
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https://www.nexusmods.com/skyrimspecialedition/mods/20296 So, would DynDoLod create any LOD's for this if the author has not supplied any? Currently I use HD Lod Textures to accommodate Noble skyrim... this mod appears to have no included LOD's though. Is that a problem? Would HD lod textures interfere? Same goes for HQ solitude. https://www.nexusmods.com/skyrimspecialedition/mods/23937 Will TexGen ignore the pre generated LOD's and create matching ones for MD's textures?
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Is there a recommended pack to install for SRO to generate LOD's or just install it normally? Or is it close enough to vanilla that it is not needed?
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On it! upon generating the lod do I still leave the billboards enabled in MO2 or can I disable them? or does it not matter?
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Gotcha, so essentially with the current version of Bruma, you should only generate trees. So get the EVT billboards + the Bruma billboards. and don't generate objects or terrain. So I guess I just run dyndlolod once specifically from Bruma with only trees. And then run it again for objects and trees on everything else?
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Thx, one last question. If I am using Cathedral Landscapes https://www.nexusmods.com/skyrimspecialedition/mods/21954. There is an optional file for terrain lod gen. Bruma uses vanilla terrain so it would be replaced bt cathedral, but would these lods not work for bruma? Is the missing data in the plugin also problematic for terrain?
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Thanks, just to confirm 1. No issues with generating terrain then? 2. Do I still need Bruma billboards if I use EVT? 3. I should generate trees n terrain but not objects then?
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Hm, I'm still a bit confused... So there are/where issues with generating trees and objects according to a linked post? Is it still an issue if I'm using enhanced vanilla trees with its billboards? and is it still an issue as I also read... "Fixed bug with generating object LOD for Bruma" does this mean there is no longer any problem? Was there / is there also a problem with terrain lod generation via SSElodgen? I am using EVT for trees alongside Cathedral Landcapes for terrain
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Is it true that Bruma lod generation is problematic with DynDOLOD and SSELoden? Does that include objects, trees and terrain? I am curious what the nature of the issue is that is true?
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Just to confirm DynDoLod only just objects and trees right? it does not do terrain LOD? I need to use SSELodGen for that?
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Got it all set up now n happy with the result thanks. once I have DynDoLod_Output mod installed and the two plugins enabled, do I still leave the TexGen_Output and DynDoLod Resources installed/enabled?
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I use Noble Skyrim and HD Lod Textures... but below them in priority asset overwrite is Whiterun HD Vanilla style Roofs description "for those who prefer a more lore friendly look. LOD textures included." As you can see they overwrite the LOD's from HD Lod Textures. http://icecream.me/uploads/107d2934cb871e333ed8c39c5ec06bdc.png I did the TexGen, activated it as a mod at the bottom of my load order then the DynDoLod Gen, activated it at the bottom of my load order... but the plugins where they're suppose to be. But long distance LOD's appear not to be the vanilla green roofs and they morph into the green vanilla roofs at a certain distances. Maybe the LOD's suck? EDIT: I think it's working as intended, the LOD's just I think aren't the greatest for the mattch.
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Hello, Does anyone know if Wyrmstooth include pre generated LOD's or otherwise source LOD's for LOD generation? I know installing EVT there seems to be overwrite of Wyrmstooth billboards, so I'd likely have to generate trees for wyrmstooth... Do I need to generate LOD's for wyrmstooth objects or terrain though or are they already there? I know Bruma already has pre generated LOD terrain, objects and trees included.
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Gotcha... Thanks... So essentially my MO2 install / overwriting order should look like USSEP Particle Patch DynDoLod Resource Pack Then the others I mentioned below that to win overwriting assets. -ELFX exteriors -EVT -HD lod textures (for noble skyrim) -majestic mountains -Underground - dungeon texture overhaul And Lastly the TexGen Lod's below everything once generated... then I profit?
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I looked at this but I'm not talking about plugin sort load order... I mean asset overwrite priority. When I install DynDoLod resource pack I get a lot of overwriting textures and meshes with the mods mentioned above.
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Where should DynDoLod be in install / conflict order... because it is conflicting / overwriting mods in my loads order? -USSEP -ELFX exteriors -EVT -HD lod textures -majestic mountains -particle patch -Underground - dungeon texture overhaul Also do I need those vanilla or whatever billboards if I'm using EVT
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