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dfdghnm

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Everything posted by dfdghnm

  1. The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West. Here we are facing east (towards the sun) As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right) Here we are facing west (away from the sun) For some reason, the lod grass reflects the light shining on it much more than the actual grass. Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness to the grass lod again. https://imgur.com/VWNZiMc I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod Any suggestions on what I can tweak to solve this issue?
  2. Apologies. I have in fact read the post, but I guess I am still a bit confused. I am just wondering how to create the 3d tree lods. (I have somehow done it before, but not on Dyndolod 3.0, or otherwise used existing 3d tree billboards like those from 3d trees) As specified in the documents, I have ticked the checkbox ultra and assigned Level 0 to LOD level 4 in dyndolod, but I still have 2d tree lods in my game (with no dyndolod used before). As I understand, to generate 3d tree lod as stated in "Generate 3D Tree Static Object LOD" of the manual requries "a 3D static object LOD in Meshes\DynDOLOD\lod\trees\*passthru_lod.nif ". But dyndolod could not find any 3d models according to the file DYNDOLOD_SSE_Tree_Report. I am not sure how to get them, as I was under the impression dyndolod would generate them in the first place. (I apologise if I misunderstood, pls let me know) Edit: Dyndolod DID in fact find some 3d LODs for some trees (like TreeTundraDriftWoodTree01). So it is strange that there are NO 3d lods in windhelm, at least that I can see) Additionally I am unsure how to switch between full and hybrid. I know what Billboard levels are from "Internal and External Billboards", and I know level 0 uses the 3d mesh file (is that full?), but I do not know what Levels 1, 2 and 3 do. I also am unclear what LOD levels are. Do I required 3d LOD resources provided by mod authors to generate 3d tree lods? (I have generated my own billboards using texgen, "HD Lods option checked") I am in fact trying to generate 3d LODs for the Jedi trees. And while I know it is not under the list of supported tree mods, according to other users on the discord, 3d tree lods can in fact be generated.
  3. Just to clarify, ultra tree lods refer to Hybrid or Full Model correct? If so, how do I create billboards that support 3D Lod creation using texgen? Do I simply check the HD Lods option?
  4. Is there anyway to increase the density of the LOD grass? I feel that it does not match the density of the actual grass.
  5. Does anyone have the latest Veydosebrom regions (1.1.0) installed? I don't seem to be generating grass lods correctly. I was wondering if that was a mod problem, or some mistake I made on my part.
  6. Hi all, Problem: Something seems to have gone wrong when generating my lods. I face problems of IFL and CTD, but only in the specific areas of solitude and solitude docks AFAIK. It should be noted I have the mods Solitude expansion and Solitude Exterior Addon, but these are for the exterior of the city, (and I also have ctds and ifls inside the city). I am able to load the save fine without dyndolod (although framerate fluctuates). Inside the city, I have dawn of skyrim / Jk skyrim patch mod. Moreover, when loading the world map, I face extremely low fram rates of 1/2. What I have done: I have increased the heap allocation to 1024 in my SKSE.ini, and I use the SSE Engine Fix, where I have set the memory manager to true. I have also checked my dyndolod logs, and I could not find any errors. Any help is greatly appreciated. If any kind soul would require more information, (load order etc.) do let me know. Edit: Problem solved. Like an idiot overestimating his GTX1070, I set the static object lod to 500 00 for all 3 settings and fsplitdistancemult to 10. That being said, I have another question: What are good values for: fblocklevel0distance fblocklevel1distance fblockmaximumdistance fsplitdistancemult ? I still believe my computer can handle a fair bit above ultra
  7. Help with SSELodgen please. Hi so I am trying to get XLodgen to work, and I have followed the installation instructions and Xlodgen settings on TUCO. However, I keep getting the following error: Error: Executing TexConv failure: "C:\Users\Hong\Desktop\Mod tools\xLODGen.58\xLODGen\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f DXT1 -bcdither -o "c:\xlodgen\output\textures\terrain\tamriel" -flist "C:\Users\Hong\AppData\Local\Temp\SSEEdit\Texconv_Tamriel_213_0.txt" Moreover, to troubleshoot I have disabled every mod installed except for the dlcs, update, SKSE, SSE engine fix, USSEP and skyui. The error persists. The program finishes running, and there are texture and mesh files in the output directory. Could some kind soul pls help ?
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