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Pawelekdabek

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  1. Quick noob question. Would lods generated on pc work on xbox?
  2. It is 0,2,4,4 for LOD4->8->16->32. Maybe it is too much? I tested it on almost clean vanilla setup and performance hit was something around 12 FPS. But again, it was from 124 to 112 FPS. I think it would be tad bit lower with more mods installed.
  3. Understood, thanks. I have another question. I followed S.T.E.P for SSE guide for xlodgen terrain generation and lost few fps. Is it normal?
  4. Maybe this is dumb question but is it possible to somehow generate terrain lod that will use full model of water mesh? Would it be too performance heavy? I want to get rid off this ugly water seam in the distance.
  5. Umm so iirc I had similiar or same problem while generating dyndolod with hybrid meshes made with hybrid.bat and what I did was copying crown branch from mesh with crown and pasting it in other working mesh and saving it. Then I ran hybrid.bat one more time and had no more errors while running dyndolod.
  6. @notcyf check SSE Display Tweaks ini file.
  7. Hi, Is this possible to achieve same effect regarding distant objects lod with xLodGen as with DynDOLOD? I recently entered a discussion with a certain person on this topic and I tried to convince him that DynDOLOD is simply better (excluding terrain gen option) because it creates more object lods than xLodGen but I couldn't. This person also said that the module that is responsible for creating distant object lods is exactly the same in both programs and the only difference is that the DynDOLOD have more options and xLodGen is easier to use. Now i do not know which program should i use.
  8. So if they are meant to load after some mods and i will esm flag them, It will probably break my game? It is probably stupid question, but what if i esmify every plugin in game? Will they work?
  9. I found out that one of The mods that were causing flickering is cutting room floor. Esmyfing him fixed it but it also broke loot sorting. CRF is meant to be loaded after few mods, but when it is flagged as esm i am not able to move it on my load order. When i try to move it it automatically goes up to other esps flagged as esm pluggins. Is there a workaround i can do? The only fix i can see is to esmify all pluggins that cause flickering after finishing my modlist and never ever touch them again.
  10. Can large reference bug be caused by using texture mods? I mean this type of flickering: https://www.youtube.com/watch?v=3lz5KyMuDsU. It was recorded few weeks ago and i am not able to check DynDOLOD log :/ Is it possible to make trees render full 3d for further distance?
  11. I understood this that if in my ini uLargeRefLODGridSize = uGridsToLoad i can safely generate LODs with this setting: IgnoreLargeReferences=1. I guess i am too dumb to understand this and will have to play with uLargeRefLODGridSize=9 to prevent this big objects to load right before my nose.
  12. So i have to set IgnoreLargeReferences=1 and then convert dyndolod.esp to dyndolod.esm? Or is it not that easy? If may be obvious for you but i am not native english speaker and there are a lot of things that i can not understand even after translating them.
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