RainingTacco
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Everything posted by RainingTacco
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What exactly height map is used for and what does hide quads does? Should these options be enabled? Why is no one discussing this?
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I also want to know that. The billboards for grass are so small i don't think the chosen billboard levels should affect anything? For me it's like 32x32 texture its really small.
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Is there a way to see which version of dyndolod i have currently installed? The changelog links me to website, but i think each dyndolod pack should have version number .txt file to see what we currently have installed.
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This is why i said i don't know if its active cell models or LODs, obviously i can't write TLL as the transition happens Im not blaming dyndolod, i was just curious why it happens and how to fix it.
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Lod "popping" by popping you mean changing of level of detail will always happen per definition. To lessen the effect, you need LODs that match the full model with geometry and polycount, but that degrade performance. The best course of action would be to have more tiers of LOD, instead of just lod4 and lod8, add more in between with mesh complexity growing the closer the lod to the viewer. As for popping, anyone know what's cause LOD/model popping? Like you move camera, and tree loads up. Im not running out of vram and not running out of gpu performance, so im wondering what can cause this? Large references?
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The big advantage of skyland over SRO, is that every texture is made from scratch, and SRO has some upscaled textures[?].
- 8 replies
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- SKYRIMSE
- 06-models and textures
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(and 2 more)
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Ahhh sweet, it's bethesda idiosyncrasies time. They just couldn't make it sane lol. Would it be possible for dyndolod to take cell reference like i said 8.-5 and then produce applicable LODs containing this cell, without the need for some crossreferencing with external program? That would make the life easier for end user.
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How there is no 8,-5 cell, when these are the coordinates that dyndolod tells me when i look it in dyndolod mcm ingame? So what the heck i have to put in dyndolod chunk settings to get that 8,-5 cell lod generated[it's the coc whiterun cell]? What is a lodsettings file and where it is located? Why can't cell coordinates of 8,-5 translate to lod files named 8,-5, but you tell me it's 8,-8?
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Is it possible for chunk creation to feed it specific matrix list of coordinates? like [8,-5][6,-3] and it would create lod for the square between coordinates 8,-5 and 6,-3? Is coordinate system used by dyndolod same as on this map? https://modmapper.com Im asking because i enter cell coordinate from this map, execute lodgen and get empty folder, whereas i know that there should be lod there. Ok its the same coordinate system, but why it generate empty lod then? Hmmm. It works fine when i just generate lod4, but when i try some chunks like 8,-5 i get empty folder.
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Ahh great that's why it's not working, another counterintuitive thing... Why are there separate settings file, and why i can't just use dyndolod_sse.ini master file if i choose so? Great, split settings into thousand files that overwrite the default file...is there a switch for default file to be a master file and stop with the annoyances like these? Also why does DynDOLOD can't run with screen turned off, it seems it can't handle forcing gpu to work when the screen is disbled? I usually turn off my screen when im not at pc, and just run some computation.
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I've executed lodgen with 1,0,0 settings for grass brightness and couldn't see any increase in redness. Are there any comparison photos definitely showing red, green and blue grass when each channel is set to 1, and the rest to zero. I feel like the setting doesn't work properly, or maybe me selecting only object and then grass tickbox in dyndolod and run execute lodgen is not the proper way to do it. i wish there was a preview button like in texgen.
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Thanks, i think it should be written in this part https://dyndolod.info/Help/Object-LOD that the color/britghness settings influence vertex colors in nifs, and not teexture atlas, hence it would avoid the confusion. I think most people would never guess that this happens, and then would get confused why after rebuilding atlas nothing has changed. Edit: Regenerating LODs takes too much time and make no sense for me, so i've just opened texture atlas, selected the grass lod subtexture and used channel mixer in photoshop to adjust these. Faster and it works for me.
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I don't really understand how this settings work, here are the multipliers, i've upped red brightness a little: ComplexGrassBrightnessTopR=0.8 ComplexGrassBrightnessTopG=0.75 ComplexGrassBrightnessTopB=0.75 How should i change them to increase the redness of the grass LOD? This is just brightness increase, and increasing brightness of red channel had opposite effect in my game, it didn't increase redness. So how to proceed? I wish dyndolod had not only brightness mixer but also just color mixer. And also what does execute lodgen and rebuilt atlas do? The guide is not very helpful at explaining things https://dyndolod.info/Help/Expert-Mode Should i run execute lodgen or rebuild atlas to only update grass lod with new above multipliers applied? Edit: I've literally set this ComplexGrassBrightnessTopR=1 ComplexGrassBrightnessTopG=0 ComplexGrassBrightnessTopB=0 ; make bottom darker to fake shadowing ComplexGrassBrightnessBottomR=1 ComplexGrassBrightnessBottomG=0 ComplexGrassBrightnessBottomB=0 According to the setting you would expect every grass lod texture to be red. but i've rebuilt atlas, compared the DYNDOLOD_tamriel.dds grass subtextures and there's no change of color, brightness, anything. How does this work then?
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Thanks. How can i know which object uses dynamic lod vs object lod, so i will know where to add LOD32 rules and where to left it as "none"? I already use "/" and "tree" lod32 rules from ACMOS nexus guide.
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Im just telling you, that if the user choose to use LOD32, the applicable rules of low, medium or high, should be updated to account the user decision. Just as low, medium and high have some optimum settings chosen by you as a template, so should lod32. If the user decide to use LOD32 by intentionally going to dyndolod_sse.ini and switch the variable, then he or she knows what is doing and want and expect good lod32 generation with applicable and desirable settings. So i would propose if LOD32 is toggled on, for the low settings to use billboards6 and for high settings to use Level0/12 for LOD32 objects. But it's your software and your decision anyway. BTW, the standard dyndolog log has not much of valuable information beyond what you get in summary. It's the debug log that had valuable information for me, but i won't obviously upload a 150mb log here, as its too much hassle for my internet. From what i can tell, dyndolod uses the ivy mod .SWAP inis which use Base object swapper, but then can't find the matching lods[this was not stated anywhere in the both logs, its my guess]. Problem is it never gives an error, neither in summary or in the standard log. Thus i had to use my own knowledge and guesstimate what was wrong.
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Ok the culprit was found it was this mod https://www.nexusmods.com/skyrimspecialedition/mods/82469 Removed it and voila, lod32 working fine again. It seems the dyndolod swaps the meshes for the mod's meshes, but can't find appropriate LODs for these. Also due to the fact that the tree/static entries were broken in dyndolod.esm/.esp, no amount of "execute lodgen" would help, so if something like that happens YOU HAVE TO redo the whole dyndolod thing with new plugins. And btw, why when i use expert mode and lod32 enabled, the high dyndolod rules are really poor and i have to add a lot of lod32 to many objects, like for example the gildergreen tree in whiterun had no lod32 rule, windhelm bridge and so on. I think when users enable lod32, dyndolod should by default add rules to add these, most users wont know about it as "a clear map of skyrim" mod advise only to add rules to "/" and "tree" lod, and some specialized objects like those above i've mentioned will be missed due to that.
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Didn't help, and i regenerated completely from scratch In "file not found textures" i get this messages Then in "textures do not match" i get these: That's all the errors i get. I use happy little trees with quality lod meshes, i also use happy little trees ivy on meshes. Everything worked fine when i did this month ago, and i haven't really changed much in my load order. How to speed up the process of searching whats the culprit? i assume execute lodgen will be useless same as rebuild atlas, and the only way is to rebuild the plugins itself too, which means disable some mod and rerun dyndolod completely, not just lod 32 by execute lodgen right?
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Anyone had a situation after generating lod32 that one holds had trees and others didnt in the world map? Wrong texgen generation, wrong lod meshes, or else? Dyndolod generated lod32 trees in riften and solitude but not in falkreath, reach and whiterun. Dyndolod summary doesn't point in any way to tree meshes/textures having problem so im at a loss. What i understand: Execute LODgen = rebuilds object lod Rebuild Atlas = rebuilds textures OK = what does ok does if i already select LOD32 from dropdown? It does both of above things at once?
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What can cause dyndolod to be activated and after some time deactivate itself? Dyndolod deactivates itself when i arrive to Solstheim, despite working in skyrim. Im sure ive generated lods for all worlspaces.
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Any good photo op comparisons with complex grass lods between 118 and 119? Worth rerunning?
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How dark is the game supposed to be?
RainingTacco replied to zztraider's topic in Step Skyrim SE Guide
Skyrim with its AI was never intended for real night time gameplay, so theres no such thing as "how dark it should be", tailor it to your own tastes and AI detection. For gameplay purposes dark nights make no sense, unless you will roleplay sleeping at nights. -
When i had my own 5700 XT like two years ago i remember dyndolod running fine, maybe a little longer than my 3060 ti right now. Sad to see AMD broken something. Anyway, when will 119 release?
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Now use ENB with complex grass and see how well that lod grass will fit lol during all times of day and weather. You will come back here in minutes
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Does xlodgen works properly with terrain textures which use complex parallax? I assume that xlodgen doesn't take alpha channel of terrain texture into account?

