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RainingTacco

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Everything posted by RainingTacco

  1. I would put the dummy plugin tied to .bsa at bottom of the plugin order[loaded last] and it would overwrite everything relevant that way.
  2. Using dyndolod 3.0 alpha 111, newest resources and 3.0 NG DLL, and it doesn't work for 1.5.97 version of the game, says something about wrong papyrus script - i just got this after generating new lod from scratch, clean save.
  3. I want to pack ONLY textures of the mods i use. The mods folder in MO have also mods that i unticked in left pane[roughly 50-60% of my mods] and would therefore pack all the textures from mods that i dont use. I only want to pack the LAST texture overrides ie. my current load order textures. Also i think CAO can't target textures only for packing .bsa, octagon is a better tool for that.
  4. So really there's no way? Maybe i could somehow copy the textures folder from VFS, into the "real" operating system folder explorator and run it outside of MO2? I cant find a way to copy files from VFS.
  5. HLT bark is perfectly fine, it doesn't need an upgrade, like resolution/fidelity/quality of the art - it's only a sidetrack for people who prefer other artistic choice.
  6. So i would like to use CAO from inside MO2 to only pack my used textures, instead of using CAO on individual mods, or on all mod folder, which is not only bad practice, but also cumbersome. If i had packed just my used textures overrides from USVFS[virtual file system] then i could get benefit of bsa without the hassle of packing every individual texture mod.
  7. Where is the changelog for the xlodgen? I have beta 95, can't find patch notes what has changed since then.
  8. Will you consider to make "STEP - Requiem" fork?
  9. You can see it in the video Rain is more pronounced looking at sky than at the ground/landscape. Rain sometimes appears dark, little black when looking at landscape. I've tried different ENBs and had similar results, tried different rain texture using "Viven Rain for ENB" but it didn't help. Obviously disabling ENB Rain do the trick, but the rain looks like crap, basically semi transparent simple white streak of texture without any shader. So anyone knows a fix to this, without disabling ENB Rain? Settings? Shader?
  10. Its happening in vanilla man with vanilla inis. Toggling lod doesn't affect this reflection. Anyway can you check it in your game? Remember to use clear weathers. Its definitely not screenspace, as it happens even if i only look at water, no sky at all.
  11. How to fix this if it happens even for vanilla game and nothing but EVLAS and EVLAS underside enabled[beside requirements to run EVLAS]? I've tried standing in other place, or near a mountain to make sure it's not LOD but loaded asset and it won't help. I've disabled ENB and it doesn't change anything. I see other people noticed this too
  12. Install ssedit, find the offending armor and check if it references the model properly.
  13. Easiest way is to load the cell in Creation Kit and disable the offending lightbulb. If there are 4 shadowing lights on screen, one of them will have to turn itself off, this is how you get flickering lights.
  14. Going from riverwood to whiterun i saw that the mountains on right side doesnt allow light and cast shadow properly, but i have reflections on the water as if there was no mountain at all. What could be the cause? I've generated lod and terrain underside in dyndolod 3.0 unlocked mountain textures for processing in dyndolod_sse.ini and used double sided meshes with MM, MM Mountainous experience and more acurrate collision. Here are screenshots Otherwise the mod works very well but these sun reflections in water really ruin the experience. I've even tried vanilla game with EVLAS, double sided meshes for vanilla mountains, and EVLAS default underside and still get the same issue - though this time i havent generated dyndolod. Actually plain vanilla game has the same issue. And another problem - i can clearly see stuff illuminated in the distance which shouldn't be because mountain should block the sun, when i move up there it gets properly shadowed. So it looks like LOD/underside isn't properly blocking the sunlight in the distance/not loaded cells or grids. Im using Dyndolod 3 Alpha 106 with alpha 29 resources. Is EVLAS working properly here, or something is bugged?
  15. I had no workaround enabled and yet the message was there. Seems that Dyndolod Alpha 3.0 needs different scripts, and they were buried in "large reference" subsection. Edit: Ok it was only disabled in MCM, and enabled in dyndolod_sse.ini. Seems that it bakes it into .esm/.esp on every new game. Edit2: Yep definitely, the large workaround is baked into the very dyndolod files, and reenables itself every new game. So if you want no large reference fix, you need to redo the dyndolod. I thought it will be toggleable fix, but it needs different scripts and reenable itself everytime.
  16. Ok your archived links finally worked - would be nice if they were visible on nexus. I propose making it easier to see. Dyndolod is great program, but the website...ugh, it's like straight outta 90s with things thrown all over the place.
  17. "Always download the DynDOLOD DLL [SE/VR] - Scripts archive and one of the DynDOLOD DLL [SE/VR] - [SKSE64/SKSEVR] Plugin archive for the SKSE version and game runtime version that is used." I would love to do that, but dyndolod website nor nexus doesn't provide archive for older version of scripts for 1.5.97. There's only ONE download for scripts and i assume they don't work with 1.5.97 DLL.
  18. "Dyndolod.dll scripts are wrong version" in MCM - "Dyndolod.dll papyrus scripts are wrong version".Dyndolod dll is loaded after Dyndolod scripts which overwrite resources as required in FAQ. I use 1.5.97 DLL with newest scripts. I couldn't find scripts for 1.5.97.
  19. Why would i get "wrong script error" when using Dyndolod DLL for 1.5.9.7? Are the scripts for newer version? Where i can download scripts for 1.5.97?
  20. The Grass LOD tutorial on this site, doesn't mention when to regenerate grass cache using NGIO. I assume when you change iMinGrassSize you have to regenerate cache? Should grass cache be regenerated after every terrain lod generation? I assume aftery every small landscape edit too for best consistency? Does NGIO even have option to delete some of the grass cache files and then regenerate only missing parts?
  21. Shouldnt this be true for grass LODs to render beyond the ugridstoload space? Or you change it to false after generating grass cache? Im using V8 NGIO version and there's still stutter at changing grids.
  22. Thanks. It's a sisyphus work to set it. When i find nice settings that match whiterun tundra at a given hour, they dont work at other hour, or in other region. I think this gargantuan work would need a carefully crafted landscapes, grass, lod and ENB settings to match everything 95% of the time. No way im gonna go crazy like that, i will take what i did in these few hours and maybe try to mess with it in the next time. Here's a screenshot, do 3D lods even work here? https://i.imgur.com/WBdvoEC.png
  23. Ahhh thanks, that clears it up. One more question -should i leave xLODGEN resource - extended tamriel map turned on when running dyndolod? It's an esm that extends map, i guess it doesn't affect dyndolod at all? Also i can leave all these resources turned on and play the game with them, even though i had generated outputs right?
  24. Thanks. I dont know what happened but dyndolod is now making 5GB of Lod instead of over 7GB, and the tree lods dont look 3D despite making sure i check hd lod/ultra trees in texgen and dyndolod. Worked fine before, the only change is that i moved the LOD package mods before my output, so they overwrite USSEP and other mods, whereas before my mods were after the lod package[MM lods and dyndolod resources]. Dyndolod picks up Nature of the Wildlands just right, so idk whats happening. How can i check that dyndolod created the 3d lod meshes properly?
  25. Does the direct/ambient values in texgen affect how the different and changing ingame lighting will affect the final look? Im speaking about will it look different under different lighting conditions in the game. Or it's just a static brighteness value and if direct/ambient billboard looks the same, then weather and lighting ingame will affect them in the same way.
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