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RainingTacco

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Everything posted by RainingTacco

  1. No no no, you misunderstood me. I was proposing if it was feasible to do a plugin for dyndolod, or addon let say, where you start dyndolod, change grass settings, and click preview like in TexGEN, and then after that the game would start with ENB loaded, pregenerate the grass lod for that particular fixed viewpoint scene[like normally dyndo can do with few cells that you provide] with values you had imputed and then you could compare the values in a fast and efficient manner. I dont know if this is possible.
  2. So for best consistency of image: 1. Install ENB but only use effects that does not directly affect weathers and ambient/direct lighting. I assume SSAO affect overall grass look too? If so, the ENB would had to be really limited to not affect grass consistency 2. Assuming that the ENB used doesn't affect grass, find the matching lod. Question is -when i run execute lodgen i don't get new atlas texture, only these .bto meshes. Are these sufficient for the brightness r/g/b changes in dyndolod_sse.ini to show ingame? Does it change some value in the mesh? I thought it was all about texture. Updating the dyndolod really take almost as much time as generating from scratch -should it work that way? Normally when i generate lod i get 7,6GB of data, when i update i get like over 6GB. I don't see benefit updating vs redoing LOD. How can i check if its even working? Should i set one color channel to 1 and check if grass is completely blue red or green? 3. Would it be feasible to make a plugin that start the game with a particular scene and show the dyndolod grass changes in real example? Like it regenerate lod only for that scene, apply the values while allowing ENB to run alongside. That would make it much easier to find matching settings.
  3. Hello Judging by what i read in this topic, the complex grass lod color/brightness and grass color/brightness should match since newest dyndolod versions. But when i generate complex grass LODs for folkvangr with complex grass patch they don't match and are of different color/brightness. What is the correct procedure from A to Z to obtain matching grass lods?
  4. Seems like the Mator patch only looks at the .esp that is right before the smashed patch, it doesnt look deeper to inherit the records? Can this be somehow mitigated?
  5. Hello. I would like to smash records of two .esp. The records are script records. Smash all option doesn't smash all entries as shown in below pictures. Which settings should i use to do that?
  6. Thanks for explanation. So going from up to to the bottom in the MO2, it's DynDOLOD, Vanilla Billboards, and then Mod billboards. So GamerPoet got it wrong, or he has preference for DynDOLOD billboards? As i understand the order is correct on the above image? Seems the vanilla billboards are redundant in some cases, so can be safely removed?
  7. Official guide says this: https://tes5edit.github.io/docs/17-DynDoLod.html Judging by this the installation order, which should apply both to manual and Mod Organizer 2, it should look like this: DynDOLOD Resource SE then you apply[or add at the bottom in MO2] Indistinguishable Billboards for Skyrim Special Edition and then you apply Billboards from any other mod. But when you read later in the guide: Which would imply that the order should look like this: Indistinguishable Billboards for Skyrim Special Edition then DynDOLOD resource, and then Billboards from Mods. Can't understand why there's this difference? Gamer Poet video has even different load order with: Indistinguishale Billboards for Skyrim Special Edition then Billboard from Mod and then DynDOLOD resource. https://youtu.be/hMrjXivssso?t=331 What the hell...I couldn't make this more unreadable and convoluted if i tried. Just write the correct order and be done with it, and for inquiring users who want more info, add some expandable [More about] section.
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