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RainingTacco

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Everything posted by RainingTacco

  1. "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.
  2. "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.
  3. 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?
  4. 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?
  5. 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.
  6. 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
  7. 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?
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. 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?
  13. 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?
  14. 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?
  15. 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?
  16. 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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