Jump to content

lapinobel

Watcher
  • Posts

    4
  • Joined

  • Last visited

Everything posted by lapinobel

  1. I know there's a setting inside MCM to increase glow but it doesn't seem to do anything. Would like to have my windows from large building like Solitude be a bit more bright at nights. Can this be done? Already re-ran Dyndolod without "Rustic Windows" thinking the blueish cast made them less bright, but it didn't make much of a difference.
  2. Hi, I still have a problem with LOD for trees being too bright. This is a setup based on Lexy's guide. Re-ran Dyndolod, checked brightness is at -5, and still the tree LODs are quite a bit brighter than the trees itself. Any idea how to fix this?
  3. I suppose an answer to this can be found in several FAQs, and believe me, I've read quite a few but would like to make sure I get this right. So can anyone please confirm this : xLodGen (only terrain selected) Use: used for generating the 'land' textures/lod's, so there's less visible transition on ground textures etc when moving forward in the world. When to re-run: whenever I change a texture mod that handles ground coverage Note: works completely seperate from texgen/dyndolod (so one does not need the other) Texgen Use: to generate textures that will be applied to the LODs generated by Dyndolod When to re-run: whenever I change a texture mod that handles moutains, buildings, etc Note: needs to be ran and installed as a mod before running Dyndolod Dyndolod Use: generates meshes for far-off objects (buildings, trees, mountains etc) When to re-run: whenever I change/install a mode that changes models itsels (for example new buildings, city rehauls, tree mods etc) Note: does NOT need to be re-ran after changing/swapping texture mods that do not alter any objects itself > right? The reason I ask is because I'm experimenting quite a lot with different texture mods for terrain and/or mountains. It's a pain always having to re-run these three tools, so I want to make sure I only generate new files when effectively NEEDED.
  4. Just in the process of re-doing my complete modlist using this guide, pretty extensive. One thing I notice, is there's no "Open Cities" mod in the list. Is there a specific reason for this? Yes, DynDOLOD requires an extra step so the guide would have to be edited but otherwise? Also, I still have a messed up "Quality World Map", even though I put it below the Xlod output mod.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.