
ikonomov
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Everything posted by ikonomov
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Edited with new settings. I've done a bit of testing to find some way to add noise that looks good for the majority of terrain surfaces. I came up with the following settings during generation that seem to work well with vanilla noise texture and also uploaded a more detailed noise texture at Nexus Mods. Brightness: 5 Contrast: 40 Gamma: 1.00 If the noise is sufficient from the noise texture I've also found that using the 'bake normal maps' is not needed and disabling it gives a better matching terrain LOD.
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Full grass fade range in active cells
ikonomov replied to ikonomov's question in DynDOLOD & xLODGen Support
Thank you for the reply and great explanation. I've passed on the information to Shizof in case he decides to update his mod. I was under the impression that your mod's only purpose was to make it possible to use DynDOLOD 3.0 grass billboards in AE, but you just made me realize that it was a false assumption. -
Full grass fade range in active cells
ikonomov replied to ikonomov's question in DynDOLOD & xLODGen Support
Yeah, works fine with fGrassFadeRange to 0 and fGrassStartFadeDistance to 20272 as well. I also set fGrassMaxStartFadeDistance to 20272. So if fGrassStartFadeDistance is the distance from the player at which the grass will start to fade, this is really the only value that's relevant if we aren't using the fading feature and fGrassFadeRange doesn't matter. It makes sense that these are the values that should be used. DoubleYou, why did you use 6144/14128 in your mod if fading is expected to be disabled? -
Full grass fade range in active cells
ikonomov replied to ikonomov's question in DynDOLOD & xLODGen Support
I have been using all the recommended settings in the videos uploaded this far. When using Grass Cache Helper NG most of the important settings are set by a DLL plugin during gameplay and when using Grass Cache Fixes I've made sure all the settings are set as recommended. For both mods when using DynDOLOD Mode 1 for grass it's expected that grass fade is disabled. The important settings appear to be fGrassMaxStartFadeDistance, fGrassStartFadeDistance and fGrassFadeRange. When I set these to 20000 instead of 6144/14128 everything works flawlessly. The only consequence is likely a slight increase in memory usage due to full grass being delayed when unloading from the active cell, but it could also very well be that there is no difference whatsoever. The video posted below shows how things work with the values set to 20000. I've reported my findings to Shizof, the creator of Grass Cache Helper NG, once he is able to test them hopefully he'll update the mod. With Grass Cache Fixes no update is necessary since those values can be manually changed as needed. Edit: With Grass Cache Helper NG AutoGrassDistanceSettings=0 can be used to allow setting those values manually. -
Full grass fade range in active cells
ikonomov replied to ikonomov's question in DynDOLOD & xLODGen Support
I think I've found a solution. Simply extending the fade range (fGrassFadeRange=20000 and fGrassStartFadeDistance=20000). DoubleYouC in Grass Cache Fixes must have derived with fGrassStartFadeDistance=6144 and fGrassFadeRange=14128 numbers when the LOD was being unloaded and the active cell loaded, but didn't account for the scenario when it's reversed. I wonder if it really makes any difference what those numbers are as long as it goes further enough beyond the loaded cell since the full grass (without NGIO) can only extend in the loaded cell anyways. -
Full grass fade range in active cells
ikonomov replied to ikonomov's question in DynDOLOD & xLODGen Support
Thank you for the reply sheson. I've done some more testing and I am posting my findings that I've recorded here so that it could be referenced in the future. I've posted the same results in the Grass Cache Helper NG thread. SSE generated grass NGIO grass cache SSE generated grass, but with fGrassStartFadeDistance=14128 and fGrassMaxStartFadeDistance=14128. What appears to be the problem is that just before the full grass is unloaded from the active cell it is being faded. In the videos I've kept DynDOLOD disabled to show it more clearly. Because the active cell is not unloaded yet and LOD has not loaded, the grass billboards are not yet loaded, so it creates a gap where there's no grass or the grass is faded. This must be a limitation of the game. When it's unloading grass it looks like bEnableGrassFade is always used in some form and it cannot be disabled. -
Full grass fade range in active cells
ikonomov replied to ikonomov's question in DynDOLOD & xLODGen Support
I understand that the problem I have is with full grass in the loaded cell and not with DynDOLOD. I first posted my question in the Grass Cache Helper NG, after making sure that it is using the correct settings and the DLL is active: GrassCacheHelperNG.ini [Settings] AutoGrassDistanceSettings=1 EnableGrassFade=0 Shizof replied: I'm not sure he understood my explanation of the problem. I decided afterwards to test with Grass Cache Fixes because when using this solution I can check and make sure that all related settings are set correctly: Skyrim.ini [General] uGridsToLoad (not set) [Grass] bAllowCreateGrass=0 bAllowLoadGrass=1 fGrassMaxStartFadeDistance=6144.0000 fGrassMinStartFadeDistance=0.0000 bEnableGrassFade=0 SkyrimPrefs.ini [Grass] iGrassCellRadius (not set) fGrassMaxStartFadeDistance=6144.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=6144.0000 fGrassFadeRange=14128 Grass Cache Fixes.ini [Display] bShadowsOnGrass=1 [Grass] bAllowCreateGrass=0 bAllowLoadGrass=1 bEnableGrassFade=0 fGrassFadeRange=14128 bGenerateGrassDataFiles=0 I know some of these are redundant, but I wanted to be 100% certain. I've also checked to make sure that there aren't any other .ini files in the Data folder to overwrite any settings. -
I've noticed an issue recently with grass. I have tested with both Grass Cache Helper NG and Grass Cache Fixes. The problem is that I only have the grass switching from the LOD billboards to the loaded cell full model without issues when I walk forward. I can see the transition but it's hardly noticeable. If I look back towards the direction I just came from or if I walk backwards, however, the grass doesn't seem to change as expected from the loaded cell grass into the LOD generated billboards. More specifically, I can still see a portion of grass fading out as I walk backwards, just beyond the full grass in the loaded cell, transitioning to little or no grass and some distance further changing into the LOD grass billboards. I wonder if this is some known bug and behavior, or maybe something is not working as it should. I've used NGIO prior to AE and I don't remember having this issue, but it's also possible that I've simply not noticed it.
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Thank you so much for your help. Using this texture makes a substantial difference, the LOD and loaded cell dragon mounds blend now as good as we can expect them. They don't stand out and I think look as good as the other LOD objects generated by DynDOLOD. comparison screenshots logs location Edit: comparison screenshots before the texture change
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It's in the same location as the one posted in my previous post, here is a new screenshot. I did check one other mound and it also showed the correct dirt texture (uncovered). log files
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It worked. The mounds look quite a bit brighter in the LOD, do you think it's simply the result of having different lighting in the LOD or partly because I need to generate a new TexGen with the new rules? Either way, it works. I compared the old and the new .ini file that you provided, I can see the changes but I have no idea what it does. Is this something specific to my load order and use, or a newly found bug? Thank you for your help.
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I tried clicking all around the area where the dirt should be, but it always selects DragonMoundBase. When I'm from a distance and the dirt cover is visible using the tll command makes the whole dragon mound disappear including the dirt.
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I need to correct myself again. The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD. Logs screenshot location screenshot Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads. Tried re-visiting those locations to reload the cells and there is no change.
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It was my mistake. I think it was caused by running the generation two times for Open Cities Skyrim, not knowing that it is not needed anymore with newer DynDOLOD versions. I discovered other issues as well before I found the new instructions page for OCS. Everything seems to work as flawless as it ever has. Thank you sheson for everything that you do for our favorite games.
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I think I found an issue with the dragon mound above Rorikstead. In the LOD it shows as unopened, but when the cell loads it is opened. I've also killed that dragon, but somehow I missed the sequence of it being raised by Alduin. I've used Version 3.00 Alpha 166 to generate the files.
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Does anybody know if Open Cities SE needs to be installed when generating No Grass In Objects cache? As far as I can tell by reading the changelog for Open Cities it makes no changes to grass records. (Edit: besides transferring the records to the Temriel worldspace I guess)
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Actually I just realized that when using xLODGen I probably don't need the LOD pack, but just to confirm, is there a reason to use it when generating the terrain meshes and textures using xLODGen? Thank you
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Assuming that the 3.0 LOD pack for Majestic Mountains is made for its newest version 4.02, is there a way to make https://www.nexusmods.com/skyrimspecialedition/mods/66844/ this mountain texture replacer work (recommended to be used with v1.84 of MM)?
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Thank you!
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I have a question about using two computers. I have a desktop with GTX 1070 (1440p) and a laptop with GTX 1060 (1080p). Up until getting the grass billboards with the 3.0 I've been able to load the same saved files on both computers and play Skyrim, having the exact same mods and settings. However, with the grass billboards my framerate on the laptop drops lower than I'd like. My question is, is it a good idea to generate the dyndolod and textures without the grass billboards on the laptop and use the same saved files as the desktop, which has the grass billboards? Thank you
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Ah. I remember you mentioned something about multithread before. Well it's great that this crash ends here. The Beta in the title of this thread together with our crash reports might have turned away some people from using one of the best tools they could possibly get their hands on for their game. I know we keep repeating ourselves, but thank you sheson.
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If not too much to go into, what was the problem? After all this time trying to find the needle in the haystack it has made me curious. lol
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I ran it again separately for LOD4, 8 and 16 a second time now just to make sure and still got LOD generation complete all three times.
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For the first time now I've been able to generate LOD4, LOD8 and LOD16 separately choosing the specific chunks using the .exe file you just provided. I was also able to generate all terrain mesh files and textures for all LOD levels without choosing specific chunks without any problems. I'm not sure what else to test, whatever you changed it seems to have worked. If you need to isolate the problem further you can post more versions of xlodgen and I'll be happy let it run and test. Anyways, this is awesome! Thank you
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It seems I'm getting a crash consistently with v80 regardless of the options I choose. Previously (v77 and v76) it only happened when choosing specific chunk for LOD4. Sadly I deleted the old version AND the output files I had, if still available it would be greatly appreciated if somebody can post the older v77 download link. Thanks