
samaelxx46
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Everything posted by samaelxx46
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Support for ENB Complex Grass In LOD
samaelxx46 replied to z929669's question in DynDOLOD & xLODGen Support
Hi, Thank you for your answer, i had not read the manual for the lod well enough, sorry. I have a mod that adds non-complex grass in another world than skyrim so i will do like you say, i generate the precache grass with the complex grass textures activated and i put Set ForceComplexGrass=0 in dyndolod ini to mix complex and non complex when i do my lod with dyndolod. For the first test i did last week for my load order with the mixture of complex and non-complex grass and the default settings hd grass, i had no errors about the generation of grass in dyndolod and i had this lod on the screenshot we see that there is no grass lod in the distance is this normal? https://zupimages.net/viewer.php?id=23/19/o4bt.png I'll start again tomorrow with your parameters to see if it's better.- 58 replies
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- SKYRIMSE
- complex grass
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Support for ENB Complex Grass In LOD
samaelxx46 replied to z929669's question in DynDOLOD & xLODGen Support
Hello, Is it possible to create a lod hd grass with a mixture of complex and non-complex grass? or should I rather make a lod without complex grass. Thanks.- 58 replies
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- SKYRIMSE
- complex grass
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Hello, I'm trying to get two grass mods to work together. Folkvangr - Grass and Landscape Overhaul and Cathedral - 3D Pine Grass - Full 3D Coverage. After generating grass cache texgen and dyndolod, for some regions the grass lod does not match. how does grass generation work? Does the order of plugins matter? If I put Folkvangr - Grass and Landscape Overhaul.esp after any other grass mod, does that assure me that the lod for folkvangr grass colors which differs from region to region will win out and get the lod well? I ask before trying because it is a long process to generate everything again Thanks.
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Hi, Thank you for your answer and sorry to waste your time, i should have read the description better. So if we adjust the brightness of the grass lod with the ini parameters; what are the texgen grass parameters for? I see in game as i said that it accentuates the luminosity or darkens the lod for the trees but no difference for the grass.
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Hi sheson, I have a problem with the grass lod. The color does not match between the load cells and the distant lod. I set DynDOLODGrassMode = 2 and GrassLargeReference = 1. In texgen if i play with grass: direct and ambient, i do not see any brightness diferrence in game after generation of texgen and dyndolod. On the other hand it works for the lod of the trees. How to fix this visible grass seam problem? Could you please explain the difference between direct and ambient? how to properly set these two parameters? Thank you.
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Hi, Thank you for your time. Yes i saw that this plugin is filled with error i have it compacted in esl and everything is ok now. All that's left is the problem with the dark forest of soltheim plugin, but that's okay i replaced it with genesis. I still leave you the log with the texture error if you have an idea where it could come from that would be nice. <Warning: Filename textures\effects\highfrequencynormals.dds does not adhere to file naming conventions used by Meshes\dlc02\landscape\dlc02ashdunevolcash01m03.nif Dark_Forests_Solstheim.esp DLC02AshDuneVolcAsh01M03 [STAT:0401A57C]> Nothing overwrites the texgen folder when I generate dyndolod. thanks. DynDOLOD_SSE purple texture log.rar
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Hi, thanks for your reply. I am doing everything correctly the only tree lod that doesn't work is the tree lod add by TheAutumnOfWhiterunRemastered.esp. Here is the warning that i have in the log. [04:35] <Warning: Warning: internal file FormID is a HITME: 0600FC90 (should be 0500FC90) TheAutumnOfWhiterunRemastered.esp [REFR: 5600FC90] (places TreeAspen05 [TREE: 0007614B] in GRUP Cell Temporary Children of WhiterunWindDistrictA02 [CELL: 0001BELL: 0001 ] (in WhiterunWorld "Whiterun" [WRLD: 0001A26F] at 5, -1))> I repeat it on the old version of dyndolod (2.85) the tree lod of this mod works very well and could be seen from afar. Tell me what you think. Thanks. DynDOLOD_SSE_log.rarDynDOLOD_SSE purple texture log dark forest of solstheim.rar Edit:i put more log in zip on uptobox https://uptobox.com/tena369hjd4j
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Hello, I have a lod problem with two mod that i did not have with the previous version of dyndolod, before version 3.0 which allows to generate a grass lod which makes it really good. For the Autumn of Whiterun v1.3.1 - NO LANTERNS mod(https://www.nexusmods.com/skyrimspecialedition/mods/10864) , the tree lod only appears in front, i no longer see it in the distance as with the previous version of dyndolod, what could have changed? is there a way to override this? The second problematic mod is Dark Forests of Skyrim - Solstheim Apocalypse(https://www.nexusmods.com/skyrim/mods/84511?tab=files), may be related to the generation of the grass lod. I have some distant purple textures which i don t have when I generate the distant lod with the versions of dyndolod before 3.0. I get around the problem by replacing the Dark Forests of Skyrim - Solstheim Apocalypse mod by Solstheim Genesis (https://www.nexusmods.com/skyrim/mods/82326?tab=files) and i no longer have a purple textures. But i prefer dark forest, where can this problem come from? I attach two pictures to show you the problem. https://ibb.co/PDx9wzB https://ibb.co/g4tzGSL On the picture of whiterun, it is the front aspens trees of the mod autumn of whiterun that pop up. I play on skyrim special edition. Thanks