
mattski123
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Everything posted by mattski123
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Hey, so I have an update from the mod author of the nifs, you know him as Corsafire1. He said this when I brought up turning those "empty nifs" from BSXFlags into BSFadeNodes: Will this alpha be updated to skip/handle the BSXFlags root? Especially for "empty" nifs. Here's the example mod at hand: Remove Small Rocks But my nif errors would have been received from: Remove Dust Fog Smoke Mist Glow
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I tried the NiExtraData option, then the Bethesda option came up, but no BSFadeNode as you can see here: All of the things I'm saying are relevant to the ways to fix errors relating to DynDOLOD. I'm going off the instructions and doing all this using DynDOLOD 3 Alpha-94. And this is in NifSkope, but what I'm saying is i don't have an option for what the instructions are asking of me. Also, please see my second issue from my previous comment. I would very much like to know which thing to delete in xEdit. Thank you.
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unfortunately it doesn't have that bethesda option when I right click. And you can see it doesnt show ninode. my options after rightclicking convert are: NiExtraDATA & NiIntegerExtraData. Which one should I do? Also, one more thing to add, when going into xEdit to delete references, what am I actually deleting? I have which are both static placed objects, do I delete the object? Because I can't delete the z position.
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Hey, regarding Root Block, I got this, right? However, these .nif files are things like this: https://www.nexusmods.com/skyrimspecialedition/mods/38196 and https://www.nexusmods.com/skyrimspecialedition/mods/18437. Where when looking at them through nifskope most of them look blank like this: https://imgur.com/a/JrrVcMe How do we fix these? As these sorts of mods essentially just remove all features of that texture. And there's no [0] NiNode, select Block, Convert, Bethesda option.
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It wasn't repeatable no. Thanks man!
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Logs: https://ufile.io/n41v5fse Hey, how do I fix this? It only came up nearing the end of the run. [Main Instruction] Checking for errors failed Access violation at address 000000000041A1A8 in module 'DynDOLODx64.exe'. [Content] Read of address 0000000000000000 for arnima.esm [REFR:1324715B] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of [CELL:13008426] (in arnimaDUPLICATE003 "The Reach" [WRLD:13000D62] at 2,-8)) [Exit DynDOLOD] Also, these CMD exes were hanging for ages (5-10+ minutes after selecting exit dyndolod). Not moving but going up and down in performance on task manager. Also, notice how my log files are HUGE! Like, what? Also also, seeing as precaching grass isnt working for AE, what's your suggested workaround?
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Sweet man, to answer your question: and after reading the documentation, I did understand a bit better, but if I want the best of the best performance when selecting mode I still don't quite understand which one will provide the better occlusion data performance. Could you elaborate on that please?
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I'm using xLODGen, which mode will end up providing the best in-game performance? And is there a radius that you prefer to use other than 100?
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I have tried hunting what I'm looking for, but didn't find it. Decided I'll make a different post to not bloat up this.
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Can Not Copy Resource / The system cannot find the path specified
mattski123 replied to ravenRpg38's question in DynDOLOD & xLODGen Support
My usual fix is to restart the PC. -
Sorry man, I trried googling and struggled to find the info I was looking for. Everybody goes on about "distance terrain" but I want to expand my loaded area. Where can I find resources for that?
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My bad >.> left it on. Also, how do I remove these nasty shadows? Also, I highly recommend using Perfect Terrain LODs noise as one of the main options, as the other noise files for me made my terrain a bit "wonky" for lack of a better term.
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My bad man, has been fixed... Sorry again. Also, which settings in what ini's will increase LOADED cell distance? Because I want to have higher quality from farther away.
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Thank you! I read both logs, and couldn't find the lines you said mentioned what was not allowing the terrain LODs to generate. Also, the noise.dds from Rigmor of Cyrodiil - Reboot should be enough in terms of the noise, right? Or do I need to use one of the 3 mentioned noise files? Because, it seems the HD Terrain Noise overwrites the Rigmor one. Or vice versa.
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Would you suggest, or do you think that we need this mod Cathedral - Improved Mountain LOD and Z Fight Patch (WIP) all when generating LODs? Or would it be unneeded from 3,0 onwards? Also, is there a way to always/automatically ignore the message that comes up when generatingLODs for Gray Cowl? Because its very annoying each time. Specifically without having to click "ignore" once the generation starts.
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I followed the main posts instructions with this one. Few queries: 1. How do I get the terrain lods to look exactly like the loaded cell lods? https://imgur.com/a/fbtAeq8 2. Is there a way to eliminate the brightness of the rock in the first picture to better fit its surroundings? I also made sure to turn off Tamriel Terrain. Here's logs if that helps: https://easyupload.io/m/pefxye
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Hey, when generating terrain underside, is that for the terrain DIRECTLY under the grass (literally the ground) or is it somethign else? I found that I was missing a patch of land when I tested it out, but wanna know if it's worth it. If that's not it, what settings change the quality of the ground LODs? I just don't like the blurry quality that I'm receiving when I generate it. Would increasing Near or FarGridToLoad change this?
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If I understand this right, 3 would be if I wanted better culling, is that right? And does it improve the quality of the LODs?
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I see, and I read the documentation but didn't see anything refering to perfromance changes. If I want better performance in game which do I choose?
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Will having the mode on 3.00 set to 3 increase performance in game compared to mode 1 & 2? I know 2 is default, but just wondering.
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I stand corrected. I am very sorry for the inconvenience. Thank you for telling me.
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But I've done all that. All is done. What am I doing wrong?
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According to the instructions, the reason the option is disabled is because the requirements aren't met. And I've been generating the object LODs fine. So, how do I fix this grass issue? When I precached grass I had it set to: DynDOLODGrassMode = 1. And all the rest is correct. It found 27807 grass cache files.
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I see. But how do I fix my grass and landscape which you saw in my original post? I wanna have the primest setting suggested for those distances and to load grass from that far away. Also, do I need a grass mod??? other than what I already have.