mostwanted11
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Can you please clarify to me the difference between BB5 and BB6 grass billboards? I know BB5 is supposed to intersect 4 planes, so how many is BB6? And why is it that BB6 reacts much more naturally to lighting as opposed to BB5? I've tried numerous tweaks to BB5 and it always either reacted too much or too little during a certain time of day be it morning or night or 2PM. My first attempt with BB6 was a complete success however.
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No visible difference. Trees are: Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04, Treepineforest05 Maybe this is as good as it gets even if it's unsatisfactory? https://limewire.com/d/BiZvs#ox2IAAcOPN The TexGen tweak worked and the texture is fine, thanks.
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the test version seems to have fixed the random grass generation although t_tall_grass02 seems to always be tagged as false as for raising the alpha threshold, it seems that reducing the alpha threshold to 55 instead of 110 completely halts dyndolod's process. https://limewire.com/d/rtB3r#cCEfi6RJoW Logs1 is the logs of the generation before halving the alpha threshold and Logs 2 is after Also just to confirm we're on the same page, this is the value you're asking me to adjust right?
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Yeah it might be an issue with that particular mod. I will test with another version that I think doesn't have that issue and report back. As for the Grass, I don't think I can test a new output because it keeps telling me there's an issue with my drivers while generating the lods even though they're up to date. I had to completely trim my setup to the bare minimum in order to test the trees with that test version.
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Apologies, I don't have the experience (and sometimes the time) to do such things, I thought I'd just point your attention towards this issue as you've fixed it before with that exe you uploaded in May, but I was forced to update and thus removing that exe. I'll provide the grass mesh and texture here although I've provided a link of the grass mod in case you want to further examine it's contents. Good luck and sorry if I wasted your time. grass_big02.nif ng_c.dds
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https://imgbox.com/g/zGQAAwK2FW https://vimeo.com/manage/videos/1132434675 I don't see a difference personally. The one with grass is the previous output and the one without is the new output. Here are the logs from this version: https://limewire.com/d/etTx5#zaHozyTVTM I have another issue, it seems like Texgen generates grass lod textures seemingly randomly every time. For example, grass record groundcover.esp;00000819;t_grass_big02 sometimes gets flagged as ",false" and sometimes not. Sometimes a texgen output will have 315 grass lod files generated and sometimes it'll be 215. I have MinGrassModelVolume=0 and MinGrassModelHeight=0 in Texgen_SSE.ini because I think Texgen was ignoring the grass records of that mod because it's object bounds are weird? I recalculated them in CK and nothing changed(they were already calculated) until I set both of these to =0 but now they're being generated randomly I think. The grass mod: https://www.nexusmods.com/skyrimspecialedition/mods/139896?tab=description I generated 2 new Texgen Outputs right now using 196 and these are the results: First one: https://justpaste.it/41ymd and its logs: https://limewire.com/d/54fqR#ZlIln1Z8gT Second one: https://justpaste.it/4zy6a and its logs: https://limewire.com/d/59ViO#Y4riaVBo7D I noticed this because one time I didn't have any tundra grass despite generating grass lods. I ended up saving the grass lod files from the texgen output that had the most amount after several tries.
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It's an ESP I made. I will attach it. Export: https://limewire.com/d/YNN9L#MaDhS90Z9C NOTWL - Custom Replacers.esp
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https://limewire.com/d/qPoH7#nDxwbeR0GD Not sure if you need anything else, I can't find individual textures in my output, just the atlas
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Was this fix included eventually? Because I'm back to modding and the same thing is happening. Thin lods from a distance and normal when viewed up close. The mod is Nature of the Wild Lands and the Lods are from. Logs: https://limewire.com/d/8FIPB#Zsaz0sw28T Showcase: https://imgbox.com/g/AWZjPF5PdX Tree model: https://imgbox.com/g/LNDOGUkcaM
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https://www.nexusmods.com/skyrimspecialedition/mods/116792 What rule do i need to set in order to make this tree mod fully visible/rendered at all times?
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Fixed. Many thanks
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Tried with your file + the vanilla remastered snow branches - same issue Tried with your file + vanilla snow branch - same issue

