Jump to content

mostwanted11

Citizen
  • Posts

    80
  • Joined

  • Last visited

Everything posted by mostwanted11

  1. 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.
  2. adding a persistent tree fixed it thanks
  3. 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?
  4. created a new worldspace in CK and made a lod settings file for it using CK also, generated the terrain lod using xlodgen but for some reason it's undetected by dyndolod? I haven't changed the editorID or anything dyndolod test space.esp DyndolodTestTundra.LOD
  5. 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.
  6. 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
  7. 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.
  8. It's an ESP I made. I will attach it. Export: https://limewire.com/d/YNN9L#MaDhS90Z9C NOTWL - Custom Replacers.esp
  9. 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
  10. 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
  11. Where are these numbers saved? the direct/ambient ones at least
  12. 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?
  13. Tried with your file + the vanilla remastered snow branches - same issue Tried with your file + vanilla snow branch - same issue
  14. the provider for it is https://www.nexusmods.com/skyrimspecialedition/mods/134352?tab=files Vanilla (Remastered) Part 3 Enhanced Vanilla Trees SE-Custom Trees 2K (ver 2.2.2) The options are Default > Custom Trees Large > Vanilla ie None, Vanilla (enhanced), SFO Aspen unticked > Realistic aspen trees unticked, SFO Snowy Pine Trees unticked, Custom trees options unticked
  15. another issue though, TreePineForestSnow05 and TreePineForestSnowL05 seem to have very dark 3d lods while the others are fine. Using EVT Lush Custom. https://limewire.com/d/7pHDM#K5E4n0W7dr https://imgur.com/a/FLAJJN7
  16. creating a bunch of rules in dyndolod using the nomat flag fixed the issue, thanks a lot
  17. Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned
  18. My glacier lods keep receiving an ugly snow shader even though I have disabled the snow shader on them with BDS 3 https://limewire.com/d/5FJbb#yfNtr8EwNx
  19. https://imgur.com/a/2RYgrPo Fixed, thanks!
  20. can i just regenerate a new output with this? it takes like 5 mins tops to generate and test sovngarde world anyway, and if it works, i'd like to use it for all the worlds
  21. https://easyupload.io/pil0al https://imgur.com/a/tcPL72c The two pictures I am attaching here are LOD models, just far away and up close. They are visibly MUCH skinnier from far away than up-close. I am wondering why this happens to me when the rendered full tree model is completely fine mipmap wise. The mod's name is Nature of the Wild Lands.
  22. Off the top of your head, what could be making 3d lod tree mipmaps look significantly worse across two setups using the same tree mod?
  23. https://ufile.io/kxe8o99l https://www.nexusmods.com/skyrimspecialedition/mods/139896 if i crop the complex textures, they dont get skipped anymore and the file i made i put in the logs, but i put it in mo2 in data/dyndolod/
×
×
  • Create New...

Important Information

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