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Everything posted by MisterMorden
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xLODGen LOD 4 Optimize Unseen Comparison
MisterMorden replied to Mousetick's topic in General Skyrim SE Discussion & Support
Maybe just give us your thoughts & opinion in text though? -
Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4. I plan to test this assumption with a run tonight.
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Yea, I was just using "full" for LOD 4 with 3d Junipers & Beries as the billboard for it was driving me crazy upon switch out...but you are, of course, right it's a ridiculous measure.
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New version woyked for me too! Logs offered up in tribute (no bugreport generated): https://ufile.io/f/r7c6d Going to bed now but will check on the goodies tomorrow...thanks again, sheson!
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Also getting range check error sheson, here are my logs: bugreport: https://ufile.io/vceu2rdm dyndolod & texgen SSE logs: https://ufile.io/f/xbxm1 dyndolod & texgen debug_logs: https://ufile.io/f/rapl6
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Wow, so many changes! Thank you very much for your tireless work on improving this invaluable, irreplaceable immersion increasing tool for us, Mighty Sheson!!!
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These are the mountain ids that I have in the patch I've been loading after Dyndolod.esm that fixes the issue for me..I haven't noticed any other problem peaks. 00058823, 00058826, 00058827, 00058828, & 000688CB
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I do let the tool close on it's own, I don't know why the dyndolod debug didn't show up...I usually just hit "save and exit" and let it finish that. Sorry I didn't have that piece of info for you. If it helps at all, I have several tree and a couple mountain ids in the patch I made to make them visible inside Solitude that cover some of these non-USSEP fixed objects I can post when I get home this evening (might be more thorough to browse the cells in question I suppose).
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Potential sources of Light LOD issues?
MisterMorden replied to S-Matrix's topic in General Skyrim SE Discussion & Support
Looks like z fighting/large ref bug with a lod texture very different to the up close one. -
Ok, here's what I've found...loading "high" rules in the advanced mode, removing the USSEP mesh rules for the trees and using ultra lod did result in most of the trees behind the Winking Skeever remaining without vanishing when approached. There are still some trees further back behind these, though, as well as some behind Castle Dour that do still disappear when you get within a certain distance. When I discussed this issue with Mousetick a couple months ago, I also mentioned how 3 or 4 mountain peak/ridge/cliffs (also behind Castle Dour) had no lod representation when approached from the Blue Palace and would suddenly render into place. I'm guessing these other objects weren't addresses by USSEP (at least not the version I'm using which is the last one for 1.5.97) Anyhoo here are my logs: No bugreport generated Dyndolod & TexGen logs: https://ufile.io/f/kj4qh TexGen debug (there was no Dyndolod debug generated): https://ufile.io/rw2kbfzg I hope this helps, I really appreciate it!
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Hey y'all I'm running 128 right now with the rules in question removed, I'll be back shortly with results/logs.
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Reach tree LOD troubles with Happy Little Trees
MisterMorden replied to SirDibble2's question in DynDOLOD & xLODGen Support
You could try setting the full model for reach trees' level 4 lod and see if that bothers you less. I've had to do this for specific types of trees instead of using billboards or level0/decimated 3d lod before to get the look I wanted. -
This may not be the problem, but I will butt in and say that I was having pretty relentless crashes on the road in front of Honningbrew meadery and on the road that runs up the hill behind it until I installed "Grid Transition CTD fix" (the sse version on the oldrim page, there's also a Synthesis patcher). No real idea as to why this mod stopped the ctd's in that area cold but it's effect in my game is undeniable, fwiw.
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I want to do a playthrough with only this mod, lol!
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Stupid flickering causes bad quality LODs
MisterMorden replied to InsaneLion's topic in Step Skyrim SE Guide
Ah yes, this is what I forget...thanks z! You need the one here, in the requirements section: https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds "Requirements - DynDOLOD DLL NG and Scripts 3.00 Alpha-3 (Mega) overwrite DynDOLOD Resources SE, do not install older versions of DynDOLOD DLL or the papyrus scripts" -
Stupid flickering causes bad quality LODs
MisterMorden replied to InsaneLion's topic in Step Skyrim SE Guide
If you are saying that the large reference bug workaround check box is greyed out/uncheckable then some requirement is missing. -
Stupid flickering causes bad quality LODs
MisterMorden replied to InsaneLion's topic in Step Skyrim SE Guide
If you have the logs from your attempts, you can post them in the alpha thread and sheson can probably tell you what's wrong (the info on which logs to post is also on the 1st page of the alpha thread). However, the warning seems to be saying you don't have the Dyndolod dll NG and scripts 3.0 from the link in the requirements section of the large reference bug workarounds info page and you need that. -
Stupid flickering causes bad quality LODs
MisterMorden replied to InsaneLion's topic in Step Skyrim SE Guide
You would need to install all the requirements for Dyndolod 3.0, which are available on the first page of the Dyndolod 3.0 Alpha thread here on the STEP site. Once you are ready to run Dyndolod, there is a check box in the advanced options window that will allow you to use the large reference bug workarounds. Read here: https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds Also, read here for a detailed discussion on the topic: -
Stupid flickering causes bad quality LODs
MisterMorden replied to InsaneLion's topic in Step Skyrim SE Guide
You can definitely help by using the workarounds when generating your lod and report any bug findings back to the dyndolod 3.0 alpha thread. Sheson recommends that you not use the workarounds on an important save as it is still experimental. -
Stupid flickering causes bad quality LODs
MisterMorden replied to InsaneLion's topic in Step Skyrim SE Guide
Well, all we can hope for is the further development of the large reference bug workarounds that sheson is testing and hoping to incorporate into Dyndolod. -
Stupid flickering causes bad quality LODs
MisterMorden replied to InsaneLion's topic in Step Skyrim SE Guide
You can turn large references off by setting ulargereflodgridsize to 5 (IF your ugridstoload =5, as "OFF" for the large reference system means it is set to the same as ugrids). This will disable large references outside of ugrids so that the large reference bug (the flickering between lod model and full model because they both occupy the same 3d space) doesn't happen. -
Ah, ok. I understand.
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Bard's instrument playing animation bug?
MisterMorden replied to MisterMorden's question in General Skyrim SE Support
Hello! Apparently there are more mods that can cause it, unfortunately. Things that affect navmeshes and npc markers are the most suspected culprits but as with DMT's NE, the mod's name may belie the location of all the changes it makes. I'm afraid the only way to know with your particular modlist is to deactivate 50% at a time until you narrow down the one (believe me, I have almost 1400 and it took a little bit). If you happen to remember approx. the time the issue began, you maybe able to look at your installs from that date first. Good luck!

