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MisterMorden

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Everything posted by MisterMorden

  1. Just wanted to point out that there are some really nice bark & foliage addons for HLT out now that may make it fit the look of STEP/vanilla plus a little more. Skyland Happy Little Trees Bark - https://www.nexusmods.com/skyrimspecialedition/mods/82491?tab=posts HD Reworked Tree Bark - Happy Little Trees - 16k 8k 4k 2k - https://www.nexusmods.com/skyrimspecialedition/mods/81822 Happy Little Trees Patches (I use the desaturated branches w/alt snow color 1) - https://www.nexusmods.com/skyrimspecialedition/mods/57363
  2. Did you try clicking "visible when distant?"
  3. "added checkbox to make trees large references" Whoa.....
  4. One thing to be aware of...having the distant animated mists in this mod active caused the flames of my giant camp fires (and occasionally some smaller camp fires) to not show up consistently. Only the glowing embers and smoke would be visible with no flames. Turning this off in the MCM brought the flames back instantly. I also use Obsidian Mountain Fogs, though, so I'm not 100% sure that having both active simultaneously wasn't the issue. Kojak said they were compatible on the mod page. Just my 2 cents. Edit - Using Embers XD by the way.
  5. I'm kind of thinking in the same direction
  6. That's where I got the NiPointLight (Name: PTLight) as the possible relevant object (net script framework crash log, as I'm on 1.5.97)
  7. Thanks, Z...I'm just now finding that when I don't use my enb preset (Pi Cho), just the binaries, the crash isn't seeming to happen. Could an enb preset cause this?
  8. I'm having a super annoying ctd sometimes when I fast travel to or enter Solitude. The thing that keeps getting mentioned in the net script framework logs possible relevant objects is NiPointLight (Name: PTLight). Has anyone here seen this node in a certain type of mod before so maybe I can narrow down my problem? Any help would be so much appreciated, thanks!
  9. 2 options: You can adjust the direct and ambient lighting settings in TexGen or you can adjust the "Vertexcolor multipliers for tree LOD models used in object LOD" settings in the Dyndolod_SSE configuration settings. You can read about these in the manual. edit - actually, not my place to blurt out amateur hour answers, my apologies...this forum is for official support.
  10. Ok sheson, I finally was able to get my latest logs (106 alpha, no bugreport generated). This was with the none, none, none, none, far full, unchanged mesh rule for giant campfires. The other reference dropdown options didn't resolve the issue of the no flaming lod. I have also included a link to some screenshots I took of walking through the issue. I'm also currently in talks with the author of embers xd to see if it may be a mod issue. I hope this information redeems my speculative past posts somewhat, lol. logs: https://ufile.io/f/8qbp2 pics: https://imgur.com/a/TSzVR6d Thanks again for your help!
  11. Ah, ok thank you DY I will check that. edit - No, they were already set there.
  12. What I meant was ini values with LOD in the names. I didn't mess with anything under [TerrainManager], but I did try increasing fLightLODMaxStartFade, fLightLODStartFade, fLODFadeOutMultItems, fLODFadeOutMultObjects, fLODFadeOutMultSkyCell (although I didn't hold out much hope with these). I wouldn't push my fBlockLevel0, 1 & Maximum past where I have them now (75000, 165000 & 335000 respectively).
  13. Thank you. MIC showed the name of the model (giantcampfire01burning.nif) when I clicked on the lod. I also did try to greatly increase LOD associated ini values but there was no change. I did not, however, compare the dyndolod plugin's base record to the original...I will try to do so. Any suggestions on what differences I should be looking for? I will also try using "original" for the reference setting. Thanks again for always trying to help with our issues!
  14. Really weird, but the best I can seem to get with the giant campfires is that sometimes the flames appear on the full model lod and sometimes it's just the glowing embers with no flames. The same campfire will sometimes have flames and sometimes not when viewed at different times. I tried using "replace" instead of "unchanged" however then the flames didn't ever seem to appear on the lod model nor would they erupt when I got close...just remained a glowing pile of logs. Also really weird is that even using "unchanged," every once in a while the flames wouldn't appear once the cell attached. It's like my lod aren't fully initializing nor unloading 100% of the time. Clicking on the lod models using MIC did indicate they were from Dyndolod.
  15. You got it.
  16. Should I be checking Force Dynamic or would that give me 2 models coexisting? Edit - would the campfires have to be set as "is full LOD" and/or "persistent" for the previously mentioned mesh rule to work the way I'd like it to? I haven't looked yet, but the mod author of Embers XD suggested I try setting "is full LOD" flag on the campfires so I'm assuming they didn't do that.
  17. I thought that's what I was doing by putting none, none, none, none, Far Full? Am I supposed to be putting that + Force Dynamic checkbox? I was only using Unchanged for the reference, so I can change that to Replace. Thanks for your help with this. Edit- Oh I should be using full, full, full, full, Far Full?
  18. The giant campfire lod switch is a little jarring for me as I use Embers XD mod and the lod model and full model look quite a bit different. I tried using the mesh rule level4 - None, level8 - None, level16 - None, level32 - None, Far Full and I get the full model giant campfire logs and glow however there is no flame effect until the cell attaches. This still transitions a little better to my eyes, but I was wondering if there is a way to get the flames to show as well or is that strictly limited to the giant campfire lod included with Dyndolod resources?
  19. Hey sheson, I got a ctd after generating terrain lod and my net script framework had a crash log points to this file: Textures\Terrain\Tamriel\Tamriel.8.24.0_n.DDS. Haven't ever had a ctd due to terrain lod before that I remember. I'm using the newest beta. What files should I upload for you? here are the logs generated in case you need them https://ufile.io/f/5141a
  20. Ok, to report back, after much testing the culprit for my issue was DMT's Northern Encounters SE. If I'd been smart enough to actually read the posts and bug reports on the modpage I'd have seen that it has a lot of issues and needs patches for many mods.
  21. Thanks, that's my next step I guess...lotta clicking to look forward to.
  22. I'm looking for some help...I'm noticing an issue that I can't remember if I had before and am now just noticing or is from a new mod. The bards in inns and taverns in my game will announce a tune and start to whip out their instrument and then the instrument will vanish from their hands. They will return to a standing idle with hands at sides and proceed to sing the song while the instrument's audio is heard. I could swear they used to play their lute or drum or flute for at least lost of the song (I think)? I've read all sorts of thoughts on the matter and have tried disabling many of my animation, AI, and navmesh editing mods then starting a new game with AS:LAL in the Bannered Mare to check if it's gotten better, but so far nothing has helped. Anyone experience this before and/or have any insight into what the problem might be? I'd really appreciate any help with this...thanks for reading!
  23. Woot! So far so good, these seem to have alleviated my issue! Still running around if I see anything again I'll let you know. Thank you!
  24. sheson, will the new version make any changes to the scrips based on the improved results seen with the papyrus tweaks mod you'd suggested? I tried playing a few more times with it's settings turned up above default and while the lod blink in finished faster and happened less often, I do still see it a bit when exiting child worlds. I did generate my underside mesh with higher quality settings (4) the last time I ran dyndolod...could the drawing of that mesh be part of the issue?
  25. Just downloaded this and tried it at default settings and it seems to have helped quite a bit. I still get a tiny blink when coming out of Windhelm, for example, but I don't seem to get the issue much/at all when fast traveling to an outdoor location.
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