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Chlam

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  1. Thanks. It works! I made the mistake of testing it without enabling my LODGen output and I was mistaking the terrain pop-in for grass pop-in as well. I recommend updating the guide to reflect this information though. Will help avoid confusion.
  2. I'm guessing TexGen isn't detecting the .cgid files. But I'm not sure why. They're both saved on the same drive (not my C:\ drive) and I turn off Windows Defender any time I'm running TexGen/Dyndolod. I'm on the very latest version of Dyndolod (build 106).
  3. Nope. Still greyed out. This is the file path of the grass cache mod I created: MO2\mods\Grass Cache\grass The .cgid files are in the grass folder.
  4. I generated grass cache. Everything went fine. I then created a new mod and moved the grass folder with all the .cgid files there. But when I fire up TexGen, the checkbox for generating grass billboards is greyed out. The Step Modifications guide for generating grass LOD says the following: However, funnily enough, the example image the guide provides shows the exact same issue I'm having (a greyed out "grass" option). I thought maybe there was something wrong with my grass cache. So I downloaded someone else's cache from Nexus. But I still wasn't able to select the option to generate grass billboards in TexGen. My output is almost identical to the one I downloaded from Nexus (~10,900 .cgid files at ~750 MB), so I don't think there was anything wrong with it. I do have an error in MO2 saying "invalid game data" for the grass cache mod I created since \grass isn't a valid mod path. But that's normal from what I've read. I tried telling MO2 to ignore the warning, but TexGen still doesn't let me select the option to generate grass billboards. I've tried generating TexGen and Dyndolod with just HD Grass checked off, but that doesn't produce grass LODs in-game. Everything else generated just fine though (trees, objects, etc.). I'm sure it's something silly that I'm missing, but I can't figure out what.
  5. Hey guys. I'm running into a weird interaction between Lux and Dyndolod. Whenever I have Dyndolod and Lux installed at the same time, my waterfalls flicker when I move the camera. Removing Lux causes the flickering to stop. Similarly, leaving Lux active but removing Dyndolod also causes the flickering to stop. These are the only two mods that seem to have an interaction (I went through my entire mod list disabling chunks). Example with Lux installed: https://streamable.com/e3tsbp Example without Lux installed: https://streamable.com/a0v731 Again, the flickering also goes away if I disable Dyndolod instead of Lux. They just don't seem to like being installed at the same time. Plugins load order: Mod list load order: The issue happens with both Water for ENB by mindflux and Water Mod by wSkeever. It happens with or without any ENB active. Inside Lux FOMOD, I've tried all the different optional effects (mists and fogs without effect lighting, without particles, SMIM meshes patch, nothing enabled, etc.), although I don't think any of those meshes would be affecting waterfalls. I've also tried placing Lux below TexGen_Output to let Lux overwrite it, but that doesn't do anything. I've tried starting a new game, as well as re-running xLOGGen, TexGen, and Dyndolod. I am using the latest version of Lux as well as Dyndolod 3.0 (build 79). Anyone have any idea what could be causing the conflict?
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