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Everything posted by mooit
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SSE 1.6.1170 or MO2 Now Making Skyrim.INI Folder?
mooit replied to mooit's question in General Skyrim SE Support
Ok thanks z929669 -
SSE 1.6.1170 or MO2 Now Making Skyrim.INI Folder?
mooit replied to mooit's question in General Skyrim SE Support
I came back to 1.6.1170 today, hoping it's been out long enough, and hopefully enough mods have been updated for it. It brought me back to thinking about this... So that is correct what was mentioned on GitHub, outdated mods needing to be updated, which are creating this? THANKS -
Hi, Something I've been meaning to ask... I've noticed when I run TexGen as an example back to back several times, on the same exact setup, with no changes to my load order or the mods installed, and no changes to TexGen, when it has completed and says; Waiting for Texconv to convert textures The numbers always changes like; Waiting for Texconv to convert 8 textures Waiting for Texconv to convert 2 textures Waiting for Texconv to convert 4 textures Waiting for Texconv to convert 12 textures I don't understand why this change in converting textures, why aren't the numbers constently the same, if there aren't any changes being made on a setup, or any of the settings? THANKS
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Oops my bad, wrong Log file, here's the Debug. https://www.mediafire.com/file/mrr3artw53ihdvt/TexGen_SSE_Debug_log.txt/file Ok on Alpha Channel... BC7 Max was only 1-2 minutes longer to generate for me with TexGen. I'm going to give Veydogolt Trees - LITE a go this time around... THANKS sheson
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Hi sheson, Here's my lastest TexGen Log. https://www.mediafire.com/file/vgc0yddbl71yqun/TexGen_SSE_log.txt/file I've been using the TexGen_2.2.0_QHD settings listed on the SSE StepWiki, here's a screen shot of TexGen with the last settings I've used. I was either not paying attention in the past, or I forgot. I thought before whatever you used for iMinGrassSize, was the same number you used in DynDOLOD. The last run of DynDOLOD, I was using for the INI iMinGrassSize=60 and DynDOLOD at 45%. I understand not reaching 60FPS, isn't good... In 8 years of modding Skyrim, balancing mods and settings, to push SSE to it's limit, to achieve the highest levels of realism, certainly has been a challenge. THANKS for all your time sheson, it's greatly appreciated! Keep up the amazing work, you make Skyrim a better place, and I'm grateful for what you do!
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Hi sheson, Removing fixLOD.esp didn't change anything, I also never noticed any issues before using it either. I used BC1 for all the settings before in TexGen, the sceneray was to grainy looking. alpha, specular, the Diffuse alpha in TexGen? How about Diffuse DXT1 and Normal BC7 Max for TexGen? I certainly considered this as a Performance Issue, but, I assumed a Ryzen 5 5600X, 32gb ram, SSE, 3080 10gb @1440p could more than handle my setup. In the screen shot, this is all I run at 4K, along with Atlantean Landscape 4K. The rest of my setup is 2K... Oh, I use 2K for TexGen, and DynDOLOD_2.2.0_QHD settings on the SSE StepWiki. I get how using some of these 4K mods can take a hit, and Nature of the Wild Lands with 3D LODs is seriously a heavy hitter. But I still thought my setup would handle it ok. THANKS sheson for all your time and help, it's greatly appreciated! P.S. In regards to DynDOLD Grass Density listed as percentage, if we used 60 in the past for lower density, what percentage would that be now in DynDOLOD? And whatever iMinGrassSize is, does this DynDOLOD setting need to match it the same as before? Right now I'm using iMinGrassSize=60
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Hi sheson, Ok for fixLOD.esp, and I recently installed it, I never had any issues before, I just installed it to be safe is all. At the moment I'm using Nature of the Wild Lands with the Nature of the Wild Lands 3.0 - 3D hybrid LODs and regions addon I can't remember if I mentioned this, but I recently started the game Vanilla with no mods, and then saved it at the exit of the cave at Helgen as a prisoner. Then today I ran over to Whiterun and saved the game there. When I walked out the gate, the scenery was gone in the distance. My frames were only like 44 FPS, which makes me think optimization on either my setup, or the NOTWL 3D LOD. Of course NOTWL is a big/heavy tree mod, so it's going to hit hard. There is 'NotWL - textures in lower resolution' which I tried, but it didn't help. I certainly understand the balancing act with mods and texture resolutions, but if a Ryzen 5 5600X, 32gb Ram, SSD, with a 3808 10gb @1440p can't handle this, the rhetorical question is, what can. Here's a screen shot I just took using NOTWL with the 3D LOD, and as you can see, the distant scenery is blank. If you look closely, this is not only the trees are gone, but the mountain texture and buildings. And then as I stood there it all started popping into view. I almost forgot to mention, I am using Parent Child Low. I can't remember if I was using it when I originally posted this, not sure if this could cause problems like this. P.S. I went back and put both the diffuse and normal in TexGen on BC1 and I didn't see this issue, but it has to much grain look.
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Hello sheson I've been running back into the issue I reported before at this post. Since I made the report, I've been playing around with several other tree mods, Happy Little Trees, Fabled Forests, Nature of the Wildlands, as well as Veydogolt Trees that I originally saw the issue on. Just released yesterday there is Nature of the Wild Lands 3.0 - 3D hybrid LODs and regions addon I also noticed the same issue when using the Nature of the Wild Lands 3D LOD, and recently when I reinstalled Veydogolt Trees I started to notice the same issue again. Nature of the Wildlands with the 3D LOD, and Veydogolt Trees are the only two I see this happening on. At present I'm on DynDOLOD Alpha 182, DynDOLOD DLL NG and Scripts Alpha-33, and DynDOLOD Resources SE Alpha-53 LOGS: https://www.mediafire.com/file/ko3vl112z5hc245/DynDOLOD_SSE_Debug_log.txt/file https://www.mediafire.com/file/4d8cdddqu358aqg/DynDOLOD_SSE_log.txt/file THANKS
- 290 replies
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Error: OpenGL: framebuffer objects unsupported
mooit replied to Kattmandu's question in DynDOLOD & xLODGen Support
Hi, I just wanted to report, I'm using DynDOLOD Alpha 182. I'm on Windows 10 Home 22H2, Nvidia 3080, drivers 560.94 and I'm not seeing this issue, and my TexGen_SSE.ini is all default settings. I wonder if those experiencing this are on Windows 11? If I run into this later with newer drivers I'll report back, as well as then making the INI settings. THANKS -
On a side note... Are you using the latest version of No Grass In Objects ? Also, when the grass is being created, are you pressing the tilde key and opening up the console to watch it? I have noticed in the past on many different mod setups, that when I open the console it crashed a lot. Now I keep it closed and it creates the grass without problems, just the usual crash and restarts it will do on occassion.
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Looking Over Wall In Whiterun - Farms, Windmill, Walls, Terrain Gone...
mooit replied to mooit's question in DynDOLOD & xLODGen Support
Hi sheson, Ahhh I wasn't paying attention to that option, my bad. I thought my setup was messed up. THANKS and it's greatly appreciated all you are doing! Keep up the great work! P.S. It works, but the High setting really hits hard on the ole GPU jacking it up... I later went back and put it on Low and the GPU was fine and it looked great! -
Looking Over Wall In Whiterun - Farms, Windmill, Walls, Terrain Gone...
mooit replied to mooit's question in DynDOLOD & xLODGen Support
Hi z929669, Hope all is well! THANKS! https://www.mediafire.com/file/yedqlfuiiuoqexm/DynDOLOD_SSE_Debug_log.txt/file -
Hi, Here you can see the giant campfire, the castle in the distance, and the tower on the left. On my setups in past without DynDOLOD, I can't see the castle at 11:00 oclock in the distance. I'm just posting this screenshot, to show objects are rendering far out in the distance. Here's a screen shot outside the interior of Whiterun on the mountain side, you can see the farms, walls, windmill and terrain is rendered. Now inside Whiterun looking over the wall in the same area. I know that inside Whiterun is a different Worldspace/Cell then outside, and I've setup xLODGen, TexGen, DynDOLOD correctly from the STEP guide and my INI files are set up from the Step Guide too. So I don't get why these objects aren't visible inside Whiterun looking over the wall, when the Castle in the distance, in the first screen shot is visible, and it's ever further away. I recently have been switching over my setup for Parallax and I'm using Atlantean Landscape -Complete- Complex Terrain Parallax I don't know if Parallax could have anything to do with this rendering issue like this... Here's all the Parallax mods on my setup...
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NPC Sweeping - No Broom Appears And Other Glitches
mooit replied to mooit's question in General Skyrim SE Support
No word since I posted a Bug Report on it... I hope this will be resolved... -
Ok thanks... I should of just stated before, I was only concerned about the screen shot. Of course as long as I've modded I've cleaned the masters before... I was just more concerned with SSEEdit, because I thought it always showed Skyrim.esm at the top, but it's been so long since I messed with this, I forgot. And my bad too for not remembering you don't clean Skyrim.esm, of course LOOT shows what plugins are dirty too. THANKS
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Hi, It's been so long since I've looked at AutoClean in SSEEdit, I can't remember, but I thought in older versions of SSEEdit Skyrim.esm was listed at top? Update.esm is the first listing. If I try to expand clicking on + I don't see Skyrim.esm being listed... If I run SSEEdit Skyrim.esm shows up at the top. I saw this older post on Nexus that shows Skyrim.esm listed at the top and under File Order as the [GameMaster]. Look at the Update.esm Spolier on the page... https://www.nexusmods.com/skyrimspecialedition/articles/1037 Did this change in 4.1.5f? I wanted to do an AutoClean, and I wanted to make sure Skyrim.esm is being cleaned, at least if memory serves me correct it's suppose to be cleaned, besides the controversy over cleaning Masters... Hmm I'm loosing my mind here LOL... THANKS
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Ahh spelled the loot clutter wrong... LOL THANKS
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Seeing more Iron Helmets than Steel Helmets, you mean as LOOT laying around? To be honest I have never done anything in SSEEdit, never learned it. All I have been doing is moving around some plugins in LOOT to change the load order, then run Wrye and create the Bashed Patch, nothing else. Basically you could say, I am only using Wrye to keep the place of the the load order of these plugins, rather then trying to get them sorted in LOOT. But then I did like the idea of the Leveled Lists, supposedly a good perk of using Wrye. I used the Bash Tag Generator to add bash tags; https://www.nexusmods.com/skyrimspecialedition/mods/97963 I read online someone mentioning; how changes to a leveled list are incorporated into the bashed patch depends on the bash tags I also read this; https://wiki.nexusmods.com/index.php/Bash_Tags_and_the_Wrye_Bash_Patch Note: A Bash Tag should only be applied when it is important that the plugin's change to whatever the Tag relates to is preserved. If a change your plugin makes is not important to the functioning of your mod, do not add a Bash Tag for it. Doing otherwise negates the purpose of the Bash Tag system. Not knowing what I was doing, I added a lot of bash tags. I'll just put back my backups with all the plugins default from the mod authors without any added Bash Tags and do this all over. I just have to assume that the tags the mod authors add are good enough... THANKS
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Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Well I changed again, this time to Atlantean Landscape and with it's latest update it has corrected a lot of the issues I was having before. I see there have been talks on the differences over Skyrim Landscape and Water Fixes and Vanilla Landscape Corrections. I'm using SLaWF, been using it since it started... THANKS -
Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
After banging me head around LOL I have another computer that's running SSE off Steam, 100% Vanilla! These are Vanilla Seams... ahhhh sheesh so much for this adventure LOL... The cave you come out of in the beginning of the game as a prisoner, I ran down the road, at the bottom it then bends to the right. Then I went straight across the woods and out over to the mountain side. Here's a screen shot with a red star, for the direction I went. Then where that red star is at in the previous screen shot, this is the peak you come to. And if you go out to the peak just a little to the right, you will come to the cliff edge where you can look across to a landscape, and to the right of where you are standing, this is the area with the seam(s). Here is this screen shot, there's a difference in color between the terrain and mountain cliffside/edge, it doesn't even blend good. Depending on the weather mod, time of day and enb, you can really see the colors clash... Behind me in this screen shot, the entire mountain range area is full of vanilla seams. There's also no blending of rocks in the snow. I thought in the latest ENBseries EnableTerrainBlending took care of this? hmm -
Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Hey guys! Well I gave up, so many seams in this game, driving me crazy. I was using Tamrielic Textures SE 1 - Landscapes and Tamrielic Grass. Today I went over the SSE Step Guide and comparing to what I have installed and cleaned it up a bit. Then I installed Cathedral Landscapes instead, thought I'd have another go at it. To be honest a lot of Tamrielic Textures is really amazing, but these seams, I just can't handle it. LOL When I looked at the SSE Step Guide, Skyrim Landscape and Water Fixes has really Low Prioirty, the way I see it in that Guide, and I personally always use to give it higer priority to let the mesh overwrite pretty much everything, and for the plugin, I just let LOOT sort it. I thought Skyrim Landscape and Water Fixes should have higher priority and let the mesh overwrite everything? THANKS P.S. OH, I just realized looking over the SSE Step Guide, for Skyrim Landscape and Water Fixes Majestic Mountains isn't listed/checked? I've always checked it, and I'm not using any STEP patches, so I assumed I should check it? -
Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
After I posted this, I just realized if I move my mouse around a little, and click on the same area using Informative Console, I get different output. It will say trees, clouds, mountains, etc.. And I'm like, why the heck is it telling me different things for the same area? Well when it said Tamriel Underside in the screen shot, I just naturally assumed. But later I kept clicking and it then said MountainRidge and MountainCliff. So this just seems like different parts of Majestic Mountains, but what I don't get is why it has to so many seams to it. In this screen shot I put red X marking a hude area of a seam(s). Are there still a lot of seams in the mountains, even with using Cathedral Landscapes? -
Hi, I'm using SSE 1.6.640.0, with DynDOLOD Alpha 173. In DynDOLOD I used Quality 8 Height 500. I just noticed what appears to be the Tamriel Underside popping out of Majestic Mountains in several areas, creating seams and not blending in. In the below screen shot, the Tamriel Underside is at the bottom edge, you can see the differences between the two. How do I get this to blend? For xLODGen, TexGen, DynDOLOD, I'm using the same settings as the Step Guide. I'm using Wrye to create a Bashed Patch, when I create it, I have xLODGen, TexGen, DynDOLOD disabled, should they be enabled when creating the Bashed Patch? Also, should the Bashed Patch, be lower or higher priority over DynDOLOD? I also disabled the Bashed Patch, but it looks the same... In the ENB I have EnableTerrainBlending=true, which I thought took care of issues like this... hmm Could this have anything to do with SSE Terrain Tamriel? https://www.nexusmods.com/skyrimspecialedition/mods/54680 THANKS P.S. Maybe this isn't the Tamriel Underside, I don't really know. I played around with the DynDOLOD Tamriel Underside settings of Quality Height, it didn't change anything.