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mooit

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Everything posted by mooit

  1. This is what I was thinking, just limitations here, just wasn't sure if everyone else sees it, or it just depended on what grass/trees you are using. What grass/tress mods have the best LODs with less of this? THANKS
  2. Hi, I've spent a lot of time, trying to figure out if what I am seeing is simply just the way it is, or there's something I can do to correct this. I created a grass cache size of 70, and for DynDOLOD at present I'm using DynDOLOD 3 Alpha 122, LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1 for Veydogolt Trees. At what I thought would be just short distances, I see grass and trees rendering in the distance. These are my INI settings. Skyrim.ini fGrassFadeRange=14128 fGrassMaxStartFadeDistance=20000.0000 fGrassMinStartFadeDistance=400.0000 SkyrimPrefs.ini [Display] fMeshLODLevel1FadeDist=7000.0000 fMeshLODLevel1FadeTreeDistance=12288.0000 fMeshLODLevel2FadeDist=10240.0000 fMeshLODLevel2FadeTreeDistance=16384.0000 [Grass] fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=400.0000 fGrassStartFadeDistance=7000.0000 [TerrainManager] fBlockLevel0Distance=98304.0000 fBlockLevel1Distance=262144.0000 fBlockMaximumDistance=393216.0000 fSplitDistanceMult=4.0000 fTreeLoadDistance=108314.0000 Here's a video I made, at around 15 seconds, look up to around 11 oclock at the mountains, some of it pops into view and then the left of the windmill, grass coming into view. Here's another one with some grass and tress popping into view. I understand that the game can only render so much, but I would of thought with DynDOLOD at this short of distance, I wouldn't see this happening? THANKS
  3. I also posted on Nexus and received a reply; Those letters represent the sound that would correspond with the lip and mouth shape while talking. They're the Phonics sliders.
  4. So the top ones starting at DST are dialogue, and starting at N are mood? But I don't get/understand what these letters represent. It's really suppose to look like this, and we need to memorize this? I wish this would get a fix with a descriptive word, replacing the letters. hmm THANKS
  5. Hi, I'm running SSE 1.6.353.0 with Racemenu v0-4-19-11. I noticed in the racemenu, which I believe might be all for facial expressions, only letters show for some with no names. I only clicked a few, so I'm not 100% certain if these all pertain to facial expressions but I believe they are, like happy, sad, fear, surprised, etc... Is there a fix for this? I don't have any mods installed that add anything to the racemenu. THANKS Starting at DST... (Eee, Eh, FV, I, K) Starting at N... (Oh, OohQ, R, Th, W)
  6. So... After posting the 1st screen shot of my character above, two and a half hours later, now with Lovergirl Skin and Koralina's Eyebrows, and some playing around, here's my girl now. I'm really happy with the results and Koralina's Eyebrows, are really nice high poly too. P.S. This is going to now be my new face avatar LOL...
  7. Sorry guys and gals, I didn't try a little harder. I was a bit lost trying to understand where in the Racemenu to go. But I got it, and hopefully this serves as a good post in the future, for anyone struggling with High Poly Head. So, I now have a high poly head and brows and the eyes/makup also look so much better, not quite as beautiful as the other character, but pretty close. So here it is, under the Head - Face slider, it shows a high poly head. Then under the the Brow - Brow Type you can see I have high poly brows. Then I go into Sculpt to check if the head and brows are high poly. Then I save my preset and it shows High Poly Head.esm in it. Now, my question is, looking at the mods in the green in the preset, seeing high poly head, should there be a separate listing also showing high poly brows in the preset? Of course the screen shot does say; High Poly Head.esm (00KLH_FemaleHeadNord)... Also, I guess looking at these 4 screen shots, I accomplished using high poly head correctly? THANKS
  8. Hi, I'm running SSE 1.6.353.0 I installed High Poly Head 1.4; https://vectorplexis.com/files/file/283-high-poly-head/ And loaded a preset for my character, and then looked under the Face Slider and didn't notice any entry for high poly head. I also used the search in the racemenu and nothing. Does High Poly Head work in 1.6.353.0, and why might it not be showing up? I'm also trying to create better looking eye makeup around the eyes, and I originally created my character with only Vanilla Makeup HD installed; https://www.nexusmods.com/skyrimspecialedition/mods/24482 So I'm not sure if the look of my character's eyes are because of the vanilla racemenu or Vanilla Makeup HD, but the look around the eyes with the liner/mascara, etc, is creating a really thick black area, and to much eye color also around the eyes. I'm also trying to make all of the eye area more realistic looking, the skin, lines in the eyes, etc., I'm trying to give all of it a more realistic look like the eyes in the other character below, which I'm assuming I might need a skin mod. The only thing I'm using is Caliente's Beautiful Bodies Enhancer -CBBE- and Fair Skin Complexion for CBBE, which doesn't seem to be enough to make the face look more realistic. But I'm hoping I can acheive this, without having to install a huge list of facial mods. Here's how her eyes look; This is an example of what I'm trying to acheive with more natural looking eyes/skin/makeup around the eyes; Any help would be greatly appreciated! THANKS
  9. Ok, let me have a play with ACMOS and see what happens. The only map mod I have installed is Atlas Map Markers, could it effect this? THANKS
  10. I am actually using already 'Opt. 1 - Wider MCM Menu for SkyUI' from the mod Where is this config setting to adjust the aspect? THANKS
  11. Hi, I'm running SSE 1.6.353.0 at 2560x1440 on my monitor. I've been looking around, trying to figure out this issue, with no success. When I open the map, Dayspring Canyon, the last word of it is getting cut off, and I don't know how to make the whole word appear. It's showing in this screen shot as; Dayspring Canyon V THANKS
  12. There use to be a guide for Z-Fighting here; https://stepmodifications.org/wiki/Guide:Z-Fighting And if I remember correctly I adjusted the to this fNearDistance=25.0000 as mentioned in the guide as the highest setting to try. I believe fNearDistance=15.0000 is the default. I'll put it back to this value and see how it works. Since the Z-Fighting guide isn't there any longer, maybe those settings before are irrelevant? THANKS P.S. In Google's search it shows this; The normal value for the fNearDistance setting is 15.0000, and 25.0000 is the maximum approved value for this Guide.
  13. Hi, I'm running SSE 1.6.353.0 I'm not sure if this is a Vanilla issue, or there's a fix for this. For now, I've only tried this with the guards, since I was testing out different helmets, I wanted to get close to them to examine the helmets. When I got as close to them as possible, I noticed the textures broke up in various ways, and I could see through the npc. Is this a vanilla game issue, is there any fix for this? Here's one where their helmet broke up. This one, you can see through his back. This one, the helmet and face all broken up. THANKS
  14. I just realized he looks this way in Vanilla too. THANKS
  15. Hi DoubleYou, Ok, well, I haven't changed anything to make him look this way, if that is what you mean. I wasn't aware in the racemenu you could change the guard's eyes? I'm just trying to figure out if he's suppose to look this way, since in Vanilla you can't see the guards eyes, I was just trying to figure out, why he looks like this now. Every guard I've seen so far has the same color eyes, which makes me think this is an issue is all, maybe one of the mods I'm using, not sure. THANKS
  16. Hello, First I want to say, I started using Improved Closefaced Helmets, since it's mentioned in the Wiki. But WOW, Open Faced Guard Helmets, now you can see their faces/mouths. https://www.nexusmods.com/skyrimspecialedition/mods/4994 With both of these mods, I've now noticed that the guard inside Whiterun next to the gate, his left eye is not the same color as his right eye. Both guards outside have the same color eyes, so I assumed the guard on the inside is suppose to as well, so I'm not sure if he's suppose to look like he has an issue, or not. I've been going through my mods disabling them in MO2, trying to see if there's an issue here, so far, haven't come across anything yet, but still working on it. Has anyone else seen this?
  17. Hi z929669, Near Morthal on the shores edge, where you can see the boats. THANKS
  18. I figured it out, it's from Skyrim Landscape and Water Fixes; (I made a report on Nexus for it.) https://www.nexusmods.com/skyrimspecialedition/mods/26138?tab=posts&BH=2 THANKS
  19. Hi, I'm running SSE 1.6.353.0, and I noticed I have a Canis Root floating in the air. Has anyone seen this happening, and know a fix for it? When I looked at it with More Informative Console and then looked up the ID in sseedit, it shows with Complete Alchemy and Cooking Overhaul. But if I disable CACO it still appears in the game. Here's a screen shot of it floating.
  20. Ahh I forgot to edit the Grass Cache Fixes INI when I upgraded it. THANKS
  21. Hi, I'm running SE 1.6.353.0 I use these mods, I'm assuming the issue is from one of them, but not sure which; Skyrim Landscape and Water Fixes, Landscape Fixes For Grass Mods with Generic Grass Limiter, the Grass Cache, Folkvangr, which I've combined with Folkvangr - Grass Green Patch, and Tamrielic Textures. At Riverwood, I noticed an area near the shore, that at times when I load a game save, there will be more grass being displayed, and then if I Fast Travel, or load a different game save, there will be less grass appearing in the same area. Here I placed two red boxes where the grass will appear sometimes. Now I Fast Traveled to Whiterun and then back to Riverwood and the grass is gone from these two areas. I don't understand why this is happening?
  22. Thanks for the reply, I'm now using Folkvangr, which I've combined with Folkvangr - Grass Green Patch, and Tamrielic Textures.
  23. Hi, I'm using Alpha95 and I noticed when running DynDOLOD it showed probably a hundred lines of this in the output window; [44:37] <Note: Cell [CELL:080592E7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -2,-131) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:08059359] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -2,-130) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:0805935A] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -2,-129) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:08059394] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -1,-131) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:08059395] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -1,-130) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> Is this 'Out of Range' normal when using Worldspace Transition Tweaks? THANKS
  24. Modify Grass Tint/Brightness Guess I overlooked that before. THANKS
  25. Ok I see the change on the forum post, but I don't see any mention of this in the SSE Guide? Step Skyrim Special Edition Guide (stepmodifications.org) THANKS
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