-
Posts
539 -
Joined
-
Last visited
-
Days Won
3
Everything posted by mooit
-
Balancing Grass Distance Colors?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I haven't seen this in any guide, I only saw this mentioned here on the forum. Support for ENB Complex Grass In LOD - DynDOLOD & xLODGen Support - Step Modifications | Change The Game Where are you referring to, to refresh where? THANKS -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I followed the guide here; Guide:Z-Fighting - Step Mods | Change The Game (stepmodifications.org) And I am using these settings and it seems to be helping. SkyrimPrefs.ini [TerrainManager] fBlockMaximumDistance = 500000 fBlockLevel1Distance = 140000 fBlockLevel0Distance = 75000 fSplitDistanceMult = 4.0 [Main] fSkyCellRefFadeDistance = 600000.0000 Skyrim.ini fNearDistance=25.0000 -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Are there any modders working on this, or maybe the Unofficial SSE Patch project works on these issues? I'm just wondering if there is anyone I can direct this to? Is anyone else noticing this on these buildings too at Whiterun? THANKS -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
By the way, on the topic of shimmer/flicker, I noticed at Whiterun a couple of houses with shimmer/flicker, and wanted to know if this was also Z-Fighting? The two buildings straight ahead in the distance. Building Flicker.mp4 on Vimeo THANKS -
Balancing Grass Distance Colors?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Ok on output... Oh one last thing on the subject of grass, I asked before, but I can't remember. When using Complex grass, besides the settings of 0.500, all of them are also suppose to say 'TopR'? ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ; make bottom darker to fake shadowing ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 THANKS -
Balancing Grass Distance Colors?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Ok thanks... P.S. Using Complex Grass in TexGen will it increase the time it takes for DynDOLOD to complete? -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I used Level0/Level0/Level1 and Level0/Level0/Level0 before with MM 3.2 and the shimmer/flickering went away. Now it's back with MM 4.0, so I can only assume MM 4.0 has introduced other bits I didn't see before. I'm assuming LO = Load Order? Because I'm not changing my entire load order, I've only updated some mods is all, to newer versions. THANKS P.S. I'll keep playing around... -
Balancing Grass Distance Colors?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I use NGIO in SSE 1.5x Let me back up the conversation and start over. With Alpha95 and various grass and landscape mods, I was able to get the grass to match the coloring better in the distance. I wasn't always using CL. Ever since TexGen now has the HD Complex Grass, it's when I started seeing this issue, in the latter versions of DynDOLOD. Also, the best way I can describe this, with Alpha95, is if you look at the Tundra, and break it up into 3 equal sections, the midway distance and the farthest distance, were always the same colors. Now the farthest distance is always a brighter color, that is also something different, I never had happen before. I'll keep playing around, hopefully I'll figure it out. THANKS -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I only increased it, to see if it helped with grass rendering in the distance. Before I increased it, I still saw this same issue, it had no effect at a lower setting of; fBlockLevel0Distance=57344.0000 P.S. I'm going to try DynDOLOD 100 now, and play around, maybe I'll have some better luck with this version. All I know is that with Alpha95 and the previous version of MM, I wasn't seeing all this, in fact using Level 0 on all the LODs, I wasn't seeing any Z-fighting anywhere. -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
The thing is, I'm seeing it change with updates either on DynDOLOD or the latest MM 4.0. So I wasn't sure, that even though it's been around, if I might see it change from time to time, to different locations with newer updates. hmm THANKS -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I am also now seeing different areas shimmer/flicker with Majestic Mountains 4.0, so I don't know if this version has introduced more, but I didn't see this Z-Fighting before in these areas I am seeing at now. Here's a screen shot where I placed two red boxes around the areas the mountain is shimmering/flickering. Also the area I drew a red circle around, this entire area also shimmers flickers now. Flicker ZFight — Freeimage.host When I was using Alpha95 I also wasn't seeing this area of the landscape shimmer that I placed the red circle around, I don't know if Majestic also covers this area too. Here's a video I uploaded, if you look closely, you'll see all these areas shimmer/flicker. Flicker Z-Fighting (vimeo.com) DynDOLOD Alpha 100 just came out, I'll try this and put LOD 4/8/16 on Level 0 and see if it helps. THANKS -
Balancing Grass Distance Colors?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I've always used; fBlockLevel0Distance=57344.0000 I did increase it to the max 98304 it helped. I'm using Folkvangr and Tamrielic Textures right now, in that screen shot. Before when I was using Cathedral Landscapes it blended out at this distance, that's why I made this post, I didn't see this before. And going from Alpha95 to 99, I also didn't see this too before in Alpha95 with Folkvangr and Tamrielic Textures, so I don't know what is going on. I'd love it if a few people using Cathedral Landscapes could please post some screen shots for comparision? THANKS P.S. I wonder for NGIO if ExtendGrassDistance = True will help? -
Hi, I'm using DynDOLOD Alpha99... In the past I was able to get my distance grass colors more balanced, looking similar, now the farthest distance out is a greener color, then the rest of the grass. Here's a screen shot of the grass I am referring to with red boxes around it, that appears greener than the rest... Green Grass — Freeimage.host I'm using Complex Grass... To balance the colors, is this just playing around the TexGen Direct/Ambient? In DynDOLOD I've tried default settings and these settings for the complex grass. ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ; make bottom darker to fake shadowing ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 THANKS
-
I actually did read the entire post several times I actually had Level32=1 in Alpha95. The flickering/shimming I started to encountered all over the map is what threw me off here, so my bad, I forgot about Level32= for a sec. Hey we all make mistakes... LOL THANKS sheson!
-
Remember I reported flickering/shimmering on Objects? You said to change the uLockedObjectMapLOD which was on 32. Not sure why but with it on 32, if you remember I was getting bad shimmering flickering on objects all across the map.
-
Updated SSE Step Guide xLODGen & TexGen Settings?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
But the Default Size Diffuse/Normal is now none for both? Thanks -
Updated SSE Step Guide xLODGen & TexGen Settings?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Ok well on the xLODGen|DynDOLOD guide, I just followed that and put the Diffuse/Normal on 512, and I didn't use mipmaps, because shenson said before it wasn't needed. Something else I noticed on the guide xLODGen | DynDOLOD it mentions; (I'm using LOD32) MipMap should only be enabled for LOD4 and the Build diffuse. The game does not use mipmaps for higher LOD levels and never for terrain LOD normalmap textures. Ok I'll use BC7 Quick... What about for TexGen 4K the Texture Size Max shown now 1024, instead of 2048 like before? THANKS -
Hi shenson, So I'm using uLockedObjectMapLOD=8 and then in the DynDOLOD UI I have LOD4/LOD8/Level0 and LOD16 Level 1 and LOD32 None. I thought this is all correct for no trees on the map? But I still see tress... THANKS
-
It was my understanding before, using LOD Level 32 None would make it so no trees appear on the map. I set it to None, but I'm still seeing trees on the map with Alpha99. I'm not sure if something has changed, and I need to do something else besides setting LOD32 None now? THANKS
-
Hi, I noticed that the new TexGen 4K settings, on the Step guide now shows for the Texture Size Max only 1024, instead of 2048. It use to be listed before as 2048, which I assumed was correct for 4K settings, or has something now changed in the latest DynDOLOD Alpha versions, that it's now 1024? Step Skyrim Special Edition Guide (stepmodifications.org) I also noticed for xLODGen, that now all the Default Size: Diffuse/Normal are on none. Before for LOD32 it was 256 for both. None is now correct for both when using LOD32? The Format also changed, it use to be BC7 Max, now it's Quick. Quick is also correct to use now? The guide xLODGen | DynDOLOD says to set the Default Size Diffuse/Normal; Typically set Size to 512 or 1024 for LOD32. MipMap are also checked now on the latest screen shots on the Step Guide for xLODGen, and shenson said to not use these.
-
Sorry if I overlooked 'uLockedObjectMapLOD' 8 & 16 worked, I left it on 8 as the recommended setting, mentioned here; Guide:Skyrim INI/MapMenu - Step Mods | Change The Game (stepmodifications.org) Thanks for all your help shenson, keep up the great work, much appreciated!
-
Hi sheson, All I know is that I tested this with no mods, and I only used DynDOLOD with the Occlusion disabled, and this still happened on several saves, so I don't know what to say/think, since I tested this with no mods. No worries, I'm past it, Alpha99 works. BUT I am now running into a lot of flickering/shimmering on buildings, the mountains and trees with Alpha99, that I did not have before on other DynDOLOD versions. I tested this with all default settings, but these are the default settings listed on the SSE Step Wiki, and I did not change any of the INI settings either, all default. I am using Majestic Mountains and EVT 4K trees. I also tested this trying different TexGen, 2K and 4K and DynDOLOD LOD settings, also 2K and 4K settings. I also tried different meshes and textures on EVT. None of the tests/changes I tried made any difference, I still see this flickering shimmering everywhere now. Here are my logs. DynDOLOD_SSE_Debug_log (mediafire.com) DynDOLOD_SSE_log (mediafire.com) TexGen_SSE_Debug_log (mediafire.com) TexGen_SSE_log (mediafire.com) Here are the settings I used most recent for xLODGen, TexGen, DynDOLOD Alpha99. xLODGen.jpg - MediaFire TexGen.jpg - MediaFire DynDOLOD_Alpha99.jpg - MediaFire Here's a video capture I made at Riverwood showing the shimmer/flickering on the trees. Flickering Objects and Trees (mediafire.com) THANKS
-
If I missed doing something you asked of and upset you, I am sorry. So please accept my apology, I'm doing my best to follow along, which I thought I've been doing. Something I don't remember if I asked, but is everyone generating their grass cache with ENB Complex Grass installed, or afterwards? I just tried DynDOLOD99 and it's working with my latest save, that Alpha98 wouldn't work with. DynDOLOD Alpha99 — Freeimage.host But, there is still something odd going on, and I hope this helps you, sometimes with Alpha99 the save I load will show all the object LODs, and another time I try to load the save, it won't. What would you suggest, when I see all the Objects LODs finally work, create a save while I'm standing outside at that point, or save inside? Thanks for all your help Sheson, keep up the great work! THANKS P.S. For now I made a save outside the gate at Whiterun when I saw all the object lods loaded, and this save keeps working. So it seem good for now, unless I should make a save inside?
-
I don't see this any longer as my MODs, I disabled all of them, except only what is needed to use SKSE to start the game with DynDOLOD, and it still doesn't work with the latest game save, but works with one of my earliest game saves. So I see this as something to do with the Game Saves, where Alpha98 doesn't like them, and Alpha95 is fine with them. And, the reason I am saying this, is because I enabled all my mods in MO2, then loaded one of my earliest game saves at Whiterun back in 2019, and guess what, it worked. Here's a screen shot with all the mods enabled at Whiterun on Alpha98. 2019 Early Game Saves Alpha98 — Freeimage.host The problem is that if I try to load saves I made recently they are not working. But I followed the DynDOLOD guide correctly when I started using DynDOLOD when making my Saves. Clean Save | DynDOLOD Now for whatever reason Alpha98 won't load these, and that I believe is the problem, otherwise, rhetorically speaking of, how then, did I get this to work, showing the Obeject LODs working on this earlier save. Having game Saves work, is actually something I've had problems with in the past with DynDOLOD, where I've made proper saves and they also didn't work sometimes on Alpha95, and I would have to sometimes spend hours playing around with this. So for me personally, I've always run into Game Save issues with DynDOLOD, just like what is going on now, but I've been able to fix it. This time, it's not giving an inch. So I'll just keep fiddling and try to get a game save to work, and see if it will finally give in for me. I don't know if this is related to corrupt game saves, but on earlier game saves when I was testing this, I noticed what I thought were at first aurora borealis effects across the map, but then I'd never seen these before on the map. hmm aurora borealis map — Freeimage.host P.S. I tried making new game saves, I can't get this to work. errrr
-
Alpha95 & Alpha98 both say the same thing; NOT FOUND Screen shots of Alpha95 & Alpha98 showing this; Alpha95 getini — Freeimage.host (You can see the object lod in the distance too.) Alpha98 getini — Freeimage.host I use the same DynDOLOD settings for both Alpha95 & 98. DynDOLOD — Freeimage.host - (This works just fine for Alpha95.)

