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Everything posted by mooit
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Well well well, I disabled all the mods in MO2, and only left enabled DynDOLOD Resources and DynDOLOD with the occlusion disabled and loaded it Vanilla and it bloody worked! What the flip, now I have no idea why Alpha95 runs and 98 won't... But I hope this helps with this piece of the puzzle. hmm ;/ Here's the DynDOLOD settings; DynDOLOD MCM — Freeimage.host Here are two screen shots Vanilla at Whiterun, only DynDOLOD Resources and DynDOLOD with the occlusion disabled. 1. Vanilla Alpha98 — Freeimage.host 2. Vanilla Alpha98 — Freeimage.host P.S. Does the object LOD Level 16 show on the map? - > no object LOD These are the screen shots I posted before for Alpha98 so you can see there is no object LOD; 1. Alpha98 — Freeimage.host 2. Alpha98 — Freeimage.host Do you use any mods changing INI settings on the fly, like FPS stabilizer? -> No
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I wasn't reporting problems with older versions, I only showed you screen shots of Alpha95, so everyone can see that at least this version works. I'm not sure anything can be done to fix this on my end, because if my setup wasn't correct, then Alpha95 shouldn't work too. I'm not using mods changing INI settings on the fly, like FPS stabilizer. Has anything changed in Alpha98, where some mods could be outdated? But I'm using Majestic Mountains and EVT, but mountains and EVT aren't being rendered in the distance. My grass is Folkvangr. The grass cache has been generated as it should be, it's been done correctly. xLODGen has been done correctly... TexGen has been done correctly... There is nothing rendered, if I am saying this correctly beyond object LOD 4, so no for 16, I posted two screen shots of Alpha 98, not rendering anything in the distance. object LOD distances are fine in the MCM... I've attached my modlist... THANKS P.S. Going to go test with Vanilla... modlist.txt
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xLODGen Beta 95 now kept crashing on me too, and there were no messages in the log, so I reverted back to Beta 94, and I installed the ENB Complex Grass and generated the grass cache then tested this all over, now I was able to get DynDOLOD to complete and not crash too. I tested without the terrain LOD meshes from xLODGen enabled, and I tested without the DynDOLOD Occlusion plugins active. Still the same problem, no grass/trees/objects in the distance. Here's screen shots at Whiterun with Alpha98. 1. Alpha98 — Freeimage.host 2. Alpha98 — Freeimage.host LOGS DynDOLOD_SSE_Debug_log (mediafire.com) DynDOLOD_SSE_log (mediafire.com) LODGen_SSE_Tamriel_log (mediafire.com) TexGen_SSE_Debug_log (mediafire.com) TexGen_SSE_log (mediafire.com)
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I was only trying to show Alpha95 is fine with my setup. Now with Alpha98, for xLODGen Beta95, I removed the mipmap on xLODGen, made the Default size Diffuse/Normal 256, and format BC7 max which is what they were listed before, and I didn't use Grass Complex mods installed, so no HD Grass, these are the only two differences I made this time. Now DynDOLOD crashes on me, and the log says this; Error processing grass data C:\Steam\steamapps\common\Skyrim Special Edition\Data\Grass\Tamrielx0045y-027.gid Unable to read beyond the end of the stream. hmm P.S. I went back and this time installed the Complex Grass, but I didn't generate the grass cache with it installed, and I kept the mipmap unchecked in xLODGen, and for the Default size Diffuse/Normal put both on none, but it still crashed on me, the same error. So now, the only thing I've not done differently here is not generated the grass cache with the ENB Complex Grass installed. It seems like the only way to make Alpha98 work is the ENB Complex Grass has to be installed when generating the grass cache.
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Ok, I'll go back and play again, with what you mentioned trying. In the meantime I deleted DynDOLOD Resources SE Alpha-28 and installed Alpha-27 and then recreated the grass cache over. Then I ran xLODGen Beta94, and DynDoLOD Alpha95, and here are two screenshots, showing this has worked. Actually, I've been using Alpha95 since it came out and I've done a lot of running it since then, pretty much on average 20 - 30 hrs a week hacking away LOL, and as I mentioned, never a problem till now. THANKS Alpha95 at Whiterun; 1. Alpha95 — Freeimage.host 2. Alpha95 — Freeimage.host
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I forgot to mention, ever since I reported this problem, if anyone remembers how long that was, I looked for the original posts, they were moved/removed. For this long, I've been running over, probably 20-30 times xLODGen beta 94 and DynDOLOD Alpha95 playing around with different mods and tweaking and never once did I run into any problems as I've been playing and testing, until now again with Alpha98 giving me a problem. Please believe me when I say, I know my setup is fine, otherwise how could I run DynDOLOD Alpha95 20-30 times without problems, but every time I just try a new version, this problem happens. THANKS
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Hi, I'm back to this same issue, Alpha 95 no problems, I switched over now to Alpha98 and the same issues, no grass/trees in the distance. I'm using DynDOLOD Resources SE 3.00 Alpha-28 (Mega) for Skyrim SE/Skyrim VR/Enderal SE with Alpha 98. My Setup is 100% correct/fine, there is absolutely nothing wrong with it, I've been using this same setup for around 6-8 months without any problems till now. I'm certainly not a pro like Shenson, but I've been modding in SSE for 2 years, so please, let's not start bickering back and forth how it's my setup, because it's not, and I'd like to figure it out so I can use the latest Alpha, rather then getting blamed I'm screwing up. As I said before, if I'm screwing up, then nothing is going to work, and Alpha95 works just fine, you can't have one work, and the other one not work, I don't see it happening like this. Please be aware, that the below changes I made, are the only changes I made between Alpha95 and Alpha98. These are the only changes I made in the DynDOLOD_SSE.ini; GrassGID=gid ; grass LOD brightness multipliers - applied to grass LOD billboards created from "normal" grass without normal map textures GrassBrightnessTopR=1.0 GrassBrightnessTopG=1.0 GrassBrightnessTopB=1.0 ; make bottom darker to fake shadowing GrassBrightnessBottomR=1.0 GrassBrightnessBottomG=1.0 GrassBrightnessBottomB=1.0 ; complex grass LOD brightness multipliers - applied to grass LOD billboards created from "complex" grass with normal map textures ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ; make bottom darker to fake shadowing ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 I also have ENB Complex Grass installed for Folkvangr and Origins of Forest and I had them installed when I created my grass cache. These are the xLODGen, TexGen, DynDOLOD settings I'm using off of the Guide here. XLODGen LOD32 — Freeimage.host - Previous settings, there was no mipmap and it had Default Size diffuse and normal? TexGen 2.1.0 QHD — Freeimage.host - Previous TexGen, I didn't use Complex Grass - Complex Grass was also not installed when creating the grass cache. DynDOLOD 2.1.0 QHD — Freeimage.host - I used instead for tree LOD4/Level0 LOD8/Level0 LOD16/Level1 THANKS
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I see what the issue is now, but I don't understand why it happens like this. If I backup/rename my DynDOLOD and xLODGen directories and extract the same versions, when I run xLODGen, TexGen, DynDOLOD from these new directories and put the new output in MO2 and start up SSE it won't work, or if I go to a new version of DynDOLOD it's not working, like how I'm running into this problem. I don't understand why, but this is the issue, I'm 100% certain of it, because I've been seeing this happen in the past several times, but I didn't really think about it again, as yes, I thought my setup/configurations weren't correct, but they are, as I explained, because I can make it work, it just ends up breaking like this, and then I have to just keep juggling things around, which I have no idea what starts to make it work again, but it can be a real major event, trying to get a working version over. Here's a screen shot of SSE working with Alpha95. Alpha95 — Freeimage.host Now all I do is delete the xLODGen, TexGen, DynDOLOD output from MO2. Output Trash — Freeimage.host Then I extract a new version of DynDOLOD Alpha95 and xLODGen (To the right of DynDOLOD is the .new one is for Alpha97 as I test this) DynDOLOD direc — Freeimage.host Now you'll have to believe me, but this is all I have done, and that was all I had done before too, but it finally dawned on me, this is the issue. So now after only making these changes, then I run xLODGen, TexGen, DynDOLOD, and now no trees/terrain again. NewDynDOLOD — Freeimage.host
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If it was my configuration then Alpha95 shouldn't work either. So let's please try to understand that Alpha95 works, and I mentioned before I have not changed anything to break 97. I only changed the new settings for xLODGen, TexGen, DynDOLOD, shown on the STEP Wiki, making mine exactly the same. I can't look for to try and correct something I haven't done, all I did was install Alpha 95 and xLODGen Beta 95, and changed only the new screen shot settings shown on the Step SSE Wiki. Here's some screen shot of my settings/output, maybe this will help; (Taken from the Step SSE Wiki) xLODGen — Freeimage.host TexGen — Freeimage.host DynDOLOD3 — Freeimage.host Output Content: xLODGen Output — Freeimage.host TexGen Output — Freeimage.host DynDOLOD Output — Freeimage.host xLODGen, TexGen, DynDOLOD in MO2 MO2 — Freeimage.host Here are screen shots of all the \meshes\terrain\Tamriel\Objects 1. Tamriel Objects — Freeimage.host 2. Tamriel Objects — Freeimage.host 3. Tamriel Objects — Freeimage.host 4. Tamriel Objects — Freeimage.host 5. Tamriel Objects — Freeimage.host 6. Tamriel Objects — Freeimage.host 7. Tamriel Objects — Freeimage.host 8. Tamriel Objects — Freeimage.host 9. Tamriel Objects — Freeimage.host 10. Tamriel Objects — Freeimage.host 11. Tamriel Objects — Freeimage.host 12. Tamriel Objects — Freeimage.host Here's a screen shot of all the \textures\DynDOLOD\LOD\ Textures LOD — Freeimage.host THANKS
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Could a mod be outdated, that worked ok for 95, but needs to be updated to work with 97? I mean, are there any changes that occurred in Alpha97, that mod authors are now going to need to update their mods? THANKS
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Object LOD is ticked, and there are hundreds of .bto Just so there's no confusion, I'm doing everything exactly the same for Alpha97 as I do for 95, the only differences being the new screen shot settings/options is all. This makes no sense as to why this is not working.... hmm Alpha96 is mentioned at the beginning of the post, but the download is for 97, does someone have a copy of 96 I can get? Also does 96 uses Resources SE Alpha 28? THANKS I haven't changed anything, other than the new screen shot settings.
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I did read the guide on HITME, and I don't understand how to fix these from reading it. I'm not talking about a 3rd party Wiki, I'm talking about the Steps Guide for SSE, the new screen shots for xLODGen, TexGen, DynDOLOD Step Skyrim Special Edition Guide (stepmodifications.org) These are the settings I used from those screen shots. XLODGen LOD32 — Freeimage.host TexGen 2.1.0 QHD — Freeimage.host DynDOLOD 2.1.0 QHD — Freeimage.host Then in the DynDOLOD_SSE.ini this is the only change I made; GrassGID=gid Rhetorically speaking of, if these are the only changes I made, the screen shot settings and just GrassGID, going from Alpha95 to 97, I don't understand, why the trees and grass aren't rendering. I'm not making any changes that should be breaking anything, if I was, shouldn't I also have the same problem in Alpha95? Alpha95 works just fine for me. I understand the Wiki I have fTreeLoadDistance=0.0000 My cache is GID, I am using Ultra Trees. Is there a Mountain LOD option in DynDOLOD? I don't recall seeing any. Let me back up the conversation, why would it be suspected of me, that I need to make any specific changes now with Alpha97 to get it work, as if I don't have everything correct already? Because if this was true, then shouldn't Alpha95 not be working for me as well? What I mean is that, the only differences I see needing to be changed, are from the new screen shots is all. We're making this seem like I have a lot of things incorrect that now need changing, and I don't see that just going from Alpha95 to Alpha97 is now a huge list of things needing to be changed? So, to summarize Alpha95 works, and the only things I've done different between 95 and 97, I changed the new settings for xLODGen, TexGen, DynDOLD, so shouldn't Alpha97 now work, or there are some other changes that need to be made? So I'm sitting here saying, I only changed the settings for xLODGen, TexGen, DynDOLD, and now this doesn't work, and this doesn't make sense. THANKS P.S. Is there a copy of Alpha96 I can test to see if it works?
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I did test with default INI. Hmm HITMEs how do you fix them and what sort of problem are they causing? I meant the SSE Wiki, for new xLODGen, TexGen, DynDOLOD screen shots. Step Skyrim Special Edition Guide (stepmodifications.org) The BTO between Alpha 95 & 97, look about the same, but maybe to make things simpler, here's the output archives. 1. xLODGen Output (mediafire.com) 2. TexGen Output (mediafire.com) 3. DynDOLOD Output (mediafire.com) THANKS P.S. Alpha97 doesn't like me... LOL
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I looked through the output of xLODGen, TexGen, DynDOLOD, there are some differences, but the majority of the output is the same as Alpha95, which I thought they should show exactly the same content. As one example, under Alpha95 DynDOLOD/textures there's dlc02, DynDOLOD, lod, but dlc02 isn't present in Alpha97, I just see a few things different like this. I also looked through the logs, and don't see anything that shows a problem to cause this. It's not just the trees, distance grass and building/castles/objects, don't appear either. Going from Alpha95 to Alpha97, I only changed in DynDOLOD_SSE.ini GrassGID=gid Then I noticed for xLODGen, TexGen, and DynDOLOD on the Wiki the new settings, so I changed mine the same, this is all I have done compared to Alpha95, so this should be working, but it's not. I've been using DynDOLOD from version 2, so I'm assuming going from Alpha95 to 97, the screen shot settings on the Wiki, along with using Complex Grass are the only differences, I see that I'm doing different from Alpha95, which I don't see that these should be causing any of this. For the DynDOLOD settings, I assumed if they are working for Alpha95, the should be for 97. Screen shot of my DynDOLOD settings; DynDOLOD Settings — Freeimage.host Screen shot no trees/grass in the distance; (Even no buildings rendered in the distance, the castle that should be off in the distance straight ahead.) No Trees Grass — Freeimage.host hmm DynDOLOD_SSE_Debug_log Upload files for free - DynDOLOD_SSE_Debug_log.txt - ufile.io DynDOLOD_SSE_log Upload files for free - DynDOLOD_SSE_log.txt - ufile.io THANKS
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Alpha95 works fine for me, but when I switched to Alpha97 I no longer get trees/grass in the distance. With Alpha95, I loaded the game, walked outside, disabled DynDOLOD, walked back inside and saved the game. Then I uninstalled, xLODGen, TexGen, DynDOLOD and unchecked the Resources,. then I started the game, then I saved the game again and quit. Now I tried using Alpha97/Resources Alpha28, generated xLODGen, TexGen, DynDOLOD, then I loaded the output as usual into MO2, and now no distance trees and grass. I used HD Grass in TexGen, because I had complex grass installed for Folkvangr and Origins of Forests. I don't get why Alpha97 isn't working for me. THANKS P.S. I can no longer attach anything on the forum, it now always shows me a very low total size allowed to attach. So I can't attach logs. Max total size 0.13MB P.S. The one thing I don't have installed is .NET Runtime 6 when I was using Alpha95, but see it listed. Downloads | DynDOLOD
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Support for ENB Complex Grass In LOD
mooit replied to z929669's question in DynDOLOD & xLODGen Support
ENB Complex Grass says you don't use these textures for LOD Generation; ENB Complex Grass - Patch Compendium for various grass mods at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) DynDOLOD3 Alpha97 takes care of this now, or the Complex Grass Author needs to update the complex grass mods to work with the Complex Grass feature? Also are all the settings to now be changed to 0.500? And I also noticed ';With ENB complex grass' shows all the sections as TopR, no TopB, TopG, BottomR, or BottomG, BottomB. So if I'm going to use Complex Grass, I should make the settings the same? ;With ENB complex grass ; grass LOD brightness multipliers ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ; make bottom darker to fake shadowing ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 On the subject of the grass LOD brightness multipliers, are we still using 1.0 for all of them? ; grass LOD brightness multipliers GrassBrightnessTopR=0.400 GrassBrightnessTopG=0.445 GrassBrightnessTopB=0.450 ; make bottom darker to fake shadowing GrassBrightnessBottomR=0.200 GrassBrightnessBottomG=0.223 GrassBrightnessBottomB=0.225 LOD4/8/16 should still be Level 0 for Z-fighting, as it was mentioned to me earlier? I'm using Alpha97... LAST, are there any other new changes I should be aware of that also need editing in any INI, etc.? I did notice the new screen shots for TexGen and DynDOLOD on the wiki. I ran Alpha97 today for the first time, it took twice as long as Alpha95, but I had Complex Grass installed for Folkvangr , and Origins Of Forests, so would the complex grass double the time it takes for Alpha97 to complete? Also when I started the game using Alpha97 there was no grass or trees rendered in the distance. Going from one version of DynDOLOD to another, do I have to disable DynDOLOD and save the game, then disable, or uninstall DynDOLOD, load the save, then save again? Did the behaviour of file creation from DynDOLOD change from Alpha95 to 97? Because I now noticed I have this path, I didn't have before. C:\Users\USER\AppData\Local\Skyrim Special Edition DynDOLOD_settings DynDOLOD_SSE_next-object.fid DynDOLOD_SSE_next-object-esm.fid DynDOLODesm.fid DynDOLODesp.fid Plugins.sseviewsettings Is it possible in a next release to keep all this under the DynDOLOD directory instead? THANKS- 58 replies
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Terrain Clipping - Are Others Seeing The Same?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Soupdragon posted a screen shot, it appears I'm not the only one seeing this. Is everyone else seeing this too at Whiterun using the Step Guide for SSE? I personally thought it was the mods I was using. THANKS -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I'm running a Ryzen 5 5600X with an EVGA 3080 FTW Ultra, hopefully these specs on all 0 is ok. THANKS -
Shimmer Flickering On Mountain
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
What about this Z-Fighting guide, good to use? https://stepmodifications.org/wiki/Guide:Z-Fighting I am using Flickering Mesh Fixes, and Fixed Mesh Lighting Thanks everyone! -
Lights Under Floor At Drunken Huntsman
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
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How do your MM rocks LODs look?
mooit replied to Mousetick's topic in General Skyrim SE Discussion & Support
Forgive my ignorance, but the STEP guide, starting at 04-Foundation shows DynDOLOD Resources, which shows as the 17th mod to be installed, and everything below it, is over writing it, which is pretty much everything you install afterwards, and I use MO2. If using MO2, should DynDOLOD Resources have higher or lower priority? Because I have the Resources at the bottom of MO2 with the highest priority, but everywhere I've read online, everyone says to let everything overwrite DynDOLOD Resources. This is where I've been placing DynDOLOD Resources in MO2. I'm also asking, as I've been wondering about the rock textures and the priority of the Resources. THANKS -
Hello, I'm using Majestic Mountains, and something I've been trying to fix, which I thought might be related to Z Fighting, but I'm not sure, I see flickering/shimmering sometimes when looking at the mountain covered in snow in the distance, when I move the camera around. I took some screen shots to explain, but when I see this in the game, it looks more like a light reflecting, it can be quite distracting. This screen shot in the middle of the red box, there's a black area which appears and disappears, but it's not always the same color/hue, or shape, when I move the camera around. Now when I move the camera around, in this screen shot the black area is gone, and it's all white. What causes these flickers/shimmers on the mountain, and how can I correct this? Has the size to attach images/files been lowered from 3mb to now 0.23? I had to make the images really small to attach them. THANKS
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Lights Under Floor At Drunken Huntsman
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I have to use all three, I tried it with only the weather ignored. Also when night rolls around, if I don't disable the InteriorNight, the lighting still appears, but not as bright, more gray in tone. Not sure why these would affect the Exteriors, since they are listed as Interior settings. -
Lights Under Floor At Drunken Huntsman
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
This fixed it for me in the enbseries.ini [SKY] CloudsOpacityInteriorDay=0.0 CloudsOpacityInteriorNight=0.0 IgnoreWeatherSystemInterior=true -
Lights Under Floor At Drunken Huntsman
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Going through the modified ENB I'm testing and the regular ENB I'm using, I've tracked it down to the enbseries.ini [SKY] section, but what in the [SKY] section is causing this, still not certain at the moment.

