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Everything posted by mooit
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Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
You quoted my Clean Save post here in the Rendering Grass post, not sure what renaming mods has to do with rendering. I'm also not doing the guide 100%, I've never had to rename these mods before, and everything worked ok. I'm 99.9% sure of both issues at the moment, my DynDOLOD Clean Saves aren't working, still trying to figure out why. Doing the Clean Saves steps has always worked before, now for some reason it's not... hmm :/ THANKS -
Why would I want the DynDOLOD plugins and outputs enabled when I'm trying to disable DynDOLOD? Number 5 of the Clean Save guide; 5. Remove or disable the current DynDOLOD output, including the DynDOLOD plugins and Occlusion.esp. Consider keeping a backup. THANKS P.S. I even went back to an earlier Save in the game, still no trees. I also temporarily moved the files out of; C:\Users\USER\AppData\Local\Skyrim Special Edition, because it had DynDOLOD files, but this also didn't work.
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Hi, I'm using Alpha95, and I followed the guide for making a Clean Save, but it's not working. I followed the guide here; Clean Save | DynDOLOD I'm using for my trees Enhanced Vanilla Trees SE-Lush Trees, and after doing the Clean Save steps, when I load back into the game at Whiterun and walk outside the trees aren't appearing. So here's what I did. 1. I went right outside Warmaidens, then went into MCM and clicked to remove the mark for DynDOLOD. 2. Next the DynDOLOD deactivated message appeared. 3. I walked back inside Warmaidens and waited 24 hours, then I saved the game and quit. 4. Back on the desktop I unchecked everything, including my Grass Cache, here's a screen shot of everything disabled. 5. Then I loaded the game up again, when it started back inside Warmaidens I waited another 24 hours and saved again, then quit the game. 6. I started SSE up, loaded the last save, and when I walked outside Warmaidens and stood outside Whiterun, like the screen shot above, the tress for the EVT mod didn't appear. THANKS
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Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
HI, I think I know the issue now, my game saves after disabling DynDOLOD, somehow were messed up, because afterwards when I looked around Whiterun there were no trees. Clean Save | DynDOLOD I'll start here and go back and do this over. THANKS P.S. I don't remember seeing in the guide any mention of what mods to keep enabled/disabled when playing. Below the DynDOLOD references, do I need to keep any of these enabled when playing? -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
After the last reply, I went back and changed only these two in GrassControl.conf; OverwriteGrassDistance = 6144 OverwriteGrassFadeRange = 14128 The grass is not rendering in the distance... P.S. After this reply, I changed next only; ExtendGrassCount = True Still not working, can't get grass to render in the distance. -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
So after disabling Origins of Forest, I was playing around trying to make the grass look better, and somewhere along the way, I'm back to the same problems again. I've been at this for several days, following the guide exactly as it pertains to the grass. (With a few changes, only 5 to be exact). But I am still running across these three issues. 1. Grass isn't rendering in the distance 2. If grass renders in the distance it's a different color than the grass at close distance. 3. Grass pops into view at about 100 ft. I'm creating the grass cache in SSE 1.5x and playing in 1.6x with NGIO not installed and Grass Cache Fixes installed. The only way I can get the grass to render in the distance is to use in the NGIO GrassControl.config; (But even with this setting, grass pops into view at a close distance) SuperDenseGrass = True SuperDenseMode = 8 If I make SuperDenseGrass = False, then the grass doesn't render in the distance like this screen shot; Also the clumpy/patch look to the grass, the only way I can make it look like real grass is to use these settings, then the grass looks full and normal. The only thing I have different in NGIO since I'm using AE 1.6x are these two settings; (I just use the settings by the Guide in the Skyrim.ini and SkyrimPrefs.ini) OverwriteGrassDistance = False OverwriteGrassFadeRange = False OverwriteMinGrassSize = False I'm attaching all the files related to this, I'd greatly appreciate any help here, I just don't understand why I keep running into the issues I listed in 1-3.... hmm I also don't have any other grass mods installed only Cathedral Landscapes. Here's also a screen shot of the bottom of MO2 to see my Grass Cache, and xLODGen, TexGen, DynDOLOD mods. (This is how I've been starting the game, with the two LODGen ones disabled) THANKS P.S. Does StepModifications have a Discord channel? Skyrim.ini SkyrimPrefs.ini GrassControl.config.txt Grass Cache Fixes.ini -
Ahh ok... THANKS
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I've noticed, depending on the grass mod(s) I'm playing around with the Grass World count will change, sometimes it's 44, or 46, or 47. When using NGIO, I'm not sure I'm understanding this, meaning, I thought the World Space doesn't change for generating a grass cache, regardless of the mods being used, the count stays the same. My GrassControl.config is always the same with any grass mod I use. OnlyPregenerateWorldSpaces = "aaaWereBalokDungeonWorld;AlftandWorld;Blackreach;BlindCliffCaveWorld;BloatedMansGrottoWorld;BluePalaceWingWorld;BrinewaterGrottoWorld;DarkwaterWorld;DeepwoodRedoubtWorld;Dimfrost;DLC01Boneyard;DLC01FalmerValley;DLC01SoulCairn;DLC1AncestorsGladeWorld;DLC1DarkfallPassageWorld;DLC1ForebearsHoldout;DLC1HunterHQWorld;DLC1VampireCastleCourtyard;DLC2SolstheimWorld;EastEmpireWarehouse;EldergleamSanctuaryWorld;FallowstoneCaveWorldEnd;FallowstoneCaveWorldStart;Falskaar;FalskaarStargazerGroveWorld;FrostmereCryptWorld;JaphetsFollyWorld;KarthspireRedoubtWorld;KatariahWorld;LabyrinthianWorld03;LabyrinthianWorld04;MarkarthWorld;MossMotherCavernWorld;RedEagleRedoubtWorld;RiftenWorld;ShadowgreenCavernWorld;SkuldafnWorld;SolitudeWorld;Sovngarde;Tamriel;WhiterunDragonsreachWorld;WhiterunWorld;WindhelmPitWorldspace;WindhelmWorld;WyrmstoothWorld " Here's a screen shot of what I'm talking about that shows 44. Yesterday with different grass mods, I saw it show 46, and 47... THANKS
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When I look back and think more on this, and look at the grass up close, in greater detail, I see a lot of gaps in the grass, and I think this is the purpose here, to have less grass being rendered, to make it more performance friendly. I've done in the past some of my own modding, creating models in 3D Studio Max, and looking further at this, I don't believe Skyrim has the capability of simply extending grass into other regions that are empty. This looks like more modeling work would need to be done to fill these blanks in. I think the only thing that can be done here, is with various lighting options/settings, try and change these, so at least in certain lighting conditions in the game, the grass doesn't become over saturated and give the illusion of looking more patchy/clumpy looking, as show in a screen shot. I think for now I just need to find a grass mod that has more grass models filling in spaces, unless someone has a trick up their sleeve on accomplishing this? THANKS
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Hi, I've been digging around trying to find an animation mod, so the character will look more realistic when moving, like Movement Behavior Overhaul. Movement Behavior Overhaul at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Movement Behavior Overhaul doesn't work for AE, at least I can't get it to work, and there's no mention I can see about AE. The only movement mod I've seen so far is more for direction movements, not character animations, 'True Directional Movement'. Does anyone know of a similar animation mod like Movement Behavior Overhaul for AE? THANKS
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Here's the Green Tundra installed, and I've personally always picked it, because it shows less clumpy in brighter lighting. Here the grass appears slightly clumpy in brighter light. (The day time brightness is the same as the above picture using the brown tundra) Here the lighting is slightly darker, and now the grass appears fuller. Maybe 'Full' might not be the best choice of words, if you scroll back and forth quickly between these two pictures, you can still make out the areas, but I guess to me, the illusion is that the darker lighting does make the grass appear more natural and not as blotchy/clumpy looking, therefore I used the word 'Full'. If we can also throw gamma and saturation out there, it looks like in slightly brighter lighting, the grass looks a little over saturated, so maybe some gamma/saturation settings somewhere could make the grass look more natural in all lighting/settings. I've used Cathedral Landscapes since it's been around, on probably 12 different setups in MO2, on both SE and AE, and I've always seen this problem, this is the main reason I've never used Cathedral Landscapes, because I've never been able to figure out how to change this and keep the grass looking more natural. THANKS
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Here are two screen shots without any ENB. Here is the grass in a brighter/lighter condition, when it appears clumpy. Now, the time of day and lighting changed a little darker and the grass now appears fuller. I'm sure we all understand how grass can take on a different look at different times of day, lighting and the angles, but the problem here is, I'm not talking about extreme differences in any of these, that the grass should appear so clumpy and then full, especially at these short viewing distances. This kills the realism/immersion of the game and how the grass should look. I don't know how I could have something in my settings create this effect, because I'm thinking, if the grass is full, then it's going to always look full, or if it's just clumpy, then it will always look clumpy. THANKS
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I was playing with 20,40,60 As I mentioned, it's not the ENB that does this, I get the same effects with Cathedral without an ENB. Cathedral seems to be designed less dense, with all these gaps in the grass, the gaps cause this effect, nothing else. Go sit on your horse and look down at the grass, you'll see all the gaps too, this is the problem, nothing else, which appears to be the design of the grass. I don't think people are really looking at their grass as much as I am to notice these things. I also see it more noticeable for some reason with the brown tundra compared to the green. I wasn't overwriting the grass size with NGIO. I don't have or use any other mods that have INI that needs adjusting/tweaking for grass, or anything that would effect this. I've gone through everything in the Grass LOD Guide too. SkyrimSE:Grass LOD Guide - Step Mods | Change The Game (stepmodifications.org) THANKS
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Is there any way to increase the density of the grass in Cathedral, meaning, removing a lot of the gaps in between the grass and making it look fuller? I've been playing with iMinGrassSize but it's not changing anything, I'm not sure if what I'm asking for can be done, because this is how the grass is designed, which I was thinking has to do with keeping it performance friendly. I've looked at a lot of grass mods out there, Cathedral seems to have more gaps in between the grass, than any other grass mods I've used. Because of this, I've noticed, depending on the lighting and angle you are looking at the grass, it can sometimes appear very clupmy/lumpy looking. Here's a screen shot sitting on the horse, looking down at the grass. I place red circles in many areas, not all areas, these gaps I am referring to. I was also talking about this in another post, someone mentioned this is the ENB causing it, it's not the ENB, I've tested this without an ENB, and I still see clumps of grass when looking at it from different angels and different lighting. Here's a screen shot of the clumpy look to the grass I am referring to. (Please disregard the green circles, they were placed there for another issue.) Here in this screen shot, the time of day and lighting has changed slightly in the game, and now the grass looks fuller. (The lighting change is subtle, and not noticeable in the screen shot, but it changed the effect of how the grass looked) So, Cathedral's grass is the only one I see like this, any solution, so it always looks full, and not clumpy? THANKS
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Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Ok thanks... -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Since I don't know a lot of the technicalities, I thought object bounds as we were discussing it was more particular to grass distance/rendering, not grass in objects. I'm using NGIO to generate grass, and I was only asking if Grass Cache Fixes needed to be enabled when playing in MO2, I thought there might of been some need for it enabled is all. -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I went back instead this time, and I still kept Origins of Forest disabled, created new grass cache and tried Verdant over, still doesn't work. Verdant won't render in the distance and I can get Cathedral Landscapes to render in the distance just fine, so I don't think I'm doing anything incorrect with Verdant. Hmm -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Origins of Forest is the cluprit! LOL I disabled it and then ran xLODGen, TexGen and DynDOLOD over. YEAH FINALLY! Now I need to go back and install Cathedral Landscapes with the green tundra. For me, because I swear, if I remember correctly, as green, it looked better in different lighting and angles, compared to the brown tundra. THANKS -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Yes, I'm using LODGEN Textures for v3; Cathedral Landscapes at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) If you mean 1.25 for the xLODGen gamma, that is what I'm using, this is my xLODGen settings. THANKS -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I noticed depending on the lighting the grass from an angle will look clumpy. Look out how much better the grass looks close up now when it's not as sunny. Sunnier conditions, seem to make the grass appear clumpier. As for grass changing the Tundra, I'm not aware that any of my landscape mods will change this. The only mod I know that adds in grass is Origins of Forest, but this is suppose to be grass in the forests, so not sure if that counts for the areas I'm looking at in Whiterun. hmm Origins Of Forest - 3D Forest Grass Reduced at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) I'm attaching my modlist from MO2, if someone could please be so kind when you have time to look through, for any grass like mod that conflicts with Cathedral Landscapes, would be greatly appreciated. Every mod I have installed and read, I didn't see anywhere a conflict. I didn't have any ENB when I took these screen shots. THANKS P.S. Looking back, I remember now when I first started using Cathedral Landscapes, picking the brown tundra, how everything looked brown, hmm, not sure what's causing the issue now. modlist.txt -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I just disabled the ENB and I still have green grass in the distance. hmm Also, as I was asking before, why does my grass look so clumpy at close distance? I placed red circles around the areas of grass that have this clumpy look, looks really bad. I don't get why my grass close up looks so crappy and still the green hue? hmm THANKS P.S. I shouldn't say the grass looks crappy close up, it's when I'm at an angle like this, standing up high, looking down on the grass at a short distance like this screen shot, when it looks crappy... -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
ENB ok, I didn't think an ENB would make the grass look two tone like this. Also, something else, I forgot to mention, the first screen shot with the green circles, the brown looking grass, up to the circles, why does it look like some little clumps, instead of one smooth flowing field of grass, the ENB again? These screen shots z929669 took, of course he's in a different area when taking them, but I wonder if the grass should also appear like that to me, when I'm standing outside Whiterun, with the grass? hmm DynDOLOD 3 - Is This As Good As Trees Get? - General Skyrim SE Discussion & Support - Step Modifications | Change The Game THANKS P.S. Of course when I get closer to the grass it looks better, but just standing there outside Whiterun, with this grass like only 100ft away, I didn't think should look like a field of clumpy grass/patches... -
Increasing the Render View Distance?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
YEAH, I have grass in the distance! So something is going on with Verdant not working... hmm There's one last thing I'm trying to figure out. in this screen shot, I placed 2 green circles, up to these points, the grass is brown, since I picked the Brown Tundra for Cathedral Landscape, but beyond these green circles the grass in the distance has a green hue to it. Here's a screen shot with the mountains closer to Whiterun, and the grass in the further distance, which is closer, is also greener looking too. These green areas, are also the spots when I was trying to use Verdant, that appeared just flat green. I don't get why all of this isn't looking brown? THANKS

