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mooit

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Everything posted by mooit

  1. Hello sheson, DynDOLOD_NG_Worlds.txt - this is correct? [Config] bunchofnumbers=0N3O4S3E7H5S88O5T8T1I5M3B2U4S2 esmplugin=dyndolod.esm espplugin=dyndolod.esp glowmultiple=1.75 neargrid=11 fargrid=21 debug=true debuglevel=5 [Worlds] tamriel dlc2solstheimworld dlc01soulcairn dlc2apocryphaworld skuldafnworld sovngarde deepwoodredoubtworld dlc1hunterhqworld dlc01falmervalley japhetsfollyworld blackreach Old Output https://www.mediafire.com/file/gijl7kcy1j0yzb8/Dyn_171_DLL_NG_30_DynDOLOD.log/file New Output https://www.mediafire.com/file/zx0gxd0hbs2uzo5/Dyn_173_DLL_NG_30_DynDOLOD.log/file Something else I noticed, at first I thought I was imaging this. On the Old Config it only takes 5 seconds to go through the gate. On the New Config it is twice as long, 10-13 seconds, it will vary, and I've been noticing this for several hours, it's always twice as long. It's as though this is also introducing a lag. THANKS
  2. My older setup is DynDOLOD Alpha 171, DynDOLOD Resources Alpha-49, DynDOLOD DLL NG Alpha 27. Originally when I posted about this issue, I was not running in and out the Whiterun gate as much as I've been doing, because I started troubleshooting some other issues, it's the reason I then started to constantly go in an out of the gate, then I started to notice this. So before I didn't think there was an issue on the older setup with DynDOLOD Alpha 171 and DynDOLOD DLL NG Alpha 27, but I did notice a few times, hardly noticeable, covering very small areas, that you really have to go to extreme lengths running sometimes in and out the gate non stop for upwards of 10 minutes. 1. With DynDOLOD DLL NG Alpha 27, I spent around 10 minutes running in and out the gate. I did notice two small pops at different times, the first time two trees, then later around 100 square feet of the mountain side. Overall it was nearly flawless. 2. Next I installed DynDOLOD DLL NG Alpha 29 and DynDOLOD DLL NG Alpha 30 and the issues returned, like the video I posted. Here are the logs... DynDOLOD 3 Alpha 171 - DynDOLOD DLL NG Alpha 27 https://www.mediafire.com/file/1465neb9ap3fjsi/Dyn_171_Alpha_27_DynDOLOD_NG_Tamriel.txt/file DynDOLOD 3 Alpha 171 - DynDOLOD DLL NG Alpha 29 https://www.mediafire.com/file/6kfzzkhybh37qmz/Dyn_171_Alpha_29_DynDOLOD_NG_Tamriel.txt/file DynDOLOD 3 Alpha 171 - DynDOLOD DLL NG Alpha 30 https://www.mediafire.com/file/kx2hz0t9p2n4ml9/Dyn_171_Alpha_30_DynDOLOD_NG_Tamriel.txt/file THANKS
  3. My last reply, I uploaded DynDOLOD_NG_Tamriel.txt from Alpha 173, using DnyDOLOD DLL NG Alpha 29 and 30, and it has issues regardless of which DLL NG version. I'm assuming now you only need the output DynDOLOD_NG_Tamriel.txt from Alpha 171? THANKS
  4. Hi sheson, Yes old output, I have only changed the DnyDOLOD DLL NG is all... Yes output generated with the latest alpha... Here is Alpha 29 https://www.mediafire.com/file/a70wh37wzi5y6cf/Alpha_29_DynDOLOD_NG_Tamriel.txt/file Here is Alpha 30 https://www.mediafire.com/file/u0a3wiqbhcvhpq0/Alpha_30_DynDOLOD_NG_Tamriel.txt/file The issue occurs with both Alpha 29 and 30. THANKS
  5. Hi sheson, 1. I did not generate new output this time, I simply switched to DynDOLOD-DLL-NG+Scripts-Alpha-29. 2. I started SSE from Steam and let it generate new/default INI files and used these, and there were no Plugins in the Data Folder. 3. Next, I started an actual new game from the very beginning as a Prisoner, until I reached Whiterun, then I saved the game inside Warmaidens. 4. Then I tested this several ways, I loaded the new game save, then ran in and out the gate, and I did several Wait, and then ran back and forth. The same issue is still happening, trees, mountain texture, the castle gone, then pops into view, but it's not always consistently the same. Sometimes it's only the trees, or some of the mountain texture missing, that pops into view, but there are times too when it does the same thing over, it just seems to vary from one moment to the next. And this doesn't happen every time I step outside the gate either, sometimes I have to go in an out 5 or 6 times before it appears. THANKS
  6. Hello sheson, 1. I installed DynDOLOD DLL NG Alpha-29 - then I recreated the grass cache, ran xLODGen Beta 114, TexGen and DynDOLOD Alpha 173. 2. Next I loaded a game save, followed the steps and created a Clean Save. ( I also waited 24 hrs before making both saves ) 3. Last, I created Default Skyrim INIs with BethINI using the Step Guide BethINI settings. Nothing works, it is still the same... THANKS
  7. Ok I'll put WhiterunWorld back and leave the rest. In a future update, where should this be added back for WhiterunWorld, Worldspaces with Grass SSEEdit, or NGIO? THANKS
  8. Hi DoubleYou, Sorry if I'm not explaining myself very well. I understand if a world has the No Grass Flag it will be removed. What I am confused over, is did this 'No Grass Flag' change for these areas in the latest updates, because they were suppose to be removed at some point, and now they have been? As long as the mods have been around, these have exsisted. So this is quite a number of years, and now gone, that's really the confusion. Why around for so many years and now gone? Am I making sense now? THANKS
  9. Hi sheson, I'm running SSE 1.6.640.0, xLODGen Beta 114, DynDOLOD DLL NG Alpha 30, DynDOLOD Resources SE Alpha 50, and DynDOLOD 3 Alpha 173 Since updating to Alpha 173, when I am inside Whiterun and go outside the gate, I will see looking across the tundra, the mountains, grass trees and the castle out in the distance all gone, and then pop into view. I have a back of my setup for MO2, using the previous versions of DynDOLOD DLL NG, DynDOLOD Resources and DynDOLOD Alpha 171, and I don't see this issue with the previous versions. I've been using DyDOLOD 3 since it came out, and I've never had these rendering issues till Alpha 173. I didn't change anything in my load order/setup, I only upgraded DynDOLOD 3, DynDOLOD Resources SE and DynDOLOD DLL NG. Just to be double sure, on my MO2 setup that I have been seeing this issue, I deleted the latest version of the xLODGen, TexGen, and DynDOLOD Output and DynDOLOD DLL NG and DynDOLOD Resources and replaced them all with the previous versions and the issue didn't appear. I tested this for a few hours. I uploaded and placed all the log files in a DynDOLOD directory at mediafire. This is the link to that directory; (I hope I have supplied all the needed logs) https://www.mediafire.com/folder/guhb8fpbnqobu/DynDOLOD I also uploaded a video to Vimeo to help you see this issue. (Click the V to play the video on Vimeo - I'm assuming it only plays in a small window here.) The amount of missing terrain varies, sometimes it looks like this video, and at other times, there is nothing being rendered when I open the gate and step outside, no mountain textures, no trees, no grass, and the castle is gone, then it all pops into view. THANKS P.S. By the way, thank you very much for everthing you do, it's amazing! You make Skyrim a better place and I am truly grateful for all you do. Be well, and I hope you have a great summer sheson!
  10. Hi, I'm using SE 1.6.640.0 NGIO 1.0.16f and Worldspaces with Grass SSEEdit Script for No Grass In Objects 2.0 In Worldspaces with Grass SSEEdit 1.1 I had these 6 additonal Worldspace that no longer appear in 2.0. DLC1VampireCastleCourtyard LabyrinthianWorld LabyrinthianWorld03 SouthfringeWorld TestSnow WhiterunWorld Forgive my ignorance here, but I didn't see any changes that these worldspace should no longer be appearing? THANKS
  11. Hello sheson, Sorry about posting the images... My mistake over xLODGen and LODGenx64Win.exe I never said anything before about .NET vs .NET Framework, I know they are different. I thought I read somewhere that LODGenx64Win.exe works with .NET 4.8 installed? Or do I need to install the latest .NET Runtime for LODGenx64Win.exe? THANKS
  12. Hello, I'm running SSE 1.6.640.0 using xLODGen Beta 114, DynDOLOD 3 Alpha 173, DynDOLOD Resources SE 3 Alpha-50, and DynDOLOD DLL NG Alpha-30, and I'm using MO2 2.5.0. I'm getting an Event 1023 .Net Runtime; A .NET application failed I'm running Windows 10 Home 22H2, with only the default .Net 4.8 installed, here are screen shots for these; Here are my M02 settings for xLODGen; Here is the Windows log Event 1023 .Net Runtime after running xLODGen; THANKS
  13. At first I thought I was reading Star Citizen LOL, I actually play Star Citizen. Thanks for sharing it DoubleYou, looks really good. I'm not here to say; `Hey look at me, what I've done'. No, I'm here to let people know, you can really make this game looks seriously realistic NextGen! I've spent years and possibly thousands of hours on it, and if someone is into it, you can do this too! It's just amazing, how old this game is, and what the modding scene has done. Here's a better close up, that's a bit more claritiy of the pic I just posted last. I never thought I'd see this level of realism in Skyrim till yesterday. Not to go Off Topic here, but just a side note of encouragement to others. This screen shot is the realism I am talking about that you can acheieve! And let me tell you, playing like this, I mean WOW, it's just on another level. You'd think Bethesda just put out a new remastered version for the 21st Century. P.S. My original avatar, and the first two pics I posted that's Dalania, she is who I've always played, she is my character. This is Dali her sister, my replacement avatar until I get Dalania looking just as real, or who knows, I'll rotate them around. I do plan to play all of them, around different game play/styles/quests LOL Yeah I'm a geek, I have created three sisters for Dalania, I'll post pics of them later... LOL
  14. OK, no one wants to seem to play around here! LOL Come on boys and girls, I can't be the only around here into this? Post some NPC pics! LOL Ok, I just hit a new level of realism here in the game! Check out the latest creation... This is like freaky real! LOL
  15. Oh boy, I thought trying to get better color on the eye brows was going to be painful, but luckily it was a breeze. Now with more red looking eye brows, I think this is better matching, like a real Ginger now! It's funny, how the lighting changes the looks. Look at how both pics compare against each other for the same character, she looks like a different character in this pic because of the lighting. Open it in a new tab, it's 1440p...
  16. Hi, Has anyone ever seen straight lines/angles to the blood splatter like the pic I've attached? I've read and followed everything on the Nexus page, not sure if this is caused by anything in my mod setup, not even sure any mods could cause this. hmm Sure would love to fix the splatter if anyones about this, and a fix? THANKS
  17. I've been trying to make her look real, I think accomplished it. In the game though, depending on the lighting, she can look freakishly real, espcially when she starts going through her various idle animations of looks, facical expressions, etc.. LOL THANKS P.S. I just noticed, her eye brows could stand to looker redder. It seems to make her look to me like she has colored hair, not a real red head, and she's suppose to look like a real red head. Guess I need make those Ginger Eye Brows now! LOL
  18. Hello, I hope it's ok to have some fun and share! Today, after several years modding in Skyrim, I hit a major milestone. I'm accomplishing realism on another level, that has actually surprised myself. I'm not saying this to pat myself on the back, anyone can accomplish this too, you just need to be willing to put in some serious time and effort. I'm so grateful for everyone here, all their hard work, and making the dream of Skyrim Realism come to life, and also to all the fine modders over at Nexus, and anywhere else they may be! You all make Skyrim a better place, and I'm grateful! Let the fun begin! Here's my girlfriend, and please share yours too, or your boyfriend LOL!
  19. I was just googling around, to try and find a solution to EVLAS, when I ran into this post, I thought I'd reply to. EVLAS causes for me fast shifts in lighting. If I'm moving to area that is darker in the distance, as I get closer, the light will pop bright, or if it's bright, pop dark. I spent a year on this, thinking this had more to do with engine limitations and the ENBs I was using, never to consider EVLAS. Today I disabled EVALS in MO2 and the fast light shifts went away. This is an amazing mod, I really love the ambience it creates, but this is really distracting. Not sure if anyone else has run into this, or knows a fix for it. Hmm
  20. It's hard to tell if this makes a difference, what I've actually noticed is when using Vsync Fast on Nvidia. THANKS
  21. I increased it as you mentioned, the drop down had two options; 2.5 and 32, I placed it on 32. Can we manually specify amounts? Off to go test this... THANKS
  22. Is this called fLandFriction? I don't see anything in Skyrim.ini or SkyrimPrefs.ini THANKS P.S. I found it; [Landscape] fLandFriction=32
  23. I'm not using Pie, but the previous version. If I only adjust the Land Friction and I don't touch anything else and save in Pie, this won't change any of the others settings I've made in the original BethINI, everything else will be untouched and carry over, as well as any other settings I've changed or added manually? THANKS P.S. The UI of PIE looks really!
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