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mooit

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Everything posted by mooit

  1. Hi, Running SSE 1.6.640.0, I've noticed, running a few different ENBs and Weather Mods, at certain times of day and weather conditions, the backdrop of the scenery, mountains, trees, etc., becomes overly saturated and washed out, appearing like a silhouette in the background. I've seen others having this issue too. I've also had this issue in the past running 1.6.353.0. The last time I reported the issue to a mod author of the enb I was using, he made changes to the enb and it was gone. On my end, making adjustments, I've never been able to figure out why I'll see this with many different ENBs and Weather mods. In this screen shot, it was getting closer to evening hours, that is why it's appearing more grayish looking. Most of the time, when it's overcast and low lighting, the backdrop will look more white and washed out. This is using Rudy's latest NAT III ENB with NAT III. This screen shot is with Cathedral and PI-CHO ENB. This is what I'll see the majority of time, the tops of the mountains appearing more washed out. A lot of times too, the washed out look will extend further towards the ground, covering a bigger area, so pretty much everything in the backdrop is almost all white washed out.
  2. Hi, Using MM in SSE 1.6.640.0 I've noticed on the mountain sides, where there is terrain, usually some grass and rocks, a lot of these areas when viewing from a distance don't have the textures rendered, and I assumed they would, since I can make out the overall texture of the mountains. Here's a screen shot of what I'm referring to, the two areas with a red X will just look like this, where you can make out outlines/seams, and not blended in, as well as a lack of texture. But then notice the overall mountain texture is there, so I don't understand why areas like this are also not rendered, it just looks really bad in game. Then when I get closer, of course it pops into view. Would a DynDOLOD mountain rule changing the LOD, or one of the INI settings correct this? THANKS
  3. Should I use for Grid FarLod and Flags VWD for a mountain rule? THANKS
  4. Do these rules actually need to be added for ERM, or DynDOLOD will automatically take care of it? For MM I've never added any before.. THANKS
  5. Hi, I've always used Majestic Mountains in SSE, but I've been looking at some other mountain mods to try. When using MM, in DynDOLOD, am I suppose to right click DynDOLOD and for Mesh/Mask Reference FormID am I suppose to add in a rule for MM? Because I've never done this before. But now, checking out ERM, it's my understanding you are suppose to do this for ERM? https://www.nexusmods.com/skyrimspecialedition/mods/88754?tab=description DynDOLOD Mesh Rules The recommended DynDOLOD mesh rules are mask=mountain, LOD4/Level0, LOD8/Level0, LOD16/Level1, (LOD32/Level0 if running ACMoS). The performance impact is minimal, regardless. So under Mesh/Mask I type in Mountain and then add the LOD I want? And is 'Rule added by' left empty? THANKS P.S. ERM doesn't mention anything about the DynDOLOD 'Grid' setting, so I'm assuming it's 'None'?
  6. Hi, I'm assuming in SSE when running up the stairs there is an extreme amount of camera shake. If I walk up stairs it's barely noticeable, but when running it shakes around pretty intensly. Is there a way to reduce this camera shake running up stairs? Also when I was running up and down some stairs inside Whiterun, I'm not sure if I bumped into Mila, but we passed each other on the stairs, and then I noticed at that moment, she started walking backwards down the stairs. Does Mila do this, or I found an odd bug? Here's a video, the first 2 times up and down the stairs in 1st person I am walking, but in 3rd person I run, and this when you can see the camera shaking, the second time I run up the stairs, the shaking should be more noticeable, then you'll notice Mila. THANKS
  7. I use Linux, but I'm not gaming in Linux with SSE, I'm using Windows 11, and I'm doing everything by the book for modding in Skyrim with MO2, LOOT, xLODGen, TexGen, Dyndolod, and I've always done so. I brought up before I was using Linux, I was ranting over how I like to do things manually by hand, was all that conversation was about. I think it had to do with updating in MO2, where as I was manually download the mods off of Nexus and install/update this way, not through MO2.
  8. For the most part, I do just let LOOT Sort, but LUX is one mod in particular, that it needs to have some mods manually placed, like Water for ENB Shades of Skyrim, that is why I am moving it. I run LOOT from inside MO2, and when I ran LOOT, I scrolled down to the mod I wanted to manually move, right clicked on it and clicked 'Edit Metadata'. Then under the Load After tab, I clicked below 'Add new row' and then I was able to type in a mod name to load after, and then I clicked Save. Then when I tried to sort with LOOT the mod moved position. So it seems like you can do this two ways, manually like I just pointed out, or simply right click on the mod in the right pane of MO2 and lock it, and where you locked it at, that mod name then gets automatically added in the Load After tab. I did the latter and found out later it works this way. So I'm assuming, if you do it like the first way I did, then you also need to right click it in the right pane in MO2 and still lock it. Here's a screen shot, where I did the latter, right clicked in the right pane and locked it. Then LOOT automatically added the mod at the Load After tab. Now when I sort with LOOT Water for ENB Shades of Skyrim stays put. It seems like no matter which way I do this, I still have to lock the mod, which I wasn't aware if it was needed. I always assumed, if you just set up the Load After section, it automatically stays there without needing to be locked as well. OR, is this problem I am seeing, becuase of running LOOT from inside MO2? Running LOOT from inside MO2 so far hasn't been a problem for me, so I just run it this way. THANKS
  9. I said the heck with it, I moved Water for ENB Shades of Skyrim in the right pane, then right clicked and locked the mod. Now it was automatically placed showing in 'Load After' with Lux.esp listed in it. So, maybe if you edit in this LOOT window, or you move it in the right pane, you always have to right click in the right pane and lock the mods? THANKS P.S. I sorted with LOOT and now it stayed put...
  10. Hi, LUX needs to have certain load order placement in the right pane with some mods like Water for ENB Shades of Skyrim. So I placed Water for ENB Shades of Skyrim under LUX.esp like this. Then I edited the mod and put it in 'Load After' like below. Now, when I go to Sort with LOOT, Water for ENB Shades of Skyrim moves and doesn't stay placed after Lux - Arthmoor's Helarchen Creek patch.esp. I've personally never needed to manually sort mods till now, and I assumed this is how it's suppose to work. If this is correct how I did this with the 'Load After' function, why then is Water for ENB Shades of Skyrim moving when I sort with LOOT, how do I keep it where I want to manually place it? I know you can right click mods in the right pane and lock them in place, I just assumed the 'Load After' function was more appropriate. THANKS
  11. I left Step 5 alone with them commented and it created the grass cache for me.
  12. Well I assumed, Step 5 pertains more to running 1.6x with the grass cache generated in it. I'll leave them commented for now and try this again and see what happens. THANKS
  13. Ok... I attached the NGIO and Grass Cache Fixes configs before, can someone please look at them, if they show anything, as to why I am not getting any grass created. Also with Grass Cache Fixes installed when generating the cache, do I still follow Step 5 to uncomment bAllowCreateGrass, bAllowLoadGrass, bEnableGrassFade, and fGrassFadeRange? Of course for 1.6x I have them uncommented, wasn't sure if this is still needed before generating the grass in 1.5.97? THANKS
  14. It actually wasn't random people, it was one of the staff here on the forum telling me this. Ok on installing it in 1.5.97 I attached the files here, if someone can have a look, because I set them both up as by the guides. So I don't get why the grass cache folder is empty when I try to generate it with it installed... hmm ;/
  15. I've done all these things, it doesn't work, having Grass Cache Fixes installed in 1.5.97 to create a grass cache, and yes, I made sure the plugin in the right side pane was at the very bottom with the highest priority too. It's always been my understanding you don't install it in 1.5.97 when generating the cache with NGIO installed. Someone here on the forum also told me in the past, that NGIO in 1.5.97 and Grass Cache Fixes in 1.6x. So Grass Cache Fixes is also suppose to be installed in 1.5.97 with NGIO when generating the grass cache? I've attached the GrassControl.config, and the Grass Cache Fixes, both as recommened by the guides. I set it up before like the guide. THANKS GrassControl.config.txt Grass Cache Fixes.ini
  16. Let me back up the conversation... I was told in the past that only NGIO is installed in 1.5.97 to generate the grass cache. And only Grass Cache Fixes is installed in 1.6x. This is why I am now confused with what you are telling me, and the wiki saying Grass Cache Fixes can be installed anywhere. Even the Nexus page for Grass Cache Fixes says you need a generated cache from NGIO before using it. Anyhow, Grass Cache Fixes installed in 1.5.97 isn't working, I'm not getting any grass. hmm
  17. Ok so how do I fix this? I read what you said, I looked online and read; https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide Grass Cache Fixes can be installed anywhere, but to ensure that grass cached files are created for WhiterunWorld (grass visible just outside the walls when in Whiterun), consider moving the GCF plugin to highest priority in the right pane. I installed GrassCacheFixes in 1.5.97 and moved it to the bottom, but it doesn't create grass. When I try to create a grass cache in 1.5.97 it doesn't create anything, the grass folder is empty.
  18. My bad... Ok I looked through the generated files, there is no WhiterunWorld.cgid files, if I put it in GrassControl.config; OnlyPregenerateWorldSpaces = WhiterunWorld Why then isn't it showing up? THANKS P.S. Wait one second here, you said; To fix, place Grass Cache Fixes.esp at bottom of load order and generate grass cache for WhiterunWorld. That makes me think, when generating the grass cache in 1.5.97 I'm suppose to have Grass Cache Fixes installed in 1.5.97. I was told in the past that only NGIO is suppose to be installed in 1.5.97 to generate a grass cache and Grass Cache Fixes is to be only installed in 1.6x
  19. I'm not following what you are saying... You mentioned having WhiterunWorld, and I showed that I have in the GrassControl.config; OnlyPregenerateWorldSpaces = WhiterunWorld So what else are we talking about, in regards to the generated files, meaning, if I have this already listed in the GrassControl.config, then it should be in the grass cache, yes/no? THANKS
  20. Something else I just noticed that I've seen too in the past. I'll approach an area around the tundra of Whiterun and it will appear blank like the screen shot, then the grass will pop in. There is some sort of Whiterun tundra issue here I keep running into and I thought the WhiterunWorld I have should be taking care of this...
  21. I do have WhiterunWorld already listed for the grass cache. OnlyPregenerateWorldSpaces = "AlftandWorld;Blackreach;BlindCliffCaveWorld;BloatedMansGrottoWorld;BluePalaceWingWorld;BrinewaterGrottoWorld;DarkwaterWorld;DeepwoodRedoubtWorld;DLC01Boneyard;DLC01FalmerValley;DLC01SoulCairn;DLC1AncestorsGladeWorld;DLC1DarkfallPassageWorld;DLC1ForebearsHoldout;DLC1HunterHQWorld;DLC1VampireCastleCourtyard;DLC2SolstheimWorld;EastEmpireWarehouse;EldergleamSanctuaryWorld;FallowstoneCaveWorldEnd;FallowstoneCaveWorldStart;FrostmereCryptWorld;JaphetsFollyWorld;KarthspireRedoubtWorld;KatariahWorld;LabyrinthianWorld;LabyrinthianWorld03;LabyrinthianWorld04;MarkarthWorld;MossMotherCavernWorld;RedEagleRedoubtWorld;RiftenWorld;ShadowgreenCavernWorld;SkuldafnWorld;SolitudeWorld;SouthfringeWorld;Sovngarde;Tamriel;TestSnow;WhiterunDragonsreachWorld;WhiterunWorld;WindhelmPitWorldspace;WindhelmWorld"
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