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Everything posted by mooit
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I'm running SSE 1.6.640.0 with Tamrielic Grass 1.2.0 I created a grass cache in 1.5.97 and I'm using the default grass cache settings from the Wiki. I'm running xLODGen, TexGen, DynDOLOD Alpha 128, I am using the default High BethINI settings from the Wiki. Inside Whiterun, I noticed when standing at one of the look outs in 3rd person and looking out across the tundra, there is a large area where grass is not being rendered. I don't get what is causing this... hmm ;/ This is the area inside Whiterun, with the look out on the right. Here's the area I noticed without grass. If I walk outside the gate and go near this area, the grass does appear when I am outside, even if I look at it from a far distance when I'm outside, it still shows rendered there.
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Hi, I've only run into this saturation issue once in the past with only one enb. I can't remember which one, but the mod author corrected it, and I've not seen this again till now. With only NAT III and a few NAT III ENB, Rudy's latest one and PI-CHO, I keep running into this. With both of these ENB at different times of day and the lighting, or fog, the backdrop of the sky, mountains, and trees will be come overly saturated. I've been playing with the ENBs, and at this point in time, I've changed the shade and intensity of the fog, which seems to be helping with fog conditions, but I'm still trying to figure out around sunsets and sunrises, and other lighting how to eliminate or reduce this even further. This screen shot is in failry heavy fog, that turned the backdrop into a gray silhouette. This is at sunset, the areas with the red circles, washed out, no contrast/detail to the mountains or clouds. THANKS P.S. I just noticed there's been a new release for Cathedral Weathers. https://www.nexusmods.com/skyrimspecialedition/mods/24791 I actually thought the project was dead and that DrJacopo moved on to Azurite. I really wish he'd unlock the Nexus page, so at least memeber can chat and give support to each other if he's not wanting to participate there, at least let the community chat among themselves. If anyone personally knows DrJacopo, please ask him to unlock the Nexus Posts, so that the members can at least chat there.
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Ok thanks
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Hi, The Sigils of Skyrim of mod; https://www.nexusmods.com/skyrimspecialedition/mods/54108 Does anyone know if this is just a HD retexture maintaing the original vanilla look, or these are a new look? I just want better looking Vanilla... THANKS
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In 1.6.640.0 I tried the latest Cathedral Landscapes update, but there is no difference with grass pop in. Next, I went back playing with 1.5.97 and the grass fades in better. This seems like this is not just an SSE issue, but something that has changed in 1.6x that has introduced more grass pop in, but what? hmm
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I haven't touched these settings, and the actor render is whatever BethINI high settings puts it on. What are safe settings for the actor render? Are you talking about fLODFadeOutMultActors? I read something about bUseNavMeshForMovement=1 to correct this, hmm... THANKS
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I don't use any FPS boost mods... I do use SSE Display Tweaks, but I've capped it for now at 60fps, still trying to decide if it's better to stick to 60fps, so as to avoid physics issues. But I did see a cow fall from the sky LOL, so it looks like regardless of the fps, this still exsists, spawning from the sky and capping fps doesn't do anything for it. I read before that fGrassFadeRange is the best and only one needed to play with. hmm Ok on Complex... Speaking of Complex I see a new release; https://www.nexusmods.com/skyrimspecialedition/mods/69578 I wish Cathedral grass could be made into a Stand Alone. Sure would be nice to mix and match it with other landscapes mods to see what can be done. At this point in time I find Tamrielic Textures SE 1 - Landscapes a nice match with Tamrielic green Grass, both quite lush looking. I did try Cathedral - 3D Pine Grass once before, can't remember what I didn't like about it then. Might have to play with it again and compare now to Tamrielic grass. Does anyone know how the object bounds and color matching are with Cathedral - 3D Pine Grass?
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I haven't noticed any areas without grass. But one thing I have seen often, I approach an area, and then, for a lack of better wording, and entire area of grass disappears, then as I move a little closer all the grass then pops into view, not sure what causes this. The one thing I am noticing, is that the grass fade distances, changing the settings doesn't do anything to extend it further out, making it supposedly fade further into the distance. So maybe, as an example, if fGrassMaxStartFadeDistance=25000.0000 could be made to work, then it fade/pops in so far out, that you don't notice it, instead of close to you. From what I've read, at this moment 7000 is Ultra. hmm THANKS P.S Does Complex Grass match better in the distance, or the same?
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The settings made an entire mountain area pulsate, unless the settings were introducing intense Z-Figthing, not sure. What do you mean 'Full Grass'? ExtendGrassCount in the GrassControl.config? Also, is ExtendGrassCount=true in the GrassControl.config a good thing to use anyway? I wouldn't want to stay on 1.5x I think there are better updates and fixes on the 1.6x versions, especially with the latest releases of Unofficial Skyrim Special Edition Patch. The question is, can grass pop in, somehow be corrected, with some sort of changes/mod, etc., in the future. THANKS
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I have all the settings in Skyrim.ini and it's not really doing anything for Veydogolt. I'm putting back my original setup and test it, and will let you know with it, if I see a difference. I don't know which settings are causing this, but when I stand outside the Whiterun gate, and look straight ahead at the farthest mountain tops in the distance, these pulsate in an out of view. hmm THANKS P.S. I don't know if the limitations of the game engine can be overcome, but if there's ever a way, to somehow have something in this game, either in DynDOLOD or a mod, it seriously needs something to elimiate the pop in and hopefully have it appear more naturally fading in an out. This popping in of objects, terrain, grass, rocks, etc., absolutely kills the ambience of the game, and it's so sad, considering the massive amount of mods out there, along with DynDOLOD that make this game look so NextGen, all except this issue. hmm hmm hmm ;/
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These still have some pop in. There is a slight fade however at the beginning, but then it pops. Also I've noticed, sometimes the grass disappears then reappears poping in. hmm Looking at how these numerical values were created, I don't understand, if there's much of a range here to adjust within, if possible to slow it down further. On a side note with GrassBillboard= GrassBillboard=1 I've tried 2-6 before with Tamrielic Grass and it only made the distance grass appear very dark at different times. I found, trying to use 2-6 made it harder to match the grass. I don't see any difference here, since this also uses Tamrielic Grass.
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A major part of my computer background is from Linux, especially Slackware, and that is mainly using the terminal for commands. I certainly use GUI on computers, but when it comes to something like this, I personally like and find it easier to edit things manually by hand, rather then always relying on a UI to do the job. I also believe, that when you do things too this way, you gain a better understanding of what's going on. It's like being the Mechanic, instead of a Driver, so I like to get under the hood. LOL I also look at BethINI as the starting tool, just to get a Base Line setup in place, but afterwards, editing by hand. I'm assuming that 'Yes' meant to add it to Skyrim.ini? THANKS P.S. I'm a Hands on Geek! LOL
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[TerrainManager] fFadeSeconds=0.00001 Skyrim.ini doesn't have [TerrainManager], so should I add that in, or add it instead to SkyrimPrefs.ini, which has [TerrainManager]? THANKS
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On the topic of different colors at different hours of the day, especially at sunrise or sunset times, or a few hours before or after, I've never been able to get grass matched very well at these times. Here's an example of what I mean, at like 9am-10am. But maybe, depending on the angle of the sun, this is to be expected, but I assumed, if the grass in the near distance is somewhat lighter, distance grass closely resembles that... hmm
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I've been playing with this for months, the only thing I see, is that I can get close color matching, but depending on the lighting and time of day, there is still a difference between the colors. I also don't see what matching 'Colors' has to do with Pop In. The way I see it, getting the colors more evenly matched, might make a slight difference, but I still see it Pop In. I don't see making any of these changes removes Pop In. It just seems like, all I'm doing is getter a better match between the distance grass colors is all, but it still pops into view when I get close. Hmm THANKS P.S. I'll keep playing...
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Here's a video with Veydogolt. Bloody Vimeo converted it to only 540p... hmm Just start it at 20 seconds... Veydogolt Grass Pop In
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I still see the same grass pop in with Veydogolt - Grass and Land and Water Overhaul, it's no different. I thought with the Object Bounds being mentioned, Veydogolt - Grass and Land and Water Overhaul, would have not as noticeable pop in? I don't get why I still see the same pop in, when I'm using good settings for BethINI and NGIO and Grass Cache Fixes. I'm also using all the default settings for xLODGen, TexGen, DynDOLOD from the Step Guide too.These are my NGIO settings I'm using in 1.5.97 to create the Grass Cache. This is my Grass Cache Fixes settings for 1.6.640.0
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So I don't need to mess with any object bounds? Yes sbridge01.nif.mohidden is what I see too. Should I unhide this? THANKS P.S. For Veydogolt - Grass and Land and Water Overhaul, is there a recommended TexGen grass Direct/Ambient settings to start from?
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Ok, I will play with just Veydogolt - Grass and Land and Water Overhaul to see how I like the brown tundra, and then I will make sure the green tundra overwrites it. I have 1.5.97 all setup in MO2 to make the grass cache, I've been doing it for all the grass mods I've played with. @DoubleYouok For Veydogolt - Grass and Land and Water Overhaul you recommend using iMinGrassSize=52? I noticed 52 was in the grass cache you created. Is Veydogolt - Grass and Land and Water Overhaul suppose to have hidden files? When I installed it in MO2, it shows up as having hidden files. THANKS
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I'd like to use Veydogolt - Green Tundra Grass with Veydogolt - Grass and Land and Water Overhaul, but I was hoping that the Land and Water Overhaul would also have a green landscape version as well. Like these areas I marked with a red X are brown with Land and Water Overhaul, so maybe in time, there can also be more of a green landscape version. The vanilla-esque grass cache, what's going to be different about using this, compared to me creating a grass cache? THANKS
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When you say bad matching, possibly end-user settings needing better fine tuning in TexGen and DynDOLOD, or no matter the settings, some grass mods are always going to look this way? THANKS
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At the moment I'm using Tamrielic Grass; https://www.nexusmods.com/skyrimspecialedition/mods/46217 Maybe the distance at which the grass begins to fade/popin can't be changed, but I was hoping there was a way to make it more subtle, less noticeable? It's my understanding, some grass mods are better at this than others. Here's a video, at 12 & 45 seconds it pops in, so just fast forward just before these times. It's so fast and obvious, this change, is there a way to make it more subtle, slowly fading in, so it's not as noticeable? Grass Popin It's nice too, to see a new grass/landscape mod 'Veydogolt - Grass and Land and Water Overhaul', maybe this one has less noticeable pop in? THANKS
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I'd like to inscrease these settings below, and I noticed from High to Ultra BethINI doesn't adjust the Grass Distances any different. I'm trying to create the least amount of pop in. Skyrim.ini [Grass] fGrassFadeRange=14128 fGrassMaxStartFadeDistance=6144.0000 fGrassMinStartFadeDistance=0.0000 SkyrimPrefs.ini [Grass] fGrassMaxStartFadeDistance=6144 fGrassMinStartFadeDistance=0 fGrassStartFadeDistance=6144 THANKS
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Ok thanks guys!
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While we are on the subject of Fade Distances, and instead of posting a new post, what are the Ultra Grass settings for BethINI, can someone please post those too? THANKS

