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TFVgen

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Everything posted by TFVgen

  1. I'm having a problem but I'm not sure if it's being caused by dyndolod, but it seems to be, there a huge block of ice close to Whiterun, it only appears when I get close and it has collision but I can't select it on console to verify which mod is defining and editing it, here's an imgur album showing the artifact: https://imgur.com/a/PINeVU5 Modlist: https://pastebin.com/wAA4r9gT
  2. For anyone that may stumble upon this post, I fixed this by disabling SSR in skyrimprefs.ini (set bScreenSpaceReflectionEnabled to 0).
  3. As the title says when I leave castle volkihar and return to skyrim all the water is glowing green (and if I return to ccastle volkihar again the water is glitched there too), the issue persists even if I turn off ENB, the issue goes away if I restart the game though until I go to castle volkihar again, my mod list: https://pastebin.com/hTtin3P1 Specs: GPU: RTX 2060 6GB CPU: Ryzen 3 3100 RAM: 16GB DDR4 MOBO: ASUS B450M
  4. Just coming back to report that everything is working nicely now, thanks for all the help sheson!
  5. Yeah, but I'll have to regenerate anyway due to those persistent LODs that I was having before, right? I've updated the tool and it's resources also.
  6. I'm using Rudy enb if that's relevant.
  7. Another thing actually, you say change but generating takes a long time so it's better if I know exactly how each of these settings affect how the grass look, what raising or lowering these numbers do, I guess GrassBrightnessTop and GrassBrightnessBottom will lower brightness if I lower the 3 RGB values but what about Direct and Ambient?
  8. Ok! I'm gonna go over the process of running texgen (to fix the bright grass) and dyndolod again and will report if any new problems arise, thanks for the patience.
  9. Nevermind, I'm stupid Here's both:
  10. I did that already and nothing came up, not even the base ID came up as matter of fact.
  11. Alright, searched both references on the editor ID search bar and nothing came up, what do I do now?
  12. Why would you look up a reference in SSEEdit anyway? That wording is very vague, anyway, I couldn't find this editor ID, also nothing in that reference ID matches with anything on any Dyndolod plugin, if you could screenshot the information that you need that would be great.
  13. What do you mean point to a Dyndolod plugin? As in a Dyndolod esp/esm? In the image it seems to point to both it's esm and esp for base and reference, don't know which of those is the relevant one so which should I open in SSEEdit?
  14. Whiterun LOD won't go away even with tll, note the floating object here is gone since it's LOD that was loaded at this distance. Info on this persistent LOD model. Info on that floating object persistent LOD model. The LOD model viewed from afar has no form ID (used tfc to get close obviously). If I delete all content inside my Dyndolod (the tool, not the output) folder and extract the updated version there will it cause issues then?
  15. Here's the thing, this object is floating in both ugrids and LOD space (or whatever you call them), in ugrids space it definitely has a form ID (that I can disable with console too if I want, in which case the object only appears as LOD) and the LOD doesn't like you said, I remember that it pointed Dyndolod as reference, I'll have to open the game and screenshot this additional info though. In regards to grass, do I need to run Dyndolod again after regenerating TexGen? Because it takes almost 2 hours to do it's thing, and my pc is not a potato by any means either. Another thing, does updating Dyndolod comes with any caveat? Do I just overwrite it's tool's files?
  16. Ran the tool again without changing anything and had no errors, but there's a problem that persists a lot in my load order which is grass that is about 2~3 times brighter than regular non-LOD grass, a floating object close to the guard tower where you fight the first dragon in Whiterun and also the LOD on Whiterun's exteriors not unloading (already did the things suggested in the FAQ, enabled dynamic LOD when generating and I have no uLockedObjectMapLOD=32 setting in Skyrim.ini, setting uLargeRefLODGridSize to 5 didn't help either, granted, there was no flickering to begin with as Whiterun's LOD is larger than it's actual model), all these issues are illustrated in this album: https://imgur.com/a/gWUTSW2 Modlist:https://pastebin.com/DRMA9MzE Other Logs: https://ufile.io/f/qtanx bugreport.txt
  17. Ran into an Item not found error, the faq tells me to post here for help. Full error message: Item not found while processing Dragonborn.esm [REFR:0401740E] (places DLC2DwePlatBgCorOut01 [STAT:0401F151] in GRUP Cell Temporary Children of DLC2NchardakExterior04 [CELL:0400EEA8] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 20,9)) Error: Item not found while processing Dragonborn.esm [REFR:0401740E] (places DLC2DwePlatBgCorOut01 [STAT:0401F151] in GRUP Cell Temporary Children of DLC2NchardakExterior04 [CELL:0400EEA8] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 20,9)) Am using Dyndolod 3 alpha. Logs annexed. Debug_log file is 80 mb of text, I'm not uploading that sorry. bugreport.txt DynDOLOD_SSE_log.txt
  18. So I have seen mostly good results from Dyndolod 3.0 alpha but I've noticed some pretty bad z-fighting occurring in Solitude (video link: https://imgur.com/jXLvvqc), I have noticed that to a much lesser extent in some other areas too, also I have a problem where sometimes the LOD won't unload, especially in Whiterun where I'll have the LOD model clipping through the full model.
  19. Well I couldn't find any simple step-by-step guide elsewhere, and all guides seem to say different parameters and different steps, what's the most updated average mod user guide for this thing? (btw I've downloaded my dyndolod from nexus, one would think it would be updated)
  20. Hello, so I got to the point in LOD generating where I need to run DynDOLOD, I've run SSELODGen, NGIO grass pre-cache and TexGen in that order, but following a guide it says for me to activate grass and TerrainUnderside in DynDOLOD_SSE.ini, but neither of these parameters are present and there's not much as a mention in DynDOLOD's interface about grass, is it just not needed with DynDOLOD v3? What's up with that and what should I do now? Attached is a print of how my DynDOLOD interface looks like, regards.
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