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Hardwehr

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Everything posted by Hardwehr

  1. Hey Community! I just Generated my LOD(xLogGen, Texgen, Dyndolod) and i still have this bad water lod transition and the LOD water also isnt flowing .(i had it before w/o generating LOD too). Does somebody know how to fix this, or what is the usual issue here? I already tried simplicity of sea and it fixes the issue, but i very much like the look of Water 4 ENB. And i have 2nd not so important question, you see here the sea is very blue but the sky it should reflect isnt. I guess thats an ENB "issue" and it can be solved through tweaking some values i guess? Do you know which values? As always thank you in advance! Kind Regards, Hardwehr
  2. I can Confirm, it works! I wiped my Windows installation with all skyrim files in it yesterday and set it up all over again. I just finished the 2.2.0 Guide and the Games running smooth! Havent played that much ofc, but it seems that downgrading and installing the backporting mod is best Method atm.
  3. Im sorry i thought cause its performance related i dont to do it. It was overall an unnecessary post. The generated LOD with complex material Majestic Mountains just seems to be very performance heavy. And turnign grass density to 100 is just over the top and unnecessary performance loss.
  4. I tried alpha 145 with Majestic mountains complex material LOD and grass on 100 the first time. I got 3 fps when standing infront of Dragonsreach looking outside. Im generating again now with grass on 60, if its also terrible i will compare to alpha 142. Its also takin 1:50 to generate
  5. Hello Community! When i use Grass Cache Fixes and Uncomment bAllowCreateGrass, bAllowLoadGrass, bEnableGrassFade, and fGrassFadeRange i get a very low grass density: Normally it looks like this: Importantly to say i use a pregenerated Grass cache from the nexus. Does this just mean the guy who generated this grass cache generated it with a very low density or could this be anywhere else on my side? This of course that also impacts my dyndolod grass in distance(which isnt shown on the pictures cause i wanted to eliminate dyndolod as an error source). I use QW's grass patch. A also appended my modlist modlist.txt I know i probably should generate the grass myself but because its a very time consuming process i want to ask beforehand if theres maybe another solution. Thank you very much in advance! Greetings Hardwehr (PS: im often getting 502 bad gateway errors as im writing this post, is this a problem atm?)
  6. Hey, thanks for updating that quickly @sheson! Everything worked out fine this time, no errors. I have an issue with my grass on the other hand(my grass densitiy is way to low) but i think thats on my side cause i accidentally had "grass sampler fix" activated.
  7. Yep [06:40] [MarkarthWorld] Processing 2791 references [07:36] Duplicates not allowed while processing Skyrim.esm [REFR:000186C5] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1)) [07:36] LODGenx64Win.exe generated object LOD for DLC2SolstheimWorld successfully [07:36] Waiting for LODGenx64Win.exe generating object LOD for Tamriel. [29:10] LODGenx64Win.exe generated object LOD for Tamriel successfully [29:10] Created a summary of log messages C:\Modding\Tools\DynDOLOD\Summary\DynDOLOD_Index.html. Duplicates not allowed while processing Skyrim.esm [REFR:000186C5] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1)) Error: Duplicates not allowed while processing Skyrim.esm [REFR:000186C5] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1)) https://drive.google.com/drive/folders/1aJ9vT7S2HEOVsB_1CrIzJXzbu9cVnVrY?usp=sharing
  8. Hey everyone, i have a question to grass cache generation. When i still want to use NGIO grass pre cache i have to go down to 1.5.97. Pretty easy with this guide! Do i only need NGIO(and its requirements) and the grass MOD for generating a working grass cache? Or do have to take other MODs in account? Thank you!(Since its my first post, i dont know if this is the right place to ask this question )
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