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Brambleshire

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Everything posted by Brambleshire

  1. I found it! It's mountaintrim01 and its governed by mountains/mountains mods, but uses textures from landscape texture mods. So I guess a weird hybrid. I'm guessing the texture is missing because the texture in the landscape mod is not matching the path for the texture in the mountain mod. I figured this out through the console. I thought you couldn't select the ground in the console, but in this cause you cand because its not "the ground" per se, its an object. I'm still trying to figure out the issue with the straight seams tho.
  2. So as far as I understand there are 3 types of "earth" in skyrim. There are the actual mountain pieces, there is landscape (pineforestgrass01 etc), then there are these space filler textures that are in between the areas when the mountain pieces have gaps and on the edges. Like so. As you can see I am missing the texture for this type of ground. Can someone please give me some more information on what these bits of ground are called, where to find them in /Data, and what category/type of mods cover them? Is it even a landscape texture or is it an object? Should I be investigating my mountain mods, my terrain mods, or something else? Additional Screenshot 1 Additional Screenshot 2 Secondarily, does anyone know how to get parallax landscape textures to blend with said ^^^^ terrain? My textures blend nicely with other landscape textures, but against this hitherto unnamed mountain space-filler texture there's no blending at all and I have straight seams. I am using a custom landscape pack I put together myself by cherrypicking myfavorite textures from all the parallax landscape texture mods. Thanks for your help!! Also, as you can see, in "Additional screenshot 2" in my comment above I am using Landscape Identification Terrain Texture to try and identify this area. I THINK it says "Snowrocks01" but I cant be certain if snowrocks01 is the actual area in question, or if its just beside it or underneath. When I check for snowrocks01 in my data and landscape mod, everything looks to be in order. Its not getting overwritten by something, I have all the files I need, etc. I don't see anything wrong with snowrocks01.
  3. Mm i don't remember ever changing anything in there that the step guide didnt tell me to change... But anyways, it worked! Dyndolod completed successfully! Thank you for your help!
  4. Dyndolod_SSE_log.txt Dyndolod_SSE_debug_log.txt I'm very sorry. I missed where it said to post those logs as well. I also edited my first post to include the logs there. Yes. Sorry I didn't know the 0 is relevant Ok, So it sounds like my Dyndolod is setup correctly and its a grass error. So what this means is that in Dyndolod_SSE.ini, I need to change "GrassGID=gid" to "GrassGID=cgid", is that correct?
  5. Got it. I changed it to 6. I think it may have helped slightly, but it made everything at night just a sheet of solid grey.
  6. Yes, those settings are turned off. However I can't find the "shadow filtering" setting, so I don't know what it's set to. Do you know where that setting is located?
  7. Affirmative. In each case, turning the ENB off made almost no difference. The ENB just made things brighter and the problems easier to see. But each problem still persists. The vibrating shadows, the fog tiling, and the shadow color clumping. I'm using Bjorn ENB (the cathedral weather version, which only exists on Bjorns discord) with Cathedral Weathers. This particular ENB was made specifically for Cathedral Weathers. Just to be extra sure, you do mean turning these off WITHIN the ENB, right? In the ENB in-game menu? Do you know where this is located in BethINI? I can't find it. I checked all the tabs and the "display" section of the custom tab.
  8. Hello good evening! So I'm getting Range Check Errors when I attempt to run Dyndolod. Specifically: "Error: Error reading grass Tamriel [-1,-10] Range check Error" I am not sure if its a grass problem or versioning problem. The dyndolod exceptions page lists "error reading grass" and "range check error" as separate errors, but here they are both combined in the same error. I am also not 100% if the versions of all my dyndolod components match up correctly, since I am on Skyrim 1.6.64. The first time I had an error that said "Error reading grass Tamriel [-1,-8] Range check Error". I followed the instructions on the Dyndolod exceptions page for error reading grass, which is to delete the .CGID grass cache for that cell. I did that, and then I got the same error for [-1,-9], then again for [-1,-10]. This makes me think the problem is not isolated to just one bit of grass (both of these cells are in the mountains directly between Secundas Kiss and Bleak Falls Barrow). I have successfully generated a grass precache with No Grass in Objects. I have also successfully ran xLodGen64, TexGen64, and ACMOS road generator. For grass, I am using QW's Grass Patch 2 which is a combination of Cathedral 3D Pine Grass, Origins of the Forest, and Folkvangr. Bugreport.txt Dyndolod_SSE_log.txt Dyndolod_SSE_debug_log.txt Dyndolod_SSE.ini GrassControl.ini My current Dyndolod set up is as follows: Skyrim Version: 1.6.64 Dyndolod 3 Alpha: 3.0.0.169 (Dyndolodx64.exe) Dyndolod Resources SE- 3.00 DynDOLOD DLL NG and Scripts 3.00- 1.6.x version, Alpha 27.1 Aspens Ablaze Add-On DynDOLOD 3- 2.36.3 Majestic Mountains DynDoLod V 3.0 Lod pack- 4.01 Is my DynDolod setup correctly, or do I have some kind of grass problem? Thank you for your help <3
  9. You mean to just click the ultra button in Bethini and nothing else? I did that and it did help, but not completely. It's more varied now. Sometimes the shadows look perfect, other times its still there but less strong; but overall better than before. As long as I understood your suggestion correctly, I'll probably just leave it at that. Also I was actually already using Soft Shadows because it's on the STEP list. Most of those settings on my graphics software were off. HDR was already off as well. I dont see any changes. It's either an ENB issue, ENB settings, or something interfering with ENB. Sadly the ENB author will not reply on nexus or his discord and its been weeks. However, I can definitely say it has something to do with fog. The light rays look very nice, but its the fog that frankly looks very bad. Light rays screenshot Fog screenshot 1 Fog screenshot 2 In that screenshot its actually not the black thats the problem, its the grey mist/smoke that usually floats around the main menu screen and loading screens. Instead of looking like mist, it looks like monochrome grey blobs. Let me know if you can see that. If not I'll get more screenshots. Basically any time the screen is dark, or in a dark area of the screen the colors band together instead of being a smooth gradient. Not necessarily only black.
  10. Yo! Diavolo! Your the best! Good luck and all the best to your worlds, real and virtual! Thank you again for all the times you've helped me!
  11. Hey guys, may I please ask this fairly general question? So I got these visual problems going on, but I don't know what some of them are called, or even the neighborhood of what could be causing them. I'm hoping that some folks in here have more advanced knowledge of displays and graphics that may be able to point me in the right direction of solving them. There's some very knowledgeable folks around these parts. So maybe someone happens to know something! 1. Vibrating Shadows screen record example (oops. skip ahead to 0:05 in the video to actually see the recording) There's a lot of talk online about funky shadow behavior but I don't know which one applies to this situation. People are talking about shadow flicker, shadows shaking, shadows moving, etc. In my case I would say its more of a vibration. 1. What is this phenomenon called? Do you happen to know where to start to fix it? Is this an ENB issue? Lighting mods? Weather? .ini settings? I'm not sure where to start. 2. Pixelated Volumetric lighting / God rays Screenshot 1 Screenshot 2 I very much enjoy thick volumetric lighting, but when its extra thick like on a real foggy day, it looks tiled and pixelated. What is this phenomenon called? Is this an ENB issue, a weather mod issue, lighting mod issue, settings, or some combination of all of the above? I am using Bjorn ENB for cathedral weathers, with Cathedral Weathers MCM, Cathedral Weathers and Seasons, Enhanced Volumetric Lighting and Shadows EVLaS, Reshade, and Volumetric Mists. The version of Bjorn ENB I have is for sure supposed to be used with Cathedral, EVLaS, and Reshade. I want to test by turning the ENB on and off, but for some reason the usual F12 or SHift F12 doesnt work. 3. On dark areas of my screen colors bunch together and the shadowy areas look extremely pixelated. Screenshot 3 (in this screenshot you might not see it, unless you go fullscreen and turn off the lights in your room) This ones a stretch because I'm pretty sure it actually has nothing to do with Skyrim. But if anyone knows about this any tips would be appreciated. A great example is the mist on the Skyrim main menu. Instead of looking like mist, its just a grey blob made up of about 3 different shades of grey. The same thing happens in very dark areas, where instead of solid or graded black, the blacks blob together in maybe 3 different shades. What is this phenomenon called Does my monitor just suck? Is this a display settings issue? Does this have anything to do with Skyrim at all? My build is basically finished, I'm just cleaning up the rough edges, and this is one of them. I followed the STEP guide about 95%, except where I opted for different lighting mods, omitted a couple mods, and so I didn't use the STEP compatibility patches. The rest of it is a lot of mods that I added on top of a 90% STEP foundation. I haven't yet run Dyndolod either. It's one of the last things I'm doing. Mod info: https://modwat.ch/u/Brambleshire/plugins https://modwat.ch/u/Brambleshire/modlist https://modwat.ch/u/Brambleshire/ini https://modwat.ch/u/Brambleshire/prefsini Specs: https://pcpartpicker.com/list/VzsWRK Thank you in advance for assistance!
  12. Well I've fixed it. I removed grassprecacher.py from /Mod Organizer B/plugins , and put it in /Mod Organizer/plugins which is the original instance and the one that contains the MO2.exe. Voila, suddenly it works! I SWEAR that both plugins folders had grassprecacher.py, I SWEAR. But I guess I may have cut instead of copied at some point or something. Anyhow, thank you Z for giving me the hint that lead me to the solution. Don't ask why it took me 3 days to figure this out lmao. Nothing is obvious when you know so little!
  13. Affirmative. I just see BSA packer, FNIS, and INI Editor Wellll..... Just to make sure we're clear. I have one installation of MO2 with one modorganizer2.exe. This is located at C:/Modding/ModdingTools/Mod Organizer. I have another instance of MO2 at C:/Modding/ModdingTools/Mod Organizer B. /Mod Organizer B is the main instance now for my current build. (The first instance was my first attempt at a STEP+ build that I gave up on. I started over with a new instance, "Mod Organizer B".) When I went to install the grass precache, the instructions on the NGIO page says to put it in your plugins folder. I saw that my /Mod Organizer B didn't even have a plugins folder. I assumed that I accidentally deleted it or something, so I copy and pasted the plugin folder from /Mod Organizer to /Mod Organizer B and put the GrassPrecacher.py in there. I also noticed that GrassPrecacher.py was already in my original instance /Mod Organizer. However, the grassprecacher doesn't show up in that instance either. Let me know if that makes sense. Would this mean I need to start my build from all over?
  14. Yes. I have one Modorganizer.exe. And I have two Instances, each with their own /plugins folders, (+ downloads, mods, profiles, etc). However I still cant get grassprecacher to show up as a tool. I would want to try the manual way, but the instructions given on the NGIO page is extremely vague and indecipherable. I'll see if they will reply to a comment.
  15. Thank you! Well at least I know I got that part down. But I have to ask, What do you mean "wrong portable installation?" Do you mean I must have used portable instead of global? I'm definitely using instances. I have two. I believe they are both global, but is there a way to check?
  16. On the NGIO nexus page, in the section about precache, there are two expendables. One for MO2, and one for "not MO2". Is the "not MO2" procedure the one your referring to as the manual method? Also, for MO2 tools in general, is simply copy and pasting them into the /plugins folder the correct way to install them? Generally that should work? Thanks for responding so quickly. Your really saving me many hours of time wasting!
  17. Hello, How does one correctly add plugin tools to MO2? All instructions I have found say to simply copy and paste your .py or whatever it is into the /plugins folder, then it shows up in the puzzle piece button along with BSA packer and FNIS. However in my case, nothing happens and the tools do not show up. I'm trying to do the NGIO grass precache with the GrassPrecacher.py. **Addendum: Idk if this matters, but I was trying to do this on my 2nd instance of MO2. Strangely there was no /plugin folder in it, so I created one. In my 1st instance of MO2, there was a /plugin folder, but Grassprecacher.py wouldn't show up in that one either. Please let me know if there's any other information you need from me. Thank you in advance to anyone who may have time to point me in the right direction!
  18. I finally found the answer to the spikey volcano dirt! It was a conflict between the atlantean .esp and skurkbros .esp. I don't know why they have .esp's or what they do, but they both had effects on the landscape textures in question. I also don't understand why they didn't show up in the conflicts panel or data tap as touching those textures. But oh well, they did. So I made my own patch in xEdit so that each .esp only applies to the areas that I want them to. I'm too tired and frustrated to be all that excited, but at least im moving on to the next stage of my build! Time to spend a few days deciding what dungeon, mountain, and architecture textures to use....
  19. YES. That was it!!! All the textures from my "custom" mod are showing through!!! Halelujah! I was wondering what that dam "Tamriel" folder was for, and why it was full of a billion files named after cells... Hell yea Diavolo thank you! And what is working looks AWESOME. As I'm going around inspecting I just stop and stare at some of the scenes it looks so dam good. However! My volcanictundradirt01 is still spikey. It looks as designed when Atlantean is by itself, but as soon as I introduce my other mod it goes spikey. This dam volcano dirt has been vexxing me for several days now. I'm going to edit my question to the author. Also my Dirt02, Pineforest02, and snowrocks01 suddenly went spikey, but I think I can fix those quickly.
  20. I started to inquire more deeply about why lighting meshes have anything to do with meshes and parallax, but im going to chalk it up to magic like we did with the deep levels of how parallax really works jaja. First of all thankyou for making me realize that refreshing MO2 is a thing. Who knows how many problems that caused over the past few months of tinkering? WELP. I have been already checking the data tab and the conflict tab. Lets look at fallforestgrass01 and the other fallforest___ textures for the rift. I want to use the skyland textures for the rift because they look the best. So I have copied and pasted all of the files from the corresponding skyland mods into my own, preserving the file paths and everything. When I test my custom mod by itself, it works fine. The Rift looks beautiful. However, recall I have volcanic tundra to address. I need Atlantean to do that. Putting Atlantean files in my custom mod resulted in spiky volcanic tundra, but it works fine as its own mod. So Now I have Atlantean as its own mod covering the volcanic area (+ the reach and dirt01) with my custom mod covering the rest. I have confirmed with the conflict panel and data tab that my custom mod is winning and nothing is overwriting it in turn but Fallforestgrass01 still shows the atlantean texture in game. I hide fallforestgrass01 from atlantean and it still shows in game. I delete fallforestgrass01 from atlantean and it still shows up in game, overwriting my fallforestgrass01!!! From what I know this should not be possible! Is there something about Atlantean that makes it where its all or nothing? Am I overlooking something? I also refreshed and doublechecked that my custom mod had the skyland version of fallforestgrass01 and not the atlantean one. I'm about to start over with my parallax section again. Thanks again Diavolo, your the best! It just so happens that theres a villian named Diavolo in this crazy anime! EDIT: I'm going to the author of Atlantean to ask for their opinion on overwriting some of the landscapes from their mod. They seem to still be active... EDIT EDIT: If this doesn't work, I might just go give up on this and go full Atlantean, as its the only landscape parallax mod I've found that works on its own in every type of landscape texture.
  21. Yes! I actually implemented this because I saw you talking about it to someone else in another thread! I even followed the deleting files tutorial. (In all my google and stepforum searches, your posts come up a lot!) But I'm glad to hear that you dont really needed, because I don't understand what it actually does, and mods I don't understand make me very anxious. So I'll happily remove it. Step 4: I have done steps 1-3 already. Except I have not done STEP in totality. Where things get tricky with the STEP compatibility patch I have foregone it for now to make my own choices in those areas going forward, such as with lighting mods. [This is actually my second attempt at a build. My first one hit an unsolvable problem, so I decided to start over.] 4. I'm suprised to see you say add lighting here, but I trust you to the death. The Lux you link to is for interiors, is this your intention? Since you disable all the plugins, your not actually using it for lighting. Does that mean you use other mods for your lighting? Intermediate Question: So before I proceed with the next question, I want to tell you about this because its a large part of why I started doing this in the first place. With nearly every landscape texture mod, there is always 1 or 2 textures somewhere that is spikey. Example: I have all other parallax mods removed or disabled. PURE Skurkbro installation. Instructions followed to the T. In skurkbros case its Fallforestgrass01 and volcanictundradirt01. Likewise with 202x and with skyland i think it was Dirt02. Even if I wanted to use a 1 mod landscape I can't because there's always that one or two spots that are spikey. (I haven't been able to get responses from the authors). The only exception is Atlantean, which has a couple critical texutures that are just awful. Anyways.. to the actual question: Do you have any insight on why almost every mod has at least 1 or 2 spikey textures like how I've described? Step 5: So. This is the tricky part I think. I'm going to start over following your method but hear me out. What I've been doing so far has gotten me 95% of the way. I created my own mod where I copy and pasted all the things I want from the 4 forementioned mods. I have skyland for the rift, skurks for the marsh and oceanshore and rivers, 202x for snow, skurks for the rest. All of this looks great EXCEPT the dastarldly volcanictundradirt01 which is a spikey carpet. When I examine it in M02, no other mods are touching it and no files are missing. So what do I do? I decide to use atlantean since thats the only mod that has a flawless -and non spikey- volcanic area. But when I try that, ITS SPIKEY TOO. Ok so then I assume it needs the esp and other random files that come with antlantean in order to work, so I leave atlantean as its own mod with my custom mod overwriting the areas I want overwritten. SO. You would think that my custom landscape mod would simply overwrite atlantean. No. Even tho MO2 tells me that Atlantean is being overwritten, all of the landscape textures display atlantean textures. So then I hide all the unwanted atlantean textures. All of skyrim still shows atlantean. Ok, so then I delete the unwanted atlantean textures. All of Skyrim is STILL displaying entirelyatlantean textures!!! Even the ones I deleted! . . pause . . Now before I started this method, I was doing one similar to yours, where I was sorting the landscape mods and hiding what I didnt' want, but I ran into the same problems where hiding or even deleting textures seemed to accomplish nothing. Now finally the question: How did you avoid this obstacle in your method? Because if your sorting more than one texture mod, and hiding files, it seems like you may encounter the same obstacle. Phew what an ordeal. I've spent literal days just on landscape textures lmao. Thanks again Diavolo for sharing your wisdom. I will ensure I pass it on where I can. And thanks for the DYNDOLOD tip, your no doubt saving me hours of work figuring that one out! P.S. Are you named after the charachter from JoJos Bizarre Adventure?
  22. Yooo! Butchdiavolo this is great thank you!!! This is extremely helpful and easy to understand! Welcome to the school house kids! Any guess as to why a mod wouldn't have it? Pfuschers 202X doesnt have these, even tho it does have snow textures, one of the better looking ones in fact, and the snow option I'm going with for now lol. So diffuse is the light effect. What is alpha, and what is normals? I see those terms being used a lot, but people assume everyone else already knows what that means exactly. And as for meshes, meshes are optional right? Up to the taste of the mod creator? Is that why not all landscape mods include meshes but some do? I just got a notification that you replied again, so Im going to see what you said before continuing.
  23. So I've successfully been able to build myself a custom set of landscape parallax textures EXCEPT one particular texture. Thats volcanicdirt01. No matter whos textures I use for volcanicdirt01, it is spikey as if its missing the parallax texture but its not. All the dds's are there, but no matter what I do or what textures I put there, volcanicdirt01 remains spikey.
  24. Hello friends! I know this ones a doozy, so I will totally understand if its too much to bother with. However if anyone does, I will be deeply grateful. Something I've been working on is putting together the most ultimate and beautiful parallaxed landscapes. There are several mods/authors that have some amazing work, such as Skurkbro, Pfuscher, Skyland, and Atlantean. However each one of these has some amazing areas, and other areas that are quite bothersome. Skurkbros has an amazing Marshland, but lackluster Rift. Meanwhile Skyland has an amazing Rift, and lackluster marshland. I will here on refer to each as the "parallax mod" and the "texture mod". Atlantean looks 90% wonderful, but the riverbank and oceanshore texture is awful and ruins the whole thing. They say that its best to stick to one landscape texture mod for a consistent look, but some of them have extremely jarring choices of textures right next to each other (atlantean, which is otherwise good). Therefore I've been trying to find away I can use elements of each authors collection into a combined landscape. I've tried a few things, however the depth of my knowledge is holding me back. I think in order to do this I need to first better understand how parallax works. If anyone knows any good resources, ie forum convos, youtube videos, etc. Please let me know. I've spent days on this but haven't found anything that doesn't just scratch the basic surface. Here are some of the gaps in my knowledge: Why do some parallax landscape authors have seperate mods or files? Skurkbros has "SRP Landscapes 2K - Complex Terrain Parallax" AND "Additional Landscape Parallax" as 2 files in the same mod. Skyland has "Skyland - A Landscape Texture Overhaul 2k" AND "Skyland Landscapes Parallax" as 2 separate mods entirely. But Atlantean just has 1 file with a single dependency. This non-standardized approach is causing me to be confused what each is used for. My guess for now, is that one file is just flat landscape textures, while the other adds parallax. And atlantean just combined it all into one. Is this correct? I am further confused when I examine the contents of the files. For example Skurkbros "SRP Landscapes" has many of the same .dds files as Skurks "Complex Terrain Parallax". Meanwhile some authors have .nifs in the meshes folder, while others dont, and some dont have a mesh folder at all. And thats not all, for some reason theres a mesh folder in both the parallax mod and texture mod, which seams counterintuitive. Someone told me that no special cases = diffuse, _n = normal, _p = parallax, _em = emissive and _para = Multilayer Parallax underlying texture. What do this terms actually mean and how do they interact with another? Why do some textures have several types, while others only have 2? Which ones the height map? Which one is a simple 2D texture, and which gives it the parallax effect? Why do meshes have to do with it and why do some have meshes and others do not? These answers are surprisingly hard to find on the general internet. Most of the landscape mods have an effects folder which includes projecteddiffuse.dds and projectednormal.dds. What do these do? If I'm combining textures from different mods, which ones do I use? What affect will it have? I initially had a good amount of success by making two empty mods, I have one for the parallax mod files, and one for the texture mod files. Say I want the fallforestleaves01 from Skyland, I copy and paste everything related to fallforestleaves01 from Skyland and paste it in the exact same path as from actual Skyland. If it came from "Skyland Landscapes Parallax" I paste it into my parallax mod. If it came from "Skyland - A Landscape Texture Overhaul" I paste it into my textures mod. Just by following this simple pattern, I had initial success getting the the rift of skyland, the marshes and ice of skurkbros, the pine forests of Atlantean, the snow of 202X, with skurkbros filling out most of the rest. I had about 90% of what I wanted, except the volcanic textures were all super spikey in that bad parallax typical way. As I was tinkering trying to figure that out, I somehow just made things worse and worse. To where now I have white empty textures for all my snow. And if I try to use the Landscape texture identification mod, the entire world is white and blank. I haven't been removing anything, just disabling and enabling different mods. I'm about to start over as I've really gotten myself in a knot. Phew... Edit: Well I did figure out the blank white landscape was because I forgot to disable some patches from "Parallax Mesh Patch Collection." So thats good!
  25. LOL ok now I think I got it. I'm just going to take whatever is in overwrite and put it in the CONFIG mod folder. Thats it. So why do the instructions say something about deleting stuff? Delete all content under SKSE/Plugins/ except the INI file. What exactly, am I deleting here? and to confirm this is the folder of the CONFIG mod right? Also, if I add additional mods, how do I know which ones it is a good idea to do this with? Do I want to do this with every mod that puts stuff in overwrite? I'm sorry to be a pain, but something about the way its written down is so unclear to me and my minds all scrambled. Thanks again yall!
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