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KRZ

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  1. Pardon, the logs: https://mega.nz/file/Jfk1CKKa#u9AU9XrI8p6IPfQJmgSNG7vlMkT12JHyv90RH8eR5W4 Yes, both mods are in their newest version. I've chosen the 'Transparent' option in the Waterfalls and Effects Add-On FOMOD selection of 'Water for ENB'. fxwaterfallbodyslopepassthru_lod.nif, fxwaterfallbodytallpassthru_lod.nif and fxwaterfallbodytall02passthru_lod.nif included with 'Water for ENB' overwrite 'DynDOLOD Resources SE'.
  2. Hey sheson, been trying to clean up the remaining few DynDOLOD warnings I got: I'm using water for ENB and TMD's Waterfalls. On Dyndolod.info I believe to have read everything about the warning, waterfalls and the suggested mesh rule for AnimatedModel01.nif. In my Skyrim.ini is set: uLockedObjectMapLOD=8 This ran with stock DynDOLOD_SSE_all_dynamic.ini What would be best practice to get rid of the warnings? Downgrade the LOD-model to a non-animated one? Thank you for your guidance!
  3. I do use those, but a dev on CS' discord is working on a shader and considered extending it to LOD, which brought up the question. Thank you though! To sheson as well for the explanation and not entirely ruling out the possibility.
  4. Good day, would it be within the realm of possibilites for xLODGen to apply some form of stochastic texturing during terrain lod generation to prevent obvious tiling or is that impossible due to how textures are being processed? Thank you very much for any explanation!
  5. Apologies, then I must have misunderstood something. I've been using ComplexGrassBillboard=5, so it is no surprise that it happens. I just fail to understand what gets modified. DynDOLOD_SSE.ini states a 4x4 pixel grayscale texture is generated for values other than 0 or 100. But where is stored? Cause that makes it sound like it could be part of the Atlas texture. But changes I made weren't reflected when 'Rebuilding Atlas'. From your explanations I now understand such data can also be stored in the mesh. Am I correct to assume grass object LOD billboard NIFs (what a word, holy hell) of type alt2 just dim a white.dds depending on the ComplexGrassBacklightMask value chosen and I should be 'Executing LODGen' instead for an quick and easy update? In case anyone ever comes across this searching for the same answer, the texture is textures\DynDOLOD\maps\gray_*.dds. * is equal to whatever has been set in DynDOLOD_SSE.ini for ComplexGrassBacklightMask/GrassBacklightMask and probably works similiarly for GrassGlowMap/ComplexGrassGlowMap. Example: ComplexGrassBacklightMask=25 -> textures\DynDOLOD\maps\gray_25.dds The texture can be edited (don't rename) and doesn't require re-running DynDOLOD. In case a suitable value has been found, update the value in DynDOLOD_SSE.ini for future runs.
  6. Guess I got it backwards somehow, thank you for clarifying! That makes it slightly more confusing. If I got that right, it's supposed to be a regular texture that does or doesn't come with grass mods? I've just checked some of the meshes used in the grass mod and it doesn't seem to have a backlight/glowmap texture nor flag set. Yet I'm still seeing an effect applied when changing backlightmask values, did I misunderstand something? It's gotta be scaling something, when the grass seems to changing when using backlightmask (even though no texture seems to be set).
  7. Hey sheson, I have been wondering whether it'd be possible for the Preview feature in TexGen to make use of certain configurations set in DynDOLOD_SSE.ini (BacklightMask, GrassBrightness*, etc). I get they're two different tools but figured it'd be of great assistance if Direct/Ambient Light changes would already resemble what would be shown in the game. Am I mistaken? Also I checked the Updating Grass LOD section on dyndolod.info and couldn't find a word on how to update the BacklightMask, is it simply part of the Atlas texture? Thank you for your response!
  8. Had a feeling it'd be a performance issue but had hoped not. Also been wondering whether it'd be possible to gather all grass data (location, color), create an overlay texture + unique noise and slap that on top of terrain LOD to fake grass fields. But that's pretty much exactly exactly what you suggested should be done via baking. Sounds like mixing landscape textures and grass mods is a lot more disencouraged or trouble to get right for visual consistency than I thought. But that answers my question. Thank you for the insightful answer, sheson!
  9. Hey sheson, got a question that's been on my mind for a while now, perhaps you can give me some insight please. In regards to grass LOD, specifically Grass Mode 1. Why is there no option to have userdefined further reduced grass LOD amount displayed in LOD8? I took a picture from High Hrothgar towards the tundra and drew in the lines where grass (Grass Mode 1; 65%) just stops displaying: https://i.imgur.com/TK2c8GQ.jpeg If I wanted grass beyond that I could increase LOD4 draw distance or switch to Grass Mode 2, right? GM2 uses the during the LOD generation set value [0;100] though (I believe?), while increasing LOD4 would otherwise increase load due to it's better quality level compared to >LOD4. To get back to the question, why can we not set a second value for LOD8? Potentially LOD4 % * (x/100) with x being [0;100]? Perhaps just [0;50] or even less? I feel like having just 10% grass in LOD8 would still be better than 0%. Or are there other means to achieve this? Thank you for your reply or if I missed an important bit of information, thank you for your guidance!
  10. Sorry I missed the test version and only now respond to 171 It's looking good however. I've attached the xEdit Error Check below but there are no unresolved FormIDs and I've had no crashes either. I think this could be it. Thank you for continously troubleshooting and also for the easy to understand explanation of what's been wrong!! Error Check 171.txt
  11. This one's looking good in xEdit. Unknown 2 only. No crashes in game either. I've attached DynDOLOD logs, just in case. DynDOLOD_SSE_Debug: https://mega.nz/file/1OVi3ATa#WQN_Iquyedx69e_4LHhKnCn8BMfQCy4DbkwtNf9cHfw I'll start another run with Sirenroot and SLaWF and share the results once I got them. Great success. Unknown 2 only. DynDOLOD_SSE_Debug: https://mega.nz/file/0GdmWY6B#PuPZGFUWPAUm1a1rM7S0YbUGebjXv7GjKfrk2mmc_TU This one's with Sirenroot + SLaWF. The text-files containing 'Complete' in their title are including Sirenroot + SLaWF. May I ask how the mismatch came to happen? It sounds like something more people should encounter so I'm still sceptical I messed up somewhere. Thank you for all the troubleshooting help! Error Check 170C.txt DynDOLOD_SSE_log.txt Error Check 170C Complete.txt DynDOLOD_SSE_log Complete.txt DynDOLOD.esm Complete.zip
  12. Sadly no success. The FormIDs have changed, but xEdit still reports errors. 08 is USSEP. Fwiw, the crashes in Whiterun and Riften are gone. I'm assuming that with the unintended errors in xEdit the crashes only have changed location though. maybe. Just to throw in more ideas what could be causing it: I'm using best of both worlds downgrade to 1.5.97 from 1.6.640, perhaps that's causing a missmatch? Latest available downgrade is from 1.6.1130. Also I'm relying on BEES https://www.nexusmods.com/skyrimspecialedition/mods/106441. And I haven't created new Terrain LOD for the non Sirenroot/SLaWF LO. If that needs updating as well, my bad, I didn't know, please tell. DynDOLOD_SSE_Debug: https://mega.nz/file/4OchDY6S#8eaQcckzsctwFHnhWFHPlCm8NvMY86uFFVX9SAzSlFU Logs 171.zip DynDOLOD.esm
  13. To keep it short, there's no errors besides the Unknown: 2, which are expected. For sake of completion I've included it regardless. DynDOLOD_SSE_Debug: https://mega.nz/file/gX1RXL6C#uZKEtw9HJCBm72IbmBkq5LNln1E1j6PDS5Hb675C5EE Edit: It's probably a reach, but I wanna try it anyways: I've deleted a ton of entries from Fabled Forests cause I only wanted the additional tree placement, but never actually cleaned the plugin. I just did and it removed 2000 something identical to master records. I'll try another Alpha 170 and see what's going to happen. Nevermind, nothing's changed Logs Alpha 169 (new 2).zip DynDOLOD.esm
  14. I'll get back to you once 169 output is generated DynDOLOD.esm
  15. Once again everything's brand new, including TerrainLOD this time, but the crashes persist. DynDOLOD_SSE_Debug: https://mega.nz/file/FDlAwDTa#pI9vxOzqgJoBPAB8x5lMWILKdnqLzjxsXwmVdZ6QzQU Fwiw, I've noticed there are a ton of 0D and FE005 FormIDs in xEdit's error report, which are evgSirenroot.esm https://www.nexusmods.com/skyrimspecialedition/mods/70917 and Landscape and Water Fixes.esp https://www.nexusmods.com/skyrimspecialedition/mods/26138 in my LO. I wonder whether that's related somehow. Peculiar, I've done another Alpha 170 output without Sirenroot and Landscape and Water Fixes, but while all the 0D errors are gone, the FE005 have changed. Everything related to this is in Logs 2 & DynDOLOD_SSE_Debug 2. DynDOLOD_SSE_Debug 2: https://mega.nz/file/9XsBEADa#mMWBomfMs2suBL9rzJLxHOQwFrVpbDRO3ifMmHFhaBs Logs.zip Logs 2.zip
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