
Theovv
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Everything posted by Theovv
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Hello, I've added some big texture packs and other mods and parallax effects, but this gives some problems. One problem is the spiky road texture: https://imgur.com/DDk63u2 The water has a hard edge between two different textures: https://imgur.com/kaxFpZy This is my modlist: https://imgur.com/orqqZAi https://imgur.com/1lRW6KA https://imgur.com/yLIvZJ3 This is my plugin load order: https://imgur.com/ORfwmEs https://imgur.com/RzsO9NS https://imgur.com/a8Q1w3Y These are my enbseries.ini settings: https://imgur.com/DV0jsV3These are my file conflict rules in the mods tab: https://imgur.com/BrCBa1v https://imgur.com/9W19jSK https://imgur.com/YeNgeGz https://imgur.com/XfBWYEP https://imgur.com/jyz5cwR https://imgur.com/YDEo2ix https://imgur.com/MU831AG https://imgur.com/f5Ca2Lu https://imgur.com/CcHD1VZ https://imgur.com/YZHAAKF https://imgur.com/yKpVG65 https://imgur.com/bHCSTX1 https://imgur.com/YBCS7IP https://imgur.com/6opa2Pzhttps://imgur.com/Dw58Rti How can I solve this problem? I have the latest ENB Binaries Also, next to these problems, I don't know if my load order is correct this way to get every mod to function right. Do you see any improvements?
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Error: OpenGL: framebuffer objects unsupported
Theovv replied to Kattmandu's question in DynDOLOD & xLODGen Support
I've been able to run Texgen en Dyndolod now with this added to Texgen_SSE.ini: ;Fix Errors While Running RenderSingle=1 RenderTexturesSingleThread=1 Texgen settings: Hd Trees Dyndolod settings: Ultra High Level 0 on Lod Level 4 and Billboard 4 on Lod Level 8 and 16. for tree and wrtempletree rows Tree mods: Nature of the Wild Lands (3.0) + Nature of the Wild Lands updated (3.05) Traverse the Ulvenwald (3.3.2) 3D lods: Nature of the Wild Lands 3D Lods (1.01) Ulvenwald 3D Lod resources (WIP Alpha v.0.1) Patch: Shadows NotWL - Ulvenwald Patch The rest is still vanilla skyrim, no enb. Just things like USSEP, SKSE, Address Libraries, SkyUI, Papyrus Dyndolod Resources SE 3.00 Dyndolod DLL SE Scripts 2.82.9 Dyndolod DLL SE Steam 1.6.1170 Logs: https://ufile.io/f/0xfe9 Screenshots: https://imgur.com/8ElKLUx https://imgur.com/ebn6lNF Does this seem to look as it should? At least no billboards in active exterior cells. But the dark parts on the further away trees look a bit weird. -
I try to understand this, but its pretty complex. but I think the conclusion is that adding "Set TreeLODComplexAtlas=1" doesnt make any difference when already using ultra option in dyndolod and hd trees in texgen?
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I found this topic because of the "Set TreeLODComplexAtlas=1" command line. I came across this on the nexus page of the Nature of the Wild lands mod. Is it quality enhancing to do this, if I also use HD tree in Texgen and Ultra option in Dyndolod, with Level0 on Lod Level 4, and Billboard 4 on Lod Level 8 and 16? Or will this interfere with each other?
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Error: OpenGL: framebuffer objects unsupported
Theovv replied to Kattmandu's question in DynDOLOD & xLODGen Support
After reading this, I'm still not sure, but it seems that I need to select both "HD Trees" and "trees" and that it will use hd trees where possible, and trees for the rest. Is that correct? And my other question: - The way that Texgen ran, with the additions to the .ini file, does that have any negative impact on the graphical quality of the outcome in the game, compared to running Texgen without those additions to the .ini file? -
Error: OpenGL: framebuffer objects unsupported
Theovv replied to Kattmandu's question in DynDOLOD & xLODGen Support
I added this to Texgen_SSE.ini: ;Fix Errors While Running RenderSingle=1 RenderTexturesSingleThread=1 And Texgen completed now. Thank you! Here are the logs: https://ufile.io/f/nbtcq 2 questions: - I selected both "trees" as "hd trees". For the best graphic quality, do I need to select only "hd trees", or both? - The way that Texgen ran, with the additions to the .ini file, does that have any negative impact on the graphical quality of the outcome in the game? -
Error: OpenGL: framebuffer objects unsupported
Theovv replied to Kattmandu's question in DynDOLOD & xLODGen Support
Hello, I get this error during running Texgen: https://imgur.com/MpVlLlT I didnt run Xlodgen. My Nvidia drivers are up to date. These are the logs: https://ufile.io/f/oaaqq In the menu, I selected "trees" as well as "hd trees". I dont know if these is necessary, or that I need to choose 1 I hope someone can help me out. -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
Thanks for the info, I will change those too! And I finally got the Lods to work with Fabled Forest (with selection of 3D LOD's in its FOMOD), because of your suggestion to use Ultra tree LOD! Thank you so much!! I deleted the screenshots with the game folder though, because I'm doing a whole clean install of the game and all mods, to be sure to not included modding mistakes I made in the past. -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
I understand this, except for where I need to put in Billboard4 instead of Billboard 1. Is that in the row named "tree" as shown in this screen shot (second row from the bottom)? https://imgur.com/J1y8PHU or also in other rows? -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
Thank you. I am trying to test this out now. I used only Fabled Forest as a tree mod, and in the Fabled Forest FOMOD I selected the 3D LOD for Dyndolod. I changed the standard tree lod system to Ultra tree lod in Dyndolod. I will report back with logs if its done to show how it worked out. I didnt quite understand this part though: https://imgur.com/a/7qScUZL Am I correct that I don't have to do anything with this because I use the 3D LOD from Fabled Forest? I've selected "high" on Dyndolod as well. https://imgur.com/a/IruO9nu Otherwise, I don't understand how I can put "Lod level 4 to Level0" and how I can "use Billboard4". Im not concerned about performance, my pc can run it. -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
But if I do nut interfere with my mods or the load order anymore, and then rerun texgen and dyndolod, and then load a new game, how is it possible that the load order of plugins that add new tree references is not the same as it was when tree LOD was generated? I can imagine this happens if I alter mods or load order after I ran texgen and dyndolod, but that isnt the case. So thats where I am confused. The option to generate ultra tree LODs to totally avoid this issue sounds very interesting. I don't understand it completely though. How do I get ultra tree LOD's, is it a setting in Dyndolod or in Lods? Or is it a specific mod I need to use? SO do I need to find 3D lods for the tree mods I use? Im sorry for my noobness. I did try to use 3d Lod option on Fabled Forest, but that didnt help: https://imgur.com/CeS1QD1 -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
Thank you for taking a look at my logs. I did install the backported extended ESL Support. I reran Texgen and Dyndolod and started a new game. But the problem still persists. Even when I delete Fabled Forests and Traverse the Ulvenwald and install Nature of the Wild lands as a tree mod instead, it works fine without the dyndolod_output.zip installed, but the LOD trees are back nearby after installing dyndolod_output.zip. I am a bit of a noob on this. I don't understand what other steps I need to take now to try and solve this problem or to find out where the problem lies. Could you please elaborate on this? -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
This are the load order rules (plugins) and file conflict decisions (mods) specific to Dyndolod that I made in Vortex https://imgur.com/aqlS1bm https://imgur.com/JjK0qnm https://imgur.com/W7YrTlo Maybe loading Dyndolod Resources after some mods is the problem? I did change this, but it didn't solve the problem. But maybe I need to rerun dyndolod and start a new game to test this. I also have 3D lods activated in the installation of Fabled Forests: https://imgur.com/CeS1QD1 But even after reinstalling this without that option and rerunning texgen and dyndolod the problem still persists. -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
Thanks you! Here are the Log and Debug Log files: https://we.tl/t-KKuxIYPN8J Ufile and Past.ee didnt work. The problem is gone when the dyndolod_output.zip is disabled in vortex. Do you need any other info from me to find out what the problem and resolution is? -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
Thank you, I will try your suggestions. I was experimenting some more and found out that the trees look normal again if I disable Dyndolod_Output.Zip on Vortex (with all other mods still enabled). I don't know why the Dyndolod output creates those billboard trees closeby though. -
Billboard tree LOD shows in active exterior cells
Theovv replied to Eldritch's question in DynDOLOD & xLODGen Support
Hi, I've been busy modding Skyrim and am very pleased with the way it looks now, except for some trees, that look very pixelated and flat. It almost seems is if these are trees that should be placed way in the background (Billboards, LOD's?) but instead show up nearby. This is how it looks. As visible, soom look great, and others don't: https://imgur.com/QqJwuW7 https://imgur.com/3x1Ngb4 https://imgur.com/elQtSmM This happened straight after leaving the first dungeon after Helgen, I didnt fast travel or anything. I use these tree mods: Fabled Forest https://www.nexusmods.com/skyrimspecialedition/mods/94462 Traverse The Ulvenwald https://www.nexusmods.com/skyrimspecialedition/mods/57874 Fabled - Traverse patch https://www.nexusmods.com/skyrimspecialedition/mods/134501 I did select the "3D LODS for Dyndolod" option on install of Fabled Forest I also installed all the mods that are required by these. I followed the instructions from the patch: Ulvenwald.esp after Fabled Forests.esp but Fabled assets after Ulvenwald assets. I have a lot of other mods, but I think the only other one impacting trees is Skyrim 3d landscapes https://www.nexusmods.com/skyrimspecialedition/mods/18247 After the mods I reran Texgen and Dyndolod and started a new game. I disabled the 4 above mentioned mods one by one, but that didnt change anything. loading order and rules in Vortex with these mods: https://imgur.com/f6Ca2xk https://imgur.com/3vps5CX https://imgur.com/429O1nh And these are all my mods https://imgur.com/obr5Aat https://imgur.com/PVO6Cxa https://imgur.com/XOHddx5 https://imgur.com/bzcNQ8b https://imgur.com/ni8TUFI https://imgur.com/4Z8nljY https://imgur.com/jCr6SJj I followed these steps for Texgen and Dyndolod: https://www.youtube.com/watch?v=encZYHEeQrQ&list=WL&index=2 I do have the texgen and dyndolod outputs selected as loading after any mods they come in conflict with: https://imgur.com/GEUO6kM https://imgur.com/ZaIP0GH But if I look at the plugins, I see that it puts 2 plugins as last on the load order: https://imgur.com/lXlErHk But the .esm is very early, place 11 on the load order. I don't know if that gives any of the problems? https://imgur.com/b9yM4FF I also don't see any plugins from texgen, only on the mods tab in Vortex. What can I do to get these trees the same as the rest? Might it have something to do with the .ini files? I didnt adjust any of those -
Tree lods appearing closeby or other low-res tree problem
Theovv posted a question in General Skyrim SE Support
Hi, I've been busy modding Skyrim and am very pleased with the way it looks now, except for some trees, that look very pixelated and flat. It almost seems is if these are trees that should be placed way in the background (Billboards, LOD's?) but instead show up nearby. This is how it looks. As visible, soom look great, and others don't: https://imgur.com/QqJwuW7 https://imgur.com/3x1Ngb4 https://imgur.com/elQtSmM This happened straight after leaving the first dungeon after Helgen, I didnt fast travel or anything. I use these tree mods: Fabled Forest https://www.nexusmods.com/skyrimspecialedition/mods/94462 Traverse The Ulvenwald https://www.nexusmods.com/skyrimspecialedition/mods/57874 Fabled - Traverse patch https://www.nexusmods.com/skyrimspecialedition/mods/134501 I did select the "3D LODS for Dyndolod" option on install of Fabled Forest I also installed all the mods that are required by these. I followed the instructions from the patch: Ulvenwald.esp after Fabled Forests.esp but Fabled assets after Ulvenwald assets. I have a lot of other mods, but I think the only other one impacting trees is Skyrim 3d landscapes https://www.nexusmods.com/skyrimspecialedition/mods/18247 After the mods I reran Texgen and Dyndolod and started a new game. I disabled the 4 above mentioned mods one by one, but that didnt change anything. loading order and rules in Vortex with these mods: https://imgur.com/f6Ca2xk https://imgur.com/3vps5CX https://imgur.com/429O1nh And these are all my mods https://imgur.com/obr5Aat https://imgur.com/PVO6Cxa https://imgur.com/XOHddx5 https://imgur.com/bzcNQ8b https://imgur.com/ni8TUFI https://imgur.com/4Z8nljY https://imgur.com/jCr6SJj I followed these steps for Texgen and Dyndolod: https://www.youtube.com/watch?v=encZYHEeQrQ&list=WL&index=2 I do have the texgen and dyndolod outputs selected as loading after any mods they come in conflict with: https://imgur.com/GEUO6kM https://imgur.com/ZaIP0GH But if I look at the plugins, I see that it puts 2 plugins as last on the load order: https://imgur.com/lXlErHk But the .esm is very early, place 11 on the load order. I don't know if that gives any of the problems? https://imgur.com/b9yM4FF I also don't see any plugins from texgen, only on the mods tab in Vortex. What can I do to get these trees the same as the rest? Might it have something to do with the .ini files? I didnt adjust any of those