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captainlei1993

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Everything posted by captainlei1993

  1. I use vanilla grass with the latest community shader and its grass lighting plugin but without complex grass textures. I generated grass lod with default texgen color setting and I found out in game the lod color is too dark or full grass is too bright with CS so I toned down the grass brightness in CS to 0.5. However, no matter what I tried, the brightness of lod and full grass will mismatch with transition of weathers or time of day. Is it true that we can't get a perfectly matched grass lod on all conditions with community shaders because of the shader changes?
  2. I see. Thanks for your quick reply. Hope you're having a good day!
  3. Thanks. It just works. Unfortunately I found another small issue that you can see word wall lod models in world map except the one at the throat of world. Is it intentional for spoiler reason or just an oversight since it uses a half broken model other than full model like other word walls?
  4. The cc myrwatch tower doesn't show lod model in world map despite running ACMOS with everything set up. I found there is no rule for its model so I tried to replicate from ACMOS rule for tundra homestead building: [Skyrim cceejsse002toweresl] LODGen1=creationclub\eejsse002\architecture\eej_towerentrance.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen2=creationclub\eejsse002\architecture\eej_maintower.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen3=creationclub\eejsse002\architecture\eej_maintowermiddle.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen4=creationclub\eejsse002\architecture\eej_towerroof.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen5=architecture\winterhold\magestone.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High Just curious would the above rule work?
  5. The time works perfectly, thank you!
  6. Another error occurred in the middle of LOD generation: Logs
  7. Using the test version you provided produced this error on startup. Logs.7z
  8. Here you go. Even if I changed the water height of 1A279 in Occlusion to -4700, the bug persists.
  9. I mean you can overwrite the Tameriel LOD meshes from the first time generation with renamed markarth terrain meshes(with Markarth LOD unlocked disabled) from the second time generation. This method is just a workaround so I will try the method you mentioned here and see if the issue still persist. Thanks for your reply.
  10. So in order to fix the Cidhna Mine Terrain Issue, the best practice would be running xlodgen twice, the first time generate all worldspaces except for markarth world then generate only markarth world for the second time, right?
  11. No water in white river when seen from Whiterunworldspace Screenshots: No water bug Logs: Related Logs
  12. MarkarthWorld shouldn't appear in the worldspace list if mods like Markarth LOD Unlock is present.
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