tsunami2311
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I am pretty sure I have ruled out TexGen,Dyndolod,xLodgen and Skyland and Fantasia landscapes out for what cause I am not think its SSEedit, seeing that is only thing that modified files in base game and uninstalling skyrim and reinstalling has fix randomly disappearing meshs it would seem (more specifily the HearthFire.esm ), the intentional ITM need to be cleaned in games base files or Texgen wont run (so instead letting SSEedit make back up I just gona copy files it want clean else where cause it backup for some reason are two files some time for same file). What I dont get is how the it issue didnt pop up in a 40+ hour save till I updated Fantasia landscape from 1.1 to 1.5 and redid all of xlod and texgen, dyndolod with the added PG_patcher output. The currrent save I have is working correctly now. I do wish there was some kind preview for xLoD that would show texture quality for different LoD ranges depending on what quality is picked though with have to look at in game. I need to tweak Lod8/16 as 10 and 15 are to low thought I think 15 one I noticing that I think it to low. Great tool I am slowly learning it, sadly I cant go back to not using even if I find a bit to complicated for my taste
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I dont know where to ask this, but I recent starting have this problem what funny is random happen and then random fix it self, and when does the same mesh that missing is present in part house that not missing it. It started after I updated from Fantasia Landscapes / Parallax 1.1 to 1.5 to generate Dyndolod stuff (texgen,dyndolod) I had to update it from from .190 to .192 or shoot out errors and I update Resources from alpha 55 to 56. I also had to PG patcher to fix fuzzy rock issue 1.5 of fantasia landscapes introduced to me. since then I had this problem, Disable all of Skyland/Fantasia and all the output dont fix issue along with dyndolod when happens. even happen on brand new save/character happen on all the hearthfire house like lakeview manor. IS possible dynodolod or resources for are causing it? Again I dont know what cause is I just know I really dont want do nuke it option of deleting all Mo2 mod installs and reinstall them all
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ok so it only for lod 4, doing the lod would probably murder performance, even more atlest on my system. I did run with it and on generated size went from 1gb to almost 5gb with grass generated and did not do me any favors performance wise , so I turned it back off, I will just use what ever setting NGIO has with that precached which does same thing but much smaller foot print. xLodGen,TexGen,Dyndolod all have enhanced skyrim greatly to the point I actual need new gpu Great tool sorry if I pain still learning it
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I updated one mods that was used to generate xLod just find out I also had to update dyndold 192 cause 190 shot out error, so do I did Generated my xLod just fine. TexGen Noticed grass was ghost out but HD grass was check able I used Grass in prior build ".190" Read these changes where done certian mod were detected so I just check HD grass, cause I didnt want to mess with it ini. Skoglendi,NGOI,Community shaders are the only mods that touch grass that I am aware off Dyndolod I follow setting I saw in video in that I check what was checked. Though I realized only Trees lod was check, but grass lod was never checked. does that mean even I generated grass/hd grass with texgen which I did in build ".190" but grass it was never checked that grass/hd grass that there lod where never generated for dyndolod in Lod4/8/16/32 zones? When I initial did this update generated xlod/texgen/dyndolod everything look correct, well correct for the grass not been generated for lod zone 4/8/16/32 TexGen_SSE_log.txt
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Thanks This much more clear to me for Wording everything what is clear to one person does mean it is to another. Needed for Lodgen and can de disabled/removed after much for clear to me I was not inventing anything if it was clear to me I would not of asked , see above. Good to know DLL plugins dont effect things. Again thanks for all the help sorry if I was pain.
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@sheson Thanks agian so just I clear DynDOLOD Resources SE should remain in the load order after outputs have been made and launched the with the game. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. This means it is safe to remove TES5-Terrain-Tamriel.esm from load order? cause I removed from load order and put back after dyndolod said to remove permanently. so no need to put back in modlist correct? Modlist order I know this all want modlist finalized before doing all this, but does also apply to skse mods that dont add plugin? I check logs and it dont parse Grass Cache Helper that I had to add I kind just stuck under NGIO which also skse mod that dont add plugin and dont get parsed either. prefer not to half redo this cause I just fixed issue I had. Again Thanks really sorry if I am pain xGenLod, TexGen, DyndoLod, has really made my game look so much better. with very little to no performance hit
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I like to thank @sheson After redoing Lod32 with unseen 550, the world map is no longer missing textures, would seem that also extend the world map a bit? not completely sure but world map is looking correct now. Test with a new game directly after I had my hands untied, So all is correct now. Well after some weirdness where Hadvar mysteriously disappeared, as I wasn't greeted by "who are you" deleting all saves and close the game and starting up again fixed that. ulfric might been missing some lines when first hear him but I wasnt really paying attention. cant see how xgenlod/texgen/dyndolod have anything to do with that though. One last question does DynDOLOD Resources SE 3.00 need remain in my modlist and checked for DynDOLOD to work properly? cause I initial leave in mod list and there for check and it DynDOLOD was working but I read that need to say in modlist and active? Again I thank you and sorry if I was pain
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Ok step in the right direction, These Test or well screenshots where done on new game checking the map after have my hands are set free. https://imgur.com/a/CqVdWmk initially there were cloud worldmap, and just just one grid looking like it is missing textures, but out curiously I enabled bEnableImprovedSnow=1 and the cloud disappeared, I put back to 0 and they where still missing. but still missing grids? no where near as bad as ones I post earlier here is the sselodgen.txt https://www.dropbox.com/scl/fi/b2bug03hrdcdw6fi1jd1s/SSELODGen_log.txt?rlkey=d7w8y6nlynilcokv61se6d634&st=h7w28p14&dl=0 Did not change how I did TexGen,DynDOLoD ssexGenLod I did change https://imgur.com/a/6XuMnDH lod32 was 25 ( 25 was hat I used initially cause that what it defaulted too) lod16 was 20 (20 was what I used initially cause that is what it defaulted too) lod8 was 15 (15 was what I used initially cause that what it defaulted too ***found the unseen XXX had to click they where under off/on* stupid me so will i rebuild lodgen with 550 for unseen see what happens
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Textures in game look fine its world map that dont look right. as for improved snow shader it is off in launcher config settings as as there no check in it. There is no entry in skyrim.ini all though this might be cause I running threw Mo2 and never launched Skyrim Launcher threw that after I launched it threw Mo2 there was bEnableImprovedSnow=0 Community shader says it out right disables that so it should even be used and that is used and enabled typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map. I see no setting next to optimize unseen to set "550" in xGenLod. I will redo xgenlod,texgen,dyndolod, but what xgenlod is doing is what cause world map to turn out like missing textures I will post the SSELODGen_log.txt and screenshot of lod i game (not map) on and off if required after I redo the above and lod4~Lod32 settings I used as I initial only changed LoD 4 settings Currently rebuilding so cant really go in game to grab screen shots that and I delete the buged xgenlod files already
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So I notice after using xLod I missing textures on the world map? I followed instructions or I thought I did what did I miss https://imgur.com/a/Y1Vyxz5 load order at end of everything else DynDOlod Resources se DynDoLod DLL NG LodGen_output TexGen_output Dyndogen_output setup look fine as there obvious difference in quality Lod out in the distance now, but I need the above to be fixed and only thing that fix it is disable lodgen output which i dont want to do

