Octopuss
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Everything posted by Octopuss
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
Octopuss replied to z929669's topic in Skyrim LE Mods
I briefly looked at this mod, but didn't like it one bit. I guess I am too used to RLO (which, unfortunately, is in horrible state of abandonment). I don't understand why he didn't do anything about almost daylight interiors when there are hardly any windows at all. Or dungeons. He might have fixed some light sources somewhere, but it all looks like vanilla to me. -
Some of these numbers sound a bit questionable though, like iBlurDeferredShadowMask=10. That must look worse than draw distance of 8000 (in different way). The explanation is nice though, and I guess it makes sense.
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Too many links everywhere :( I read the entire thread a few times over the past few days and apparently still missed things :( Ok let's have another go... lol edit: Oh THAT. I get it. Didn't think to go that "deep".
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ACCEPTED The Ruffled Feather (By SparrowPrince)
Octopuss replied to Xaviien's topic in Skyrim LE Mods
That's an original approach to controlling an addiction You could always do it like fadingsignal though: work on as many mods simultaneously as possible. In other words: don't fight a war you cannot win The image comes from unmodded game (I don't take the patches as mods). I don't get it. I don't use ENB either.- 307 replies
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0.35 seems to help a lot. There are still some stripes somewhere, but it's not as bad. What exactly does this setting do to shadows btw, anyone knows?
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ACCEPTED The Ruffled Feather (By SparrowPrince)
Octopuss replied to Xaviien's topic in Skyrim LE Mods
I hear you. I will actually ditch Real Ice in favour of your texture, because it does look better. I can't even rememeber when we talked about this - I haven't played any Skyrim since last july My thinking is that if full 2k/4k textures are good (and noticeable) for mountains, they should be for glaciers as well. I'm not saying it's required, but I believe if done properly (as in no upscaling or whatever), the result could be astonishing (especially up close). I mean it's not bad at all, but the detail could be much better. These huge objects really suffer when looking them from close-up, and the textures start to "melt down" a bit. You could argue you don't normally get anywhere near a glacier when just playing the game, but aren't we screenarchers at heart at least a little bit anyway? P.S. Are you saying the subsurface-something texture is actually not being used at all? Oh and what hardware access? Are you 14 and your parents are limiting your PC access due to bad grades? ::D:- 307 replies
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Should I be updating to MO 1.3.x?
Octopuss replied to DiamondMind's question in Mod Organizer Support
I joined the testers yesterday and already found a bug, so... :P -
Should I be updating to MO 1.3.x?
Octopuss replied to DiamondMind's question in Mod Organizer Support
You haven't mentioned the version you are running right now. I don't think MO reminds you about beta updates though. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
I think there really is a problem with MO's hook rather than DynDoLOD outputting files in the overwrite folder being problematic by design. I just get crashes lodgen randomly when I do that. So yes, the documentation is correct, BUT it shouldn't matter! Btw sheson, could you make the lodgen's logging so that for each instance, a new file with unique name is generated? Or alternatively, just append the new output to the existing file. And btw the version you posted doesn't do anything. When lodgen crashes, nothing extra is written in the file at all. What's worse, I have to click on the usual terminate process button in order for anything to be written, but just as I do, another (the next) instance of lodgen is started, leaving me with about 1-2 seconds to switch to Total Commander and open the log file. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
I've only upgraded to 1.3.3 today. I'll do a few more runs (there are still combinations of things I can try I believe) and then downgrade. I'll give it a shot and get back to you. P.S. you could convert the 5MB bmp pictures from edit scripts folder to like, png or jpg to make the mod slightly smaller :P Not like size matters in the age of gigabit internet, but... -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Yeah but it worked before. I don't understand why it should make any difference. I tried both outside and inside. I found some errors about the hook in MO's log though, so I will take it up with Tannin. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
One random thought: could symbolic links cause any problems? I have a bunch of them so I don't go crazy switching folders all the time. I briefly looked at DynDOLOD-LODGen preset default.ini, where "Mod Organizer" in Destination=F:\Games\Skyrim\Mod Organizer\overwrite\ is actually a directory junction, the real path is f:\Games\Skyrim\utilities\Mod Organizer\overwrite. I know I had problems with this approach elsewhere with different programs. I'll try reinstalling DynDoLOD after I try one more thing I wanted. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
I mean I didn't get that it finished without any errors that time. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Another run, another crash: I have no idea if this is triggered by those missing files, but apparently some files are randomly missing for some obscure reason. I even unchecked MO's archive management option and it didn't change anything. At this point I can't think of anything else I might be doing wrong. I am using MO 1.3.3 and latest build of TES5Edit downloaded from AFK. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
I am not! I was literally just staring at the monitor. Btw... [Apply Script done] Processed Records: 0, Elapsed Time: 26:39 when I tried again. I don't get it! It seems the lodgen log is getting overwritten with each new instances of lodgen started, so other possibly missing files are not reported anywhere. https://www.mediafire.com/view/gbplbgsm43h3htm/LODGen_log.txt https://www.mediafire.com/view/au7g8jarslskfs7/TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Well, for some reason TES5Edit is not loading them. I don't know. I am not doing anything differently. What's worse, the crashing is completely random. The same happened with the previous version. Maybe 4 times out of 10 I'd get a crash at some point and then it would proceed without any problems whatsoever. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Damnit, it's crashing again. The errors are not being written in the log for some reason, and it's impossible to copypaste because the process is hung. This is what I can see And this is what's in the log: Skyrim Object LOD Generator v0.7 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 15:36 Game Mode: TES5 Fix Tangents: False Generate Tangents: True Generate Vertex Colors: True Merge Meshes: True Remove Faces under Terrain: True Remove Faces under Water: True Use HD Flag: False Ignore Materials: False Global scale: 1,00 Specific level: No Specific quad: No Using UV Atlas: F:\games\Skyrim\utilities\TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_sovngarde.txt Output: F:\Games\Skyrim\Mod Organizer\overwrite\Meshes\Terrain\sovngarde\Objects Generating LOD for worldspace Sovngarde Finished LOD level 16 coord [16, 0] [930/930] Finished LOD level 8 coord [16, 8] [2444/1441] Finished LOD level 8 coord [0, 0] [205/192] Finished LOD level 16 coord [0, 0] [4076/4076] Finished LOD level 4 coord [16, 12] [3380/2503] Finished LOD level 8 coord [24, 16] [245/146] Finished LOD level 8 coord [8, 0] [364/193] Finished LOD level 4 coord [20, 16] [1688/1293] meshes\lod\rocks\rockpiles03_lod_0.nif not found meshes\lod\rocks\snow\rockcliff02snow_lod_1.nif not found meshes\lod\rocks\snow\rockcliff07snow_lod_1.nif not found Log ended at 15:36 Before I started I deleted the cache and made sure dyndolod.esp was blank. This happened about 10 minutes into the process. -
Thanks, I will test that value.
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Has anyone ever figured out what's causing the shadow stripes/lines on landscape? After some searching, I thought it was bDrawLandShadows in skyrimprefs.ini, but after setting it to 0 nothing changed, anywhere. I am starting to think this setting doesn't do anything.
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ACCEPTED The Ruffled Feather (By SparrowPrince)
Octopuss replied to Xaviien's topic in Skyrim LE Mods
How do you guys deal with the merge of all of Sparrow's mods into one? I spent a fair amount of time cluelessly staring into MO until I finally installed each of the mods separately. Sparrow, I looked at the ice texture and am curious why it looks so different ingame. It's hardly blue at all, and there doesn't seem to be much detail. I suppose 4k texture (or maybe 2k normal map?) is out of question (but glaciers are huge, just like mountains)?... :P Also, there is a fuzzy blurry vanilla texture not present in either yours or Real Ice (which I am using, but probably won't soon) mod called glaciersubsurface.dds. Does that play a significant role in how ice looks? You could go further if you were bored and create some LODs :) P.S. Any weird looking pieces of glaciers (like stretching around edges) should probably be reported to Brumbek I assume? (if he ever returns to modding, which seems about as likely as Cabal, apparently )- 307 replies
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