Octopuss
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Everything posted by Octopuss
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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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I've been using it for ages. It's really great.
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I think we can understand that as "SKSE is getting an update soon".
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SKYRIMLE Dawn of the Dawnguard Armor (by redtox)
Octopuss replied to oqhansoloqo's topic in Skyrim LE Mods
Haha! Seriously, what's wrong with good old plain text? I'll check the textures when my brain switches on again :P -
SKYRIMLE Dawn of the Dawnguard Armor (by redtox)
Octopuss replied to oqhansoloqo's topic in Skyrim LE Mods
It's irrelevant to the content of the mod, but all I can say at this point is the author should suffer for the "font" used in the description. I'd take Comic Sans Ms over this anytime of a day. I seriously cannot read the damn text!! :O_o: -
There are some settings that either have weird values to them or there's conflicting or even no explanation at all. Right now I can think of these: b30GrassVS - I have no idea what this does, and there are only assumptions on the internet. iMaxAnisotropy - setting it to off in the launcher actually sets the value to 1, but STEP suggests setting it to 0. Does 0 actually do anything? Does setting AF to 1 disable it? bFloatPointRenderTarget - this shadow guide says it improves lighting, but STEP says it's only for ENB. Does anyone know anything about this stuff?
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Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Oh wait, I do need the json files as well? I thought they were a byproduct of something not directly related. These files (under skse folder) always end up in MO's overwrite folder even if the output is saved elsewhere. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
...lol Well, I am all for squeezing as much performance out of my setup as possible. But considering the output seems to be the same no matter how I do it, I think it's all good (of course there still might be something I should have done differently but I can't think of anything). Btw, the amount of generated files is correct? Almost 2000 seems like a TON (and then there are those already present in the default DynDoLOD package). -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
*facepalm* I'm more stupid than I thought. I repeated the test, now with all loose textures properly unchecked (these 27 minutes long sessions really start to get boring :D), and the result was still exactly the same. I think Aiyen is right, which is great, because that possibly makes the process even simplier. -
I know, but I prefer to do it myself with the most up to date batch files. Besides, that wouldn't change anything, would it? It's just the "vanilla vanilla" textures being optimized now...
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On slightly different note, I noticed the optimization process for the vanilla textures changed a bit and the DLC textures are untouched now. Where do I place the optimized vanilla textures then? My left panel currently looks like this +Unofficial High Resolution Patch +Hires optimized textures +Unofficial Dragonborn Patch *Unmanaged: Dragonborn +Unofficial Hearthfire Patch *Unmanaged: HearthFires +Unofficial Dawnguard Patch *Unmanaged: Dawnguard +Unofficial Skyrim Patch +Vanilla optimized textures But I am not sure if it's correct. Btw does anyone know why MO inverts the contents of the profile files?
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ACCEPTED High-Res Dartwing (Dragonfly) Texture (by WankingSkeever)
Octopuss replied to kryptopyr's topic in Skyrim LE Mods
Damnit noob, I wanted to hijack the thread to ask about The Choise is Yours... but you were quicker :P -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
I did 3 dirty unscientific tests. First time I generated the lods with MO's archive management enabled and without skyrim - textures.bsa and the 3 HRDLC ones physically present anywhere in the folders. 2nd time I just switched MO's archive management off. 3rd time I copied back all the vanilla files and kept MO's archive management off. The output of DynDoLOD was absolutely identical each time (same size, same amount of files). Yes but I am not switching mod managers or even start installing mods manually if that's what you mean. -
Jesus f***ing Christ THANK YOU!!!! That's exactly the answer I was looking for. I can stop making myself look like bigger and bigger idiot now. I GET IT.
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Now that we have DynDoLOD, I am not sure what to do with the optimized textures anymore. There's lots of conflicting information (for me) about the loading of the textures. Either I need the plugins or I don't. I can't find an answer. What am I supposed to do according to STEP? I deleted the textures.bsa and the 3 HRDLC packages long time ago and everything works fine. I believe back then people said it was safe to do so. Now with DynDoLOD I am simply hopelessly lost. Apparently I am supposed to have the HRDLC loaded through plugins, but then part of the optimization process where useless files are deleted would be lost I guess. Unofficial hires patch, if loaded through plugin, requires the 3 plugins from HRDLC active. I simply don't know anything anymore. Someone please tell me what to do.
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Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Thanks. I am still not sure I understand the hires pack thing. I've read that part of manual several times over and over and still don't get it. Skyrim High Resolution Texture Pack is required to generate object LOD for Dawnguard. Actually... does this mean I just need the textures somewhere in any shape or form? There are no meshes in the hires DLC either. All the talk about plugins and loose files and bsas before confused the hell out of me. Could anyone from the STEP staff (or anyone who knows) confirm the STEP optimized hires package contains all the files necessary for this? Also, I don't even physically have Skyrim - Textures.bsa file on the disk anymore, and apparently everything still works. Again, I have the vanilla STEP optimized textures as loose files as well. I am starting to think most of the confusion comes from the fact MO+STEP users are doing things significantly differently, and the loose textures are very unknown thing. This might be true, but with the "proper" way of handling archives there's no way to install mods in correct order when specific conflict resolution must be achieved for various textures and/or meshes. The question is what bad will happen if I keep MO's system? All the files are loaded anyway, just in different order. -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
There are some instructions, but apparently those are meant for CK. Anyway, do I understand it correctly that I need this installed all the time and not just during the LOD generation process IF I use the optimized loose files STEP version of HRDLC without plugins? (MO users, please confirm where I need to install this in the left panel) The billboards only need to be activated during the generation process then, right? What I meant with the textures is that DynDoLOD has snow01lod.dds texture in it based on the vanilla snow texture. The snow texture mod I use has a different texture, but because I have it installed higher than DynDoLOD, it apparently gets overwritten. Am I supposed to delete the LOD texture from DynDoLOD then? -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
What do I achieve by turning off the bsa management though, except for messing up the order at which files are loaded? All the archives are ticked already. I don't understand :( (and the last sentence is missing something, it doesn't make sense) -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Do I install this in the same manner as the tree billboards? Where shall I place it - or does it even matter? And can I disable both these "mods" after the generation process is finished? Ok, but... how do I do that when there are no BSAs and no plugins? I am starting to feel a "bit" stupid here :( (and what about the snow LOD texture, there's one in DynDoLOD that overwrites the one from Quality Snow) -
fadingsignal MIGHT redo khajiits completely at some point. I noticed a post on reddit some time ago where he said that after doing some work on fur cloaks or something.
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Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
I think I managed to solve that one. There seems to be an extra folder in the SFO billboard structure (I do and did have the vanilla one installed). Hopefully sheson can shed some light onto the rest :) -
Dynamic Distant Objects LOD - pre 2.xx
Octopuss replied to sheson's question in DynDOLOD & xLODGen Support
Oh, maybe one more thing. I've looked at \Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds in the output folder, and the trees there don't match those from SFO 2.1. I downloaded the 2.1 billboard from some pages ago, but now that I think about it, I am not sure where to place it. I installed it as a standalone mod just below DynDoLOD. Am I supposed to do something completely different? Also, vurt's tree LOD texture is humongous 8192x4096 file, which probably makes the trees look much nicer from distance. Is there any way to make DynDoLOD not shrink it so much (the result is 2048x1024).

