
alt3rn1ty
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Everything posted by alt3rn1ty
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So by exception do you mean BSArch does use LZ4 for SSE (you say "where they use LZ4" which makes me think you might not be), or is it using slow zlib throughput for all games? Going by BSArch description all game flags are described as using the correct format per game .. But compression method is not mentioned, so I am not clear on what is being used and just assumed the new LZ4 was being used for SSE which is desireable for the greater throughput. Edit : Sorry Sheson for continuing off topic here, this will be my last. Ah understood, this is for a mod project and you dont want to introduce such a sweeping change to everyones setup. I also dabbled with those settings a bit but its awkward to even guess a rough approximation of what the outcome may be.
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Not sure if this will help with your sand, but I have a tip maybe not so many will know of these days : A much better noise.dds than vanilla An old mod for Skyrim LE, which has a noise.dds which is still better than Skyrim SE Detailled Terrain and Tree LOD I dont use the tree LOD files, just the noise.dds (the idea with the tree LOD billboards here was to add a bit of grass to the base of them, which initially seems like a good idea, but imagine an L shape, the trunk of the tree being the upright, and the grass being the foot of the L, now stick that L on a slope of a mountain edge you see in the distance \L = grass in mid air) .. .. But Rennn did a pretty good job on the noise.dds. Here's a comparison with SSE, and I think the overall impression is a little lighter than vanilla too, seems to work well for me with xLODGen anyway Read the mod description, it can be used as a resource ;)
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I have not tried it yet, but I have very few loose files these days (none which conflict with any output files from xLODGen or DynDOLOD) and intend having a dummy plugin to load late, and chain load all output files from a BSA. BSArch would also be my preferred method and use its compression switch -z for faster throughput when loading.
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Thanks Sheson :). I just did a search on "TVDT occlusion data" and found one of the Unofficial Patch Team, Nico, has a mod for the same issue : For Skyrim LE https://www.nexusmods.com/skyrim/mods/78241/ For Skyrim SE https://www.nexusmods.com/skyrimspecialedition/mods/6314
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My Bold - Do those include the square hole you can see in the Sea East of Winterhold, when looking ENE from Azuras Statue ? https://srmap.uesp.net/?locx=111395&locy=77770&zoom=13&search=shrine%20of%20azura I haven't tried the game leaving these plugins installed, and I do still see that square hole from that vantage point (after previously having had the plugin installed to generate xLODGen Terrain). Middle of the screenshot ..
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Thanks Sheson, I knew a fair bit of that but my knowledge was not quite complete, so it will help the next time I come round to updating the Wrye Bash Guide for DynDOLOD users, I will now also include maybe a paragraph to include if they wish to use xLODGen aswell, not to select Tree and Object generation if also using DynDOLOD .. Will wait until SSE DynDOLOD goes live first though.
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Having some marvelous results using this, enough to make me think for anyone not using SKSE64 they have just about all of their LOD issues solved. Question if using just xLODGen on its own, and generating all Object / Tree / Terrain LOD - What would people be missing from DynDOLOD besides obviously the Dynamic realtime extras that are calculated to be shown when needed being missing, and TexGen files, is there anything else that they would not be benefitting from ? I wonder because it seems to me to be not quite as full a solution to LOD issues as DynDOLOD is, but does give pretty good coverage on its own which is marvellous for anyone who cant quite get their heads around DynDOLOD.
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255 / FF is the slot reserved by the game for the in use save file to be loaded (Oblivion / Fallout 3 / Fallout NV / Skyrim / Fallout 4 / Skyrim SE) 254 / FE (for Oblivion / Fallout 3 / Fallout NV / Skyrim) is just a normal plugin slot 254 / FE (for Skyrim SE / Fallout 4) is reserved for loading all the new cc esl mods in the same slot (even though as esl's they will be listed just after esm's in your load order, they dont count as taking up a slot there) So for Oblivion / Fallout 3 / Fallout NV / Skyrim, you have the use of slots 0-254 (0 counts as the first slot so you have 255 slots to play with, but deduct from that the games own plugins, leaves you with how many slots you can use for mods plugins and a bashed patch etc) For Skyrim SE and Fallout 4 you have 0-253 = 254 slots to play with, and again deduct the games own plugins
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O_o I had not considered changing texture formats aswell, but that sounds like a good idea, will try it later today when I get home. But : isn't 565 on the list of bad options for textures for SSE still ? https://www.afkmods.com/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/&page=1 "Textures .tga files are no longer supported. If you have assets using these, they need to be converted into proper DDS files. Textures originally saved in either the A1R5G5B5 format or the B5G6R5 format must be resaved in A8R8G8B8, R8G8B8, or an equivalent compressed format like DXT5 or DXT1. If this is not done, some installations of DirectX 11 will not be able to process it and SSE will crash. This seems to be most common for folks using Windows 7. NifScan will detect this when run. Some landscape textures will need to be fixed manually. If your landscape texture loads into SSE and looks like it's wet when it's not supposed to be, you found one that needs to be fixed." (I think that was Zilav originally gave that information)
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Yes, that was a good recommendation : I'm now using Bake normals, LOD4 Diffuse 512, Normals 256, Protect Borders LOD8 Diffuse 256, Normals 256, Optimize Unseen On LOD16 Diffuse 256, Normals 128, Optimize Unseen On LOD32 Diffuse 128, Normals 128, Optimise Unseen 500 I dont think you need diffuse and normals above 128 for LOD32, and for what little detail you may gain I would rather compensate a little for raising LOD4 to 512 or 1024 (still not decided on that yet) But anyway with the above settings things are looking good, and I think nicely balanced
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How do we prevent angular looking water / rivers, on the world map when using Optimize Unseen
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The x64 exe worked ok, I just changed the Target path of my SSE desktop icon to .. D:\xLODGen\xLODGenx64.exe -sse -lodgen -o:D:\0-SSELodGen-Out\ Just an observation which is probably expected, previous run in beta 6 (sans Optimise Unseen) Produced 18,572 files (7zipped 148mb) Beta 7 with Optimise Unseen on Produced 18,524 files (7zipped 150mb) So aswell as cutting down on overall vertices produced its cutting down on presumably unnecessary files too ?
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Beta 7 is giving up an out of memory error for me, running the xLODGen.exe not the 64 version .. Log - https://www.dropbox.com/s/ow4fq66nu6ruomf/SSEEdit_log.7z?dl=0
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Yep I dont get why (with all their experience) Bethesda still cant do as good as the community genius. I suppose in terms of balancing the resolution of LOD textures they are forced to be a little conservative for the target range of machine capabilities, but the glaringly obvious land mismatches are beyond excusing. Unless the people who are outsourced for making the CK have never been told to sort it out, and so are unaware there is still a problem still after a couple of game generations on.
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Just got to say that Protect Cell Borders is a godsend, for Skyrim SE I have been using Skyland textures, Simply Bigger Trees, plus Verdant Grass with the latter fading just before the distant grass noise texture kicks in. Unfortunately those occasional land miss matches were the only fly in the ointment we couldn't do anything about before so kind of got used to turning a blind eye to them .. .. NO MORE! :D Facing South from Whiterun you can usually see a couple of them, not anymore Edit : No errors for SSE.
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Think I found a small hiccup I have extracted xLODGen into its own folder away from games etc as suggested, and then my personal take from there was to right click on xLODGen.exe, and choose Send to Desktop to create an Icon, giving it the switches in icon properties for the appropriate game mode and output folder desired .. Then do the same again for another game. So both FO4 and SSE have their own FO4LODGen and SSELODGen icons on the desktop. The first run I did produced the log I uploaded, which was named LODGen_Log.txt Subsequent runs have given new logs for FO4 and SSE .. .. But they are named with FO4Edit_log.txt and SSEEdit_log.txt respectively. Should they be named FO4LODGen_log.txt and SSELODGen_Log.txt instead ? Edit : Grabbing beta 4
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My first run, enabled Terrain, enabled baking normals, but left all settings at defaults for the first run through .. https://www.dropbox.com/s/8060oc4alynosxl/alt3rn1ty%201st%20run%20FO4Edit_log.7z?dl=0 No errors, I was using all of the resources plugins from the other FO4Edit topic Active Mod Files: Its looking good Sheson :) Doing a run with Protect Cell borders on next, I think your choice of defaults for all of the settings is a good setup.
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Hell, I only just started trying out the plugin resources for this FO4LODGen, and now there is another evolution of the project Just to clarify, I am guessing those plugin resources at the above link will not be necessary here, for FO4 ? (Just started a new game so losing those would not be a problem, I can easily start again after their removal if necessary). And for those of us using DynDOLOD 2.36 beta 7, we would use this new SSELODGen beta 2 prior to DynDOLOD ?
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Skyrim VRAM usage @ 4K res
alt3rn1ty replied to BoSoxBry's topic in General Skyrim LE Discussion & Support
I would say hypothetically that using excessive amounts of High Res textures does affect your performance, but thats subject to the throughput efficiency of your motherboards busses between chips / cards / different memory pools. Extra load = bigger demand on hardware = less performance overall no matter how advanced your system is. The more advanced the better, and the less likely you are to even notice any performance degradation, but if you have a machine thats powerful enough to shift the extra load without noticing any difference, and not melting your machine .. Why not :), its your machine and your money. -
And to add even more to what Greg and TechAngel said : Where two mods have their own Mod INI's, and both INI's contain the same tweak, the value of the later loading mods ini tweak wins So you can override both with your own if you are not happy with what mods are doing to your setup .. Add a "Bashed Patch, 0.ini", and in this INI set your own tweak which will win because the associated Bashed Patch, 0.esp should always load last, putting its ini also in last position in your Load Order.
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The description has been toned down somewhat for this forum, due to its adult content a lot of the images are missing here. To see more you need to log in at Nexus.
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How do I get this topic labelled with Skyrim SE ? I initially gave it Skyrim (Because Skyrim SE was not available from the drop down choice). Then after posting I edited the Tags, but that only resulted in adding an extra Skyrim tag, not a topic tag, then I re-edited to include Skyrim SE tag, but could not get rid of the previous Skyrim tag which is not a topic tag anymore ... Confused with forum tools :D
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@ Skyrim SE Nexus Description : CBBE Optional Body Skin textures (Diffuse Maps), plus matching hands, for clean or dirty skin, pubic hair variations, and nipple choices. All Diffuse map options in original 4k size, or now also in 2k size. There are also Normal Map Options which are the same as on CBBE page, but in 2k size. So for different machine specifications you can mix them up to reduce VRAM usage .. 4k Diffuse + 4k Normal for the screen archers out there, 4k Diffuse + 2k Normal to conserve a bit of VRAM, or 2k Diffuse + 2k Normal to go back to vanilla Skyrim SE texture sizes. Personally I have 3gb VRAM so like the 4k Diffuse, but even though I can use the 4k normal aswell I prefer saving a bit and using the 2k normal .. In normal gameplay you will not really notice the very slight difference a 4k normal makes. The textures in this mod are BC7 (Linear, Fine) format. (They are not backwards compatible with Old Skyrim) CBBE SE .psd Resources were used as the basis for making these textures in all cases. If you also use the Normal Map Options, you can effectively produce many more combinations of diversity with bump mapping of your choice .. .. More defined Muscular, varying cleavage etc etc, giving a wide range of body definition. Options included : (Diffuse maps) CleanSkin BrightNipple HairShaven CleanSkin BrightNipple HairStrip CleanSkin BrightNipple HairThick CleanSkin BrightNipple HairThickest CleanSkin BrightNipple HairThin CleanSkin BrightNipple HairWild CleanSkin DarkNipple HairShaven CleanSkin DarkNipple HairStrip CleanSkin DarkNipple HairThick CleanSkin DarkNipple HairThickest CleanSkin DarkNipple HairThin CleanSkin DarkNipple HairWild CleanSkin HairShaven CleanSkin HairStrip CleanSkin HairThick CleanSkin HairThickest CleanSkin HairThin CleanSkin HairWild DirtySkin BrightNipple HairShaven DirtySkin BrightNipple HairStrip DirtySkin BrightNipple HairThick DirtySkin BrightNipple HairThickest DirtySkin BrightNipple HairThin DirtySkin BrightNipple HairWild DirtySkin DarkNipple HairShaven DirtySkin DarkNipple HairStrip DirtySkin DarkNipple HairThick DirtySkin DarkNipple HairThickest DirtySkin DarkNipple HairThin DirtySkin DarkNipple HairWild DirtySkin HairShaven DirtySkin HairStrip DirtySkin HairThick DirtySkin HairThickest DirtySkin HairThin DirtySkin HairWild (Normal maps) Base Petite Curvier Cleavage Sevenbase Sevenbase Muscular Muscular Fetish Requirements : CBBE SE <- Install this first, then overwrite with the diffuse / normal maps of your choice. Install order is important for this to work correctly. Installation : Manual installation - Use 7zip to extract the archive. Inside you will find a fomod folder with named images, which correspond with a named folder. Make your choice of folder, open it and then copy the texture folder ( and its contents ), then paste the textures folder into .. ~Path to game installation~ \ Skyrim Special Edition \ Data \ <-- In here You are installing two files which replace the same files from CBBE SE, so you should be asked to overwrite, click Okay. textures \ actors \ character \ female \ femalebody_1.dds textures \ actors \ character \ female \ femalehands_1.dds The hands file is of particular importance for the dirty skin options, to match at the wrist join. CBBE SE (or its resource file) does not have its own matching dirty version of the hands texture. If you also use the CBBE Normal Map Options 2k, there is just one additional file to install textures \ actors \ character \ female \ femalebody_1_msn.dds. Wrye Bash ( Wizard - Recommended ) - Place the zip in Bash Installers folder ( or drag and drop it onto the Wrye Bash Installers Tab ). Right click the installer in Wrye Bash and choose Wizard, then follow the intructions and make choices. Other Mod Managers ( Fomod scripted Installation ) - I believe it will install with Nexus Mod Manager, and the upcoming Vortex ( so long as it supports fomod scripted installers ). It will probably also install with MO aswell .. I cant test all possibilities because I do not use any of them. Uninstallation : Manual - Delete the two files .. ~Path to game~ \ skyrim special edition \ data \ textures \ actors \ character \ female \ femalebody_1.dds ~Path to game~ \ skyrim special edition \ data \ textures \ actors \ character \ female \ femalehands_1.dds And if you used the Normal Map Options ~Path to game~ \ skyrim special edition \ data \ textures \ actors \ character \ female \ femalebody_1.dds Then re-install the CBBE SE originals Wrye Bash or other Mod Managers - Refer to their documentation on uninstalling your mods. Tools used : Photoshop - With Intel Texture Works plugin Notepad++ 7zip Permission : You're free to use the CBBE body for outfits, companions or similar if you follow the rules below. Just credit the CBBE team and provide a link back there! 1. For re-uploading the whole mod or parts of it without notable edits to any website, including the Nexus, please ask for permission first. 2. Distribution by, or sub-licensing to, parties not expressly given permission is disallowed. 3. You are currently NOT allowed to upload or use any part of the CBBE meshes and textures on Bethesda.net. This includes within outfit mods, companions or any other type of mods. 4. No file available on this page is to be sold for monetary gain anywhere. Outfits making use of the CBBE body are not to be sold anywhere. For permissions or questions, contact Caliente, ousnius or Jeir. CBBE team Credits : - Caliente - ousnius - Jeir - Lunyra for some of the blend options in the PSD resources - Bethesda for providing the (bug ridden .. but excellent) games - Arthmoor and all members of the community who contribute to the Unofficial Patch Project - Mertz for everything he is doing to spread the love for Wrye Bash WizBAINs - Utumno, long suffering one-man-coding-machine and leader of the Wrye Bash team .. .. If you know Python, go lend a hand.