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TechAngel85

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Everything posted by TechAngel85

  1. True, but I had to clear that up for Z because he came to Discord saying that nothing should be disabled after. I mean no offense to anyone, but you're going to have to be very precise with replies to him.
  2. If you leave Cathedral Landscapes LOD Textures mod active after generation, you'll end up with all sorts of issues on the terrain. It's not meant to be kept enabled and they say as much on their page.
  3. I looked up the ID. It's likely because that one object is using an Ice shader and everything around it is snow. That's most likely why it's sticking out like a sore thumb. Could probably be easily fixed by using a snow version rather than the ice version, which is just a quick edit in xEDit.
  4. I have the same message. It could be due to a recent update of SKSE. EDIT: Got mine fixed. I was on an old profile and didn't have Address Library active.
  5. Yes, the Metallurgy - Ingots and Ore HD __ CCOR should still be installed. As for the Improved Closefaced Helmets patch, they changed the way they support it. Instead of overwriting the ESP (old version), they're now providing an additional ESP that is named different, but still provides the same changes.
  6. Trying to narrow our settings further, I think it would be best to add some brightness with the gamma for Cathedral. The colors aren't too far off between landscape and LOD, besides when it comes to snow... Volcanic tundra LOD is also a bit too dark. Images are with Z's posted "new optimal settings but gamma at 1.25 and no brightness. I also generated with Diffuse mipmaps checked since Sheson said they are used.
  7. So the diffuse mipmaps are actually used. Good to know. EDIT: Updated my third image in the compare set above with my own image.
  8. I actually think you can see that line in my snow shot...or it's just the LOD line with CL's snow textures. We do recommend turning off the snow shader. For what little it improves, it seems to break twice as much. The testing for that is around here somewhere. Btw, the Cathedral Landscape's xLODGen settings are pinned on their Landscape channel, if you want to check them out. I had those reflected in the STEP SE Guide already until Z got to playing. We're now back closer to their settings, though I haven't checked to see if Z's updated that Guide with them yet. I haven't had time. Too wiped when I get home from work. I just want to veg out. Haha!
  9. Thanks, glad it was a fluke. That ESM wouldn't be of any use to me. Zilav or someone that works on xEdit might find some use in it, but they'll probably want logs too.
  10. The thing is the results are completely different using noise vs b/g adjustments. You can see that in the compares posted. With just baseline xLODGen and noise, the blending is not good and there is noticeable tiling. With brightness and/or gamma, the results are better blending without losing anything else that is noticeable to me. Now I realize this may very will be Cathedral Landscapes fault due to the design of their provided LOD and noise textures. I have tried to brighten their noise texture to achieve the same results that xLODGen produces to no avail. It always lost detail from lack of contrast and being too white. Whatever blackmagic xLODGen is doing provides superior results for blending their LOD and noise textures without losing the contrast of the noise. Image 1: Cathedral Landscape (CL)'s pre-made LODImage 2: xLODGen with brightness=8 gamma=0 / generated with CL's provided LOD Textures and NoiseImage 3: xLOGGen with brightness=0 gamma=1.25 / generated with CL's provided LOD Textures and NoiseImage 4: xLODGen B/G=0 / generated with CL's provided LOD Textures / Noise is CL's brightened in PhotoshopImage 5: Same as image 4 but Noise was inverted and second attempt to brighten in Photoshop As you can see the xLODGen with brightness far better blend with Cathedral Landscapes provided textures. With no brightness or gamma, and only the noise (brightened) the results are washed. If this is indeed the case being a "Cathedral thing", I would highly urge you to discuss it with them on Discord or somewhere so Jonny will understand what he needs to fixed (or whoever did their LOD for them). As it is, we're simply going to have to forego recommendations so that we get the desired results with their textures. Else we drop their mod from the STEP SE Guide and add in 5 more to replace it with less superior results, which is obviously not desirable for us to do.
  11. Thanks! COC DLC2Book01DungeonEnd03 ...for reference. Mine looks fine cleaned:
  12. I typically remove the lanterns from the roads, but left them on to see their impact. I was surprised to see how much they stuck out. The wind is also another issue. The lanterns can blow around like they're weightless sometimes. They need at least double the weight they have now.
  13. It's not xLODGen because 100s/1000s of people use it without issue. If I say more, I'll come off as rude so I'll leave it at that.
  14. ID of that wall with words will do fine because I didn't find that place just running around and there doesn't seem to be a COC location directly to it. I don't really want to dig around in the CK for an hour looking for it.
  15. I just COC there and ran around for a while. I didn't see any issues.
  16. What does everyone think of this mod compared to the old LoS? Personally, I've noticed the textures of the posts around Whiterun really don't fit well with the rest of the surrounding textures, which makes them stand out. I'm also not that big of a fan of the variety of lanterns. It's a cool idea and would be okay if you could find the lanterns within shops, towns, dungeons, etc...just scattered about like all lanterns are. However, it simply just bugs me that those unique lanterns can only be found on those posts and nowhere else in the within the regions. If you're going to "regionalize" something, really do it...not just on a few objects around towns and roads. The the MCM version of the original was simple and just worked without any issues. It's textures also fit into the game. I feel like LoSII is more designed towards the "Noble Skyrim" crowd that like to really pretty up the game. STEP keeps the rustic vanilla feel so I've been thinking the original would likely suit our needs better. Thoughts?
  17. Wow that is a great find on the gamma! I had never played with it. I much prefer the gamma to the rest. Getting some of that color back is great!
  18. I split the post and replies to here. xLODGen would likely help in this case, assuming you have the right textures installed. Since you don't use xLODGen, the LOD you have is just what is provided by mods. It's generally not recommended to use pre-generated LODs for landscape and trees.
  19. Keep in mind that xLODGen is for more than just blending terrain. It also updates LOD to match changes to the landscape from mods. For example, RWT changes the shape of the landscape across from Solitude along the marsh/river edge. Without xLODGen, you'd have mismatched LOD for those terrain edits. You can actually see this in my shot overlooking the marsh (image 1 vs other images in set).
  20. I asked the same thing and Z mentioned in the Discord that Sheson said the game doesn't even use the mipmaps, so I'm assuming there is no reason to generate them. BC7 Max vs Quick is akin to saving as Fast or Fine. It's just the quality of the compression. There's likely not going to be any noticeable difference for LOD textures.
  21. I'm referring to the banding on the texture:
  22. Added compares to the OP. I don't think we really need a compare of the vanilla potato-heads, do we?
  23. Added compares to OP. That color is more off than I thought it would be!
  24. On that image, you're seeing CSSET reintroducing the faking shadowing that was present in LE. It looks horrible in SE's lighting. This mod is providing a few thousand unconflicted textures...so we're trying to judge based off a small set. Personally, I don't see any benefit of including this, however, on the flip side 90% of the "issues" are already overwritten by other mods in STEP...it's an odd and tough call.
  25. Added vanilla, SSEUT, and Cathedral Plants to the compares in the OP.
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