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kranazoli

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Everything posted by kranazoli

  1. 1.) Just now noticed, I had to update my signature. 2.) We have discussed for xLODGEN DXT1 is better than BC7 Where can I set that 565 for normal? I do not see any option like that... MEA CULPA! That compression format is suggested for every "level" of LOD?
  2. "Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. Set Optimize Unseen to off forfirst generation, so you have something to compare to later. Start experimenting with on or a value of 500 for LOD32 and compare coastlines and file size to other settings. Check Specific Chunk and drop down to 32 and set SW to test with a specific file with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 for normal. Check mipmaps and raise steepness, uncheck Bake normal maps. For now, leave the Brightness, Contrastand Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave thedrop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates." Hi, I understood we have xLODGEN to generate Terrain LOD, cause DynDOLOD does not "makes" it. I understood we should use DXT1 for xLODGEN. The only thing I am not sure, which is approx. the best settings for each LOD? (LOD4; 8; 16; 32) Use DXT1 for diffuse and 565 for normal. It seems to me odd. 565 for normal? Not 256?! As I have earlersaid I use Guides, and I guess maybe your 1st response will be ask the Guide Author! (Totally undertsand) But, it looks to me, that xLODGEN settings at TUCOGUIDE very similar, what you recommend. The only main difference is: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. I don't know how familiar you are with TUCOGUIDE. But I am really curious what your opinion about how hwor she(?) set each LOD parameter? Really Thank You!
  3. Hi, I can beleive and think how tiring I am. In the meantime I had another question about xLODGEN, but this is DynDOLOD topic. So, I stop it. And I'll ask myquestion at the xLODGEN topic. I understand you says! Thank You!
  4. At this point I do not agree with you. Why useless to keep that plugin? It's rather more useful. Whenever, later anybody wants to create xLODGEN just unable to forgive select that ESM file. I think it is useful. More safer. But useless is misstatement and exaggeration. (do not ask for food, I guess.)
  5. Sry-Sry-Sry! "It makes no real difference if Indistinguishable Vanilla tree billboards are installed before or after DynDOLOD Resources, but technically it should be after DynDOLOD Resources." Yes, that's how I thought. Definetly seems more logic to put it after DynDOLOD Resources, than before. OK! "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, so it is rather useless." 1.) No harm to keep at my plugin list 2.) Rather useless Why rather useless?! Why I ask? 1.) Becuase if I let it at myplugin list, later I do not have to care about always activate and deactivaed that plugin. 2.) I couldn't run a new xLODGEN generator, without missing the ESM file. (for instance I forgot to check it, and took about 40 minutes to generate Terrain LOD, which is rather usless!) 3.) Why shouldn't I have keep it as my load order? What's wrong with it? Honestly, I do not see any reason to remove it. "but typically the player can not get close to these areas" Got it. And maybe I do? :) Are there any issue if I let it at my active plugin list? (SSE-Terrain-Tamriel.esm) I guess that's the finish. Sorry, nd Thank You!
  6. "SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim." This is an engine, vanilla game bug, issue? or what? Missing terrain meshes/textures?! I believe it, but that's very odd and strange. This is just for SSE? I didn't remember some kind of things about Oldrim Skyrim. We(I) just used DynDOLOD, and nothing else. (also I so not remember there was culling data issue, but that was years before) Sheson! "outer edges" What if I "skip" xLODGEN and just use DynDOLOD? Is it mandatory to use both of them? "DynDOLOD does not generate terrain LOD meshes/textures." I thought DynDOLOD every type of LOD stuff. Or this is also an SSE specific thing? So, what am I loose, lost, will be miss, (etc...) from my game if I use just DynDOLOD? Major issue(s)? or minor, maybe something I didn't notice, at all? Till. now I just used DynDOLOD, just now started to use xLODGEN after found it in Guides. "Very interesting story!" Sry, but I still have some question, I am misunderstood, or(and) I think different: 1.) How much the different between DynDOLOD Medium and High presets? (I mean FPS mostly) 2.) I use Enhanced Vanilla Trees RC4, and I thought the 1st step is DynDOLOD Recourses, and everything else come after DynDOLOD, but at EVT description page the recommanded order are: 3D Tree LOD Generation with DynDOLOD (for advanced users) Unpack DynDOLOD somewhere Edit 'DynDOLOD\EditScripts\DynDOLOD\DynDOLOD_SSE.ini' and set 'TreeLODs=0' Delete the contents of the 'DynDOLOD\EditScripts\DynDOLOD\cache\' folder Install Indistinguisable Vanilla Tree Billboards Install DynDOLOD Resources (let it overwrite files) Install Enhanced Vanilla Trees (let it overwrite files) Install Enhanced Vanilla Trees - Billboards (let it overwrite files) Start DynDOLOD with "DynDOLOD.exe -SSE' to start it in SSE mode I asked about it at the mod topic, but didin't get answer yet. Angel told, that "3D Tree LOD" is "broken"; wrong so no sense. TechAngel85 "TreeLODs=0 will get you full or hybrid 3D trees, so for the main file you'd want to keep it at "1", yes." In my opinion with this info I will run out of my questions..., but: Install Indistinguisable Vanilla Tree Billboards Install DynDOLOD Resources (let it overwrite files) Install Enhanced Vanilla Trees (let it overwrite files)That one I found new. I am not sure, whether you know the right answer about EVT, but maybe... Thank You!
  7. Thank You Sheson! I got the answer to my question: "With the latest update, BC1 (DXT1) will probably have sufficient quality for both terrain diffuse and normal textures while using the least amount of video memory." That's more than enough for me. I'll use xLODGEN with DXT1 (as I did before).
  8. It's meeee again! :) Sry, in the meantime I had an another question: Just now DL-ed the xLODGen beta 41 - based on xEdit-4.0.1o RC5 for 4.0.2 And I see there are BC7 Quick format for LOD generator. If I am not mistaken earlier version didn't have type of format. Which one is better to use for xLODGEN? 1.) DXT1 or 2.) BC7 Quick I ask it, cause you wrote: "For TexGen I usually see no reason to change the defaults." And TexGen default format is BC7 Quick. So, with the newer version of xLODGEN we have the option to use BC7 Quick for xLODGEN and TexGEN, as well? Thank You! PS: Slowly run out of my questions...
  9. Ok. Thank You! "Sry", for my questions. xLODGEN and DynDOLOD is needed. That's how I got everything you wrote. Using just DynDOLOD is not enough. "use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD." That's how TUCOGUIDE suggets LOD generating.
  10. Shortly: Just DynDOLOD is not enough. That's you wrote. So, DynDOLOD is not instead of xLODGEN. xLODGEN + DynDOLOD is required. That's how I summarize your info. Right? Which one is prefered for LOD4? And that's, how I run TexGen:
  11. Hi Guys and Girls, I have asked that question from Sheson and got an answer. (DynDOLOD topic) Now, I ask you, who play Skyrim SSE and use xcLODGEN and/or DynDOLOD. From the Oldrim Skyrim time, I just used DynDOLOD. ATM, I do not have how things gopingon with SSE! There are some Guide here which recommend to use xLODGEN with SSE-Terrain-Tamriel.esm and DynDOLOD, as well. For instance: TUCOGUIDE At the Nordic Guide: "DynDOLOD (or here): This is a more advanced and also not that performance-friendly option as previous one. Still, it's worth to use it instead of SSELODGen (there are different performance options that you can choose from). [CORE]" But, I am more curious about personal experience from players. Which method is "the most" recommended one? 1.) Use xLODGEN and DynDOLOD, as well. (SSE-Terrain-Tamriel.esm)? 2.) Or, use "'just" DynDOLOD is enough? (DynDOLOD Resources SE + DynDOLOD Standalone and use TexGen and for instance High preset for DynDOLOD) Because this info is totally new to me: "Recommended Optionals TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. 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, so it is rather useless." Thank You!
  12. Ok, I will ask from the Author. I asked you, because for me the name of Sheson mean a lot, mostly with DynDOLOD and LOD generating. For Oldrim Skyrim from the 1st version of DynDOLOD I used, just DynDOLOD as how it was recommended by STEP Guide. "SSE-Terrain-Tamriel.esm Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim." Missing terrain textures and meshes? What the f*... I haven't heard about it. The only thing I know is Culling Data. There's a mod which fixes Culling Data, mostly I noticed at Winterhold. I use that mod, load after DynDOLOD. Those Culling Data (missing ocean meshes, etc..) would be which ones SSE-Terrain-Tamriel.esm "fixes"? Sry! I am trying an another approach: I guess DynDOLOD (TexGen + DynDOLOD) and of course DynDOLOD Resources generate everything, right? Every type of LOD? And most advanced method, than xLODGEN. I will try, how TUCOGUIDE recommend. (just more 30 minutes) :) Thank You!
  13. Hi Sheson, First and foremost. Thank You for your response. I found wierdbehaviour with Skybirds. Floating nird nets, but not trees. I use Enhanced Vanilla Trees (Basic version). I guess, maybe the Skybird mod is not really compatible with SSE. After I disable that mod, I found some of them (floating bird nets), but after for instance a fast travel ingame, and wait... where those birds nets?! Just vanished. Strange. And found it is related with Mediiumor High preset, maybe. But, I have an anotherquestion: There are several Guide for SSE. I use TUCOGUIDE; NORDIC Guide and The Phonix Flavour Guide, because the good old one STEP Guide is just a few mod. There are a little bit confusing at myself about SSELODGEN(xLODGEN) and DynDOLOD. 1.) For instance TUCOGUIDE use both of them; https://www.youtube.com/watch?time_continue=15&v=tnDH7DT98Aw Just wait for about 0:30 what he says... And, if it's true. What about SSE-Terrain-Tamriel.ESM file? Leave it at as active mod, leave it at the load order, or remove it? 2.) At the Nordic Guide there's a notice about that: "DynDOLOD (or here): This is a more advanced and also not that performance-friendly option as previous one. Still, it's worth to use it instead of SSELODGen (there are different performance options that you can choose from). [CORE]" I am little bit confused. I need both of them to generate proper LOD (Terrain; Object; Trees) or DynDOLOD with TexGen is enough?! I guess TexGen and DynDOLOD should be enough, but not sure about SSE. Thank You!
  14. Hi Guys, After a relatively long pause Oldrim Skyrim, I am building SSE modlist, mainly based on Guides ATM available (STEP; TechAngel v2; TUCOGUIDE and NORDIC ones) I have used DynDOLOD for Skyrim several times. So, I guess, I know the basic rules and as I read and guess do not really changed TexGen or DynDOLOD 180 degree. 1.) But, is it still true (recommended) to disable any Skyproc Patches and for instance Wrye Bash? (DSR Patch; Wrye Bash) 2.) Or they are outdated, and DynDOLOD "skip that mod". 3.) And are there any mod(s) from which in the meantime found out, better to disable while generating the whole DynDOLOD process?! Thank You! PS: Is it Beta, I saw. I tried it, but with RWT2 mostly near Solitude I had a lot of water stream like issue. According to xEdit Water Fix scripts, I do not have any mod which is wrong. So, ATM I dropped RWT2 and and instead of, just use Cathedral Project water modes with water edge fix, as well. Like it! No major issue. How recommended to use DynDOLOD at this stage?! How reliable and so on... Or, ATM safer and better to use for intsance just Terrain LOD Redone BSA version?
  15. Thank you for the answer. Today I finished, continue tomorrow. Now, I just changed load order DynDOLOD Resorces files and put close to the last of my load order. At SR-LE Guide there are several mods which overwrite those files, re-run TexGen + DynDOLOD, but the issue left. Wrong windows lod at those Solitude buildings. I gave a tip from the author of HQ-LOD mod: "You can choose if you want the scripted version or not when you run DynDOLOD program. If you uncheck "Generate DynDOLOD" in advanced setting no script will be used or created. Only static Lods will be generated with all the new Lods models and texture without some extra feature. I use this option since, as you may imagine, I need to regenerate it often and it is much easier with the scriptless version (nothing special to do when updating, just delete and replace). The "visible windows" option I was talking about is the "windows" option in advanced setting from DynDOLOD. It generate glowing windows in the Lods for extra immersion. May I ask you to try the scriptless version of DynDOLOD with and without "Windows" option ? I'm interested to see if it could solve your problem." Tomorrow I'll try that as well. Thanks, and I'll be back. :) Good night!
  16. Done it. Sadly everything left the same. Issue with windows. LOD issue. If I disable DynDOLOD.esp works fine. Not just "pop-op" issue, but I don't see Rustic Windows LODs as how it is at HQ-LODs page.
  17. Yes Sheson. I strated a new game with LAL at Solutide and this is what happen if I step out from my house at Solitude. At this link if you have time you can read what Abendaron answered my issue and my newer reply. HD-LOD Buildings by Abendaron https://www.nexusmods.com/skyrim/mods/76931/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D76931%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D4644800&pUp=1 But, I'll try you suggested and now I will try not to merge resources files. Everything else how STEP or SR-LE guide describe using DynDOLOD. Later I will give you a feedback. Bye!
  18. Hi Sheson, Do you have idea what can could that type of issue? https://www.nexusmods.com/skyrim/mods/76931/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D76931%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D4644800&pUp=1 In my opinion I've done everything as described at your descrition page and(or) HD-LOD Buildings description. Thank you!
  19. Aaaaa. I see! Thank you for the better explanation. But in the case I guess should be signet like that: "Known Bugs: 32-bit support broken, overwrite dir not used, local savegames don't work."... (it doesn't work with win7)
  20. As I've wrote I could use MO, just not able to run FO4 via MO2. (so not really using it, bacuse without Laucnhing the game via MO2 I do not feel a huge sense to use this Alpha builds, instead of using NMM) No SKSE, NO FO4, NO Launcher, ... Both ends up with CTD or similar issue. Also I still use NMM further and I am sure fix will coming. Looking forward any updates, of course.
  21. Hey, I have lots of issue, yet. I could launch MO, made some basic settings but there are issue: - Launch FS4E crash - Launch FO4 or Launcher after some second crash (and try to launch windowed mod) - I can't run FO4 via MO2 - Got en error message at startuo, but this is the smallest iisue I have:
  22. It looks like misunderstand each other. That's I tried to explain both words and pictures. I have done it. I have fixed those mods, which set the "Initially Disabled" status for waterwheel at Markath. Those two mods are Enhanced Wetness and Puddles and Skyfall and Skymills. I deleted the referernces from both mods, so now if I search for the acutal Form ID it is found just at Skyrim.esm. So, both mods must have to use the original settings (Skyrim.esm). In spite of all these, after I run DynDOLOD still got the Initally Disabled settings and don't know how could it be.
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