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D1Z4STR

SkyrimSE Curator
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Everything posted by D1Z4STR

  1. Finally got around to regenerating with the 2 meshes as requested and it made no difference when checking in game. I am just going to make this easy and regenerate LOD again sometime and remove the dynamic flag from waterfalls and change LOD levels to 'None' minus LOD 32. That will look and work better for what I am looking for since dynamic LOD is not working.
  2. Anyone who is installing STEP 2.3 with USSEP 4.3.3 is locked/stoppage with DynDOLOD due to 1 worldspace cell record needing correcting in the step patch - conflict resolution. Or we provide them the 4.3.2 archive link. The error is regards to XLCN - location data. Phase 2 of the removal of Bitterblade Hollow has been implemented. The dungeon no longer exists. (Bug #34030)
  3. You are right they are not loose files; I must have been thinking of UOSC which comes in loose format. However, Satyre has provided a version with the .bsa in the comments. What I meant by these script mods being a 'all in one' is that they tend to cover many scripts throughout the game and not just a specific focus. If I was going to use one of these script bundles, I would use UOSC and follow its instructions on what is included/compatible, etc.
  4. I am sure DY meant to post this on the USSEP page and not here
  5. Sorry we are branching into to multiple steps here. Should I replace the last 2 meshes in DynDOLOD Resources and re-run it? Is fxwaterfallbody the mesh reference am I looking for? Could I also just set level 4 and level 8 to 'Full'? Or even change the flag to 'None' for /fxwaterfallbody and fxwaterfallbody? Lastly, you said it is easiest to just change uLargeRefLODGridSize to a larger number, I am going to try that to see if there is any change, but the waterfall might not be a large reference. even closer with this shot, the new mesh it is static (when moving to almost half the distance closer then, it animates again) Update - I tested booting the vanilla game through Steam and that waterfall never became static as far as I could see, and I like it. How do I get these waterfalls to be more like the vanilla game? Never thought I would say that. I think the answer is to set the rules to 'None'. Is this correct?
  6. I have placed the first mesh you provided overwriting the one from DynDOLOD Resources SE 3. I will check in game like you mentioned and all my generations are always done with Expert mode on. Ok, the mesh worked showing the animated waterfall from my original screenshot location but only when I backed up further a bit further. At the exact location it was static and now is static for longer while approaching the waterfall versus the last mesh.
  7. Thanks, Tech, for pointing it out. In the end there are options like you said. I personally like a mix the art and the gameplay and I only wanted to point out what I thought was a issue with the water meshes lighting amount/flag. I can press on and just want to mention what I saw.
  8. Dropping the following mods for ERM testing/use MM - Lightside MM - DynDOLOD Pack MM Double Sided Patch MM - More Accurate Collision MM - More Accurate Collision - AME Patch Skyrim - A Mountainous Experience Majestic Mountains Creation Club Landscape Patch
  9. Hi Sheson, I believe so, does this last modification date sound right for Alpha 53.1? Yes, I can change uLargeRefLODGridSize, is this only changed in Skyrimprefs.ini or do I need to do anything anywhere else with this setting? Thanks for the support on this!
  10. Okay thanks. So, ERM is a contender to eventually replace MM? Does Tech know that? Removing MM with its 6 corresponding mods is a good jump.
  11. Should testers be using VLC with ERM? I thought VLC was made with MM in mind.
  12. I don't think this script AIO should be used versus the other option above or at all. These are loose files and will overwrite CACO, Odin, Vokrii, Improved Traps, TIE, etc, that is a big no no. If someone wants to review them through Champollion or similar app but I doubt anyone here wants to do that. And, unless the guide states, we are going to be hiding all conflicting scripts outside of USSEP. Thoughts?
  13. not sure on the DPR Patches section of the FOMOD is getting installed. Both or one or the other? The second patch is for Fishing CC. *Ended up choosing both*
  14. It is time for 4.3.3 Unofficial Skyrim Special Edition Patch: Version History
  15. I dont mind the exterior as much if there is moonlight per say. But inside of caves and dungeons seeing 'lit up' waterfalls, etc is very strange and leave more to be desired. Marking this for consideration or testing? If no to either or then I will not add to the testing setup for 2.4. Luckily, there is no plugin, and you can tick it on anytime like I did for the screenshots. I did not generate LOD with the water fix + RWT patch in mind.
  16. These are RWT meshes. wSkeever flagged them correctly with that info on the mods main page. This is something that Tech should/could hopefully get around to sometime or consider having it as a patch.
  17. Discussion topic: Water Effects Brightness and Reflection Fix by wSkeever Wiki Link I do not know why no has pointed out the bright water at night with STEP. Just seeing this issue for the first time and it should be corrected. I tried this mod with the RWT patch and addon and problem solved. Proper lighting, no flickering, no issues at 3 bodies of water I have checked so far and 2 waterfalls. Adding this to the LO to see if I see any out place lit/unlit water. All shots with STEP ENB (heavy) on. The RWT patch also includes LOD resources. I do not know if there will be a strange interaction with Sky Reflection Fix or not STEP 2.3 no fix - Embershard Mine STEP 2.3 with fix and RWT patch - Embershard Mine STEP 2.3 no fix - Outside of Embershard Mine STEP 2.3 with fix and RWT patch - Outside of Embershard Mine (not same angle as above picture) STEP 2.3 with fix and RWT patch showing day time - Outside of Embershard Mine
  18. Install the main file, then install the first optional file (merge it with the main file), then install the 2nd optional file and merge it again.
  19. Maybe not a bug report or it could be intentional, but I wanted to post here. In the STEP - lighting and weather patch I noticed for worldscape record 0000BCB5 - FaldarsToothExterior02 that RiverWaterFlow (default) was used instead of RWT's RWT_LakeWater
  20. tll made the static waterfall become animated again. So my option here is to just increase NearGrid and FarGrid? Should I leave this ini setting alone uLargeRefLODGridSize=9? I went in game and changed the NearGrid to 21 and FarGrid to 31 and no changes were noticeable
  21. Please see attached. Screenshot with console was done using 'tfc' and the other MCM shot was at the physical location. I did read more about near and far grids, but I need assistance on what the numbers mean. Is 1 grid = 1 cell / is there a chart that shows how much space is exactly covered for 1 grid/1 cell in game? How much should I increase the near and far grid distance if I am looking for waterfalls to not become static so early? The surrounding stream water past this waterfall was still in proper flow for a good distance. Lastly, is this as simple as changing the near/far grids in the MCM or must I regenerate? Would near 21 and far 31 be a good starting point? Do I also need to change my uLargeRefLODGridSize in the ini below? skyrimprefs.ini - uLargeRefLODGridSize=9 Large reference bugs workaround and Upgrade NearGrid large reference to FarGrid was used before generation as well https://ufile.io/f/tpouh
  22. When you merge mods from installation that contains a plugin then it will do that. When you rename a plugin is another example of that happening. Why you have so many like that I do not know. When you install a fresh mod and activate it on the left side, it activates its plugins (.esm/.esp) as you can see on the right side of MO2. I have noticed what you are experiencing before but it's not common.
  23. Take a look at your 'Right' pane. You have plugins that are off. Double check everything in your MO2 'Right' pane, there should be nothing unchecked. The only thing that should be off in the 'Left' pane is the (TEMP) Cathedral Landscapes - xLODGen under the LOD separator
  24. Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems). Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE Water mod - RWT https://ufile.io/f/p7ryo - logs attached I have read the Waterfalls section as well
  25. I think I understand now. It is related to mods that add new or edit references/records. So, my question is with pure vanilla skyrim would the Parent > Child option need ticked on to see objects like trees in parent world 'Tamriel' from within a child world
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