Jump to content

Kesta

Mod Author
  • Posts

    485
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Kesta

  1. It sharpen lod textures, yes, but it actually do much more. The two screenshots have been taking with the exact same setup, the only difference is the LODBias value. Look between the two snow mountains, near the middle of the image. In this area, you can see the the LODs are much more detailed and fleshed with LODBias = -2.0. You can even see the orange trees from the rift afoot the very-near mountain. With LODBias=1.0, there is nothing there, only the terrain. Boris just answered, and there is nothing he can do about it (except making LODBias ignoring water textures, but he won't. i'm not 100% I understand his reason, but I guess that's just Boris ^^). I tinkered with every water/lod ini setting, whether they're supposed to be recognized by the game or not, and I can confirm there is nothing to do about it, except bUsePerWorldSpaceWaterNoise = 0, which fix this issue but make any regular water texture look awful. I guess we're missing some bDisableLODWaterNoise parameter ^^ I guess I'll just go with less drastic values.
  2. Sooo... LODBias is a really awesome setting. However, it make my waterlod somehow "noisy" with negative values. I'm wondering if anyone knew of a potential fix for this issue ? Here are the screens with LODBias = 1.0 LODBias = -2.0 There is no enb active in those picture just enboost and LODBias/Anisotropy/Fixes, so it's definitely not an enb setting. I also asked boris directly about it on enbdev. If anyone is interested in his answer when he'll give one : https://enbseries.enbdev.com/forum/viewtopic.php?f=28&t=4892
  3. IIRC, iNeed present an issue with the brawl bug patch. I can't remember when I read that though, and i'm a bit too lazy right now to check it out.
  4. FNIS -> You don't care. FNIS have nothing to do with your load order. The only thing you have to worry about is re-generating it whenever you add/remove/update/modify skeleton and behavior files, or add mods that require fnis to load new animations. In short : everytime you install/uninstall/update a mod that require FNIS or have a FNIS patch available. DSR -> Doesn't matter either, you just need to update your patch whenever you add/remove mods that add new one-handed weapons, staffs, or shields to the game. In which case yes, you'll want the DSR Patch esp loaded after all of those. Bashed Patch : It's about conflict resolution. Open your whole load order in TES5Edit, and then select "apply filter for cleaning". If any of the mods after your bashed patch have a red background, they present unresolved conflicts, so they should be moved before the bashed patch, and then you'd have to rebuild the bashed patch, or manually resolve the conflicts. (bashed Patch can't resolve every conflicts) Note that if the bashed patch himself have a red font, this mean that one of the mod loaded after it is overriding the conflict resolution operated by Wrye Bash, in which case it means that it is really important to resolve it as you have at least 3 mods conflicting (2 that were previously patched by WB, plus the new one), or you'll have serious oddities/inconsistencies in your game.
  5. Basic Wrye Bash : Only take care of very few things, not enough to fix a "highly conflicting load order". But include custom algorithmes for handling LList, though some will just break part of your looting system because the routine never got updated for Skyrim. Sharlikran's updated patchers for WB : Will patch way more things, but some will present issues and need manual corrections. No idea in the current state, but I remember seeing some inconsistent flags randomly sets on impacts and other oddities. Mator Smash : Handle a shitload of things, but without the knowledge to assign what setting to which plugin, it'll be useless. In its current state, Smash is more about "automating the patching process" that we used to do manually, than providing a high-level (in the programming sense of the term, i.e. easy to read for neophytes) plug-and-play solution. Mator's is working on it though, along with the help of the community. To learn/understand more about conflict resolution, I think installing SR:LE and going through the manual patching instructions is a good start, as it walk you through the patching process of a whole load order. Once done, you'll just have to be able to figure out by yourself what need to be conflict resolved instead of just resolving what a guide tell you to.
  6. Yeah, the reference documentation looked like the most esoteric one so I started with it Last time I checked (3 hours ago), Using MO and 1.47, I only have those files generated in the output folder, not in data. Is the current version able to read those (whether it actually read them, or temporarily store the info about what it generated somewhere and use it) ? Also, potential bug : (maybe just an UI one), when clicking on "default" in advanced/expert mode, the "Generate Tree LOD" checkbox get checked. This is normal behavior in the standard use case, but with "TreeLOD=0", this checkbox should be left unchecked and be greyed out. It still get checked (though it's still greyed out). I'm a bit too lazy to generate dyndo twice to check the impact ^^ "found any child town" = the town worlds exists, reference this worldspace as a parent, and are referenced for this worldspace in DynDOLOD_.ini right ? I'm still investigating all of the documentation/features/result in depth. But for now I think I need to step back a bit about dyndolod itself and focus on LODGen alone (and analyze some more meshes nif), there is still some mystery in here for me ^^ I'll also look at the sources whenever I have time. As for You could try opening a wiki page, either here on STEP or on the CreationKit wiki. DynDOLOD have been around for a while now and you've provided enough support/clarifications/documentation in this topic alone so some of us start to get a good grasp on most of its process. Not sure if many contributors could/would help though, and if monitoring their changes wouldn't be more of a burden than just relying on feedback and uploading the html pages yourself ^^
  7. Currently going once more through the whole documentation, trying to catch missing/incomplete/unclear/outdated informations (like the DynDOLOD.ini -> DynDOLOD_.ini thing, which is actually in the whole documentation and not just in the ultra trees readme), as well as typos errors. Note that all of this is limited by my understanding of the process, if anything I say below is just plain wrong, just ignore it (or even better, consider it could use some more detailed explanations, but not the ones suggested). DynDOLOD Reference : ------------ Not sure if it's my English or yours, but I believe "reliable" should be "reliably". Sentence still sounds weird to me, but this is probably just me ^^ If GrantSP happens to walk in... :P Also, if I'm not mistaken, something along those line should be added : (assuming dyndolod then read/use the btt files it generated in the output folder ?) Maybe my English again, but isn't the end of the sentence missing ? Like "improved ones". ------------ If I get everything right : "or have their .bsa added to the resource list in Skyrim.ini" ------------ A tiny sentence that deserve more explanations imho. Like "mesh rules can be used to overwrite the default naming-convention behavior for specific meshes. The default rules include some". ------------ Either I missed this button/don't look for it in the right place, or it have been removed ? Specify that it's only available in expert mode. ------------ What of MarkarthWorld ? I have always wondered why it exist "independently", while other city worldspaces are just treated as tamriel's childs. ------------ To make echo to explanations in the previous paragraph "The mesh lod-name conventions and the mesh rules filters" rather than just "the mesh rules filters" sound more accurate. ------------ I think a "be added as" is missing between "can" and "static LOD" in the second sentence. Or I just don't understand this part. Also, typo : rerference -> reference. And a comma after TES5LODGen. ------------ (5) Add manual references Could benefit from an actual use-case example. If I understand what come later in the documentation, this is actually adding the references that will be anabled/disabled by papyrus OnCellAttach/Detach right ? Or this is done in (4) at the same time as they're "added to the internal dyndolod list" and I don't understand what (5) is for. ------------ (6) Add town references If understand the purpose of this step, this add references from the parent world in the child world so the exteriors look more accurate (like, if someone is using Arthmoor's mod which add a house for the courier outside of whiterun, the lod for this house will be seen from inside of whiterun if you look behind the walls). If that's actually the case : It could use some more detailed explanations to make it "clearer". What's the purpose of the optional whiterunexterior file ? (the existence of this file is actually what make me doubt of what this feature is intended for). ------------- (10) Add DynDOLOD references for dynamic/animated/full models You probably modified the layout of the document at some point, it should say (5), not (6). Or it should say (4) and my understanding of (5) is very foggy. And that's about it for the DynDOLOD_Reference document. I'll try to review the others as well. Edit : Oh, another minor thing : I believe the default folder opening when clicking on "Load preset" should be Edit Scripts\DynDOLOD\rules and not just Edit Scripts\DynDOLOD And to be completely honest, this folder's architecture could use some more sorting : A "preset" folder for low/medium/high and other custom large-scale presets A "Mods" folders that contains rules specific to mods An "options" folder which contains special rules like those for candles, fxglow, ... And the possibility to import a set of rules into the current one without completely removing the others would be great to. (so peoples could share ready-to-import set of rules for specific things).
  8. Nice. Another quick question following a discussion I just had on a chat : Would it be conceivable to set any water plan to "is full lod" ? To prevent this kind of issue https://i.imgur.com/greAQVT.jpg (I have no idea how water lod work, are water planes just regular objects ?)
  9. I believe you forgot to update the readme for the trees.ultra option with 1.47 : The instructions point the user to DynDOLOD.ini, though it seems you moved the relevant settings to DynDOLOD_TES5.ini Edit : Btw, can you confirm that Dyndolod dl include passthru_lod and passthru_lod_flat_2 for any vanilla trees and thus on a vanilla setup, the fallback option have no incidence on the output with this rule : Mesh mask | LOD 4 | LOD 8 | LOD 16 | VWD | Grid | Reference tree | Static LOD4 | Static LOD8 | Billboard | Checked | Far LOD | Unchanged
  10. For what I know, Zilav intend to keep it as "pre-release alpha" on the FO4 nexus only, until FO4 records are fully decoded (meaning : Not before the FO's CK is released). The reason it's released and updated on the Nexus is to prevent all the wannabe - who just use it no matter how many errors it can introduce - to arm too much other people's games (the more update/fixes are available publicly, the less it's likely to happens). AFAIK the link on the AFKmods Threads is tied directly to zilav's latest devbuild, so the easiest thing is to link there.
  11. I feel you. So much. ^^ Thanks for the vids list (and the mod list to a certain extends, though I've already tested all of those :P )
  12. I wrote a quick guide for BAE. Just presentation, credits, useful links, installation, and common usage. I find it way easier to use than BSAOpt for extraction (and a thousand time better than MO since you can actually visualize the content of an archive without extracting it, and extract only files you wish to extract). Link : https://wiki.step-project.com/Guide:BAE P.S. : If someone could redo the screenshot with an english-version, it'd probably be much better. (And of course reviewing my awful English >_
  13. Conflict resolution and "LList/FormList/Array-field merging" (which are a form of conflict-resolution) have to be taken care of prior to the merge. Then the patch should be included. MP Only consider the winning override.
  14. I've got an issue with windows glow for dragonsreach lod : as you can see, when I'm *really* far away, the window glow is extremely white and bright. It's back to normal as I get closer. Like if the far-grid windows glow mesh was wrong. Is this a known issue ? Or I failed something in my settings ? This is the first time I've run into this problem as far as I remember :/ Just asking if this make you think of something, I don't have the log anymore (lot of stuff in xEdit since the last time I ran dyndolod). Settings where just the equivalent of the "medium" preset plus "Windows" ticked (but not "high"... could it be the issue ?) if I remember correctly. Btw, it's not the weather, I tested several and all those where the fog allow me to see dragonsreach from this distance have this issue.
  15. About LOOT's masterlist : This is crowd-sourced but reviewed before going live. And the process to submit is a bit to tedious for "nobodies". You have to clone the LOOT git on your PC, make youor changes in the masterlist, and then send a pull request with comments/justifications, and your changes will be integrated in the next masterlsit revision. (And the latest masterlist is always downloaded when you re-run LOOT).
  16. Here is mine : - Adjust lvling ratio/exp to values that make a bit more sense (details below). - Remove the carry weight bonus on stamina lvl up (you might want to put this back on), with no additional changes to the numb of perk/magicka/health/stamina gained at lvl up (because I use Dragon Soul Relinquishment). - Increase skillcaps to 999, though the values used to calculate your skills effectiveness are still 100 (it's just that you can go beyond to go above lvl80 and thus avoid using "legendary skills" bs, instead you keep gaining perks and health/magicka/stamina). Only modified "skill power calculation" is the charge-related enchanting one. The calculated value is based on a max of 200 instead of 100 for the number of charges. It means that enchantment power is still like vanilla, but with higher enchantment skill you can enchant stuff with much more charges (twice as much as vanilla with enchanting at 200 and above). Adjusted lvling values : Seriously reduced enchantment lvling speed (70% of vanilla), because it grow wayyy too fast when you disenchant items (can go above 50 just by disenchanting in vanilla). However it start to grow at a rate closer to vanilla again when you're above 50 ench, almost vanilla between 80 and 100 (because above those, you usually start lvling your enchanting skill by actually enchanting stuffs rather than disenchanting). It's back to 70% of vanilla above 100, since end-game you just have so much grand souls and daedric stuffs to enchant that it's sooo easy to cheat lvling with ench (again ^^), and to balance the improved number of charges. Reduce lockpicking lvling speed (increase a bit too fast, minigame is too easy). 90% of vanilla, but I also use SSR Increase armors and block lvling speed, because they're too slow compared too their weapons counterpart since half of the time you kill without getting hit (I use tkdodge though...) Pickpocket -> Start at vanilla, lvling speed is diminished every 20 skill in pickpocket. Because the better you get at pickpocketing, the easier it get, and a 60+ pickpocketer in vanilla can just loot pockets of everyone in a city without being noticed, leading him to gain an insane amount of xp in this skill. Sneak -> Same logic as pickpocketing, with a decent sneak lvl, just hiding in the shadow looking at your ennemies make you lvl up because thye never notice you... not even talking about wiping out a whole bandit camp while they have no idea what happened to them. Weapons-skills (one hand, two hand, and archery) make you lvl a bit faster than in vanilla. This is just a personal choice for my current playthrough, as I feel my warrior is "predisposed" to weapons-mastery, and thus should benefit more from increasing his "predisposed talent" than random skills. Though I should probably review that part and only rely on Disparity instead. Crafting (the 3 craft skills) won't lvl you up as much as in vanilla, it's halved (i.e. you won't go lvl 40 just by forging & enchanting your gear). This is restored to vanilla once the player reach lvl 20. This is to prevent this : https://staticdelivery.nexusmods.com/images/110/1914377-1324486056.jpg
  17. Seems like this one is missing yes. Try asking him on github / bethsoft / afkmods as those are the places he still visit. (p.s. to anyone trying to use the scripts from his folder, you'll need to go download dubhFunctions.pas in github before that. His librabry isn't included in the gdrive. There is a link to his github in it though).
  18. Yes he left the forum, and many others. He uploaded everything on his private google drive. He then shared it since people were uploading his files without permissions anyway. Here is the reddit post where he gave the public link to his gdrive : https://www.reddit.com/r/skyrimmods/comments/3t394r/heres_where_to_download_master_of_disguise_better/ And the direct link of said gdrive : https://drive.google.com/folderview?id=0B0o3cG8Q52tpNG5jaTVybmhZUGM&usp=sharing The xEdit script folder in there should have the one you're looking for.
  19. Not sure where you have this apply conflict script. Filtering scripts available by default are : -> Apply Filter For Cleaning Same effect as right click -> apply filer for cleaning -> Apply custom scripted filter Useless if not modified by the user. Only needed for custom script that require actual scripting, otherwise the "Apply Filter..." GUI is much more convenient. -> Apply filter for deleted navmesh No direct equivalent in the UI, does the same thing as "Apply Filter..." with "deleted" checked, and "filter by signature" check with only "NAVM" checked in the list.
  20. Alternative answer to #5 :
  21. You don't need HDT extensions to use the HDT Skeleton. As stated in the fomod description, this is a common skeleton for HDT-PE, HDT-SMP and disabled body-physic. It's just that he is "HDT-ready". Unlike the others. The XPMSE version for STEP (if STEP move to XPMSE, and it should imo) is "Skeleton Rig Map (HDT)". CBE is in an experimental state, and last time I checked, fore said it wouldn't be compatible with the overhauled FNIS (v6.0+). Not even sure if zartar is still working on it. Setting for STEP should be : ([ ] = unchecked, [x] = checked) ------------------------------------------------------------------------------------------------------------------------------ [ ] SoS compatibility [ ] ECE compatibility (style randomizer is up to you) [x] Default Animation Reset [ ] Magic nipples stuffs "None" for EVERY animations choice. Alternate animations (dual wielding or not) are already built-in. Those choices are only intended for people using an actual animations replacer, so the equip/unequip animations blend better with those from the replacer. Extended Monster Skeletons (all of them). Nothing on the First Person and Mounted Combat options. ----------------------------------------------------------------------------------
  22. RaceMenu Equip I just uploaded this on nexus a couple of hours ago : https://www.nexusmods.com/skyrim/mods/72700/? Originally made it quickly to test the new equip animations introduced by XPMSE 3.72, and merged a recent reddit user request with it (hide headwear), which turned into a releasable something. Allow you to : Draw / Sheathe your weapons while in RaceMenu to check the animations. Equip weapons (not from your inventory, they're predefined, one of each kind) in any emplacement to visualise where they're placed (for when you're adjusting / positioning the nodes), and being able to see any of the XPMSE's combination. Not that there is actually no DSR support, so the interest is limited to animations + right-hand weapons (2-handed weapons fully working). Toggle your headwear visibility On/Off at will Use A "Get Naked" option to remove all of your clothing (no comeback, you have to exit racemenu and re-equip your gear if you want them back ^^) Use an "enable GearedUp" function, so you can see all of your weapons at once. This is mostly intended to check if you don't have any clipping between your multiple weapons positions. Turn it on, look at it, turn it off. If you mess too much with the others functions provided, you'll get the vanilla glitch soon enough.
  23. Well, nice story this artist had. One less reason to change And if we're into skyrim parodies, I love Dan Bull's : "I am the Dragonborn, wearing a hat with badass horns"
  24. Meeh... I did the search with "michtalek" instead of just "alek" dumb me. Well, whoever come here first with enough power can lock or delete the thread.
  25. 1) I have this one set for years at least. Don't even remember when I grabbed it : 2) Not my preference, but I don't have much of a choice : Laptop's screen. I have a second monitor plugged in though. 3) I'll be honest here... I have no idea what this is about ^^ 4) 5) 6) Coca, simple as that. 7) Mmmh... I hate AV in general >_
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.