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Everything posted by z929669

  1. DY actually did the Aspens Ablaze reduction for LOD in Blender I think. My assumption is that he configured Decimate as he liked and re-UV'd, but I'm not sure. It may be possible and simplest to use NifSkope > Optimize functions, but I haven't tested that. The general idea is to reduce triangles. There are several algorithms in the respective 3D toolsets that could accomplish this for better/worse results. Alternatively, consider manually combining separate leaf/branch polygons into a single shape using a new combined texture and re-UV that. Either way, the key is to keep the LOD model result as close to the full model result as possible so that transitions are not too obvious in game. This is why an algorithm can be beneficial over manual (tip: constrain overall shape while combining triangles). The latter will often look better, but transitions can be worse without putting in many hours of labor and testing. Trees can be a lot of work, but they have the advantage of randomness with respect to 3D layout.
  2. The settings are all correct and consistent with the previous guide version (2.0.0) but for two differences. First is the Default size setting for xLODGen. This should technically be 256, but it probably doesn't matter, since it is a catch-all that will otherwise use another value I believe. Let us know if sheson explicitly recommends it be set to a value in the doc or a post. Second, we recommend BC7 Quick everywhere, since that seems to be possibly faster and just as reliable. Max should work fine though. I don't see any difference between the two in game. These are terrain textures that don't really look great anyway, and they are only noticeable when missing or when something is really 'bad' (like z-fighting or other GFX anomalies). Regarding mips, we intentionally use them on the map (LOD32) and at LOD4 along with Raise steepness. It isn't clear if either one of these settings make any difference at all. If sheson has evidence that these increase z-fighting issues, we will change them, but I don't think there is evidence either way.
  3. After all this time, it seems like this MAs aren't parsing out the irrelevant changes into separate mods as suggested and is adding more unrelated changes (e.g., farmer/crop ownership). Given all of the mods they have authored, I'm not sure why this one continues to be the target for all of the misc changes. Anyway, they got back to you on the interior flip, and it makes sense ... but for a separate mod, IMO ("misc interior fixes" mod or something ... in addition to "farmers own crops" mod and others). It's a shame, because this mod does add relevant fixes ... but I would also consider dropping.
  4. It's been around for a while and is possibly a better version, but I haven't tested it.
  5. That's too big. Most tree models in Skyrim are between like 1k and 5k triangles give or take. For performance versions, you want less than 2k I would think. Aspens Ablaze trees have around 5-10k and the big ones are closer to 15k, I think. That's a FPS taxing mod.
  6. @TechAngel85 Can you confirm the new Options for use with RS? We need to update this FOMOD accordingly. I am pretty sure I know what we want, but wanted to confirm with you. Thanks
  7. Those were added in 1.8 I think in early-mid Aug, and we have opted for the scripted version as indicated in the wiki instructions
  8. As DY alludes, trunks are typically less than 1/2 the triangles than crowns and contribute to FPS loss proportionately. It depends on the mod. EVT trunks are relatively high poly compared to most tree mods, ranging between trunks being 1/3 to 2x the triangles of crowns. HLT trunks have more like 1/3 to 1/6 the triangles as crowns. Decimate or other reduction algorithms (e.g., InstaLOD) normally don't treat trunks well without constraining the modifications in significant ways. This is all resolved by making hybrids with flat trunks using the DynDOLOD tools. Reducing crowns (merging triangles) and re-UV of those are much more forgiving. If you really do want to tackle trunks, you should focus on the dead trees or those that don't do as well when flattened. You can judge by trunk shape. Straight trunks can be flattened, and bent ones and those with obvious crown branches without foliage hiding them looks more obvious when flattened and should be the focus.
  9. We can only update our guide with respect to mods updating to latest game version. Mods are outdated. We'll update the guide when all relevant mods get updated. probably in a couple of weeks.
  10. For specific versions, Blender has a NIF export plugin I believe. It should export the proper transparency required as DY mentions. If not, then you should be able to add NiAlphaProperty to the branch node via NifSkope. Collision will be another hurdle too.
  11. I use 3DS Max and Maya, but Blender is the only good open-source, free program and works fine too (it's just difficult to learn). 3DS Max is probably simplest to learn. The main issue with all tools is that none are natively compatible with the Gamebryo NIF format, so custom plugins needed and all are limited to more/less extent.
  12. I've corrected our server time, which was off. I'm also using creative ways to re-index search on forums, since there is evidently no simple way to do this via software admin (as there had been years ago ... this is what happens when UIs are 'upgraded' for dummies). My initial testing seems to have worked, so I am setting the lookback to three years to trigger another index. This will likely take minutes or hours to complete. EDIT: It's fixed now with 3-year lookback. I'd rather have unlimited lookback, but 3 years seems like a viable compromise for 99% of search relevance
  13. If you let Steam update SSE, the guide will be broken until all related mods get updated on Nexus.
  14. @Majorman can assist on this topic, but can you share what was happening and how you resolved?
  15. Discussion topic: Step FalloutNV Guide (curated by Majorman) Changelog Nexus Mods Please submit feedback about the 1.2.0 guide to this topic.
  16. SO ... since you have had your LOD issue with alpha 97, you have since run alpha 95 again to confirm it works? You have run alpha 95 AFTER your alpha 97 failed run? If not, then you cannot say that alpha 95 works and alpha 97 is the source of your issue. The source of your issue is in your configuration as has been mentioned several times. Why can't you consider that you have made a simple mistake that has nothing to do with DynDOLOD?
  17. Again, it's not your DynDOLOD version. It's a configuration problem. Go through steps to ensure all of your config is in order. It's probably something small and seemingly insignificant. Check MO overwrite ... there are so many things that could be off from some random thing that was done since you upgraded DynDOLOD. Lots of things can prevent object LOD from rendering, so we are just stabbing in the dark at this point. Create a vanilla profile and run alpha 97. I'll bet it works fine.
  18. Ahhh, now I understand the problem. I didn't realize the main menu was gone from that screen.
  19. Agreed. @mooit Your missing LOD has nothing to do with Alpha 97. The same problem would exist with Alpha 95|96. You either have a load order issue, DynDOLOD plugins are not active, or configuration settings are not correct for rendering object LOD. As you already mentioned, you have terrain BTO files with the objects. They are not rendering in game due to a general configuration problem. perhaps it's related to the latest game update or some other random factor.
  20. Looks like 'blank' trunk textures
  21. Updated FOMOD instructions for latest update: Version 3.0 Improved mesh visuals with updated shader flags and emissive variables Forwarded changes from most mesh fix mods Added new glacier cubemap and optimized gradient textures Streamlined FOMOD options and eliminated redundant files to reduce bulk
  22. OK, I will definitely try that in my next test. Unfortunately, the Skyrim update is in my way, so I will need to set up another MO profile for this testing (stripping out broken mods ... will take me some time, as I want to use the same grass cache for LOD). SKSE doesn't seem to be updated though. Thank you
  23. OK, so I can see they are horizontal vectors (0 I think) in DynDOLOD_flat_4x2alt_lod.nif: Face normals are angled? .... but how do you show them in red as you have done in the BTO?
  24. I was looking at the two planes and how they intersect at 90 degrees, but the planes are angled at about 15 degrees from the vertical. I don't know how to show the normal vecors as you have done.
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