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z929669

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Everything posted by z929669

  1. Those other two mods simply make the face visible where it is exposed through the helmet. Why would you not want to use them? They can essentially be considered a fix.
  2. Please read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
  3. First, test if you can launch the game from Steam. If not, try this: Delete game content Verify integrity of game files Initialize the game If that still doesn't fix things, then you probably have an outdated version of Script Extender or a mod dependent upon it.
  4. OK, try using the image tool again. I think it should work now for non-admins.
  5. The Step ENB should be pretty good now in terms of darkness being too high. Maybe calibrate your monitor. If you are using Windows HDR, turn that off first. People setting their monitor brightness to 100% are usually running HDR, and this game doesn't properly support it. I had been running it, and it had the same impact on my setup (see system specs in footer). I'm using a Samsung Odyssey Neo G8 monitor.
  6. Toggling LOD off just verifies the points in the image where LOD begins. It's helpful to have as a comparison shot when looking at LOD issues. Glad AF 16x worked. I'm surprised 8x didn't do it.
  7. That looks like loaded grass. Use tll in the console to toggle LOD off to verify. Assuming it's complex grass, use your GPU software to set anisotropic filtering to 4x or 8x for SSE to possibly resolve.
  8. Yes, the 2.4 settings are better. Pay close attention to the TexGen settings as well for HD grass. When you modify the TexGen billboards, you must rebuild the DynDOLOD patch. There's shortcuts by using Execute LodGen and Rebuild atlas then merging those results, but I've had occasions where that didn't 'stick'. The only issue is that this affects all grasses in the DynDOLOD SSE texture atlas. These settings work best for the tundra, but snow grass, volcanic tundra, and rift grass LOD all are too bright, IMO. I'm working on an update to CL CG for ENB that might give better results, but ETA on that is uncertain.
  9. This is an issue that could possibly be resolved in your DynDOLOD settings. See this post and follow up posts. Post there with the required logs for further assistance.
  10. They look pretty closely matched to me in that screen. Everybody's hardware and software is different, and LOD grass will never match full grass everywhere in all weathers and ToD. This is particularly true for complex grass with ENB. You can try using the updated TexGen and DynDOLOD settings in the 2.4 dev guide.
  11. Yeah, I forgot about that too. Thanks for the reminder. Now I'm wondering if I've created a situation where ALL mods that need cleaning will need special instructions (for the sake of consistency with the new SS instruction) to do so in addition to this catch-all in the guide. If we get another inquiry on this, I'll remember to point to that section of the guide instead of creating more instructions that will inevitably become outdated. After writing that^, I've convinced myself to UN-update the new instruction to avoid that can of worms.
  12. Covered by the Step Patch
  13. What does LOOT show you for the CRC32? Here's mine: Never mind. I just checked the source. I must've cleaned my copy and neglected to mention it in the instructions. Will update.
  14. Covered by the Step Patch
  15. That might cure the error on install, but you would not get the torch mesh after installing, because /weapons/torch/torch.nif is not under the new meshes folder within the archive. Unfortunately, it cannot be dragged/dropped into the new meshes folder within 7z:
  16. May I know the reason these two models required exceptional treatment by LODGenx64Win .exe?
  17. For brevity and simplicity of maintenance, we only provide instructions for what to do and not what not to do ...unless we get repeated "why not" questions like this about a specific missing instruction. We take care of this and other things in the Step Patches.
  18. Thanks. I've replied to that first comment and updated our instructions to account for the missing info.
  19. Link updated. It's actually linked from the DynDOLOD Alpha mod page. That content is transcluded into the guide table entry. You can navigate to any mod page by clicking the link associated with the 'W' just after the mod name in the tables.
  20. I haven't found any comprehensive source for this with respect to Skyrim, but I did find a very informative source on color management. There's a lot of specialized info there that I don't fully understand. There's some great GIMP info as well, but my GIMP skills are very limited. Ps is easier for me. I also compiled Elle's profiles using the latest code and Little CMS 2.16 (see profile descriptions). From my limited understanding, one of the CIERGB|Rec2020|sRGB V2 g10 profiles might be good choices in your workflows Chat GPT has a considerable answer: Do textures in skyrim need to be linear? ... and here's the answer for complex grass textures, which are a bit of a 'gotcha': Complex grass textures consist of both diffuse and normal on an atlas, so both can only be saved in sRGB or linear color space. Which should it be? ...and how to save the texture properly: How do I save a texture in linear color space? ...and what if it's a CG texture? How do I save a complex grass texture in linear color space, given it has both a diffuse and normal together on an atlas?
  21. Well, I did some testing, and it appears that our forum prevents non-administrators from posting specific code for security reasons. The code is needed to render the lightbox correctly. I'm looking into a workaround.
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