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z929669

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Everything posted by z929669

  1. Yeah, I think the latest LOOT update (and ML update), changed sorting with the CR patch. This had impacted only the LW patch a couple of weeks ago, but then LOOT updated and began impacting the CR patch. Having added RWT as a master to the LW patch is now redundant, since it is a master to the CR patch. That's all that is needed, since the CR patch is master to the LW patch, and the LW patch is master to the PP patch. I will remove the RWT master redundancy from LW patch next time that one needs to be updated. It's not a big deal in the meantime.
  2. I waited a while and then took a closer look this morning. Then I understood most of the edits. After looking more closely, it turns out that most of those records are still relevant. They are mostly making changes to case for Jarl, Sons, Servant and some punctuation. Some forwarded from USSEP and others just fixed on our end. So most doesn't relate to Hunters Not Bandits (some does though). I did add some new changes from this mod into ecisting CR patch records based on the previous version of this mod.
  3. In Dialog Topics: I removed a few of the records are redundant, and I forwarded some updates from this mod. Most of our Dialog Topic changes are corrections to case forwarded from the USSEP to override mistakes in vanilla/Relationship Dialog Overhaul. All should be fixed in the CR Patch update.
  4. Looking at this in xEdit, I'm wondering if you have made previous edits to the Package subrecords. This is what I show in xEdit for latest USSEP (what you should see) and FacegenForKids before edit (FacegenForKids2.esp ... what you should see) and after edit (FacegenForKids.esp).
  5. Yeah, looks like that's what I'll need to do. EDIT: Unfortunately, the old plugin doesn't reveal much. It seems that many of our Dialog Topic records in the CR patch are redundant.
  6. It was the L&W Patch that I fixed. I hadn't noticed that LOOT was now sorting RWT below the CR patch as well. Probably since last masterlist or LOOT update. I will update today and push it.
  7. Did you download the latest file? The dev is updated I think, but I must have neglected to push the update. I can check tomorrow, but if you want to look, just grab it from the share.
  8. Thanks, I missed that. I was hoping we could do it without manipulating the models, but I will do this tomorrow and update.
  9. If so, then the near LOD4 grass is a tad darker than the far. It seems to be a band just past loaded grass. Again, just my initial observations.
  10. Tagged for testing.
  11. Indeed strange. Tagged for testing
  12. My initial runs using alpha 96. preliminary testing to find the ideal TexGen settings. Configs used: TexGen_SSE.INIDynDOLOD_SSE.ini mesh rules (included for kicks): DynDOLOD_SSE_Default.ini TexGen Direct/Ambient (all else remains equal): 0/135 (default) >> 0/145 >> 0/155 I have not yet done any weather/lighting tests, but this grass LOD looks quite good. (EDIT: LOD8 grass has no grass) Note that LOD4 grass seems to be slightly darker than LOD8 grass (and full grass)
  13. Testing the aspens again using the latest alpha 96 ... The first screen is as I indicate above in test case #4 above (this is what is configured in the AA DynDOLOD Add-On mod (performance, autumnal). The second screen is using the same models exactly but referencing the original AA diffuse rather than the special version I created from the 256 mip of the original (saved this without mips). I think the result is improved, but branches are still a bit too thick. I assume this is due to the alpha opacity of the original AA branch texture mips? Logs corresponding to the second image: https://mega.nz/file/ecNmBCLQ#hQaAlvfWtH9h7NDZXvP_n39i0gmJP8bhpYrOgiNdk_k
  14. Switching game instances can definitely add more random gotchas into the mix. I use MO instances to manage those. One for 1.5.97 and another for 1.6.xxx. Correspondingly, I keep two Steam game directories and simply rename them, depending on the MO instance I want to use. This cuts down significantly on mistakes or gotchas.
  15. Yeah, I'm assuming that's the case and that loading the old version may illuminate some of this. But the second example is different. The CR patch removed all of those INOM/INOA INFOs, but they are included in all predecessors in the LO. This is the main question I had for Tech. I'm inclined to remove all of the edits like the first example I posted. Those seem pretty clear. The second one is mysterious though, so I don't want to kill the fly with a sledgehammer.
  16. Ha! That's the sort of thing I was hoping was the cause of your issue. Just some random setting (or grass cache in this case) unaccounted for. Glad you got it sorted.
  17. 3-4 NGIO settings will completely override and negate the game INI settings (i.e., BethINI only standardizes existing game INI settings to known 'good' values. It doesn't add anything other than insurance and peace of mind. ... and makes game INI management much simpler). So you could indeed be causing yourself issues if you expect those game INI settings to govern behavior when the NGIO ones apply (ore the inverse). See the NGIO config descriptions for details. I think we also call these out in the grass LOD guide, which is why I mention following that guide carefully to get everything set up correctly.
  18. FYI. Alpha 96 is working without issue for me. TexGen takes about 20% longer (from 100s in alpha 95 to 125s in alpha 96 [Step SSE mod list, same exact LO as always]), and DynDOLOD processing time is normal. The new complex grass shows some real promise in my initial runs. I am using DynDOLOD grass tints normalized to 1.000 for all top/bottom and TexGen HD grass Direct/Indirect 0/145 in this example (Direct seems to have no impact on HD grass). Running again at 0/155 and will test more stuff after. EDIT: I have noticed that LOD4 grass seems to show as a slightly darker band than LOD8 and greater ... again, nothing definitive at this point. Just a casual observation as I search for the best TexGen settings for our setup.
  19. Printing? Those settings are required for cache generation. From the NGIO mod page: I'd suggest carefully following our grass LOD guide and starting again from scratch. I just updated the TexGen and DynDOLOD config settings (alpha 95) ... they will get another update when we find the best ones for the new alpha.
  20. I could have sworn @TechAngel85 said somewhere that it's in the CR patch ... but can't seem to find the post.
  21. Certain changes to the game INIs can definitely cause issues. Grass density and variation settings are two examples. Probably distance settings too. All of these can be altered by BethINI presets. Perhaps you can test again under more controlled conditions? I have used those NGIO settings as described without issue in generating and using grass cache, NGIO, and grass LOD in 1.5.97 and in using that same cache in 1.6.xxx (less NGIO).
  22. Indeed. I had already fixed it, but now I see that I neglected to do so for 2.1.0 version instructions ... which are also not needed
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