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z929669

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Everything posted by z929669

  1. I'm just saying that if you had any other alterations, then we can't say for sure that those NGIO tweaks corrected it. I'm confused though now, as I thought you were talking about using generating in SE and using in AE ... but now you are talking about using in SE ... I'm just going to stay out of it, as I am lost
  2. You must mean that generating on AE is complex. Usage on AE is a matter of loading the grass plugin and invoking the mods (which do the heavy lifting). I agree though, which is where I was heading ... @Taisaijin must be mistaken about the NGIO setting causing the the "ugly crab grass". Something else was causing this, and it is conflated with the change to the NGIO setting. When more than one change is made resulting in a difference, there is no way to know which thing was the cause. It gets even more complicated when you have implicit (rather than explicit) changes/causes ... as with epigenetics.
  3. I have not ... that first one in the screens is n/a for the Step patches though. I need to pull in @TechAngel85 on this, as I see many Dialog Topics that seem to be redundant in the CR patch. I am not privy to why they were originally added. These are from a session with the full plugin LO ... One example of several: This one is just strange: Maybe it's a relic from a dropped mod?
  4. I agree. TIA buddy!
  5. Please see my previous post and confirm if NGIO settings do apply as stated in the guide and that they are n/a once the cache is created and moving over to AE.
  6. Hmmm ... it's been a while since I did it. NGIO is not enabled in AE (nor is it compatible). Use NGIO with those settings in 1.5.97 when creating the grass cache for use by DynDOLOD. Once you move to AE (1.6.xxx), you only bring over the grass cache files generated in 1.5.97, NGIO no longer plays a role. I didn't think UseGrassCache NGIO setting had any impact on the grass cache itself in AE. @DoubleYou has done this more recently, so let's see what he thinks. We may need to update the instructions if I am wrong about this.
  7. No need to defend. I was just confirming that you saw the note. I will add a bit more clarity to that.
  8. So the note at the top of the guide isn't clear? It even points to the AE official content on Steam ... "Anniversary Upgrade DLC" required... in-game activation of Survival Mode optional
  9. But for SAE, the assumption is that you are generating grass in SSE 1.5.97 using the NGIO settings described. Once completed, the grass cache is used in SAE without NGIO, and you should be good (i.e., NGIO settings no longer apply without NGIO ... it's only used for creating the grass cache. See the note at the top of that guide).
  10. Try referring to our Grass LOD guide for some tips.
  11. That's a mod we would consider if you don't mind creating the mod topic for it in the SSE Mods forum. Use the tool to do this:
  12. @Ayohaych Answer in previous post ^ At top of responses as "best answer"
  13. This is how I did it in my dev. Merged all changes with preference for EVE where conflicting and for USSEP where null (without evidence): I also found some sound conflicts in the other EVE plugin and preferred (also without evidence) the AOS changes:
  14. Yeah, that's not easy and takes a lot of time to set up. I would want to test within the context of the normal encounter rather than in some random location where related components of the game are n/a.
  15. The test would be to find those ghosts to see if there is anything odd going on. The assumption is 'no'. If the goal is to combine and patch those changes, it looks correct to me. I'm not sure what the result in game will be, but the assumption is that the combined effects will be compatible.
  16. I agree.This was simply missed. It doesn't hurt to test though, so if you want to make that change on your end and let us know the in-game result is 'good', that's always appreciated. Otherwise, I am inclined to forward those changes. We'll have a look at this and anything similar and update accordingly soon-ish.
  17. If you are following the SSE guide, actually read the note at the very top of the guide, which explains this.
  18. I see now that I didn't have these hidden in my MO. I think the mesh priority is correct in Foundation. FML is probably a safe bet over MM EVLaS patch. That mod simply adds the double-sided flag, which FML does and goes further by parsing the model into several different meshes probably to fix z-fighting. The only way to say for sure is to compare them in game, but we aren't doing that for the thousands of mesh-fix conflicts (too much work). Instead, we are considering the mods, their credibility, and the timestamps of the mesh file updates.
  19. Specifically, when LOD is transitioning to full, there is often some z-fighting. It's more apparent for mountains, since they can be seen from afar. To mitigate, you can set your LOD4 to be farther out in [TerrainManager] (or DynDOLOD MCM), but that may be performance taxing. You can also use Level0 for LOD4 and LOD8, and Level1 for LOD16 (our recommended mesh rule for mountains) EDIT: also, you should be using mods like Flickering Mesh Fixes, Fixed Mesh Lighting, etc., which update meshes to fix z-fighting, collision, lighting, etc. This is what the Step guide is doing and why we recommend following that as general guidance for things like asset overrides ... to fix some of these issues. If you use our guide as a base, you can then choose your own mods and resolve just those conflicts (trusting that the Step-guide asset priorities are 'good' advice ... many others are using our guide and reporting issues all the time that we fix if valid) When you find these z-fighting meshes, it's best to use More Informative Console and other methods that give the mesh name and mod source for further investigation.
  20. Agree. I just tested, and many meshes are installed if you mimic the FOMOD instructions in the guide.
  21. 99% of the time, you want to overwrite DynDOLOD Resources just as we describe in the guide. That mod only provides resources for DynDOLOD, and it's not relevant if the respective mod authors are now beginning to do so themselves. ... I had thought you had been using our guide to sort out issues like this.
  22. Skyrim - A Mountainous Experience is providing that mesh near the end of Models & Textures, and it looks correct, so probably nothing to do here. Besides. Moving the mod up one is not applicable, since the MM patch is way up in Foundation (where this mod had originally been placed).
  23. Oh yeah. I've seen that and never use it myself ... so failed to make the connection. Will TRY to remember, but no guarantees
  24. What is ESPFE? Could you add links to the OPs of related mods you have posted? This will associate them. You could also devise a common tag for these grouped mods in addition to the links in OP. Maybe "FormList Manipulator" ... we should also be tagging "SPID" mods in the same way ... I will get around to it at some point if nobody beats me to it. EDIT: Never mind. I got the urge and took care of it
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