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z929669

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Everything posted by z929669

  1. This should be fine in current save, since it's really doing nothing but forwarding some changes from ENB Light mostly. I would always recommend clean saving in an interior ahead of that just to be safe.
  2. This has been fixed in latest update on Nexus
  3. You can add Luminosity as a master to the LW patch. RWT should be fine with default LOOT sorting, IIRC. In the meantime, I'll take a look at verifying my assumptions and fixing this in the patch once I get my psuedo-2.0.0 mod list recreated. I'm currently set up with our 2.1.0 development mod list right now. Thanks for letting us know.
  4. This helps a little, but there is still the issue with non-healing potions economy in general
  5. LOOT sorts the plugins correctly and we take care of anything else in the LW patch. It's more about the plugins than the mods.
  6. Either one should be fine.
  7. The different ID in the right col only indicates that the plugin is sorted differently by LOOT than when we did it. The first two chars in the reference indicate the plugin position. It's the same record though. The difference in the length of the record in left pane is because we are showing the reference from skyrim.esm plugin where you are looking at it from the mod plugin. Same record viewed from a different plugin in the record stack, so no worries.
  8. Grass does not typically have normals, so that can't be it. Delete all DynDOLOD logs, rerun TexGen on updated mod list and examine/post debug logs for TexGen and DynDOLOD so sheson can diagnose.
  9. You were correct. I had tested the diffs over a year ago and never changed back to Lightside/ Wow. Never noticed this in game, lol. Here's mine, same order: I have the same LO as you (with my full mod list aside) Obviously, the LOD texture has no bearing on TexGen. I'm really not well versed on how DynDOLOD works with these resources.
  10. My guess is that it's dependent upon the MM version being used. the texture looks right, but the tone looks different. I assume what comes with MM is Darkside or default. I use Lightside, so the texture is lighter, but it looks same with same file name: My TexGen one (right) matches the tone of Lightside, but the left one (from the MM LOD pack) does not. Never noticed that this texture has 'M M' in the rock PS: I keenly await a response and evaluation of this, because I recall being confused by the MM LOD pack at one point, and I'm way too lazy right now to troubleshoot.
  11. Yeah, that's wrong, and I saw the same behavior with some of our torches in the latest build. It could be the surrounding meshes not reflecting the torch light. To test if it's ENB, you can hit shift+F12 in game to toggle ENB on/off. You can play with ENB settings in game by pressing Shift+Enter in game.
  12. OMG ... that's horrific. He was a meticulous and dedicated SSE MA.
  13. 1. Rustic overrides FML, so we need to hide those that override. Sure, you could not use the filter and select all winning to hide them, but what if some mod in between them adds an asset we want that Rustic overrides and FML doesn't touch? We'd rather give the advice we know works than micromanage mod instructions. 2. Yes, merging is correct, will take a look
  14. Fixed the Update File label. The file hide instructions are correct. We are hiding any files provided by RUSTIC ANIMATED POTIONS and POISONS that are overriding those provided by Fixed Mesh Lighting. Fixed Mesh Lighting overrides Assorted Mesh Fixes, so both are listed in the Overwritten Mods details, since both are in the same conflict chain.
  15. As mentioned by DY, this is an artifact of ENB-CG not being fully supported by DynDOLOD in terms of like-normal faces. DynDOLOD's LOD grass normals don't behave the same, and ENB-CG does not trigger on LOD grass like it does loaded grass. It's not the grass tint that is different but rather the reflected light difference that seems like change in tint. The settings you have found are the best way to match CG and probably any normal grass in terms of LOD and loaded. CG grass has normals that reflect light, and the impact of this varies by weather, ToD and PoV. Midday and night time should have best blending, while worst blending will be at sunrise/sunset, depending on the weather.
  16. One of the most common reasons grasses are not picked up by DynDOLOD is if they are missing object bounds in the plugin. The grass mod plugin should be loaded and you must recalc bounds I think (if it works like trees). The DynDOLOD documentation has all of the info you need if you search for it. Otherwise, sheson will specify.
  17. We use a plugin called "Step Patch - Conflict Resolution.esp" Our config file is named like this: DynDOLOD_SSE_TexGen_noalpha_steppatchconflictresolutionesp.txt
  18. The advice you are linking from the Nexus mod description is the same advice essentially. It's all linking to those two posts. Keep the DynDOLOD grass brightness settings at 1.0 for all. This ensures that grass billboards are the same color as full grass without any bias. Only adjust those if needed much later (probably won't need to though). Yes, use that COMPLEXGRASS config in your enbseries.ini. What's happening is that you are using a different ENB probably with other settings that impact the grass in the distance. Your weather mod will also impact this. All you need to do is find the proper TexGen grass direct/ambient for your setup. Since it's way too bright, you need to try reducing both by half and so on until you get a match. You tried 100/10, so try 50/5 and then 25/2 until the grass brightness is the same. The point is that you want very high direct relative to ambient to get LOD grass that works decently with CG. EDIT: You may wind up with something like 35/8 or whatever. Once you have the correct brightness and contrast in the distant grass, you can make subtle adjustments to the top/bottom DynDOLOD grass settings. These settings are specifically to fine tune grass tint if ENB alters colors differently for grass. This could happen if your ENB uses high bloom values or customizations that impact grass (e.g., [GRASS]). Lots of ENB settings can impact grass to more/lesser degree.
  19. MD-ENB disables complexparticlelights, so try enabling that. Otherwise, do be sure to use all of the L/W and PP mods and patches as DY mentions. Update to the SSE guide coming soon with many changes and improvements, including to ENB configs.
  20. You will want to enable ENB-CG for those settings. See my CG mod for links to good ENB-CG settings.
  21. ENB Complex Grass isn't a mod but rather a setting in ENB. Either disable it or follow this advice to get good matching LOD with ENB-CG and a compatible CG mod for CL. I recommend this one, naturally.
  22. Use this guidance for editing things related to patches whether master or not it should provide you what is needed. The tasks are essentially the same.
  23. BSA extraction subverts the standard game mechanics, especially with respect to vanilla plugins and mods packaged into BSAs. That said, it's not a problem if you know the ramifications. I have heard that some of the Fallout games may benefit, but I don't typically mod these games. @Greg and @DoubleYou probably know for FNV.
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