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Everything posted by z929669
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The MA plans on making LOD models for his trees once he is completely satisfied with them, so evidently, we can expect further updates before it's 'final' enough for him to do so. Otherwise, we'll need to make them on our own in the meantime ... that is, each user for themselves, because he wants to do this himself. This implies to me that he'd possibly not grant permission for others to do so and post on Nexus; although, I didn't explicitly ask for that permission. I merely offered to help.
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Have a look at Faction Fixes description and posts on this. Maybe find out what factions you belong to. I haven't messed with finding such info before, but you can have a look at this mod Edit: Please post back with anything useful you find. Thanks
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What's your character race and class? What factions are you a member of? My guess is that this will in some way determine behaviors. Also see this discussion
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ACCEPTED Majestic Mountains - More Accurate Collision (by Korodic)
z929669 replied to z929669's topic in Skyrim SE Mods
Ran/flew around all of Skyrim getting screens, and MM looks as good as ever, mountains have collision wherever I checked and double-sided works as expected. Mountains leave shadows. I vote to accept this one- 10 replies
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If you use NGIO, always use it's INI settings where they override to guarantee your settings are seen in game: OverwriteGrassDistance = 6144 ;Optional. This overrides skyrimprefs.ini. OverwriteGrassFadeRange = 14128 ;Optional. This overrides skyrim.ini. OverwriteMinGrassSize = 20 ;Optional. This overrides skyrim.ini.
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What is your iMinGrassSize setting in those screens? What values have you tried? Some of this looks like your ENB. Obviously, use 100% for grass LOD for fuller LOD grass. Step has recommended NGIO settings as well (seach "no grass" on wiki). Try out the Cathedral Landscapes Complex Grass mod. My grass does not look like that, and I use CL with Complex Grass (see previous screens I have shared) Also, if you are using NGIO, a couple of it's settings override iMinGrassSise in the INI (e.g., OverwriteMinGrassSize). Also, other mods can provide INI settings, so you need to check MO for all mods loading an INI (look on plugins viewer to discover them and edit accordingly) The Grass LOD Guide actually has the best settings for NGIO with comments
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Increasing the Render View Distance?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
You had been trying to generate grass LOD in the distance, and quite a few of your posts on this topic are about that. For that, you need grass LOD and thus object bounds must be defined by your grass mod. This allows grass to be rendered beyond loaded cells and in near/far grid without setting huge distances with NGIO. If you are on SSE 1.5.97 runtime ... and staying on that, then NGIO stays enabled, and Grass Cache Fixes should not be used at all. If you are setting up grass for SSE 1.6.xxx, then you need to use Grass Cache Fixes and disable NGIO once you have your grass GID files. -
Increasing the Render View Distance?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
See, I don't even know what @mooit is doing. I thought generating the grass cache in 1.5.97 for use in 1.6.xxx. For the third time now ... object bounds? The response to the Reddit post linked specifically mentions this, as I'm sure posts on the DynDOLOD support forums do as well somewhere, IIRC. Using the forum search on the DynDOLOD Support forums can be revealing. -
Yes, this clears it up for me, thanks. I agree with you about reading when immersed in an adventure. I assume it plays fine with Convenient reading.
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Yessum
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Increasing the Render View Distance?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
The answer is in the Nexus description for this mod. I had posted it for you elsewhere previously. -
I'd call it a fix
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I honestly don't get it. I read all books I find and take those that are not owned. Does this mod simply automate this? EDIT: Maybe I'm forgetting something about the reading mechanic, but it would be helpful if MAs would spell out the problem/solution for these kinds of mods.
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Increasing the Render View Distance?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
Did you read my post about grass object bounds? You did not mention this in your response. You only seem to have acknowledged what I mentioned about BethINI. Does Verdant have object bounds defined for its grasses? From the post I linked: ... so if you follow the Grass LOD Guide, you will get grass LOD. If you don't then you are either not following the instructions properly, or you are using grass mods that don't define object bounds. Try using Cathedral Landscapes for testing purposes or Google how to get LOD working for Verdant and whatever other grass mods you are using. -
Ditto. I assume he is making the LOD models, but if he doesn't, I will do so.
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Awesome. Thanks. I will update the ENB accordingly
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The OP has the manual instructions for renaming the texture path.
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Increasing the Render View Distance?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
If you follow the Grass LOD Guide and have a working grass cache, then the BethINI distances in Terrainmanager are maximized efficiently (as I posted on one of you other topics), and so are you Grass settings. You either have to mess with the grass tint settings in DynDOLOD_SSE.ini, or your grass LOD isn't working correctly. Hard to tell. It could be that Verdant is missing object bounds for grass too. Try troubleshooting that with sheson. EDIT: actually, try searching 'Verdant' in the DynDOLOD support forums. -
Yes, thanks. I missed the version instructions.
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No worries, I got it figured out
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ACCEPTED ENB Lights For Effect Shaders (by powerofthree)
z929669 replied to D1Z4STR's topic in Skyrim SE Mods
Yeah, that's what I mean. He has responded to such questions, albeit without elaboration. He has basically said that it is not redundant with ENB Light when someone said that "it's one or the other". So: the MA has insinuated that both can be run together. See my previous post with link.- 19 replies
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OK, I will make the change and update 2.0.0 ModList/changelog and 2.1.0 ModList
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ACCEPTED ENB Lights For Effect Shaders (by powerofthree)
z929669 replied to D1Z4STR's topic in Skyrim SE Mods
How is this possible? There is no plugin. It's meshes and a DLL. (I honestly don't know) The MA seems to advocate it's use with or without ENB Light. I've had it installed for months, and have not noticed anything funky ... but I have not been looking for ENB lighting effects explicitly to test this.- 19 replies
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I don't have the time or inclination to check your math/logic The assessment rings true and is inherently logical, so I think this mod would be a nice addition with some modest nerfing to map ideally to vanilla (in which case I will need to look at the logic more closely). From your assessments from researching an using it, I am all the more interested in advocating it for myself and for Step
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