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z929669

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Everything posted by z929669

  1. Since Mouse is running on a potato, I think we have the performance question answered. Marked accepted.
  2. There is only the one mod that has a ton of FISS MCM options we were recently discussing, but I cannot recall at this time. Hmmm
  3. I think we can mark this as accepted.
  4. I'm dropping from testing if nobody advocates in the next day or two.
  5. Are we dropping this from testing? I thought there was an alternative or another mod we are using that may be doing this but I can't recall.
  6. Indeed, I vote to accept this one, as I have been running it preliminarily for a while now. Screens
  7. Removed from testing
  8. @DoubleYou @Mousetick Have either of you guys landed on a final position with this one and others like it in terms of LOD? It seems like a no brainer in loaded cells though, so I'm inclined to vote for this one for that reason alone. I have been running this since this topic was created and have no issues.
  9. See my previous post. Can anyone else confirm my findings? I vote for this one, as it does work at least, but just not for my PC.
  10. Can I get a vote for this mod or Cathedral Plants version? See screens. I vote to go with Cathedral Plants version but this would be my second choice. Only need @Eliian @DoubleYou @TechAngel85 or @Greg to vote for this one or Cathedral's to replace hybrid's (current Step).
  11. See my previous post. I vote to include this one to maximize coverage of all applicable ENB effects.
  12. What do you recommend for the upscaled textures? Did you post your version, or should we use the other one that @DoubleYou found a while back? Trying to get things ready for 2.1.0
  13. TexGen output size is what it is depending on the LO. As mentioned in this post, my advice for next step is to save out your game INIs somewhere, delete them from the source location (should be in MO profile, but I have no idea in your setup), reset them to default via Stem launcher, delete all files in ..\DynDOLOD\...\Presets\, and revert all changes in DynbDOLOD_SSE.ini (keep TexGen_SSE.ini alpha threshold change at 144). This gets you back to default INI settings that impact DynDOLOD. Then run BethINI using 'Ultra' according to the guide instructions. This gets your game INIs in order with valid changes only. Then disable all tree mods other than EVT Lush and configure/run DynDOLOD according to the guide instructions. This gets you an apples:apples so that we have a known baseline. My guess is that your trees will look just like mine less the ENB. Then you can post a screen as proof and what you don't like, and I can make reasonable recommendations to get you where you need to be. Then you can consider that advice and revert to your old game INIs and DynDOLOD INIs as you see fit. If you don't want to do all of this, then I have pointed to config tweaks that do have drastic impact on your LOD, and you can play with these until you optimize your result for how you want it.
  14. @Eliian So given your last two posts, can you devise a recommendation for conflict resolutions and the mod you recently linked with the krypto update? As I mentioned, I have no desire to play for hours and hours to test quest lines an the like. As long as the solutions fit the Step Mandate, I am in favor of quest-line improvements. I just need to know what to set up for testing and xEdit choices for the CR patch. @TechAngel85 @DoubleYou @Greg ... you guys should chime in with recommendations based on what Eliian has found and recommends so that I can implement correctly for testing 2.1.0. Otherwise, I just don't have the will to make quest-line changes like this for 2.1.0
  15. See my previous post. I edited it quite a bit after posting, because I wanted to compare the images before speculating further. I think that mod is only placing more of the vanilla trees, so it should work basically the same in terms of LOD (and kill performance in the meantime!).
  16. I'd say it's a very different result from your first image: You also have a lot more trees in the distance than I'd expect, so something is definitely amiss that I cannot speak to. I also don't see any difference in your Terrainmanager settings. This is my result using the tree settings recommended in the Step guide with EVT Lush and the Step ENB. This is from just to the north of the spot your screens were taken and looking west like you: So you have some INI settings or mods that need fixing. You should revert all DynDOLOD settings back to default, and use BethINI exactly as the guide mentions. I recommend saving your current INIs and removing them entirely. Then run Skyrim from the Steam launcher to reset to default INIs. Then follow our BethINI recommendations. Then install EVT Lush as the guide mentions. Then run DynDOLOD as the guide specifies. I'm afraid there are too many unknown variables in your current build for me to speculate further. MO loads your INIs from your profile, and BethINI expects them there as well. I'm betting none of this is configured as we might expect, since you are using MO in a non-standard way. I'd recommend strictly following our guide using our methods so that you can see for yourself what is possible. Otherwise, you will need to independently troubleshoot what is happening in your setup. All I know is that your results are completely unexpected based on what you have shared thus far (other than the impact of the settings I recommended, which is expected).
  17. Its the NVIDIA GPU tech (CUDA, IIRC) that Radeon doesn't have I think that made Texconv much faster for faster TexGen processing. This is no longer an issue with latest DynDOLOD alpha releases.
  18. 'Help' in terms of what, generation time? probably not. The limiting factor is most likely CPU and system RAM. Probably also GPU clock/RAM in some cases. I run a pair of RAID striped M.2, and my read/write speeds are as fast as it gets, but it still takes upwards of 40 min to gen full DynDOLOD with terrain/occlusion with a fill mod build. Game loading, system boot, and file transfer times are definitely better though.
  19. You have Billboard 4 really close. Test with this in SkyrimPrefs.INI (same as BethINI in Step guide): [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=57344.0000 fBlockLevel1Distance=147456.0000 fBlockMaximumDistance=327680.0000 fSplitDistanceMult=1.0000 fTreeLoadDistance=0.0000 Set your Billboard brightness in DynDOLOD back to default 0. Before you run TexGen, change ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_TexGen_Default.ini like so (first will impact Billboard1 at LOD16, and second will impact Billboard4 at LOD8 (which are too bright): TreeBillboards=1 TreeBillboardsDirect=175 TreeBillboardsDirectLR=0 TreeBillboardsDirectFB=0 TreeBillboardsDirectTB=-100 TreeBillboardsAmbient=75 TreeHDBillboards=1 TreeHDBillboardsDirect=100 TreeHDBillboardsDirectLR=0 TreeHDBillboardsDirectFB=0 TreeHDBillboardsDirectTB=-100 TreeHDBillboardsAmbient=85 This should make distant billboards a bit brighter and more variant and closer billboards less bright with a bit less brightness variation. Also, try lowering slightly default (FlatLODVertexColor=0.55) in DynDOLOD_SSE.ini (but not at same time as the above changes, or you won't know the cause of the change for better/worse ... this setting will conflate with previous). It seems like you may have changed this from default (FlatLODColorVariance=0.1), since your billboards vary wildly from too dark to too bright. Yes, this is true, but it can help with the blotchiness when set just right (but it can also cause them to change shape with higher mips). It works really well with HLT and AA billboards to set it a bit higher than the defaults ... I run with 144 by default (EVT). I would try a value like 172 next so see if that helps or play with this setting further using higher/lower values.
  20. #1 - you are exactly right. It adds a bit of grain to terrain to break up the tiling. It's just a noise map like on old TVs when the channel is dead. Typically, the average color is around #747474, so grayscale. Bit it's not going to have any transparency, since that is an effect of the alpha channel (black is 0% opacity and white is 100% opacity in alpha). I'm pretty sure terrain has no alpha opacity and lighting effects are limited to the normal map (IDK if the normals use alpha, but I doubt it). It's not black or white, because this effectively darkens or brightens terrain waaaay too much, respectively. Just grab some variants and enable them to see the diff. I have found that terrain mods generally use the best for the terrain (i.e., authors usually pick what's best for their mod).
  21. We are only using the AOS and Trade & Barter patches. They are very simple but still relevant. We are handling WACCF patching in the Step patches.
  22. I love Linux for the same reasons. My first bout was Fedora, and then I built Gentoo up from a minimal base. I've also tried OpenBSD and Linux Mint (which is a nice alternative to Ubuntu flavors). I even tried building a Linux router once (never finished). All of it was just fun to mess with and learn. I prefer non-Debian. Never ran Slackware. Over the past 10 years, it has been strictly CentOS, which is where I basically live now. I have CentOS 8 running my Plex server using my old Intel i5-760 box. I also maintain this website on CentOS 7 in the cloud. It's always fun to get things working how you want on a Linux box, and I quite like server-ops stuff. That said, I appreciate well-orchestrated software and ease of use for my gaming/every-day productivity OS (Windows).
  23. Thanks for posting ... I had intended to look at this one for similar reasons and forgot all about it. More on that later ... In the meantime, we are picking up this one:
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