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Everything posted by z929669
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DynDOLOD 3 - Is This As Good As Trees Get?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
Sounds like an issue on your side. Myrkvior looks pretty good, but the LOD trees can be less that ideal unless you get the TexGen and DynDOLOD settings just right. Not sure what you mean about EVT, but it looks fantastic on my setup using the settings posted in the Step guide (the ones you had been using). We use the Lush version with default textures, but all of the LOD look good if you pick the right textures for that one (there are many texture options, ans some may require tweaks to lighting in TexGen/DynDOLOD). This is why we use that mod in Step. HLT also looks really good. Those SFO LOD trees are not billboards in LOD4. They are probably Level0. So the billboard brightness settings don't impact these. The ones in your second image in LOD8 look like billboards, and too dark IMO. I also think you need to raise TreeMSAlphaThreshold=144 in TexGen_SSE.ini to make those billboards look less blotchy. -
DynDOLOD 3 - Is This As Good As Trees Get?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
It really depends on the tree LOD models and the lighting used in TexGen/DynDOLOD. The settings you are using are optimal for EVT, but for Myrkvior you may want to play with direct/ambient in TexGen for HD tree and tree brightness in DynDOLOD_SSE.ini. The pines in that mod tend to have brighter tops in LOD. I think the light/heavy snow textures could also be muted if you are running Cathedral Landscapes (the terrain settings you are using are optimized for that). ENB also can help. -
Visible wire / edge mesh tree LOD
z929669 replied to ximen's topic in General Skyrim SE Discussion & Support
As long as you don't have the optional billboards installed, you should be good on that. You should post on the DynDOLOD support forums for assistance (note the posting rules at top of page). -
Visible wire / edge mesh tree LOD
z929669 replied to ximen's topic in General Skyrim SE Discussion & Support
Yes, what Tech says is correct ... if you are using a tree mod with proper LOD models, then DynDOLOD 3 will create accurate billboards and billboard.txt files. Keep in mind that some tree mods will install tree billboards (or even pregenerated LOD) without making it entirely obvious. If you tell us the tree mod and the install options you used, it would help to clarify. Either way, you are best off posting in the DynDOLOD support forums with the logs as specified over there. -
Visible wire / edge mesh tree LOD
z929669 replied to ximen's topic in General Skyrim SE Discussion & Support
Don't use 3rd party billboards with DynDOLOD 3. Post on the DynDOLOD support forums with logs for assistance. -
Enderal - Should I clean the master ESM files?
z929669 replied to Jerwin's topic in General Skyrim SE Discussion & Support
I'm not sure, but I would if you find no warnings on Google -
ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
WTT works fine with LODGen, and it's best to not provide pregenerated LOD, since it is specific to each user's LO. If people have problems, it's not your mod causing them. Point them to the DynDOLOD support forums over here. We may well be including this mod in our next release. Only DYs concern in previous post remains TBD. I vote to accept- 80 replies
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FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
sheson has no affiliation with the Step guides. We simply host his DynDOLOD support forums and offer up guided instructions for using DynDOLOD with our setup -
Happy Little Trees Add-On - DynDOLOD 3 (by z929669 and T4gtr34um3r)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
The hotfix does what it says in the file description, so you should probably use it. It was fixed today, because the previous hotfix wasn't working. I'm unsure if the Dawnstar roots problem exists with the pines only install, so that plugin hotfix isn't included yet.- 13 replies
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Happy Little Trees Add-On - DynDOLOD 3 (by z929669 and T4gtr34um3r)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
The hotfix isn't critical for DynDOLOD, but I would add it first anyway- 13 replies
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yeah, that FOMOD would be very easy to mess up when updating ... and updating would be a PITA, so it isn't reliable- 83 replies
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See forum posting rules in the parent forum and the OP. Log files needed for DynDOLOD. Those will possibly provide useful related xEdit errors.
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What mod are you using for trees specifically ... what file and version? I had to maximize the image to see what you mean. It's a small horizontal line just above billboard trees. What is your tree mesh rule? Try TFC in the console to get closer to the billboard. Please provide the tree name of the affected billboards (e.g., treepineforestsnowl01.nif) It looks like you could possibly resolve to some extent with an adjustment to TreeMSAlphaThreshold in TexGen_SSE.ini ... maybe 144 or something like that. I doubt this is a DynDOLOD issue. It's probably the texture UV being off or having some noise where it's not wanted.
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Discussion topic: DynDOLOD 3 Alpha by sheson Wiki Link
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Happy Little Trees Add-On - DynDOLOD 3 (by z929669 and T4gtr34um3r)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Updated mod to fix a couple of the LOD models with missing/wrong CRC32 and redid the crown for one of these, since the source model had changed.- 13 replies
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Updated this one to v1.02. This removes the deleted plugin reference in treescale.esm and fixes the snowy firewood you posted previously. It also fixes a couple of other bugs reported. See changelog for details. Also updated the Add-On mod, as there were two problem LOD models in those..
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FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
You're right, I will modify with a note. Basic does not have the size option. -
XPMSSE Weapon Styles Uncloaked (by chuckseven1)
z929669 replied to Mousetick's topic in Skyrim SE Mods
I was mistaken. We only have two additional XP mods in the guide: Regardless, I support using only the meshes from XP32, and I also seem to have restricted many assets from this mod (forget when and why, but likely related to this conversation): -
FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
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NIF Preview (3D Model Viewer) for Mod Organizer (by Parapets)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Nice. I will give it a try -
XPMSSE Weapon Styles Uncloaked (by chuckseven1)
z929669 replied to Mousetick's topic in Skyrim SE Mods
I am all for using only the skeleton from XP32 and only if it's needed for other mods (e.g., ragdoll behavior). I don't think we have ever used the respective add-on animations that may require it. It would eliminate several mods that would then be redundant. What @Mousetick describes makes sense. I also found this post. I honestly have not done any analysis of XP32 and related, so let's see what @TechAngel85, @DoubleYou, and @Greg think. This discussion relates to at least 4 mods we are using I think. -
In the case of ELFX mods, we don't want any of the lighting or other changes the plugin makes. We just want the more light-responsive and improved meshes, so yes, the FX are either redundant or not wanted.
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Doh! I saw that yet failed to associate. Thanks for pointing it out.
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- 13-gameplay-immersion
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FEEDBACK Z-Fighting/LOD Issue Entering New Area
z929669 replied to Antidis's topic in Step Skyrim SE Guide
Sometimes assets don't load properly in a heavy build, depending on many things, including your hardware/drivers. You may want to revisit the BethINI setup in Performance Tuning to be certain you have correct INI settings. -
Discussion topic: Immersive First Person View by meh321 Wiki Link This allegedly allows first-person grass collision to be visible. It obviously also is a feature that just makes sense, IMO.
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