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Everything posted by z929669
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DROPPED Stay At The System Page - Updated (by multiple authors)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Removing testing tag, since we are going with QUI.- 24 replies
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We aren't going with this in favor of QUI, so removing from testing
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ACCEPTED Highland Cows More Wooly - Cut Content Restoration (by Exalderan)
z929669 replied to D1Z4STR's topic in Skyrim SE Mods
Tagging as Accepted for 2.1.0- 25 replies
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We have the votes for this, so marking as accepted for 2.1.0
- 19 replies
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The monitor max refresh frequency should have no impact on rendered game visuals at frequencies < monitor refresh rate (144 Hz in your case). Regardless of your monitor refresh max, any rate < around 50 FPS can cause some render glitching when lots is happening on the screen. Just running around will look OK at 30 FPS, but lots of additional motion from spellcasting and NPCs running around will likely cause visual glitching at < 50 FPS. The same is true for rates exceeding your monitor refresh rate.
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See my edits to previous
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I'm not seeing any obvious missing grass billboards. I am using only 50% LOD grass, BTW, so that may make it look like there are some missing billboards. Maybe I should use 100% for testing though. These grass LOD are also based on GID CL grasses generated under 1.5.97. It looks like the TexGen lighting is key. I had to carefully set top/bottom in the TexGen preview slider to maximize contrast. These settings seem to work well in terms of TexGen brightness and contrast. They yield the max contrast within the diffuse, but the normals are identical regardless of settings (which is the main limitation of LOD grasses I think). I know this because I can regen the grass Textures with TexGen using various settings in about 30 seconds and can watch the tumbnails change in Explorer. Normals don't change at all, regardless (which makes sense, since there are no recognized grass normals that TexGen can alter it seems): Default TexGen grass settings Tweaked settings that have worked best so far GrassBillboards=1 GrassBillboardsDirect=300 GrassBillboardsDirectLR=4 GrassBillboardsDirectFB=4 GrassBillboardsDirectTB=-4 GrassBillboardsAmbient=15 Just need to mess with the tint a bit in the DynDOLOD INI settings. These shots are getting there with the following (will increase top in 0.100 increments in next run(s)): ; grass LOD brightness multipliers GrassBrightnessTopR=0.375 GrassBrightnessTopG=0.395 GrassBrightnessTopB=0.380 ; make bottom darker to fake shadowing GrassBrightnessBottomR=0.120 GrassBrightnessBottomG=0.125 GrassBrightnessBottomB=0.130 ENB on >> ENB off I haven't found any complex grass vanilla replacers. I might just do that if you or someone else doesn't beat me to it.
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Following up on this ... I generated TexGen/DynDOLOD again using HD Trees direct/ambient defaults for grass and raised my DynDOLOD grass top/bottom RGB values by 0.05. As you can see, whatever ENB is doing to make use of the complex grass normal maps in post processing isn't happening likewise with LOD grass. I do think the grass normals make a slight difference for LOD, ENB doesn't make use of it. The panorama shot looks decent, but you can tell by the other shots that color is still off, and LOD is arguably too bright now. I prefer the TexGen defaults for grass and our custom values for DynDOLOD top/bottom (as shown in the second row from my original run). I have included several angles to show the effect of sun position (9:30 AM and sun is just to ESE of Whiterun): ENB requires specific pixel values in the lower-left corner of the texture and in the alpha channel to flag ENB for these effects (link to guide):
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Lore fixes and not-bug unfixes for USSEP?
z929669 replied to Halde's topic in General Skyrim SE Discussion & Support
The writing purity patch looks good to me though. -
Lore fixes and not-bug unfixes for USSEP?
z929669 replied to Halde's topic in General Skyrim SE Discussion & Support
I wouldn't use Purist Vanilla Patch. It seems that mod breaks some things according to this topic. There seems to be greater potential for author and user error with some of these mods. While USSEP makes some sweeping changes, I would argue that 90% of them are 'fixes' of 'corrections', and the rest are sound judgement calls made by people that understand TES and Skyrim lore much better than the authors of mods like this. Bethesda DID make mistakes, so reverting USSEP fixes is generally a bad idea, IMO. Some changes touch many small things, so I trust that USSEP does this correctly. -
I think it's settled as a 'no' vote then. I'm really not a fan either.
- 20 replies
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Like DY, I'm voting for QUI rather than this mod.
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I have this installed and the System Page tweak works as expected without any configuration to the TOML file. I think the default config is fine and vote to accept this one in favor of the other one's for this and the additional features.
- 19 replies
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ACCEPTED Cathedral - 3D Lavender (by DrJacopo)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
It's thinness is my only complaint as well (flowers and leaves). I think Cathedral's is the best replacement for vanilla, but will go with whatever the next voter thinks. EDIT: The same is true for this author's thistle. Too sparse. But that one also has leaves of the wrong color- 13 replies
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ACCEPTED Atlas Map Markers SE - Updated with MCM (by kryptopyr)
z929669 replied to wojsku's topic in Skyrim SE Mods
It simplifies configuration for those that like to use MCM. The downside is that it relies on FISSES and can break when the game is updated. I rarely use MCM settings and prefer INI configs (set and forget). This one has lots of options though.- 32 replies
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This crash log is not indicating anything obvious to me outside of the "INISettingCollection" lines and the "Controller disconnected" message. Be certain you have not enabled a controller in the INI, and verify you have BethINI set up correctly. Maybe revisit the BethINI section and repeat that piece. Check that your game folder location doesn't have any *.dll files that are not in this bunch (don't worry if you are missing any of these though):
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It seems as though you are on the right track with this suggestion according to sheson's latest response. I will test.
- 23 replies
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- SKYRIMSE
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Thanks for the detailed explanation. I understand now what to expect and will play around with brightness settings. Also glad to have found the texture path issue fort split textures is not affecting the visual outcome. I will ignore this as I proceed.
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Also have a quick question about billboard4 in LOD4. Have you seen this issue with reaction to sunlight when low on the horizon? I haven't noticed this in my testing, but a couple of people have this issue. I suspect it may be exacerbated by ENB/INI/display settings for this reason. The following examples were snagged from the Aspens Ablaze DynDOLOD Add-On mod topic on Nexus
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
If you are running without the Darker Gradients option and are happy with that, we should update the instructions. I recall that the ENB rain option worked with the ENB [RAIN] settings insofar as those settings had an impact on the rain (no settings resulted in good looking rain in all lighting day/night conditions). I forget now if the [RAIN] settings had any impact on the standard RWT rain textures. I'm guessing not.- 78 replies
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I think we are misunderstanding each other ... ENB complex grass functionality does or does not work in grass LOD? I suspect not from my results in the screen posted previously (and the fairly stringent requirements of textures for ENB to make use of), but given the grass billboards warnings of not found textures, I remain uncertain. Asked another way: Is it possible for grass billboards rendered in LOD to respond to lighting in a manner similar to full grass loaded into cells around the player that use complex grass textures specifically made to work with complexgrass ENB effect/settings? Posting the screen again. Note that you can see complex grass at work under ENB in the foreground but not in LOD further out. Is this expected given my grass billboards warnings, or would the same be true even if I had no grass billboard warnings (i.e., the warnings are not legit)? Could the warnings be related to my use of complex grass diffuse+normal textures replacing standard CL diffuse-only grass textures? In the following run, I ran TexGen with ONLY grass ticked, moved this output into my LO, and then (immediately after that) I ran DynDOLOD with only Tamriel, Object LOD, and Grass LOD options ticked (ignoring DynDOLOD GUI warnings). No LO changes between TexGen and DynDOLOD runs outside of moving TexGen grass billboards output into the LO. I am using Cathedral Landscapes with the CL complex grass textures add-on replacers. This minimizes the sizes of the logs and focuses mainly on grass LODGen: I still get the "Outdated Billboards" summary message listing only CL grass billboards. logs and summary for this run. fieldgrass01a billboard txt file (billboards are present in TexGen output): ferngrass01a_0000088e.txt Note the textures listed are the Temp textures which are deleted on TexGen close and not those in the output shown in the image below. Image of Explorer TexGen output location In the following run, I did same as previous run but with my CL complex grass add-on replacer mod deactivated. All else is identical to previous run: I DO NOT get the "Outdated Billboards" summary message listing only CL grass billboards. logs and summary for this run. fieldgrass01a billboard txt file (billboards are present in TexGen output): ferngrass01a_0000088e.txt Image of Explorer TexGen output location (disregard "DynDOLOD" mod ... it was an empty folder in my MO list I made use of for this output)
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I have this installed in accordance with out instructions and haven't noticed any issues with waterfalls or splashing water being overly bright. Nevertheless, I have not specifically tested this to determine that. @TechAngel85 added this instruction back in October and being a maintainer of this mod, I defer to him as to whether or not this still applies to ENB users. I will say that the ENB rain option is not optimal with our ENB. I played with this quite a bit in ENB dev testing, and rain looks best in all lighting, day or night, with or without ENB, and with varying [RAIN] ENB effect settings if this option is NOT installed. Current instructions say it's subjective, which is somewhat true ... but my subjective opinion is to not use it- 78 replies
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- SKYRIMSE
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Forsworn and Vampire Thralls not hostile
z929669 replied to Iskierka's question in General Skyrim SE Support
Topic moved, as the issue has been revealed as unrelated to the "Step Skyrim SE Guide". We create our mod-build guides in part to preclude these kinds of issues. When people install random mods on top of our recommended builds, it's no longer supported under the guise of our guides. It's perfectly fine to expand upon our guides, but please realize that requests for support for issues that arise belong under general SSE support -
Actually, the first time you test-launch the game is in chapter 6.5.1 (after 02-Extenders install in Step 4). Did you do that? This is a an early launch test to verify that the modding environment, tools, game INIs, and all engine-level mods are configured properly. If the game launches as described in that section, you shouldn't have an issues launching for Performance Tuning. My advice would be to disable all mods but 02-Extenders and revisit that section of the guide to confirm the game launch test. If that fails, you should revisit the System Setup Guide and all guide/ mod instructions leading up to this section. Be certain you are expanding detailed instructions using the 'Expand' links in the mod tables. If you recall that test working correctly, then the issue is will an improper mod install in one of the other ModGroup mod instructions (failure to disable plugins where instructed is a common mistake). All ModGroups except for 06-Models & Textures have mods that can screw things up if not installed as instructed. The Models & Textures ModGroup mods will usually not break the game if installed incorrectly.

