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z929669

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Everything posted by z929669

  1. To clarify what sheson is saying: xLODGen creates your own custom terrain mod suited to your specific mod list. There is no better terrain mod than the xLODGen output overwriting all but your DynDOLOD output in your mod list load order. Disable/remove any terrain LOD mods in your mod list. xLODGen will use the vanilla game and any mods you have that alter landscape terrain in any way and produce LOD corresponding to that.
  2. My first thought is Win 'protection'. Try adding an exclusion to Windows Security; See this post for details. If that doesn't change things, then I have no idea other than standard troubleshooting via Event Viewer.
  3. Terrain LOD Redone is deprecated. See the xLODGen OP for generating terrain LOD. This is the DynDOLOD alpha topic (object LOD).
  4. DynDOLOD 3 creates tree and grass billboards for your game by way of TexGen. You don't need to install billboards (and you shouldn't install them if using DynDOLOD 3). If DynDOLOD is not detecting your TexGen output, then you aren't running TexGen first or are not transferring that output into your mod list. You can use our guide to understand how to do it. The DynDOLOD documentation explains everything in great detail.
  5. Butch is correct. Do not stray beyond the explicit guide instructions and mod list. We don't support any customizations to the guide. Once you have things working with a pure Step install, then you can begin adding your own mods and testing. How? When? Where? ... all answers are in the guide if you carefully follow the instructions. By the time you finish, you will have learned a few things and will be more apt to tinker.
  6. Please, just take a few minutes and read how to install and configure MO.
  7. I can't vouch for it, but you could try a save game fix. there may be others as well.
  8. I'll wager that if you start a new game, it is fixed. In that case, it's save game corruption. Try loading a previous savegame then.
  9. Try starting FO3 using it's launcher to establish the registry entries. Then reboot and check again. Also, be sure to install MO according to some best practices.
  10. Leave the vanilla masters (including all DLC) in the Skyrim Special Edition\Data directory. Do not move them from there. Only let MO manage them if you are cleaning them. See this for instructions
  11. DynDOLOD MCM gives you coordinates
  12. A new update to ENB settings will be released shortly. This may help. Otherwise, see your game brightness and gamma as mentioned.
  13. I think it's Flickering Mesh Fixes
  14. I'm working on next ENB revision ... I assume you are using ENB. Overwrite the Skylighting section of all weather files in ..\Skyrim Special Edition\Data\enbseries\Weather\. with the following: [SKYLIGHTING] AmbientMinLevelDawn=0.6 AmbientMinLevelSunrise=0.5 AmbientMinLevelDay=0.3 AmbientMinLevelSunset=0.5 AmbientMinLevelDusk=0.6 AmbientMinLevelNight=0.7 AmbientMinLevelInteriorDay=0.5 AmbientMinLevelInteriorNight=0.5 Interiors will be AmbientLightingIntensityInterior* under [environment]
  15. The HD Trees option will not 'conflict' with anything. It only causes generation of HD tree billboards for any tree LOD models it finds corresponding to full models defined in the mod plugin. It has absolutely nothing to do with grass and is unable to produce conflicting output with anything. The only conflict would be from tree mods you have installed that may not be using the CRC32 in their file names. Something different changed to cause the changed outcome: DynDOLOD 3 --by way of TexGen-- generates tree billboards from the tree references in the tree-mod plugins. Disable any billboards you have. This access violation means any number of things, but I think you may have had a long running "Taking Your Firstborn" process that was causing this issue as recently described on the support topic. If you want support for what's going on with DynDOLOD, you should post there. Be sure to read the OP and post all relevant logs.
  16. As long as your friend has the same version of the game and all CC content just as you have, all your friend needs to do is install and initialize MO as we instruct and set up the environment (have your friend follow Steps 1 & 2 of the guide). Technically, your friend should download all of the mods you have from the Nexus or other sources to abide by their terms of service. Then all you need to do is Package up the following and have your friend place this into the MO directory (with overwrite): %LOCALAPPDATA%\ModOrganizer\{instancename}\ If your friend wants your saves, also copy from/to: ..\Documents\My Games\Skyrim Special Edition\Saves I think that's it.
  17. If you have a save from that encounter or just before it, you can load it and when next to that PC open console to use More Informative Console to see what is providing that head. Otherwise, you can revisit the mod instructions for the mods mentioned to check for issues. Otherwise, we will need to independently verify, so a location of that encounter and quest (if applicable) would help.
  18. I suspect Consistent Older People or Tempered Skins for Males, ... UNLESS you have something custom installed that isn't in our guide.
  19. I think he is asking if changing grass distance settings impact grass when it's precached. Precached grass just means that the game does not need to dynamically load it from the vanilla BSA on demand. The precached grass files are 'static' for the landscape, so changing the Game INI grass settings will affect the visuals in game either way (only if the corresponding NGIO settings are not set to override the game settings. If so, then change them here, as DY mentions).
  20. Instructions modified. The Update File/plugin is really only necessary for those using ENB, since the tweaks provided by Rudy are explicitly made for enabling Godrays and other enhancements specific to ENB users, even though the file and mod descriptions don't mention this. It's mentioned in his CW ENB mod thread but was never officially communicated it seems. It doesn't hurt to merge this file without ENB, but it probably isn't ideal.
  21. I mean for the changes to weather mods' imageSpace records for the GLL algorighm. The "new mod" I mentioned would be for the engine-level tweaks to let the game recognize more objects as casting shadows ... I confused SPID with Base Object Swapper ... but things like this that dynamically make changes via SKSE In short: programmatic changes wizardry whatever it may be.
  22. I agree that it's the game's issue and neither of these mods. EVLaS increases realism by creating shadows where they should be, and RAID does so as well by leveraging the limited shadows the game understands. Neither author can account for the limitations of the games ability to recognize any shadows that should be in the game. I assume it should be possible to use SPID and a new mod to correct this. Seems like RAID's arena of interest to do so.
  23. Try using our recommended options for LOD gen. Ignore anything relating to specific mods other than this mod.
  24. Ahhh my bad ... however, I think there may still be an issue of guide conflation, since I recall @SuperLain having posted about tome other SSE stuff ... but I could be wrong. Skyrim Anniversary Edition = Skyrim Special Edition (SSE) in top nav.
  25. Yes, this mod's options are very confusing to convey. I simply used +/- to convey the option is on/disabled(reduced) we want, and that doesn't translate into ticked/unticked. Mod's (rather confusing) options updated
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