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Everything posted by z929669
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Agree. I can see no diff in those screens. Probably same in game unless the normals are better and lighting is better at higher res
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Skyrim SE | SKSE64 not working
z929669 replied to Mocha's topic in General Skyrim SE Discussion & Support
This is a misnomer that was caused By Bethesda's sloppy rollout (undoubtedly to rebrand Skyrim as being all new). It's all SSE ... AE is just their brand name for 1.6.xxx with CC DLC. hopefully this will go away later this year. -
Me too. I plan on supporting the LOD trees at some point for existing mods. I should be able to do this without the seasons mod I think
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- SKYRIMSE
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Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Ouch. I have to say that I don't prefer Rudy's water setup. It looks a bit like blue paint to me. Just my subjective opinion though. -
That is a misnomer introduced by the public (due to somewhat misleading marketing tactics by Bethesda and similar to many milked games released as 'compilations' these days). As of today: Skyrim Legendary Edition (SLE): Most updated version of the original game (deprecated) Skyrim Special Edition (SSE): SLE + 1.6.xxx update + DLC + enhanced textures and some additional/fixed content + free Creation Club DLC (if you already owned SSE on Nov 11, 2021). Skyrim Anniversary Edition (SAE): SSE + the additional pay-for Creation Club DLC (aka, the Anniversary Upgrade, which includes the otherwise free CC DLC in #2). The guide has been re-labeled for clarity, but it will still be referred to in parlance as SkyrimSE (wiki namespace) and SSE occasionally. The new guide is technically SAE though. https://elderscrolls.bethesda.net/en/article/5esC91g2ABY1jQ97uq39zW/skyrim-anniversary-edition-faq https://elderscrolls.fandom.com/wiki/The_Elder_Scrolls_V:_Skyrim_Anniversary_Edition https://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim
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'AE' is a synonym for 1.6.xxx; although, it's a bit of a misnomer. The 2.0.0 guide is compatible with 1.6.xxx and patches were created with all CC content expected. All you need to do is patch 'out' the CC masters if you want to run the guide. We just aren't supporting multiple versions of our patches so all CC is required to use them. @easyrider1988 posted some detail about how to do that. If someone were to take the initiative, that person could post variants of our patches or any other content on Nexus or anywhere as long as the licensing is honored.
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Skyrim SE | SKSE64 not working
z929669 replied to Mocha's topic in General Skyrim SE Discussion & Support
Correct. You need full version with CC content, so if you are not against that in principle, it is only $20 I think and worth it, IMO. -
Also, if you are still on 1.5.97, you can install Scrambled bugs, Bug Fixes SSE and a few other mods we couldn't keep for 1.6.xx ... NGIO, .NET FW, etc. Click onthe 2.0.0 tag on forums to see what mods were considered and not used for current guide. Any mods missing a colored prefix or prefixed with 'Dropped' apply. Just look at last posts to see why dropped.
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Skyrim SE | SKSE64 not working
z929669 replied to Mocha's topic in General Skyrim SE Discussion & Support
Sounds like Steam may have updated you game. Check the version of skyrim.exe (properties) -
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Snowy Roads for Snowy Regions -> SLSR mid play?
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Water for ENB is really only a soft requirement. In fact, unless Rudy supplies a plugin, all are really not 'required' -
Snowy Roads for Snowy Regions -> SLSR mid play?
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Rudy ENB is a good drop-in replacement for ours as long as you install our post-processing modGroup and avoid anything of Rudy's that conflicts (like Water). he also has more glow mods out there that are fine to add. -
This is the key point. it's like maxing out your Windows memory cache/swap and going to page file as a fallback. Much degraded performance. Gaming memory speed must be near real time.
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Thanks for reporting. We'd need to get permission to provide this texture I think. or we could make our own upscaled version, which may be easier. This is a very old and picked over mod, so it wouldn't surprise me if something is missing. We hope to move away from this one in the future by providing our own upscaled vanilla textures (properly upscaled DDS compression formats). This mod does it correctly but most other mods that claim the same have various issues, so we are using this for a while yet.
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I made this more obvious on our Nexus page and on the forums. I will do so in the guide as well.
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Snowy Roads for Snowy Regions -> SLSR mid play?
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
that will work fine, and you will want the post-processing mods to get all of the benefits (and the patch). Rudy's recommends a lot of these mods, but some may not be compatible with the larger mod list, IDK. -
You will need to look at your GPU VRAM rather than system RAM. If there is 4 Gb+ VRAM, then VRAM consuption really doesn't mean much. It's more about GPU memory clock and allocation decisions/longevity/timings. Obviously, based on two people's independent results on this topic, reducing the INI values works, so allocation is not optimal with those settings for at least some systems.
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@TechAngel85 and I have independently verified that Billboard3 is not assigning textures in accordance with this: From the linked doc: Note that TexGen doesn't create a *_3.dds: Maybe we missed an INI setting or other toggle to enable creation of *_3.dds in TexGen? Obviously, we could copy one of these to match this path, but I assume that's not the intended workflow. Logs: https://mega.nz/file/jVcBTYBD#ybqCeu2q-9xCfqnlqP2CJSLeSkixHBN8kGvC_FQ_A6U
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I thought we had stated that the guide is for Anniversary Edition with all/many CC DLC required. Hmmm ... maybe not? Otherwise, it would be a beast to patch and maintain those for all of the variations. A BP won't resolve, since it only affects leveled list and maybe one or two other record types I think. You can go into xEdit and remove the offending records from the CR patch though. Load xEdit and select the CR patch plugin or maybe the entire list to catch everything (sort with LOOT first), right click the patch plugin and select "Check for errors" to see what records you need to resolve.
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Snowy Roads for Snowy Regions -> SLSR mid play?
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
As stated in the guide and on the Nexus file descriptions. The post-processing ModGroup only applies if you are using ENB. If you are not using ENB, ignore all those mods. -
You are using two mods that provide waterfall meshes? load into xEdit and resolve the mesh conflict(s)? I don't use these mods, so I don't know for sure, but that's what I would assume. These movies don't seem like LOD waterfalls. PC seems to be standing very near to them. My bet is that both also have large reference bugs, so you could see some glitches in LOD too.
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Just to summarize for posterity: I see the three texture paths now. I didn't realize the diffuse was reused again for the 3rd texture slot. So in your response to Tech, each tree in the final BTO will either use the same diffuse for all three planes if only a standard diffuse billboard is found (if only TexGen 'tree' option is ticked) or will use one billboard for two planes and the other billboard for the third (if TexGen 'HD tree' option is ticked) ... it is uncertain which of the two billboards are used for which (and doesn't matter to me or in principle I assume). Furthermore, it looks like the normal will also be used either way if it is present (HD tree option ticked) Yes, sorry to beat a dead horse. I hadn't made that association but see the truth of it: The AA mod is providing custom low-poly DynDOLOD-compatible LOD models but not using the best practice method. The DynDOLOD add-on mod I made is overriding these, since it uses the CRC32 for each tree. Thanks for confirming this. I reasoned likewise and can't envision an additional plane improving anything noticeably. They are still flat and in LOD quite some distance away.
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Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Awesome. Thanks for reporting and resolving both. -
To expand on Tech's question about DynDOLOD_flat_3x2_lod.nif (set to Billboard3 by default ... I believe you refer to this as 'external'). I am pretty sure only the diffuse are applied with the 'HD tree' TexGen options for this model (but not the normals)? Also, in terms of the full-circle 360 degrees on the biradial of the tree (looking from top/bottom), TexGen creates billboards at 0/180 planes only, but not 0/120/240 right? Those would need to be created manually for use with Billboard3. I also assume it is possible to create a DynDOLOD_flat_6x2_lod.nif that would use 3x diffuse+normal, but I suspect this isn't supported by LODGen at this time (if ever)? For Aspens Ablaze, we were wondering about the LOD models shipping with that mod. They are just reduced poly versions of the tree with file names as below but don't seem to be referenced by the plugin. Does DynDOLOD understand/use these LOD meshes for object LOD? : treeaspen01.nif treeaspen01_LOD_0.nif treeaspen01_LOD_1.nif treeaspen01_LOD_2.nif Lastly, in your experience, does increasing the biradial planes geometry really impact the quality of the LOD? I suspect that two planes is the sweet spot and adding more may be redundant. But I have yet to see for myself in game, which is why I ask.
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Snowy Roads for Snowy Regions -> SLSR mid play?
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Using a different MO instance with a copy of your existing with changes is a safe way to test if your savegame will work OK. If not, you simply load the original instance.

