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z929669

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Everything posted by z929669

  1. To rule out OS hardware/software issues, disable any and all overclocking in the BIOS, including XPM/EXPO. Revert BIOS to the default optimal. Also be sure you are running the latest display drivers, doing a clean install of those.
  2. We don't have this problem in the Step build, but it would be great if you could share the CELL edits made by the Bashed Patch for posterity. It's probably just a matter of forwarding a record or two. It's not caused by the LL patching.
  3. I found this problem exactly one year ago. From my Discord comment on this topic: The solution is to download these via the game (not using Steam validation) and ensure bFreebiesSeen=1 in SkyrimPrefs.ini, which will prevent invocation of download via the game again. This should be set automatically once you download them via the game. Just don't validate again using Steam until the files are updated again by BGS. Then you might have to repeat this song and dance again. Nevertheless, these two files are not the cause of your problem.
  4. I never noticed this, but I have it too. I swear I made a change to the system page menu items, but I cannot for the life of me remember what mod I used. I want to say that it was a config ini, json, or text file. However, that may not be the mod causing this.
  5. Thanks. I will check it out at some point.
  6. It's hard to say. It correlates with the ENB settings mostly, which can impact how you run DynDOLOD. I'm still working on the optimal ENB/DynDOLOD settings, so only mess with it if you notice the grass transitions are worse. The trickiest transitions to match are at midday.
  7. Yes, it's Cathedral landscapes Complex Grass for ENB, and I didn't think to check that. Thanks for figuring it out. I will update the mod with this fix as well.
  8. The FPS cost of LOD is specific to the DynDOLOD settings used, the hardware, and the drivers. There's no way to presume the cost of grass LOD in your situation. Your best bet is to generate only grass LOD and compare the FPS hit without grass LOD. The textures mismatch warnings report facts about LOD models using different textures than the corresponding full models. Sometimes this matters, and sometimes it doesn't. The warnings you posted are just reporting large references in case you notice issues with blinking/z-fighting of these objects in the game. These three particular warnings can be ignored. Keep in mind that these are not errors. They are just warnings to help troubleshoot LOD issues found in the game (they are often benign). Your map water issues sound like you generated terrain LOD with too high Quality values (higher numbers = lower quality). Use the mouse to hover over settings for tooltips. Without logs, it's all guesswork.
  9. I stumbled across an issue with my TexGen preview of a particular complex grass. This is the only grass preview that seems to 'squeeze' the normal into the rendering. The source texture dimensions are identical between the following two similar grasses. The NIFs are very similar as well, and so are the plugin records. The TexGen billboard text files are likewise similar, so I am perplexed as to why this is happening. It translates into the billboards and the final texture atlas. Please advise. lupinpu (good) lupinpu_0000084d.txt lupinb (bad) lupinb_0000084c.txt TexGen_SSE_Debug_log.7z Note that I reran TexGen using [Rebuild Atlas] for this session in order to test some different TexGen settings, and I noticed the issue when I was comparing the results of the new DynDOLOD_Tamriel.dds against the original. They both had this issue, and I assumed they were snow grasses that had a bad alpha or diffuse background and was surprised to discover this was the lupinb with the squished normal.
  10. I'm not sure if we should add this or not. I recommend it and created the mod page if you want to chime in over there.
  11. Discussion topic: SKSE Log Redirector for SkyrimSE.exe 1.6.1170 - Mod Organizer Plugin by sysdmp Wiki Link This is a MO plugin that redirects mod-related SKSE log output: Documents\My Games\SKYRIM.INI -> Documents\My Games\Skyrim Special Edition See this discussion for more information.
  12. Very nice. I'll install this and see how it goes. Works like a charm. The benefit: now all SKSE-related log files are consolidated into Documents\My Games\Skyrim Special Edition where they belong. This disambiguates the folder location of mod SKSE logs and simplifies troubleshooting a bit. Thank you!
  13. x, y, and z are independent, so you cannot know any of them given the other two. You should be able to find their values in xEdit, given you have the cell coordinates.
  14. @sheson When SphereNormals is added to the shape name of DynDOLOD_flat_4x2alt2_lod.nif and then saved as a new variant... ...the backlight feature is lost in the generated BTO. This does not happen when DynDOLOD_flat_4x2alt2_lod.nif is altered to use the face normals function. It results in a BTO that uses gray in the 7th texture slot, and the Back_lighting flag is set.
  15. [Execute LODGen] was sufficient. This rebuilt the BTO files with the altered meshes as mentioned previously. Testing Parameters Step 2.3 build (uses Cathedral Landscapes Complex Grass for ENB) TexGen & DynDOLOD settings per guide instructions (4K) with the exception of grass being set at 100% for this testing TexGen_SSE.ini & DynDOLOD_SSE.ini settings here Step Heavy ENB - complex grass effect has subtle settings, but several other ENB effects are in play. The goal for now is to find the optimal LOD transitions with this ENB enabled without making changes to ENB settings. Variables: EVLaS - active in all screens except where noted in the caption (default is 'on') ComplexGrassBillboard - DynDOLOD_flat_4x2alt2_lod.nif and variants of this using face normals function or 'SphereNormals' keyword in the shape name (default is DynDOLOD_flat_4x2alt2_lod.nif) LOD reference (tll console command) 7am, EVLaS off 7am, defaults 7am, face normals 7am, SphereNormals 12pm, EVLaS off 12pm, defaults 12pm, face normals 12pm, SphereNormals 6pm, EVLaS off 6pm, defaults 6pm, face normals 6pm, SphereNormals EVLaS has an obvious impact compared to default. The lighting is more natural with this feature enabled, so the goal is to find the optimal LOD transitions with EVLaS enabled. Face normals make no discernible difference compared to default. The face normals function makes the normal vectors perpendicular to the billboard mesh face (about 5 to 10 degrees from the horizontal). By default, the normal vectors are horizontal (-5 to -10 degrees from the perpendicular). This is only a very subtle difference, so it's not surprising that there's no apparent difference in game. SphereNormals shape keyword makes a huge difference as expected - the grass normal vectors are basically tangent to the billboard mesh faces (pointing up and out towards the sky). As I have found with many tree LOD, the lighting of SphereNormals fixes lighting inconsistencies within the LOD object at the cost of making it overly bright. My next step will be to see if there is a good compensation for the brightness of the grass with SphereNormals. I am hopeful, because our current TexGen lighting settings are quite amplified to increase brightness, which--until now--has resulted in the best compromise for most ToD. I think it's worth mentioning that I recently upgraded my graphics card (going from AMD Radeon 5700 XT [1080p] to AMD Radeon 7900 XTX [2160p]), and LOD grasses at midday appear much darker for me now using our current recommended settings. Things still look quite good as the sun moves toward the horizon though. The point is that GFX card, drivers, resolution, monitor calibration--and other factors--can impact these visuals, so each individual might need to make small and unique adjustments to achieve comparable results.
  16. I assume that [Execute LODGen] will suffice and will report back if that is enough. Otherwise, I will regen the tamriel worldspace from scratch.
  17. Finally coming back to this. The Updating instructions (https://dyndolod.info/Help/Grass-LOD#Updating) don't cover the use of altered billboard NIFs (e.g., DynDOLOD_flat_4x2alt2_lod.nif in my testing, because I want the backlight). Does this require regen of the worldspace entirely by selecting [OK] button in the DynbDOLOD GUI (rather than [Execute LODGen] or [Rebuild Atlas] buttons)? I created the altered NIFs like so: ...and DynDOLOD_SSE.ini: ; Billboard templates to use for grass LOD done in static object LOD ; alt1 = without backlighting ; alt2 = with backlighting ; alt3 = softlight/backlight using diffuse - for shader development - do not use GrassBillboard1=Internal GrassBillboard2=DynDOLOD_flat_2x2alt1_lod.nif GrassBillboard3=DynDOLOD_flat_2x2alt2_lod.nif GrassBillboard4=DynDOLOD_flat_4x2alt1_lod.nif GrassBillboard5=DynDOLOD_flat_4x2alt2_lod.nif GrassBillboard6=DynDOLOD_flat_4x2alt3_lod.nif GrassBillboard7=DynDOLOD_flat_4x2alt2_FaceNormals_lod.nif GrassBillboard8=DynDOLOD_flat_4x2alt2_SphereNormals_lod.nif ; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. GrassBillboard=1 ; Billboard template to use for grass LOD billboards created from "complex" grass with normal map textures ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. ComplexGrassBillboard=7 ;ComplexGrassBillboard=4
  18. You will save yourself some time by providing the relevant DynDOLOD logs for your current output. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  19. We can only speak to the Step build specifically. If you are having issues with worldspaces added by mods, it's most likely because they don't provide the LOD assets required by DynDOLOD. I would ask your questions in the DynDOLOD support forum and provide the relevant logs to troubleshoot. There are known issues with Bruma if you search those forums.
  20. I have examined this exact reference and have no issues. I assume your issue is due to something related to texture sets defined by plugins. You will need to investigate using xEdit. If you are using Base Object Swapper, then that might explain it. If you are running the pure Step build, you won't have this problem, so if that's what you intended, then something else is in the mix.
  21. Based on the screens and other locations not shown, I don't think a patch is needed. The quarry blends well with MM Lightside anyway.
  22. That thread provides some interesting information, but it is dated. The recommended xLODGen settings I linked previously are the result of all that testing and more information gleaned from a few years of further testing by our team and others. The texture sizes can be doubled for 4K game resolutions. Also, WTT should be enabled during terrain LOD gen. It effectively replaces the terrain ESM that is recommended to be enabled when generating terrain LOD.
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