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z929669

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Everything posted by z929669

  1. seconded
  2. Yeah, but it is only a problem when it is apparent (which it rarely is). It's best practice to fix the plugin, but it probably doesn't matter for this mod, and I don't think this mod has any LR ref bugs or warnings ... at least none that I have seen. But see Mouse's earlier posts. He has looked at this more closely., Yeah, that's possible, but I looked at a log I had from before I cleaned and didn't find any. No worries! I've made worse mistakes
  3. I am not in favor of dropping mods just because they have LR warnings. The vast majority of LR warnings to not manifest --in any reasonably-detectable way-- into LR bugs in game. I'm marking this one for testing again, given that I agree that all evidence suggests that this mod invokes no LR bugs and it does reduce the number of rendered objects (even though the diff is not noticeable on my particular system). ... sheson would say something like: "If you can reduce the number of redundant rendered objects, why would you choose not to do so?" ... and if he wouldn't I would Now if the mod does introduce issues, that's another story. Given all that^, our reasoning, and our results thus far, I am inclined to actually vote to accept this mod.
  4. They do, but I have had it enabled lots of times in the past. But thanks for posting this ... I need to disable it.
  5. I agree by proxy of previous posts
  6. Agree RBB is a LR offender, but the major offender is ELFX Exteriors. I've never noticed LR warnings with this mod either. Other offenders are Smooth Shores, Obsidian Mountain Fogs, and Snowy Roads In Snowy Regions. Not to say that any of these are actually creating any apparent LR bugs though. If this mod does affect performance, do tell, because I think it's worth it if it does. I haven't noticed any impact myself, but also have not explicitly tested this mod. I just have had it in my load order for a while while testing other stuff.
  7. It's a fix to a mod-supplied script though so more of an extension to XP32 fixed scripts, so I think it rides with that mod EDIT: ... and now I see your comment on that mod. I must revert and agree with you now
  8. Marking accepted and adding to the guide
  9. This mod is not compatible with the WIP guide until it is updated for the latest version of the game.
  10. This sounds like good advice to me. I advocate setting this up and testing
  11. Please read the DynDOLOD documentation for all answers. As explained in the documentation, there is no reason to use the treeLod= INI setting under DynDOLOD 3. It's all handled in the GUI. If you are using DynDOLOD 2, then you do need to fuss more with the INI settings. You only need to run TexGen when your mod list changes. This can be used for multiple outputs. Install DynDOLOD outputs into separate mods and activate them independently.
  12. That doesn't work for me for some reason
  13. As mentioned in the OP and the forum rules checklist, you should truncate your logs to the last meaningful run. you probably have several or more DynDOLOD sessions recorded in those logs. 330 Mb is insane. I normally delete my logs folder between runs to avoid the issue.
  14. They are overly aggressive with their notifications. User should have the option to hide it, or it should only display on a new session. As it is, having the 'x' to close it is redundant, since it comes back on any page load/refresh.
  15. Won't that block ads for the whole page? ... and is it an ad? Seems like a site header element, but I haven't looked.
  16. I don't even notice this message at game start and don't recall having seen it. What I'd really like is a way to get rid of the annoying zombie-collections banner on Nexus.
  17. I agree. That's why I cleaned all of them in my setup (contrary to our recently revised recommendations). I posted about this on our Discord. I just cringe at the thought of supporting this and adding back those instructions, but it may be wise to do so.
  18. Added version tag for posterity so we know the version from which it was dropped
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