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z929669

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Everything posted by z929669

  1. Looks like this mod has an unofficial update file ... updated. Plugin revision and INI that might make more sense now.
  2. I created LOD for a few trees that might benefit or override vanilla or other mod's versions. Only about 5 trees, but shared with wSkeever, and he has added them in the most recent update (0.42). I won't be supporting Fixed Mesh Lighting trees for this, since I think that tweak to trees is not desirable, IMO (which is great, because that would be a lot of trees to work on).
  3. I'm sure you noticed my false TexGen report on the DynDOLOD alpha topic. I just used that same output and ran DynDOLOD (HLT "all trees" option, no size change option selected, and add-on quality option). No such errors for me. This is the only missing textures stuff (these have always been missing and should probably be fixed): Did you have "HD Tree" and "Render" options ticked in TexGen? That would cause issues. It may also cause issues if you used wrong TexGen Output or had conflicts with that somehow. It may also be the AV/OS security problem.
  4. I can confirm the output is as expected. Sorry for the false alarm. I should have checked the output and generated DynDOLOD myself. I just ran DynDOLOD without issue for these textures, so this confirms my false supposition. The only way I can think of that DynDOLOD complains about these textures is if the TexGen output is wrong somehow. Or the AV/OS security issue.
  5. Click the message? That will give you answers
  6. Got it. That is odd. I'm guessing it's an INI setting with a really short distance. @DoubleYou may know. Check your tree INI settings. The tree settings guide may help.
  7. Step Uses Cathedral Landscapes, which is one of the better performing ones. Plenty of others though
  8. Using Alpha 60. TexGen isn't creating HD trunk billboard texturess (or the _[1|2].dds is being stripped from [or not added to] the texture names), and DynDOLOD is complaining: example TexGen billboard from log: [00:10] Creating billboard C:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk with dyndolod\render\billboards\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk.nif DynDOLOD error for this tree: Warning: File not found textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds. Used by meshes\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dffpassthru_lod.nif DynDOLOD.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13] The DynDOLOD log entry was shared with me by @DoubleYou. I didn't bother running DynDOLOD when I saw this TexGen log, since I knew what would happen. I didn't see anything about fundamental changes to how DynDOLOD is doing HD tree billboards, so I think this may just be a glitch in a recent Alpha update (I haven't tested since Alpha 54, I think): TexGen_SSE_Debug_log.txt
  9. It's difficult to know what the problem is from screens, especially when they are different magnification. A video would show what you mean, I think. To test if it's ENB, load and toggle ENB off using shift+F12 and test like taht to see if it goes away. It's probably not ENB though. If you are using SSE FPS Stabilizer, that adjusts INI settings dynamically and could cause such issues.
  10. This is the first I am hearing about this ... T4 did the 'performance' models. I think they use custom textures that he created for these. You may be seeing these errors because the quality LOD are in the mod list maybe? Do you get similar errors using the quality LOD? I will need to look myself when I have some time, but I think the update was only to the plugin to allow for custom tree size.
  11. Yeah, I think that can be fixed via the plugin by messing with this stuff (at least, that's what the ragged flagon reflection fix is doing): @TechAngel85 would know with all the work he has done on RWT and lighting mods.
  12. I see no seam in that screen. You may be talking about sky meshes, but that's not the horizon seam fixed by ENB and CW. That would be further down (or my eyesight is worse than I thought). I honestly don't see any problem (and you must have a bionic eye)
  13. NOW I get it ... yes, never use these game 'features' ... that's the problem. This is a console hack I think
  14. It sounds like you need to rebuild your environment, including INI settings. Start with the Setup Guide, and then BethINI setup. If you go through this process from scratch. all will be fixed.
  15. Disable all but SKSE mods and see if that works. Then reenable half of the others, check again. Do this iteratively in blocks until you narrow it down to the single plugin causing the issue.
  16. Again, they aren't disabled unless they are unticked mods in the MO left pane. Does the SKSE error like the one you posted previously come up? What is the issue now? LOOT errors are reported at the top of the window when running LOOT. Just screen/paste that into response as with the SKSE error.
  17. I wouldn't merge unless it's necessary. 242 is fine as long as you are counting all plugins, including vanilla. Please post your most recent error (SKSE and/or LOOT)
  18. Yes, you can only have 255 (non-ESL) plugins installed (including base-game and CC plugins in right 'plugins' pane). Merge plugins in that case. otherwise, the procedure I outlined will help you to isolate mods in question and get everything aligned.
  19. OK, I recall that you were looking at this as an alternative, but you obviously have looked more closely at this one since. I haven't dug into this at all really. Just noted the update and was reminded by that.
  20. Mod updated on Nexus. We should probably compare against ENB Light, since that mod is not maintained and a WIP.
  21. Great tho hear it. We're looking closely at your glacier mod for next guide iteration. I saw you troubleshooting some LOD steps here in recent days. It looks very good. I'm off topic for sure now, so sheson please forgive.
  22. Step has been suggesting Billboard4 (and Billboard1) for a while now for all LOD levels as a 'performance' option for trees in object LOD (versus Level[0|1|2]). Both react well with lighting. It can give back a lot of FPS with some mod LOD (e.g., Aspens Ablaze). My XP is that Billboard# is always a bit flatter and darker (and fuller) in game than the 3D models, but they never seem to suffer from some of the alpha threshold issues you get with really branchy trees in LOD. The Alpha version of DynDOLOD also has some really nice improvements for creating tree LOD as well.
  23. It could be similar to the Ragged Flagon reflection fix, I think.
  24. yep, I'm keeping up to date, even though nothing but SKSE and Address Lib is updated last I checked. just waiting around for months I guess.
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