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z929669

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Everything posted by z929669

  1. Screens showing your color variants not found? EVT covers all vanilla pines. Myrkvior and EVT are not compatible without plugin edits. You also need the LOD models installed for each. Use More Informative Console to identify the trees in question.
  2. I have found that grass density of 45-50 makes for better LOD transitions at very minimal performance cost.
  3. For vanilla tree LOD, remove the billboards and simply use DynDOLOD 3 to generate perfectly-matching trees in object LOD.
  4. I thought the same thing but did not post to increase fBlockMaximumDistance, because the example screens with/without terrain underside showed a difference .... so how could the terrainmanager settings be different between the two?? I thought the same answer but did not post to increase fBlockMaximumDistance, because the example screens with/without terrain underside showed a difference .... so how could the terrainmanager settings be different between the two if the OP is true?? Clearly, you must've mistakenly assumed it was terrain underside when it was different INI values, but I am perplexed why the game INI was edited in one pass but not the other, and this wasn't considered.
  5. Ahhh ... forgot that Tech uploaded this version
  6. Why does the MA still have the update file available? It would seem that you are correct, but I want to test what's what first. EDIT: I checked it out and confirmed. Mod instructions updated accordingly.
  7. You should post all of your logs on the DynDOLOD topic as explained in that OP. If it's an xLODGen issue, you should post those logs here as explained in this OP. Log files and bugreport.txt are what's needed for the issue to be diagnosed beyond speculation.
  8. I'm in the process of revising this in all guides. It requires a bit of work to make everything clear and cohesive.
  9. Zactly. I just was waiting for you guys to see for yourselves I only dug far enough to recommend a solution (use the plugin from this mod, since it's ESL).
  10. Correct. We're hiding that one. Just saying that "ELF Fixes.esp" references that, and there may be similar fixes as defined by the Ragged Flagon plugin. EDIT: EnhancedLightsandFX.esp probably doesn't reference this texture, which is why this mod has the plugin to fix ... which works for our purposes. If we wanted to use "ELF Fixes.esp", we would need the master, EnhancedLightsandFX.esp. We may want to look at "ELF Fixes.esp" and forward some of those changes into our patch.
  11. Please create the mod topic so it gets attention and related comments land there rather than here. Thanks
  12. This link was already set in the mod info box. I created 'blank' 2.0.0 recommendations to keep them separate.
  13. Could you create the mod topic? Then it will get more eyes.
  14. We should probably mark these changes in the Changelog post-installation area up top so that we don't miss the updates.
  15. Agree, this is what I have selected.
  16. We are, but that's part of the problem. The optional plugin points to the mesh cubemap, data\Textures\cubemaps\ELFX\raggedflagon_e.dds, from ELFX, which must not be correct in "EnhancedLightsandFX.esp", hence this patch. Data\Textures\Cubemaps\WRTemple_e.dds from Skyrim.esm is used without the plugin ref. Easy test. just use the Thieves guild option in Alternate Start with mods installed as per the 2.0.0 WIP instructions. EDIT: The plugin is ESL flagged, so we should just use that. Wiki instructions modified.
  17. I already updated that post above. See this post for the solution:
  18. Note the reflection is waaaay off in the Ragged Flagon: Fixed by using "ELFX Fixes Ragged Flagon Fix.esp", which we are not using in testing ATM: We either need to use this plugin or forward these changes into the CR Patch. I suspect the same is true for some of the fixes specified by the other plugin we are making optional: "ELFX Fixes.esp", which has "EnhancedLightsandFX.esp" (which we are also making optional)
  19. I'm not sure that this is a RWT issue and could be related to ELFX (and ELFX Fixes: see ELFX Fixes Ragged Flagon Fix.esp): note the reflection is waaaay off: Fixed by using "ELFX Fixes Ragged Flagon Fix.esp", which we are not using in testing ATM
  20. Alpha 56 works without issue for me. Thanks
  21. Agree. I will get to it over the weekend unless someone beats me to it. TG family arrival today.
  22. I'm having same issue, with latest alpha. Exactly. VRAM is fine, GFX card is fine as always. I'm running against SAE 1.6.323. Same mod list as I recently ran without issue using Alpha 53 against SAE 1.6.318. No bugreport.txt. Repeated 4x. TexGen_SSE_log.txtTexGen_SSE_Debug_log.txt
  23. This table is for reference. Refer back to it later, but don't install anything but what the guide tells you. We'll need to fix this piece, but ignore xLODGen for now and continue
  24. As stated prominently at the top of the guide, 1.0.0 is not supported under Skyrim.exe 1.6+ (including AE) so this is irrelevant to the guide.
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