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z929669

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Everything posted by z929669

  1. Sounds sloppy. I assume they don't care at this point.
  2. I see no mention of that requirement in the mods description. Care to enlighten?
  3. We don't use the update file in the production guide though (nobody should be following the dev guide, remember). This is why we say "update file". This way, if the name changes, it's still relevant. Nexus file names change more often than their org.
  4. We don't use the 'Unofficial' file, but I defer to @DoubleYou and @TechAngel85 on these INIs and their potential impact on our setup, since we aren't accounting for it. I haven't tested the CW INI impact myself, but perhaps they have.
  5. Try following the FNV tools setup instructions to be sure your configuration is correct.
  6. Is your test file in the OP updated accordingly, or are you keeping that as is and awaiting updates to the mod? My gut tells me that your 1/100 FPS threshold value is overkill. First, I'm not sure if partial frames are even detectable. Second, if it is detectable, then this mod will be changing values (or trying to) multiple times per second and potentially waste resources. Same goes for the other timers: you are setting things so that changes will be made multiple times per second, potentially.
  7. So are you saying this mod is an alternative to Picta or Obsidian? Or do you think we should stick with those with the Picta mesh hidden?
  8. Several new plugins with this mod to include alternate markers. I have installed them all. Also, the size is now configured in the SKSE INI
  9. ENB definitely can make mods like this look bad. I have noticed many issues with this mod in testing myself in just daylight, but they pretty much go away once I switch to clear weather. That said, there still may be some tweaks needed for the volumetric fog params even in clear weathers. This may be why the tundra was so foggy in those screens I posted with Picta. Maybe hiding that one mesh isn't necessary. I never looked at turning ENB off in that shot or tweaking the volumetric fog ENB params. EDIT: Well, just tested and the tundra fog issue is not exacerbated in clear weather by ENB. I messed with all of the volumentric fog params, and they had little to no impact, and turning off ENB made the tundra fog much worse. It's definitely the interaction with that mesh from Picta with this mod. I think we'll need to keep Picta and this mod in mind if we notice any other fog issues. It may be worth disabling this mod to more fairly evaluate Picta. It may end up that this mod is too problematic, IDK.
  10. Yeah, we have done a lot of testing .... Whoever did the 3d LOD models for the reach trees mod (I assume) did not include the rocky base, which is actually part of those trees. As you get closer, that will go away.
  11. Then overwrite assets with that tree in MO left pane, and sort TFoS plugin to win in right pane of MO. But that tree won't have LOD, since there is no model for it..
  12. I'm not sure you are using the term 'billboards' correctly. From the screens, I really don't see any issues with your distant trees. If you are trying to get trees in object LOD, then you can either render the LOD models on the atlas (3D trees) or the '+' models showing billboards. Try our WIP instructions with DynDOLOD 3 alpha 53. Throw away or hide any of your mod-packaged billboards (2D pictures of trees), because TexGen 3 will make them. If you are generating grass with NGIO, start here. Your terrainmanager fBlockLevel1Distance and fBlockMaximumDistance are too low (especially the latter).
  13. If you are running two tree mods, then the plugin load order matters just as much or more than the asset priority, particularly if custom texture paths are used. SFO customizes vanilla trees. Myrkvior does the same and adds a bunch of new trees, so they are not compatible without patching them with xEdit. It is pretty simple to patch these two to get specific SFO trees to win.
  14. Why does he insist on keeping outdated files on Nexus without hiding them??
  15. That's pretty huge and unexpected
  16. It's definitely ENB throwing things off, and it's not finished for those weathers. Maybe try with 81a at night. Also, are you running Picta? You mentioned Improved Clouds, but it's Picta that interacts with Obsidian.
  17. Hey, I already admitted my misinterpretation ...
  18. This is working for me in SAE.
  19. Well, I'm no expert on CC content. All I know is that SAE installs it unless you opt in in SSE. I could be leading you astray. You can check your version in a number of ways, but I right click on SkyrimSE.exe and look at properties > details.
  20. Thanks. I'm finalizing my SAE build and will switch back to SSE after.
  21. Either way, Steam will update your SSE to accommodate SAE. Right click on SkyrimSE.exe, select 'Properties' > Details and note the File version. If it's 1.6.318, then your game updated. See the links I posted above.
  22. It seems like Steam may have you running on SAE. You should not have the CC content under SSE.
  23. According to the above error messages you are getting, it looks like you are running SAE and not SSE. Steam updates the game automatically:
  24. Yeah, I just found that out after posting. false alarm.
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