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z929669

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Everything posted by z929669

  1. It's something to do with the IPBAuth extension not being able to negotiate account creation. No new wiki user accounts created since site upgrade. I will need to look at this on the backend over the weekend to resolve.
  2. Cathedral Landscapes is known to cause snow to be gray-ish. We generally increase the gamma a smidge to 1.25 I think during Terrain LODGen (in addition to using a less-noisy, more neutral noise map as mentioned). Then ENB can further be used to improve Skyrim's horrific snow (in addition to not using the 'improved' shader as mentioned).
  3. Good to know that this should work as well. Never thought of it.
  4. Going by the documentation and my own OCD, in order to guarantee that object LOD is representative of what we think it should be, we need a clean save between differing DynDOLOD runs. Here's what I do: Start a new game, using Alternate Start mod to give me Breezehome (or wherever is convenient for my testing) Walk down to my front door and make sure my weather-switching mod is readied Wait until noon-ish Save (this is my clean save that I can reload every time DynDOLOD output changes) Exit home, and approach front gate (DynDOLOD successfully activates as I walk to the gate) Enter the worldspace exterior by opening the gate COC/COW to a position and possibly use distant references to line myself up for screenshots This way, you can always use the save game at step 4 for each run. Another tip: you don't need to zip your outputs. They can be placed directly into the empty mod. This saves some tedium and time when working with lots of outputs if you have the drive space. MO doesn't install mods as archives either even though it will read from them.
  5. If you use -1 for all LOD levels, then there is no point in generating terrain LOD ... it's effectively an 'off' switch. You should use default settings if you are uncertain, as they are set that way for general, evidence-based compatibility. You only need to generate terrain LOD when you make changes to fundamental mods affecting landscapes, which don't often get changed once decided (unless you are testing a bunch of them).
  6. Discussion topic: Dilon Vul by kojak747 Formal name (too long!): Enhanced Landscapes - Oaks Standalone SSE - Marsh Pines - Dilon Vul Wiki Link I have been meaning to suggest this mod for the marsh/bog below Solitude. It's vanilla friendly and adds much more realistic trees for a marsh (rather than the same dead pines and reach trees normally placed there). Also see the DynDOLOD 3 hybrids add-on I created for this ... the mod had proper LOD models already, but they were all 'full' trunks, so the add-on eeks out a bit of performance, and the LOD models look a bit better, due to the new templates for use with DynDOLOD 3+.
  7. Thanks. I have fixed those instructions
  8. Thanks for the feedback ... this helps us to make the guide more understandable. First question: are you referring to the LE or SE guide? This is the SE guide topic, and it seems like you may be talking about LE (in which case, i will move this post)
  9. That's a separate mod, so it should get a separate topic in here for consideration/testing
  10. Well, hiding MM textures resolves, so the issue must be with the MM textures, no?
  11. DY's fixes will be in the next guide and/or a wiki article for all to see, regardless of the approach taken.
  12. The ENB we are using is built on top of Cathedralist Minimal. but we are still configuring it.
  13. To test it all, you should disable the mods I indicated. I'm fairly certain that they will be dropped in the next guide version, so that's why I am running without. Good compares though, and that is why we should be dropping Inferno EDIT: also, we will be using the less particles option
  14. Yes, that is where sheson services all DynDOLOD issues. You will want to pick the v2 or v3 topic as applicable.
  15. Based upon my previous testing setup before this mod was updated, I had disabled: (DROP) Inferno - Fire Effects Redux - Ultra (DROP) New Thinner Torch (DROP) Ultimate HD Torch There is no longer an EmbersHD.esp ... only EmbersXd.esp I am also using all of the optional add-ons. Have yet to update all of my other stuff though
  16. If DynDOLOD and other LODGen apps and MO2 are installed per recommendations, then there should not be any issues with AV or UAC. Sounds like these apps may be installed under Program Files or in MO2 location as mods
  17. Are you running an ENB? Following the 1.0.0 guide? Check that the Particle Patch for ENB is installed correctly along with the fire mods. Use More Informative Console to discover what meshes are winning for embers
  18. You don't need to create the model from scratch but rather copy those components from the full model into a base model prepped for LOD. See .\DynDOLOD\docs\trees.ultra\tools for some empty LOD NIFs designed for trees or .\DynDOLOD\Edit Scripts\DynDOLOD for others. I have no experience creating LOD models for anything other than trees (for which I have done many and am still doing for several mods). I'm sure it's a similar process, but I'm not sure where to start, so you should post in sheson's DynDOLOD topic if he doesn't respond here in the next 24 hours.
  19. The first issue is because the mod author simply copied the full model and renamed the file with full-model CRC as a static LOD model rather than optimizing the LOD model for LOD. Not sure about the second "controller block" error. For that, @sheson will need to advise You should mention what version of DynDOLOD you are running (v2 I assume?) and/or post all log files from DynDOLOD, including any bugreport.txt if it exists.
  20. He is saying that you must tick those two (TEMP) mods and sort with LOOT when generating Terrain LOD and untick them when done (and always sort with LOOT when plugins change). I would revisit that pice to verify. You can simply untick TexGen and DynDOLOD mods, tick the TEMP mods, sort with LOOT, and rerun Terrain LODGen, verifying your xLODGen config matches the examples in every screen for each LOD level. Then delete your Terrain LOD mod folders and paste the new ones. You will need to refresh MO (F5) and then untick the TEMP mods and tick all of the LOD mods again, then sort with LOOT again and check the result. You definitely have missed a setting or the terrain or DynDOLOD ... or some relevant INI setting. Also, the Cathedral Landscapes TEMP mod in your screen should be way up just after the CL mod under Foundation, I think. I don't think it matters, but it's a discrepancy that indicates to me that you may have others.
  21. Most mods with plugins can be installed whenever, and saved games will be fine. Plugins that change lots of other game records all over the place are more likely to cause issues. Usually, this will be noted in our guides and/or on the source mod description. EVT versions can be uninstalled and reinstalled without any issues with save game corruption. Same goes for all tree/plants mods I am aware of and most other mods for that matter.
  22. Missing Billboards was my bad. The fix is to download the correct version of EVT and regen LOD:
  23. I have never had this happen, but it's likely related to how you are running DynDOLOD. You may want to post about this in the DynDOLOD 2 Beta topic or wait for one of the other team members to respond. Could be an INI setting ... I'm betting @DoubleYou will know offhand.
  24. We updated the EVT mod and neglected to consider the EVT instructions for the current live guide. The latest EVT main File expects DynDOLOD 3, so that is likely the issue. I reverted and updated the 1.0.0 EVT instructions, so follow that and replace the EVT mod in MO with this one.
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