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Everything posted by z929669
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Following CreateStaticTrees Workflow
z929669 replied to z929669's question in DynDOLOD & xLODGen Support
Yes, I want 3D tree LOD I think ... "full-model fallback" means what exactly? Use full tree model for LOD? I believe this is set in the LOD4-16 area of DynDOLOD mesh rules? in mesh rules: "full model" = use the actual mesh? "Static LOD4" = 3D static model? In my experience, missing textures yields 'purple' models in game. Not sure if same is true for LOD though. Can I set LOD4 in mesh rules to use billboards though to resolve? Still want to do 3D static, but want to understand this piece. How do I know if re-uv is required? What do I need to look for in NifScope? NIF version? Do you mean NifScope version or NIF 'type'? -
Following CreateStaticTrees Workflow
z929669 replied to z929669's question in DynDOLOD & xLODGen Support
Thanks for confirming ... I think you are saying 'yes' ... this mod probably doesn't include 3D static tree models in the 'hybrid' format necessary for 'ultra' trees. So I need to follow your workflow to generate the passthrough nifs? EDIT: So I'm moving forward assuming this^ (my aspen tree LODs have white trunks) Following instructions here: ../DynDOLOD/Docs/trees.ultra/tools/DynDOLOD_CreateStaticTree.htmlI assume taht I need to generate the models in the correct format (I cannot use your resources, since the models in question are a deviation from vanilla, and I need to create the 3d statics myself, which is what I'm trying to do): Here is my edited merge.txt (I am using MO ... so maybe I should invoke merge.bat as a MO executable?) GameMode=Merge5 Worldspace=treeaspen01_passthru_lod.nif <-- is this correct? once created, apply DynDOLOD_CRC32Gen.pas script in xEdit to gen unique file name? DontMergeShapes=False PassThruMeshMask=nif PathData=C:\meshes\landscape\trees\ <-- the path I want to use throws an error ("C:\Users\David\AppData\Local\ModOrganizer\Custom STEP SSE\mods\DynDOLOD-Source\")... invoke via MO? Not sure the path in that case. PathOutput=.\output\ 0 0 0.0 0.0 0.0 0.0 0.0 0.0 1.0 file.nif... which produces no errors, creates 'output' folder, but no file: C:\Modding\Tools\DynDOLOD\Docs\trees.ultra\tools\re-uv>"..\..\..\..\Edit Scripts\LODGenx64.exe" merge.txt ============================================================ Skyrim Object LOD Generator 2.7.8.0 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 11:57:18 AM Game Mode: MERGE5 Fix Tangents: False, False, False, False Generate Tangents: True, True, True, True Generate Vertex Colors: True, True, True, True Merge Vertex Colors: False, False, False, False Merge Meshes: True Grouping: False Remove Faces under Terrain: False Remove Faces under Water: False Use HD Flag: True Ignore Materials: False Alpha DoubleSided: False Default Alpha Threshold: 128 Use Source Alpha Threshold: False Use Backlight Power: False Use Decal Flag: False Specific level: No Specific quad: No Max Level: 32 Output: C:\Modding\Tools\DynDOLOD\Docs\trees.ultra\tools\re-uv\output\ Merging meshes Log ended at 11:57:18 AM (0:0) -
@sheson Looking for some direction. I believe Draco's Alternative Aspen Trees does not support hybrid trees. I like the aspen models and have modified the textures. LOD tree trunks are white and pop in when close enough in game. I believe that I need to modify the models of the 'billboards' as the mod creator calls them in the downloads. First: am I correct in my assumption that I must modify the models? Second: I am having issues following your workflow ... ../DynDOLOD/Docs/trees.ultra/tools/DynDOLOD_CreateStaticTree.html... and will post details on that once I determine if I am even on the right path ... or you can point me to previous Q&A on that in these forums. Thanks
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So you followed these instructions for getting FNIS to understand MO's file locations? And you are doing something like this to generate the anims under MO? If so, then I agree with easyrider ... likely a perms issue. Try running MO as admin ... If that doesn't fix, try taking ownership of Steam game folder and MO dir locations ... or do as ER suggests (that's a pain, I know). I use default locations and windows perm tricks as I describe (STEP does not support this though, but I think it is simpler if you know what you are doing and already have everything installed).
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This looks like a better replacer ... vanilla gets snowberriy leaves right, and most replacers get them wrong (though they are prettier).
- 14 replies
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- SKYRIMSE
- 06-models and textures
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Uninstalling is really simple though by unticking the mod in MO, since this mod is not included in the patches. The supposed bugs introduced are pretty minor and not entirely substantiated. I posted them on the Nexus mod page. ENB is the main issue if true, and we don't include an ENB in STEP. If you can confirm these issues are associated with this mod in the STEP build (without any added customization), then I will update the guide with the introduced bug info. Just ensure you are running STEP and that ticking this mod gives issues and unticking makes them go away.
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DROPPED NPC AI Process Position Fix - SSE (by maxsu2017)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Looks like a winner if it actually works. Looks like it does by the comments ... one bug reported only, but I don't trust the report as a real issue with this mod. I will add it to my setup. Not sure if any of our other AI related mods in STEP (besides "AI Overhaul SSE", which should be compatible, according to the author) conflict with the compat notes in the description. EDIT: I'm in no position to test it specifically though, since I don't really have any test case in my setup and game-play behavior (load game, check out models/textures, take screens ... :D) -
SKYRIMSE I can't find any help on this anywhere online...
z929669 replied to Reverend's question in General Skyrim SE Support
I have no idea if LOOT or some version of it can be run on the Xbox, but if not, then I'd suggest setting up on a PC (if possible) and running LOOT. You should still be able to reference LOOT by looking at their data ... there should be a way to access LOOT rules outside of the program or use LOOT to sort a plugin list. But I'm not sure exactly how though. That's what I'd research anyway. Even if your load order is correct, there is still likely a CTD issue due to some incompatibility. The Xbox environment also has its own quirks, I would guess. It could also be an issue with save game ... new char or save game issue? Both? It's really tough to give advice for Xbox, since you don't have the kind of control and tools as on the PC. Your load order seems logical at a glance though. -
bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
This sounds like it could be an issue with Get Snowy. It could be out of sync with Cathedral Weathers. Try disabling Get Snowy to see if the issue disappears. Check your load order and confirm that you are running STEP with CR and L&W Patches and all relevant mods with no additions. -
Best bet is to visit those mod pages on Nexus and look at compatibility notes. Another method is to install them and look at LOOT messages. Finally, try them out and look for conflicts in MO and check behavior in game.
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SKYRIMSE Custom Key Binding working but not displayed onscreen accurately
z929669 replied to hushed's question in General Skyrim SE Support
Certain mods may fix this, but not sure what they are. Maybe SkyUI alone would resolve (need SKSE though). You could try installing 'minimal' STEP to see if that fixes: Sections: Extenders, Resources, Fixes ... and you should install certain mods under Foundation like USSEP and possibly a couple others. -
Right click on any mod Select "reinstall mod" Use a name for the mod same as that mod into which you want to merge the mod you are reinstalling You will get the "merge" option on install Right click the mod you reinstalled and select "remove mod"That's basically how you can merge mods after the fact. You could theoretically merge ALL mods into "All Mods" mod if you wanted to do this, although it would obfuscate a lot of what MO lets you do if you did. I tend to merge mods when they are downloaded from the same mod page.
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I added this to the basic instructions for the mod so that L&W users have the opportunity to NOT install it if they actually read instructions ;)
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Huh?? This mod implies that it "removes small rocks", which should be objects that have low/poor poly count ... and which should NOT have LOD, IMO. So should NOT need BSFadeNode ... grass? I don't get any of this ...
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Yes, please feel free to update the AMD guide. You will likely need to upload some relevant screens of the Adrenalin software or provide those for us to grab if you aren't sure how to do so. You should be able to do it all if you are comfortable with basic wiki markup and tools (top menu). Don't worry about making changes, as it's super easy to revert, since wikis track all changes and history using an internal diff algorithm.
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- prerequisite
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bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
Don't load [the game] from a save when first launching [the game] after a fresh guide installation ... "the game" is understood, IMO. EDIT ... I just now noticed the extra 'a' before 'game', so that was what threw you off. I read it a few times and missed that typo (the brain skims over small bits of nonsense, I guess ... especially when a native English speaker knows what to expect) Corrected. -
bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
I think I fixed this a bit better I don't see a problem here. Try reading it again? EDIT: I made a small change anyway. -
I see that now ... I would tend to agree, but Tech should confirm, since he recommended this mod
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bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
I agree, so added some explanation ... it was missing from the 2D LOD section though, so I added it there. I'm pretty sure this should be done in 2D and that the difference is that billboards are used for LOD4 trees (rather than full model object) ... someone correct me if I'm wrong on this one. I always gen 3D trees. -
ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Fixed- 83 replies
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ACCEPTED Landscape Fixes For Grass Mods (by code1k)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Fixed- 11 replies
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Not sure ... how so?
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RUSTIC CLUTTER COLLECTION - Special Edition (by Gamwich)
z929669 replied to sirtechfan's topic in Skyrim SE Mods
@Tech I have all of the same take-aways as you. Ditto. I was just too lazy to type it all out :D -
bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
I corrected these pieces and added some verbal clarification. We don't include detailed, pictorial instructions for most of the tools used, since that is beyond the scope of the STEP Guide. Besides, we have a full guide for MO, and other tools also have mod pages with links to external references. -
bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
I added some clarification.

