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Everything posted by z929669
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I think Hybrids is best. CL looks pale and out of place with surroundings. Mari's is good, but too dark.
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ACCEPTED Superior Mudcrab - 4k Retexture (by Shoyguer)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Subtle but better. Is 4k necessary though? I suspect the 2/2 and possibly 2/1 will be equally superior.- 13 replies
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- SKYRIMSE
- 06-models and textures
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DROPPED A Quality World Map (by IcePenguin/Chesko)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Agree. The map just shouldn't have clouds. Then we'll also be able to compare map in screens. Clouds obviate that exercise completely.- 22 replies
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ACCEPTED Superior Chaurus - 4k Retexture (by Shoyguer)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
So the chaurus shot is a compare against AMB? Very different texture. Can you add vanilla to the compares? I.e., disable AMB and SR? Agree that this mod may be an improvement, but not sure if it's better than vanilla or SR (AMB chaurus looks good, too, but which is closer to vanilla?)- 15 replies
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Vanilla or CSSET? Your texture? Confused, since we are looking at CSSET in this thread. At close range, I do think "my texture" looks better. In that further range, they just look different. Mips both appear to be honoring the original . If it's a mipmapping issue, then the tree screen in OP would need to be compared close up vs further away. The compare textures for that tree in particular look VERY different, and the shot is at fairly close range. I'd like to see that particular tree close up before making a determination. It could be diff in the alpha of the base texture itself. I also think it's a very bad idea for the author to 'replace' the default game BSAs. It's asking for trouble, and I'll bet it won't last. Agree that there is not a huge diff from vanilla in the screens posted. However, the biggest diffs would indeed appear to be mips or alpha on the mips. I actually think the mips may be better in CSSET based on that screen of the woman (look at the change in the tree behind her). But I would need to see a closeup of that tree to be sure.
- 51 replies
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- 04-foundation
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Yeah, that was my fault. I wasn't clear about some of the details behind the settings and mods behind the screens. It's all clear to me now The gen time for your xLODGen Output in each of the relevant runs would be most helpful.
- 85 replies
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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 see that now. Fixed White Phial. Sometimes different quality options are packaged together as BAIN or FOMOD. But MM isn't one of those. I still need to make other edits to that one, so I haven't fixed it yet. -
bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
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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 made some adjustments but for White Phial ... that does not have any LQ/HQ options. It just changes the mesh size of the phial. Keep in mind that the quality options are relative to baseline. These options should only be shown where baseline is not null (and vise versa). E.g., if baseline is the LQ option, then LQ would not be shown in the quality options. -
bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
I'm looking into all of this and will post back when finished. -
Short or changing LOD distances
z929669 replied to Alexanderman95's question in DynDOLOD & xLODGen Support
OK, so to button up what the issue was for you: INI TerrainManager settings were being dynamically altered by "SSE FPS Stabilizer" mod? Meaning that it was the skyrimprefs.ini [TerrainManager] settings? -
@Tech I will get started today if you get back to me about the Majestic Mountains LOD. There are separate files for DynDOLOD and for xLODGen, and the guide only mentions one without saying which. I think we should be using BOTH and activating one for xLODGen and the other for DynDOLOD and then deactivating both when finished with LOD gen. EDIT: Looks like both archives have all of the same textures, but the xLODGen textures are higher res for most or same res. The DynDOLOD archive also includes meshes. It seems like they could be combined by organizing xLODGen BAIN structure like DynDOLOD's and copying xLODGen --> DynDOLOD with xLODGen overwriting DynDOLOD and keeping DynDOLOD only. I'm not clear why the DynDOLOD textures are lower res or shy the author has included two basically redundant installers. It may take a while to generate the LOD variants and assemble all of the data before I can post, so probably tomorrow or this weekend. @DY Can you explain the effects of this setting as it is raised or lowered from "4.00" ... I assume decimals are valid, due to the default numeric format. Also, our INI Settings description of this is Also, the screen for that doesn't make sense for the highest value shown (1.5) ... LOD detail progressively increases at higher LOD levels as this value increases, but the highest value is showing a change at like LOD8-ish. Lastly, the description of this setting does not explain exactly what is being multiplied (fBlockLevels directly or the diff between fBlockLevels? Does it effectively increase fBlockLevels for LOD4/8/16 or does it override these values?)
- 85 replies
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Short or changing LOD distances
z929669 replied to Alexanderman95's question in DynDOLOD & xLODGen Support
OK, but those are default for ultra. Try increasing them, load game, compare screens to verify your assumption. Try something like this: [TerrainManager] fBlockLevel0Distance=70000.0000 fBlockLevel1Distance=300000.0000 fBlockMaximumDistance=350000.0000 fSplitDistanceMult=4.0000 fTreeLoadDistance=150000.0000If it works, then isolate which may be affecting tree LOD in your case by throttling all but the value in question. -
Short or changing LOD distances
z929669 replied to Alexanderman95's question in DynDOLOD & xLODGen Support
I think this is likely due to certain INI settings at least in part, but someone chime in if there is more to it: [TerrainManager] fBlockLevel0Distance=50000.0000 fBlockLevel1Distance=72500.0000 fBlockMaximumDistance=94000.0000 fSplitDistanceMult=4.0000 fTreeLoadDistance=72500.0000I'm not sure if tree LOD display is locked to LOD levels 4/8/16 (fBlockLevel*Distance & fBlockMaximumDistance) or strictly governed by fTreeLoadDistance, but you could try increasing some of those values to check. At least you don't need to regenerate DynDOLOD to do this ;) -
I'm using BethINI presets for ultra, so it seems appropriate unless you suggest something different for 'best' LOD compares? PS: BethINI LOD8 (fBlockLevel1Distance) description references "level 4" description rather than "level 8" ... very minor but FYI
- 85 replies
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I believe that sheson mentioned that while LOD32 is the map, it also is the distant LOD in game, so I was just wondering why you went higher res here. I think he has also mentioned that baking normals is mostly beneficial if res is ≥ 512, but I forget the specific context ... regardless, I think 512 should be the minimum recommended with quality Anyway, I will generate same compares with same settings on my machine.
- 85 replies
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@tech I'm not totally clear on your settings above. Is this correct? STEP - no xLOGGen files; CL LOD included; HD Terrain light noise map included (terrain in the screens seems very light, and the CL noise texture makes terrain LOD much darker that what I'm seeing in your screens) LOD-Quality=0 - xLODGen settings as indicated in STEP guide now; HD Terrain light noise map included (looks like CL noise map or no HDT noise map though, because it is darker than STEP) LOD-Quality=10 - xLODGen settings as indicated in STEP guide now but with quality = 10 at all levels; HD Terrain light noise map included (looks like CL noise or no HDT noise map though, because it is darker than STEP) LOD-Custom - xLODGen settings as indicated in screens posted; HD Terrain light noise map included (looks like CL noise or no HDT noise map though, because it is darker than STEP) NOTE: your LOD32 is 512, which is not ≤ LOD16, which is 256 ... you implied differently in your post.Just asking because it's easy to mess up the settings and active mods between runs, since there is so much to keep track of. And if there is uncertainty, then it's hard to make determinations. PS: Also, for "STEP" compare, if using CL LOD and no xLODGen LOD, are you using TexGen+DynDOLOD? Just wondering if those could affect the terrain LOD in any way either directly or indirectly. I assume TexGen+DynDOLOD outputs are same in all compares but not sure if it would even make a difference. Also, we should probably be posting our [TerrainManager] INI settings for reference ad DY mentions. I will add that to my post and those going forward.
- 85 replies
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DROPPED aMidianBorn Blades Armor SSE Patch (by SkyrimTacoMan)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Cool. Guide/changelog updated? -
STEP Skyrim SE - CR Patch Missing Master
z929669 replied to Noawethen's topic in Step Skyrim SE Guide
Using The Choice Is Yours mod is therefore even better than not using it ... it is literally "your choice" with the mod, so not sure why anyone wouldn't want to use it in any mod build unless it is incompatible with something else being used (which can be fixed with a patch). -
Works for me if you have already tested. Sounds like we add this and drop Rustic?
- 32 replies
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- SKYRIMSE
- 08-character appearance
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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
Actually, I tested this several times, and it has no issues without the argument. It may be going off of the xEdit "last run" params or similar, or maybe it's because I am not running any other compatible games right now via MO. Either way, I will add the switch, since it makes sense to do so. I'll also address the other issues noted. Thanks for the feedback. EDIT: Changes incorporated into the guide. -
Awesome. Does anyone know if the load order the MA posted is accurate now (i.e., did he forward USSEP texture fixes into his mod?)? EDIT: LOOT sorts as I would expect with these plugins below USSEP plugin, and since it is now plugin based, MO priority seems functionally unimportant.
- 51 replies
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- 04-foundation
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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
After consideration of the instruction inconsistency, I decided to completely omit the "xEdit Output" mod output option for that tool and all "Create files in mod instead of Overwrite" instructions, since this greatly over-complicates the guide and maintenance of these instructions (as I found out in fixing this). After all, these are MO-specific instructions that are described in detail in that guide. Using Overwrite is simpler to describe and is also default MO behavior. Have a look at or revert/repeat Tool Setup and Cleaning Vanilla Master Files sections to verify it is clearer and without error. -
DROPPED Lucien Lachance AE (by LeonardoTrote)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Patch updated- 24 replies
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Huh? If it's size limited, you need to pack/load multiple BSAs. Not sure how this mod should be installed, given the plugins. Probably won't work with most mod managers, but MO seems to be loading the extra BSAs: EDIT: So I suppose you are saying that multiple 'blank' ESL plugins need to be created corresponding to ... kart_CSSETkart_CSSET0kart_CSSET01What a mess. I don't recall that it was ever that way previously, but whatever. I don't think the mod author understands how to configure it, so hope he gets some help.
- 51 replies
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- 04-foundation
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