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z929669

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Everything posted by z929669

  1. There's no clear way to get said "free" tier now that I can see https://techraptor.net/gaming/news/simplygon-free-tier-abolished
  2. Thanks. Yes, I think you will agree it's better with the patch. Strange ... The patched version is what it looked like long ago, IIRC. I wonder if the MA did something elsewhere that affected this and required this patch to fix it.
  3. Thanks. Can you share what properties of the existing texture cause the need for this workaround? Is it due to the texture atlas proportions, mips or something else?
  4. So it appears you added a new 'NoAtlas' keyword to the object string. What's this tall DynDOLOD to (or not to) do? So you were able to reproduce the brightness issue in your setup?
  5. The Guide has been updated, again: Moving Steam and installed games from the default location is now a soft requirement Updated Steam maintenance instructions Updated MO initialization instructions Updated BethINI download instructions to support both old and upcoming guides Updated spoiler instructions where applicable, and added consistency to all spoiler titles Simplified driver-maintenance instructions Further improved consistency of language and paths referenced (more work to do in this area on mod and guide pages)
  6. Post some screen compares with/without, and we can see. I haven't tested it.
  7. Good find
  8. There's something else happening here then. Possibly, your Occlusion.esm is not sorted properly at the end of the LO (or Weapons Armor Clothing & Clutter Fixes.esp is loading after it). If you want to find out what the issue really is, you can post in the DynDOLOD Alpha support forum with your logs and a description of the problem. I just don't want people to stumble upon this topic and question WACCF as causing problems. It definitely does not, because we've been running that mod with DynDOLOD for years without the issue in the OP.
  9. It almost certainly wasn't that mod causing your issue.
  10. The LOOT masterlist has been updated, so LOOT will now accurately flag all 44 dirty plugins. You just need to "update all masterlists" via the LOOT File menu.
  11. I worked with the LOOT team to update the masterlist, so now all 44 of the 1.6.1170 vanilla masters are being flagged properly by LOOT.
  12. This was my mistake. The SSR patch should not be ticked in the FOMOD. I incorrectly thought we were running SSR in our SSE guide as we had done back in the days of our LE guide. This has been fixed on the wiki mod instructions. Just reinstall the mod likewise.
  13. It depends on the grass density you choose in DynDOLOD, but all I can say is that it will have a performance impact, depending on other factors as well. The only way to know is to disable all of your current DynDOLOD output and regenerate with grass into another output. Then you can test by comparing the two using similar testing routines. I would personally do something like ... load up a save in a WR interior using the existing output, exit the WR gate, and walk in a b-line across the tundra towards Markath (noting my FPS spikes and trends) reload the same save to disable DynDOLOD via the MCM wile in the starting interior, save again, and go through the general clean save process . regenerate and enable the new DynDOLOD output with grass reload the clean save with new output, and do the same test done in #1
  14. Posting my assessment of the vanilla masters that should be cleaned while we await the latest version of LOOT to align with current state of the vanilla masters (including all DLC + CC from the Anniversary Upgrade). This has been shared with the LOOT team. In summary, we still need to clean 44 or the 79 vanilla masters as was the case since v1.6.640. Those not listed below are clean. These should be cleaned after sorting with LOOT v0.22.3 or later and in the order listed: Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccasvsse001-almsivi.esm ccbgssse001-fish.esm ccbgssse003-zombies.esl ccbgssse004-ruinsedge.esl ccbgssse005-goldbrand.esl ccqdrsse001-survivalmode.esl cctwbsse001-puzzledungeon.esm cceejsse001-hstead.esm ccbgssse018-shadowrend.esl ccedhsse001-norjewel.esl ccvsvsse002-pets.esl ccbgssse034-mntuni.esl ccbgssse045-hasedoki.esl ccbgssse008-wraithguard.esl ccffbsse001-imperialdragon.esl ccmtysse002-ve.esl ccbgssse043-crosselv.esl ccbgssse016-umbra.esm ccbgssse031-advcyrus.esm ccbgssse038-bowofshadows.esl ccbgssse040-advobgobs.esl ccbgssse050-ba_daedric.esl ccbgssse059-ba_dragonplate.esl ccbgssse061-ba_dwarven.esl ccpewsse002-armsofchaos.esl ccbgssse041-netchleather.esl ccedhsse002-splkntset.esl ccbgssse062-ba_dwarvenmail.esl ccbgssse060-ba_dragonscale.esl ccbgssse051-ba_daedricmail.esl ccbgssse057-ba_stalhrim.esl ccbgssse067-daedinv.esm ccvsvsse003-necroarts.esl ccvsvsse004-beafarmer.esl ccbgssse025-advdsgs.esm ccrmssse001-necrohouse.esl ccedhsse003-redguard.esl cceejsse004-hall.esl cceejsse005-cave.esm cckrtsse001_altar.esl
  15. That's correct, so you most likely have an issue with an incompatible save, mixed-game-runtime data (from an incomplete downgrade), or SKSE-dependent DLLs or libraries that are not version aligned. Always test on a new game to rule out savegame incompatibility. Also install a crash logger like Trainwreck.
  16. Probably not terrain and occlusion, but object LOD should be updated. I would regenerate everything, personally. It's definitely not going to hurt anything if you don't though. Maybe wait and see what you think after some testing.
  17. It's really not upgrading in this case. 12-Post Processing is the final modgroup you need to install. You should also revisit the mod tables to revisit the installation of those mods that have post-processing flags (see Mod Table Reference). Then revisit Performance Tuning, which will advise revisiting the BethINI setup, where important post processing settings should be updated.
  18. The only plugins that I know can cause CTDs are those baked into the save that are later updated to ESPFE with renumerated FormIDs. This is very rare, but Cathedral Landscapes is a case-in-point: If you have a save using the CL ESP and update to the CL ESPFE and try to use that save, then you will CTD. It's fine to update plugins mid game, but, strictly speaking, it's best to avoid it. Just because a mod updates doesn't mean the plugin is changed substantively. Obviously, mods without plugins are perfectly 'safe' to update mid-playthrough.
  19. Ditto MM's advice ... including vanilla masters. LOOT indicates some of the mods with ITMs/UDRs, but it's not catching them all for the latest game runtime, I'm finding. Post in the DynDOLOD forums for DynDOLOD support.
  20. I have no experience modding FNV, but I would begin by independently disabling body mods and character mods. I assume you are using some mods that aren't in the guide, so start by disabling anything not explicitly in the guide.
  21. What did you do exactly?
  22. Grass cache fixes should be installed at relatively low priority under 03-Resources and enabled. The plugin should be sorted where LOOT places it. Follow the guide exactly, and avoid second guessing where you think there are gaps. The INIs do not conflict. We still don't know what version of the game you are running or if you made the edits to DynDOLOD_SSE.ini as instructed in the guide and if you are using the Step Grass Cache as instructed.
  23. Grass Cache Fixes should remain enabled with DynDOLOD. There's lots of things that could be going wrong here. We don't know which version of the game you are running, if you are using the Step Grass Cache, or if you are using gid/cgid cache files. Our guide is still outdated with the latest BGS release, and it will take us time to get it updated. You can post in the DynDOLOD support forum for assistance with that.
  24. I think you are correct, IIRC. We don't have recommendations at this time, but we probably should. Let us know what you configure and your rationale if you do.
  25. Discussion topic: Guard Dialogue Overhaul MCM by tarlazo Wiki Link The GDO settings can be altered via MCM rather than console commands. It may or may not be beneficial for our build, but I've never been inclined to tweak GDO behavior. Thoughts? This mod has an ESPFE option that I think is suitable for our purposes if it's interesting. I also installed it with the "MCM and tweaked conditions" option, because it appears to add additional MCM control than would otherwise be present.
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