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z929669

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Everything posted by z929669

  1. LODGen resource files are required by xLODGen, TexGen, and/or DynDOLOD in order to create the LOD atlas and files and must all be 'enabled' when generating LOD. Some of these files (e.g., tree LOD) are not used by the game at all and can be disabled after generating LOD; however, these resources are tiny compared to other mods and should be present and left enabled so they are available if LOD is regenerated. To free up space, use 2K rather than 4K+ textures wherever it makes sense (e.g., small items like clutter and locks don't need more than 512-2K textures). Textures are by far the largest files in the LO. Moved to the DynDOLOD/xLODGen support topic for posterity and to garner more accurate/specific answers.
  2. Off the cuff questions are welcome, so don't let me discourage you Post moved to the MO2 support forum where the MO experts can likely address it best.
  3. Fair enough then. The guide only calls out those settings that should be changed/verified. Everything else should be at the default. This is mentioned in the guide with respect to installing mods, but not necessarily for the tools. We maintain as little information as possible to ensure a 'good' build, and the more we mention or call out, the more we must maintain or proof over time. If you want to know more about the use cases of specific options, then see the MO guide (the only comprehensive how-to documentation I know of) ... or even the MO Discord (linked on the Nexus Description), which is the best way to get info "off the cuff" (like your question). The MO 'manual' documentation is fairly limited outside of our guide, the content of which does not perfectly parallel the current MO2, but it's 98% accurate with respect to the detailed information it does provide, IMO. https://stepmodifications.org/wiki/Guide:Mod_Organizer#General_Application_Setup Force loading binaries just ensures that any DLL or other supporting binaries are recognized and included.
  4. You don't seem to be actually reading the guide then, because it's all there. https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Tool_Setup
  5. You did that? I see now that I can also edit if I log in ... wow
  6. But I believe this is being addressed somehow with a bit of a delay, no? And I thought the SSE updates were 1.6.1130 --> 1.6.1170 (?)
  7. I trust the LOOT metadata on this. Those closest to the update source will have LOOT metadata high on the list of release to-dos, methinks. EDIT: 'this' being version tracking of the vanilla files. ... but I do understand the latency problem.
  8. Good. I was asking if you had one of 1) either of the Tamriel extend plugins or 2) WTT. While you should not use #1 and #2 together, you would need either #1 or #2. FYI: Step 2.2.0 instructs to use WTT rather than extended Tamriel. We would want to be sure using WTT alone also fixes your issue. It may be that you just needed to repeat the terrain LODGen for whatever reason.
  9. So just the link was wrong. Fixed.
  10. Learning how to use MO's Information > Conflicts and Data tabs are key to resolving asset conflicts. You would simply copy/paste ".swf" into the Data filter, and the providing mod is shown for each asset. If there is a conflict with another enabled mod, the text is red: If you right-click the mod text, you have an option to "Open Mod Info" and review the Conflicts tab, which also has text filters.
  11. From the System Setup Guide: As stated in the xLODGen OP linked from the System Setup Guide: Given the SSG instructions, I think it's clear how to install it. Read that whole guide before moving forward to Step 2 (Tool Config) where it then becomes very clear what executable to run when the time comes (later in the guide). You will not run this until Step 5. Just follow the guide in sequence and don't try to second guess what's not mentioned. If you are only using the guide to install/run xLODGen, then I agree, it's not going to be clear.
  12. Try the YouTube tool in the editor: And yes, exactly what settings you changed would be helpful. You can get that by re-downloading the ENB and comparing the enbseries.ini files using WinMerge. The GUI changes are likely not enough to understand the actual changes. ... and if you modified shaders, other files would be involved.
  13. Yes, duh on me. It looks a bit like terrain LOD holes but from the sky mesh rather than the terrain mesh. @TERRAOperative I assume you are not running the Step 2.2.0 build, correct? We'll move this to general support if true, but are you using the extended terrain plugins (quote from xLODGen OP following) or Worldspace Transition Tweaks when generating terrain LOD?
  14. Thos show more than a mere seam. It looks like a mesh or draw glitch ... maybe software/driver specific, because I've never seen that in my own experience. I doubt it's ENB related, but try toggling ENB on/off using Shift+F12 to confirm. It's probably not LOD related either, but IDK. Maybe post on the DynDOLOD topic with logs to see what sheson says.
  15. I just make my browser window wider, but I have a large monitor at hi res. It's a lame bit of wiki markup on that page, so we could help them a lot if we had edit access
  16. I stumbled upon this article and noticed that the indentation bullets were breaking the spoilers, so I added an optional 'margin' parameter to the spoiler and edited this piece of the article as an example.
  17. I added an optional margin parameter to the template.
  18. It's unlikely that your ENB is causing this, but you can use Shift+F12 to toggle ENB off in game to check. Either way, you need to revisit MM and LODGen instructions. If you don't find any discrepancies, then post in the DynDOLOD Alpha topic to troubleshoot DynDOLOD.
  19. Guide updated with some known info related to the 1.6.1130 game runtime update and recent significant mod changes. I'm still working through the Step Patches, but I think the current patches are largely compatible with the mod changes. Still TBD for certain though.
  20. If you aren't running the strict 2.2.0 setup, it's not possible for us to help much. Your mountain LOD are probably using textures provided by a mod that's not in the guide. Post on the DynDOLOD Alpha topic with logs (read that OP carefully) for assistance with general LOD problems and questions.
  21. The first 2 characters are the LO index, so always search by the last 6: 003203 It sounds like you may have downgraded or altered your mix of game files such that some may not be compatible with others. Without your logs as described in the forum guidelines, it's not possible to help much.
  22. Grass Cache Helper NG should be enabled when you are building the cache and after. It's always enabled. Also, you should enable all of your mods when building the cache; although, some will be different runtime versions (e.g., Address Lib, SKSE, SSE Engine Fixes, etc.). Are you following the instructions in the Grass LOD Guide? EDIT: From the GCHNG Nexus page ... Usage For generating precache: - Install Grass Cache Helper NG in your 1.5.97 MO2 installation. It will detect that you are generating precache and set game ini settings automatically. - Generate *.cgid files (and .SPR|SUM|AUT|WIN.cgid files if you want to use it with Seasons of Skyrim) normally with "No Grass In Objects". Make sure you use DynDOLODGrassMode=1. Refer to Step Grass LOD Guide which now uses this mod. For using precache: - Install Grass Cache Helper NG in your regular mod list. It will detect that you are not generating precache and set game ini settings automatically. - Copy your grass precache (*.cgid files) to the mod list as well. Always leave it enabled, because they will be used. Make sure your grass precache files are in "Data\Grass\" folder. In MO2, this would require them to be in a "Grass" folder inside the mod folder. (ACTIVATE THIS MOD) - (OPTIONAL) Generate Grass LOD with DynDOLOD. You don't have to rename precache files and you don't have to change DynDOLOD GrassGID setting to gid, leave it as GrassGID=cgid which is the default. - If you are on game version 1.5.x, disable NGIO in your mod list for normal play, otherwise it would overwrite the hooks of this mod. - No setting changes required. When you are ready, open the game and you'll be using grass precache instead of creating the grass on the fly. Everything else is done automatically. PS: Always test with a new game.
  23. Ahh, I see. You may have been inferring as much in your previous^^
  24. Could it be that the INI setting is just the count, which would exclude zero, so 0-15 = 1-16... ?
  25. So to be clear, there are 16 types: 0-15 CL and BethINI .. et al. Use '15' for this reason it seems.
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