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z929669

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Everything posted by z929669

  1. Images can be copy/pasted or dragged/dropped into the editor. Same with files. It couldn't be simpler.
  2. Here using the editor tools or drag/drop into a post. Or using a link to your Mega/Google Drive/etc. Archive into 7z to reduce size of large files. NIFs are usually < 1 Mb.
  3. Then this is a LOD issue as you say it seems. If you are running DynDOLOD 3 Alpha, try with the latest version (156). Delete your DynDOLOD/Logs folder and rerun TexGen/DynDOLOD to get clean logs, and post on the DynDOLOD Alpha support forums per instructions in the OP to troubleshoot. But first search that topic for similar issues/resolutions.
  4. What about your loaded waterfalls? Aren't they also too bright at 2 AM in the same weather and location? Is this really a LOD issue or a texture/ENB issue? Natural Waterfalls probably has textures that are too bright with ENB. You can compensate for this somewhat via ENB settings, but that would possibly unbalance other things. Alternatively, you can use a mod like Realistic Waters Two or simply remove/disable, and choose install options for Water that seem best for your setup (or what your ENB recommends in terms of water/lighting/weather). Rerun TexGen/DynDOLOD using recommended settings once you have what looks best in all weathers and ToD.
  5. I agree, and I'm all for removing it and using our own patch (or some other mod) to fill any gaps from dropping it. It may be that there's room to create a similar mod that defines a clear scope and sticks to that. Foundational mods like this should not need many updates over time if it has a clear scope and is deployed deliberatively according to some strategy or goal (like the USSEP). I personally think it gets updated for the DP.
  6. Thanks for the feedback. I fixed the link and the Credits redundancy. I will defer to DoubleYou to address anything else outstanding, since he is the curator of this guide.
  7. Lots to check in the Step patches with this update
  8. First, I am in no way against this mod or the functionality it brings. It sounds great and may well be superior to the imperfect default game mechanics of 'reflectivity'. Just throwing out an example for the sake of debate: We have valid SSE builds that include or exclude Tundra Homestead from the landscape. Since Tundra Homestead is an optional vanilla feature of the landscape, it is valid to have cubemaps supporting it or excluding it. What I don't know is if the cubemap is actually really dynamic (constructed on the fly by the reality of any given scene in the game). From Greg's explanation, it seems like the game would require two different but analogous cubemaps for the landscape with or without Tundra Homestead. I know it's not possible to have a default set of cubemaps that account for all such objects in the game (there are thousands if not millions of combinations of objects). Like LOD, reflectivity cubemaps would need to be dynamically generated for the load order to be 100% accurate. Again, vanilla-only cubemaps may well be superior in the end, because the vanilla mechanic is only fair at best. I am making a lot of assumptions here, because it's not clear how this mod works or exactly what it relies upon. I don't see any technical documentation explaining the mechanics, so as Mercury is doing, testing before/after impact on the Step setup is the only thing to be done. I'd love to see some examples of reflections with/without this mod. I wonder how the Raggod Flaggon reflection is impacted as per this post, which was fixed via plugin changes. Is it fixed regardless of the plugin 'patch'? I just dont know enough about this mechanic to speculate one way or the other.
  9. Thanks. I suspected that the compatible cubemap textures would be required (like complex grass requires compatible textures). This then calls into question the compatible textures (or lack thereof) for the Step build, so it sounds great but potentially impractical to expect that ALL reflections will suddenly be great somehow. Maybe if ENB Dynamic Cubemaps includes ALL vanilla cubemaps, it would be OK ... but what if a scene departs from vanilla? Maybe still OK, but you see where I'm going (I hope).
  10. It's not clear what the requirements are. ENB and Community Shaders are not mentioned in the Description 'Requirements' section. Is there a specific version of ENB this works with? I don't know of any ENB effect called "Dynamic Cubemaps"
  11. Next version is still weeks or a couple months out. It's best to get started now, so it will be simpler to update later. Up to you though.
  12. I didn't even know about this mod, and it probably only applies to those using a potato with < 16 Gb RAM
  13. I was wrong about CNO 2.1.1. Basically, we'll need to follow the advice per the description of the DDDM 'patch' mod. This also explains the compatibility issue is sourced in CoMAP, so we should be using the versions indicated there. See all caps text at bottom of Description. My current config basically works on its face, but I'm fairly sure there are issues. The installation priority is on the DDDM topic OP.
  14. The CNO Nexus Description for this mod doesn't jive with the updated file, but I thought the same. Mouse posted about this on the DDDM-CNO patch topic. CNO 2.1.1 should still work fine though, so it's about getting those CoMAP files from the DDDM-CNO patch Nexus page. They just use the Nexus file IDs to get to the old versions.
  15. See the previous post.
  16. True, I wasn't precise. DDDM has the CNO option, which depends on CNO, which itself has it's own requirements.
  17. Step overrides DDDM fonts with Font Overhaul See SkyHUD mod topic EDIT: Extended UI is the LE mod with the BSA. Then you may have a repacked BSA. The LE BSA will cause problems, so MO should automatically prompt for BSA extraction. All instructions are on the Wiki mod pages linked in the OP of each mod topic. Also see the mod topic posts for more info.
  18. Looks like it makes some compatibility and optimization adjustments at runtime based upon interface mods and relevant GFX configuration ... sort of a modder's resource that allows specific features of DDDM in the present use case.
  19. OP updated with the configuration I'm using, listing the related mod topic links complete with wiki instructions for each using the Wiki links from the mod topic OPs. Anyone wanting to test this interface, please post your feedback.
  20. Discussion topic: Dear Diary Dark Mode - Compass Navigation Overhaul Updated Patch by Mopop Wiki Link Testing Currently in testing due to: Provides CNO beige markers for visual consistency with DDDM.
  21. Discussion topic: UIExtensions by Expired Wiki Link Allows mods like DDDM to leverage UI extentions provided by this mod.
  22. This is the SSE Mods topic. See the posting guidelines in the parent forum. Moved to the DynDOLOD support forum. You are using the incorrect Resources file with the DynDOLOD version you are using. See the DynDOLOD Alpha OP and posting requirements for instructions, and links to proper files.
  23. With this being the first release with Starfield support, I believe that this version is limited to only allowing ESM creation for all games. As Mousetick mentioned somewhere on these forums a few months back, this is sadly how xEdit should probably have behaved from the beginning. EDIT: But reading the changelog again, the ESM limitation might only apply to Starfield (using the -sf1 command-line parameter or renaming the EXE to SF1Edit.exe)
  24. Correct. I conflated "Remember selection" with Reset Dialog Choices" ... thanks for catching that!
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