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z929669

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Everything posted by z929669

  1. So to wrap this up after confirming so that I can refer back if I forget: Ticking "Remember selection" in the unpack BSA dialog "Reset Dialog Choices" in Settings > General causes the following section and all values under it to be removed from Modorganizer.ini: [DialogChoices] Ticking "Remember selection" in the unpack BSA dialog recreates this section in the INI and/or adds the following line based on the 'Yes'/'No' choice, so Furthermore, the only entry that concerns BSA extraction 'rememberance' is: [DialogChoices] unpackBSA=65536 ; (65536 = No/false and 16384 = Yes/true) Removing the unpackBSA line effectively causes MO to prompt for BSA extraction if and only if the mod is not for the current MO game instance (e.g., because this is an LE mod being used under and SE MO instance). If the mod is identified as current MO game instance compatible, the user is not prompted, and the BSA will not be extracted by MO (in the case of an SE mod with BSA). This is where the other setting comes into play --> MO Settings > Plugins > BSA Extractor > only_alternate_source (true/false) ... If 'true' (default), only mods sourced for foreign game instances that also have a BSA will be prompted for extraction (or extract by default if unpackBSA=16384 in MO INI) Conveniently, I believe the default behavior is to ONLY prompt for extraction of foreign-game BSAs. Nevertheless, we can add a note to the nod installation instructions that "if BSA extraction is not prompted, delete this line from the MO INI and ensure only_alternate_source=true".
  2. What exactly don't you like about DDDM? There's a ton of options, so I'd like to determine if what you don't like is inherent to this mod or if there's other options you prefer (and why if it's not obvious). Since you are running an Oblivion-style present of SkyHUD, I assume you don't like vanilla either? In summary, what DON'T you like about vanilla, SkyUI, and or DDDM, and what aspects DO you like about each? EDIT: Never mind. I thought we'd had this discussion before, and I finally found your feedback on the Extended UI mod topic.
  3. This is usually caused by the LOD models not having updated trunk texture paths with CRC32 matching the base models, but those mesh planes are not purple. If you have custom billboards installed, remove them. Let TexGen generate the trunk billboards using the 'Rendered' option. The best way to solve such problems is to post on the official DynDOLOD support forum with your DynDOLOD logs. Always use the latest Alpha before doing so.
  4. This mod was developed by DoubleYou, one of our administrators. We'll be moving to the new version in the next guide updates, but not until then, so I've removed this bit and updated the BethINI setup image in the guide for now.
  5. If you install Cathedral Weathers, it isn't needed. If you are not installing Lighting & Weather ModGroup, you can simply copy CW /meshes/sky/atmosphere.nif into a new mod in MO
  6. It's hard to say, since that screenshot shows very little. Can you show the entire Explorer window? What directory are you in? Did you create a MO profile? Go back to the System Setup Guide and revisit game initialization and MO first launch This is a MO setup problem and nothing to do with BethINI.
  7. The color issue was probably the CL TEMP xLODGen mod being active. Remember that DynDOLOD/TexGen process will need to be run again without that mod active once you get there. You can also re-enable ENB at this point if you like. The Riften leaves can be like that in some places, but your first example is a bit over the top. As long as you are not running any mods touching landscapes not included in the guide, it is what it is. I'll need to verify in my own instance.
  8. First, you should run through the BenINI setup. If you do so for your actual performance expectations this time (e.g. setting High or Ultra presets), there's no need to look at your INIs. BethINI will back up your current MO profile INIs and generate proper ones. Also, be certain you installed all of 17-Locations accurately (and all mods for that matter) and have no other mods of your own installed. Don't bother with DynDOLOD or ENB yet. Keep these disabled in MO and their runtime files in the game root directory renamed/removed. We just need to get your grass working properly first.
  9. This is not the official DynDOLOD support forum. Topic moved.
  10. Looks good. You may want to inspect the transitions from full to LOD as you play to be sure all your mods with noticeable LOD match full.
  11. It's possible that it works without this issue under DDDM, since that mod has some tweaks. UI mods for testing Step SSE 2.3 (from current 2.2.0). Infinity UI might also allow some options, but I can't confirm at this point:
  12. We've not tested this mod mostly because its a visual overhaul in itself. Those supporting its use will need to provide screenshot compares to both vanilla the current Step build ... lots of stuff to compare. If we were testing this, we do so with only this mod being the difference (presumably, overwriting all conflicts) as a basis for comparison. EDIT: I'd only want to test it's asset changes, because it has a compilation of mod-specific plugins that would need review.
  13. That's nearly a year ago as well. Oxygen Meter (1) never had this problem for you?
  14. I'm not sure what's being reported here. Are these simply conflicts with DynDOLOD Resources? If you let DynDOLOD Resources override ChampiMarMorthal, then you will have vanilla mushrooms. What's the point then? Looking at the comments on Fancy Morthal Swamp, it's clear DynDOLOD Alpha support was added. PinTordu seems to provide its own DynDOLOD Resource files. Vurt made Bent Pines, and he knows what he's doing with that one even though it may not technically conform to conventions. Assorted Mesh Fixes SHOULD overwrite DynDOLOD Resources. treepinforestbroken06 is a proper tree LOD (I know because I made it, IIRC). The same is probably true for Enhanced Landscapes. I personally would let ALL of these override DynDOLOD Resources as I already mentioned. If you review those Nexus mod pages (and posts) carefully, you should see evidence of DynDOLOD support. If you have issues, report them on the official DynDOLOD Alpha support forum with logs as mentioned.
  15. Some mods intentionally provide LOD and other resources that conflict with DynDOLOD Resources. If you let DynDOLOD Resources override everything, then your LOD may not match your full objects in some cases. For example, the Step SSE build overrides 266 assets from DynDOLOD Resources. Our SSE guide prioritizes DynDOLOD Resources at about 100 of 550. I've already mentioned what Step recommends previously as a "general rule of thumb". If you take that advice and you see issues with your LOD, then you can determine the exceptions that do not provide proper LOD assets. Some mods provide proper LOD assets, while others do not. Those that do do not always mention how to handle DynDOLOD Resources conflicts. Examples are mountain mods like MM and ERM or Far Object LOD Improvement Project, or Icy Mesh Remaster ... the list goes on and on. DynDOLOD Resources should not override these and many other similar examples. In the following, all of the mods with red background have asset conflicts that override DynDOLOD Resources. Those with green background have assets conflicts overridden by DynDOLOD Resources: You must determine how to handle these conflicts for your mod list, because no "one size fits all".
  16. This got another significant update. FOMOD changed and no longer any Just Ice patch (not sure what it was patching in the first place). We also have a cube map being overridden from this mod if it's installed alphabetically, so need to test with/wo hiding this file: Wiki instructions updated
  17. Just install the AA Add-On LOD up to three times into up to three separate mods for spring/summer/fall. I would use green aspens for both spring and summer, and either autumn or autumnal variety for fall. The winder LODs may be provided elsewhere. As I mentioned, the LODs may need to be renamed (but not the CRC32 strings), but I can't provide those details, since I don't run seasons. EDIT: to verify performance and LOD, I would scrap running Seasons for now to convince yourself that the LODs and DynDOLOD produce a very playable result. It's Seasons and LODGen for Seasons that is most likely making things difficult. post with DynDOLOD logs on the DynDOLOD Alpha topic for assistance with Seasons.
  18. No idea about this. If you loaded an existing save then that might explain it. It's best to start a new game after the Step SSE build. Otherwise, see the changelog for instructions on continuing a playthrough with the Step build. You must not have followed the instructions for Enhanced Blood Textures. See #1 ... also, if you are not running the pure Step SSE build or if you add other mods, strange things can happen without patching properly. Given #2, I would ensure you have followed all guide instructions accurately. Also note that the build isn't really final until you complete all of the guide steps. There's still things to do after performance Tuning. Just test performance to decide on LOD and ENB. Then complete the final steps once you have checked that all instructions were followed accurately
  19. Read the DynDOLOD DLL OP, and post there for further instruction if needed. What guide are you following? We need context to understand your question. In your mod install priority fairly early in your install priority: runtime mods baseline mesh mods like SMIM DynDOLOD Resources DynDOLOD DLL (overrides #1) your other mods
  20. The AA Add-On lods mod has all of the performance LODs for all but the winter season, but I think Seasons requires that they be renamed to match expected strings for each season. If your performance is dropping that much, then you have other UN-optimized LODs in your mod list that could be attributed to one or more specific seasons. It's not a DynDOLOD problem or a problem that the AA Add-On should address. It's simply a matter of using mods that offer proper LOD models for use in object LOD. Even one tree that is not optimized can kill your performance if it is common. Also, Aspens Ablaze has at least two trees that will kill performance in loaded cells irrespective of LOD, especially if you are using the larger trees AA option. The LODs are optimized though (except for winter LODs, which I cannot speak to).
  21. You should provide your TexGen and DynDOLOD debug logs as well. These generate the traceable errors.
  22. Those plugins likely have some errors and could be reported to their mod authors if you share the relevant DynDOLOD errors with them.
  23. Use the Performance LODs for AA in the FOMOD as mentioned. The result is not really any different for Level# tree LOD, the processing time and output size will be much reduced, and you will gain 10+ FPS in Riften. Those AA LOD do not support seasons though, so if you are running seasons, you may also be using seasonal AA LODs that I cannot speak to. Regardless, using the Performance LODs for the spring/summer/fall will definitely resolve most of it, since winter LOD crowns should not be as complex as the others. You will need to install the AA LODs for spring/summer/fall (and winter) as separate mods and possibly rename those models as seasons requires ... I don't run seasons and have no experience with them. Seasons will probably add to processing time though.
  24. Grass cache is generated using the game data and not LOD data, so you can run all LODGen after precaching grass.
  25. You should be running the latest Alpha 155. If so, then post this info in the DynDOLOD support forum with logs.
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