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Everything posted by z929669
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Troubleshooting: Color Channels Switched?
z929669 replied to absentheverte's topic in Step Skyrim SE Guide
Also see my last post. I'm assuming it was missed up there -
I see now. My apologies for not checking your logs. It seems you have not copied the content under D:\DynDOLOD\TexGen_Output into a mod. Do this first. Then enable the TexGen Output mod, and run DynDOLOD again to resolve. Are you using a mod manager like MO?
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This is the DynDOLOD Alpha testing/feedback topic. You must start by downloading and running the latest Alpha 128. Previous Alphas are not supported. Completely remove the old DynDOLOD folder, replacing with the new one. Then post the logs requested in the OP for that version.
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Large grass cache causing long running times
z929669 replied to DIYDank's question in DynDOLOD & xLODGen Support
I actually made the Veydogolt grass cache pregen LOD that's out there, and it was only a little over 2 Gb (compressed). It's not necessarily unoptimized, but VO has lots of other mods incorporated, so it's really an assemblage of many mods. -
I'll guess it's Veydosebrom. Try unticking grass in DynDOLOD and see what results (all else remaining the same). Maybe Skyland AIO, but IDK. Your entire mod lineup can impact DynDOLOD output size. HLT and WTT should be fine with those settings.
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Troubleshooting: Color Channels Switched?
z929669 replied to absentheverte's topic in Step Skyrim SE Guide
You may want to run Windows Update and make certain Windows is not updating your video drivers. From Run menu, type gpedit.msc (or find C:\Windows\System32\gpedit.msc). Local Computer Policy > Administrative Templates > Windows Components > Then update your video drivers from latest AMD source for your card -
It's just a note explaining why the same installation instructions apply to ENB and non-ENB users.
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I agree that our guide would benefit from the distinction and needs much more work to more intuitively convey the purposes and processes. It's current format is disjointed and parsing into Process1/2 is definitely the way to go. The only inhibitor is time. You are welcome to contribute as well at any level if you are inclined or want to see movement sooner rather than later. While I agree that the guide mentioned and our own guide aren't optimized and lack clarity/flow in specific areas, I don't agree that neither is helping the community. They are fairly complementary, and each has good context about relevant tools and process that would otherwise be much more disjointed and limited to GCF Description/Posts and the difficult-to-interpret and allusive DynDOLOD doc or highly use-case-specific forum posts. It's been on our to-do list for a while and gets inadequate attention here and there. I point to it because I think it's required background reading and consolidates all relevant existing references with links. It's the best and most comprehensive guide I'm aware of at present, and it beats reiterating fundamentals in posts over and over again.
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Open Cities Alternatives - No Gates?
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
No idea. I never fiddle with cell-load mechanics other than Worldspace Transition Tweaks -
Troubleshooting: Color Channels Switched?
z929669 replied to absentheverte's topic in Step Skyrim SE Guide
Check if you are running HDR via Windows and try disabling it if you are. Otherwise, you monitor or GFX driversoft color management settings could be off. Do colors look right in other apps and Windows (and other games as DY mentioned)? -
Nothing but TexGen and DynDOLOD outputs should override xLODGen output, which itself should be enabled before running either of those. you can look at our SSE guide linked up top for examples of settings we use.
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Large grass cache causing long running times
z929669 replied to DIYDank's question in DynDOLOD & xLODGen Support
Only the GFX drivers are necessary. The driver-soft apps are considered 'bloat' by sheson ... and they are in most cases, but they do provide some support for custom texture optimization and filters during gameplay ... but really mostly junk with respect to a game like Skyrim. I kill all of my AMD GPU-related background processes when running TexGen/DynDOLOD, and that resolves for me. Given your grass cache is huge, that is likely the issue. I can't imagine why it would be that big unless those mods add grass pretty much everywhere and you have really high density and related settings in NGIO. See our Grass LOD guide for some tricks to limiting the unnecessary worldspaces. Also set grass density to ≤ 70 in DynDOLOD. Anything over that gives no noticeable benefit. I also know that some tree mods can really tax LODGen (e.g., Veydogolt), because the trees and their LOD counterparts are not optimized suitably for this game. AA is another example, but we made optimized LODs for that, which resolves all but the loaded full trees. -
That mod hasn't been updated in years. Just follow the instructions, and you're good.
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Large grass cache causing long running times
z929669 replied to DIYDank's question in DynDOLOD & xLODGen Support
It's probably related to GFX bloatware or Textconv not being allowed to finish. Read the DynDOLOD FAQs and search the DynDOLOD Alpha topic for changes you can make to resolve. -
Unknown grass data file format error
z929669 replied to MarcDwonn's topic in General Skyrim SE Discussion & Support
Additionally, I'm not sure about the advice "DO NOT ACTIVATE YET". @DoubleYou may correct me here, but I keep that mod enabled in both 1.5.97 and 1.6.xxx flavors of the game when generating the grass cache. Even the GCF ini file is identical in my instances. Per our Grass LOD Guide: NOTE: Grass Cache Fixes can be installed anywhere, but to ensure that grass cached files are created for WhiterunWorld (grass visible just outside the walls when in Whiterun), consider moving the GCF plugin to highest priority in the right pane. -
Consistent Crashing during Grass Precache
z929669 replied to rams1022's topic in General Skyrim SE Discussion & Support
Three plugins seem suspect from that crash log. Try disabling these one at a time and testing if it crashes: Mists of Tamriel.esp Haem Projects Goblands.esp JKs Skyrim.esp -
It's caused by using an ENB preset with an incompatible weather. ENB presets always have a supported lighting/weather. For example, if you want to use a non-CW ENB with CW, you must make changes to [ENVIRONMENT] fog settings more/less depending on the weather (and various other settings). Same goes for other weather-ENB combinations. If you see this without ENB, then the weather mod needs some adjustments. I think vanilla has this issue in certain weathers, IIRC. Foggy and rainy weathers are typically most prone to this problem.
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I assume you're talking about the SSE guide, and it's pretty clearly stated: ... but if you are quoting the xLODGen documentation in the xLODGen OP, then it's 'understood' that you must set this up in your mod manager (Vortex or MO, that is).
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First, sort with LOOT. Then load just the Step CACO patch and your mod ... the Step CACO patch will load its masters, including CACO, which is needed for the lookup. Then you must "Copy as override into" (either right click the HE col heading in right pane or under HE in left pane ... or you could source it from the Step patch, too). Select a new plugin (this is your patch). Make sure your custom patch has no other references that override the Step Patch (or forward the item(s) from the Step patch into yours before making the change). You must have CACO loaded to use the reference (double click on the value to bring up the picklist)
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DynDOLOD & Mountain Mods - Need To Add
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
DynDOLOD presets and all config defaults (including official Resources) pertain to (and are optimized for) vanilla object LODGen. Recommendations pertain to a modded build or particular mods and are extensions of the vanilla defaults ... and are not 'requirements' as mentioned. -
GUIDE Stuck at "Performance Tuning, benchmarking step
z929669 replied to SmashingQuasar's topic in Step Skyrim SE Guide
Just a note on the CC content: We mention the approx number here in the guide: Read carefully the warning box at the top of the guide and follow those links for the info you need. The 4 CC plugins come standard with the SSE AE update, but the remainder are Anniversary Upgrade CC content. The guide requires AU. -
GUIDE Stuck at "Performance Tuning, benchmarking step
z929669 replied to SmashingQuasar's topic in Step Skyrim SE Guide
That's your problem then. The CC plugins must all appear in the right plugins pane. They should all appear in the left pane as well, but they cannot be enabled/disabled. How were you able to clean them all earlier in the guide if this is the case? -
GUIDE Stuck at "Performance Tuning, benchmarking step
z929669 replied to SmashingQuasar's topic in Step Skyrim SE Guide
MO is reporting missing masters, so be sure that all mods in the left pane and all plugins in the right pane are enabled. Some must be disabled but all should be enabled if you have reached this point in the guide. Per the instructions. Note that the very first sentence under Step 3 states taht LOOT should be run prior to launching the game if plugins have been added. That said, we can add a reminder here.

