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z929669

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Everything posted by z929669

  1. I assume those are not LOD trees, since they only appear in the foreground. It's most likely a combination of the textures and the normal faces of those areas of the mesh. You can try changing the branch textures you are using with that mod.
  2. If you are using Step, you already have the mod needed. You just need to configure it to your liking. We don't offer suggestions: Skyrim Skill Uncapper for SE and AE
  3. Cool. let us know what you find. I'll also be testing ERM with several different texture replacers to see what works best. All that matters is that the texture resolutions are standard units 1x1 or 1x2, etc. so that the UVs map correctly. Any textures with lots of striations may be inconsistent on any rock/mountain mesh, but I'm curious if the ERM UVs serendipitously are more consistent in this respect.
  4. Yes, this would replace MM. This mod is highly compatible as a vanilla replacer, but MM makes changes to landscape and other vanilla stuff. Evidently, MM uses double pass on the snow shader to support parallax, but ERM uses single pass, which I'm told is more compatible, performance friendly, and generally looks as good or better in most situations. This is part of why MM requires patching where ERM doesn't. ERM also has it's own LOD, whereas MM relies on vanilla for most LOD (which then use the MM textures). In fact, ERM LOD can be used for just about any mountain mod as a LOD upgrade as long as the mountain mod's texture paths are vanilla. ERM LOD can technically be used without ERM to upgrade vanilla LOD. MM also has lots of conflicting striation patterns in the texture UVs (i.e., one boulder will have horizontal striations and another one nearby may have vertical). This happens more/less with vanilla and other mods, but it's worse with MM. Compatibility is one of the things that makes ERM attrractive. EDIT: ERM will also complement (or be complemented by) RWT.
  5. From reading the long list of CTD issues on the Nexus Bug Report for this mod, it does seem that this is an issue with NPCs ... particularly when other mods are adding or changing 'races' (including non-anthropoid). This approach would be confirmation to a good degree. A more robust approach would be to blacklist all non-anthropoid races, but the MA should also implement a whitelist to simplify for end users with tons of NPC mods. These two toggles are essentially broad blacklist/whitelist categories, and 'NPCs' should at least be broken into two other groups: animals and hominids (vanilla character races). For Step, blacklisting should be relatively simple, but I'd rather the MA handled things for vanilla (resolving probably all issues WRT Step build)
  6. I was going to suggest looking at landscape edits as well. So LaWF author may not address unless vanilla also has issues here. Can you pinpoint this location on the map? I'll check it out in our setup.
  7. Thanks for those insights. This helps to clarify.
  8. I think ERM is way better in most of those shots, particularly the map. The rock shapes are also better. You can test with different textures. I used the optional textures in those shots, but you could try vanilla. I've always like the vanilla rock textures as long as the UV isn't messed up. Also, two things this mod does that I like: blends the stark edges where rocks meet the ground texture makes many of the sprawling flat 2D rocks 3D I also told Sparrow that more sharp edges and cracks would be good.
  9. Oh yeah. I forgot about that. I always thought of that one as a performance-enhancing mod, but it's nice for thwarting "rock grass" too.
  10. see Greg's post^
  11. The game can be buggy. Starting a new game can also possibly resolve.
  12. Revisit Unequip Quiver install instructions and make certain you are using the correct version. Also pay attention to the note about Scrambled Bugs, and see the MCM instructions toward the end of the guide. This is all assuming that you followed the guide exactly and have not installed any additional mods or skipped required mods. We don't support deviations like these.
  13. Yes, it should be native resolution. I'll correct that.
  14. Revisit this step of the guide. You are only smoke testing and not actually loading the game for play at this point. You are only testing that the you can load the game and COC to Riverwood. Nothing more.
  15. It's a game limitation. The only way to resolve is to remove all 'grass' models/textures in the form of rocks and pebbles ... which is another issue.
  16. Tagged for testing
  17. Tagged for testing
  18. Discussion topic: ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On by SparrowPrince, CaptainCockerel, & z929669 Wiki Link Companion DynDOLOD add-on for ERM
  19. I assume you aren't following the 2.2.0 SSE guide and are just using the LODGen instructions. Confirm that your xLODGen settings match those shown in the guide for everything besides gamma (gamma should be 1.00 unless you are using Cathedral Landscapes [1.25]) at each LOD level (LOD4, LOD8, LOD16, LOD32). Also be sure you are using SSE-Terrain-Tamriel.esm as explained in the xLODGen OP. This plugin is only activated while generating terrain LOD. Disable it before running TexGen/DynDOLOD and leave it disabled until needed again for terrain LODGen. I suspect you are using the wrong texture format in xLODGen settings or that your video drivers are not correctly converting to BC7-Quick format (update video drivers to current). Disable DynDOLOD output plugins and test with just terrain LOD output mod to confirm they look wrong. If so, then post in the xLODGen topic for assistance after confirming video drivers and texture format is correct. Do not mention following our guide, as it's not anything related to that, and sheson will just tell you not to take third-party guide advice. Once terrain LOD is corrected, you will need to regen TexGen/DynDOLOD.
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