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Everything posted by z929669
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As instructed by DynDOLOD DLL install instructions and mentioned a few times around here, the install priority in the MO left pane is (irrespective of the versions of each being used): Papyrus DynDOLOD Resources DynDOLOD DLL The plugin priority in MO right pane should be determined by LOOT. If mods in left pane or plugins in right pane change in either composition or priority, TexGen and DynDOLOD should be run again. If a savegame exists based on the previous mod composition/priority and associated DynDOLOD output, it's best to establish a clean save when swapping out DynDOLOD outputs and plugins. This procedure is described in the main area of the DynDOLOD MCM and in the DynDOLOD documentation. We also have a more rigorous clean save procedure linked at beginning of the 2.2.0 guide changelog.
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[Announcement] I have to take a long break from curating
z929669 replied to Majorman's topic in Step Fallout New Vegas Guide
Congratulations! We appreciate your contributions and will leave your curator status in place so that if you do find yourself wanting to do something around here, you won't be restricted. Let us know if you would rather have the more generic 'Citizen' label though ... if having the current label confers obligation, that is. We'll be around when the kids are older, so no worries in the meantime! -
DynDOLOD.DLL papyrus scripts are the wrong version
z929669 replied to Kattmandu's topic in Step Skyrim SE Guide
That's good to know. I've never heard of or encountered that error message in relation to a savegame. -
DynDOLOD.DLL papyrus scripts are the wrong version
z929669 replied to Kattmandu's topic in Step Skyrim SE Guide
Did you get the script version error only when you loaded that save and not with a new game? If you completed the 2.2.0 guide before it was released, then you probably have some outdated and missing mods, which is why we don't release it until it's final. Usually these messages are related to dependencies being wrong version in the SKSE stack. DynDOLOD should be redone if the mod list changes. See the 2.2.0 changelog introduction for instructions on making a clean save and a new MO instance, and verify that you are running 2.2.0 in it's current form. Once released, our guide mod list never changes in any way but for mods updating (which we can't control). -
You may gain some insights if you refer to DoubleYou's guide for FO4 LODGen while you await sheson's assistance.
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DynDOLOD.DLL papyrus scripts are the wrong version
z929669 replied to Kattmandu's topic in Step Skyrim SE Guide
The guide link points to the correct version. As I mentioned, if you are using 2.2.0 with all other dependencies updated per the guide, then you should be fine. You will need the latest DynDOLOD Alpha 111 -
DynDOLOD.DLL papyrus scripts are the wrong version
z929669 replied to Kattmandu's topic in Step Skyrim SE Guide
Revisit the 2.2.0 guide to get the correct versions of all mods. You may need to disable DynDOLOD in that save via MCM. The instructions for updating LOD are in the DynDOLOD MCM too. Then once you have saved indoors with DynDOLOD unloaded, remove your TexGen and DynDOLOD outputs, and regenerate them. Then reactivate those plugins, sort with LOOT, and load that save. -
Nexus currently not tracking download history
z929669 replied to Kattmandu's topic in General Skyrim SE Discussion & Support
They are having caching/scaling issues I think. I suspect their web server optimizations are either buggy or unfinished, because posting behavior is sporadic since their upgrade. Multiple times, I have posted and it just hangs. When I reload minutes later, I will have 2-5x duplicate posts. -
ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Me neither, but we'll consider it if it becomes an issue. So far, so good.- 36 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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Did some testing and exporting with this adjustment resolves at small cost of making some of the wool a bit blockier, but it shouldn't matter much in game. Highland Cows More Wooly mesh + this mod (Step choice for cow) Highland Cows More Wooly mesh + this mod with the altered export format for the orange cow Note that the fixed image is a bit darker, since I have to grab a screen right during load before brightness is maxed, because the damn hyper cow wants to move instantly. Bias is additive, and moves the alpha too much at 0.1 (can only increment in the tens and not the thousands). Arrow points to what I would use so the fur remains furry from a distance. I would set this at 110, but it probably won't make much difference.
- 14 replies
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- SKYRIMSE
- 06-models and textures
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I don't think its the darkness of the diffuse but rather the alpha, since, AFAIK, this is where the transparency info is fed to the mesh for alpha test. It's probably not mesh clipping sort of stuff, IMO, since the edges of the holes are very smooth like the rest of the alpha transparency around the hairy parts. It's just like tree leaves. I think the gray values in the alpha are bleeding into the opacity too much with the alpha threshold set by the texture. As I mentioned, you can see it in NifSkope in this area and resolve by lowering that threshold in the mesh. I'll see if I can't re-figure out how to save out the texture with adjusted alpha threshold using NVIDIA Tools and test it.
- 14 replies
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- SKYRIMSE
- 06-models and textures
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@TechAngel85 I'm posting my evidence here, as I abhor doing so on Nexus, given need to use SAAS software to do it in 10x the time. Highland Cows More Wooly mesh + this mod (Step choice for cow) Vanilla mesh + this mod (Step choice for cow) Vanilla mesh + vanilla texture Look for an example of the transparency issue just to left of and below the sneak 'eye'. Notice it's the same pattern regardless of the mesh used, so it's probably the texture alpha threshold determining this. As I mentioned on the bug report: The spot I'm calling out is not to be confused with some other areas that show intended transparency with the background being the texture under the wooly mesh. (that alpha is so that the hair looks like hair rather than polygons). This particular spot is fully transparent, because you can see the rock wall in there if you look at the full-sized screens.
- 14 replies
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- SKYRIMSE
- 06-models and textures
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Step Doesn't have the ability to support Skyrim VR, since none of our current staff or curators use Skyrim VR.
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I had no issues with this one with the current Step 2.2.0 build. Seems like you may need to leave the barrow and wait a day and revisit to reset.
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See the OP please
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Hmmm. Boris should increment the version when things are changed.
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I missed flagging CW with the ENB option. That's corrected now. Yes, it's fine to remove this mod/plugin mid-playthrough.
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That's a mistake. Will resolve
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xLODGen doesn't write to or alter your "game folder". It reads the data and writes to its own folder in the application. Please refer to the OP for details on installing and running xLODGen. It's not clear what your issue is, since you haven't included info or examples, so we can only guess your issues are related to improper installation/use, which is specified in the OP.
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Looked in game, and these are definitely better, but that animation is very strange. It's like an undulating sea anemone (tentacles, yeah) ... or what a fern might look like on LSD. It's odd enough that it should be fixed.
- 9 replies
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- SKYRIMSE
- 06-models and textures
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Got it. I like them but think the totally dead/dried variants are a bit unrealistic. Same for vanilla though. They look healthy but brown/yellow. In my experience, ferns in an area all look pretty similar rather than some totally dead and some flourishing. As DY states, ferns are pretty much always green and when they start dying back, it's the lower leaves. Then they curl up a bit and actually look dead. This captures it nicely All said and done, this replacer is better than vanilla, IMO PS: I think the color in the ENB shots is a bit better, but for the dead ferns. It's mostly just brighter everywhere without ENB (even shadows). We can raise vegetation > SSS to improve the color and maybe tweaks to environment > colorpow (as long as doing that doesn't muck up other things).
- 9 replies
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I think that's Cathedral ferngrass01 and ferngrassff, which is provided by Complex Grass for Cathedral Landscapes and would have some lighting discrepancies under our ENB.
- 9 replies
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- SKYRIMSE
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DynDOLOD requires PapyrusUtil
z929669 replied to Wolfstorm321's question in DynDOLOD & xLODGen Support
As I mentioned in my previous, if you are using game version 1.6.640, then everything relating to DynDOLOD and its dependencies is available for reference in the install priority I linked, which follows the DynDOLOD requirements I also linked. Search for the mods you are using in our guide, and use those links to download the required mods and their install priority. This guide also serves as an example of overall install priority of various mod types. I've no idea what the "2.45" file is, and all the needed info has been provided. EDIT: If you are referring to DynDOLOD DLL 2.45, then it doesn't make sense to use this if using DynDOLOD DLL NG. Use one or the other. -
I've proposed looking at most of these somewhere around here. If we did use animations, it would be along the lines of realism rather than combat, like these.
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DynDOLOD requires PapyrusUtil
z929669 replied to Wolfstorm321's question in DynDOLOD & xLODGen Support
DynDOLOD Resources belongs way up there just after Particle Patch. You can use our mod install priority as a guide. It demonstrates the types of mods and their asset priorities. Load order of plugins is best determined by LOOT, and you can modify if necessary. Use ..\DynDOLOD\docs\help to determine compatibility and downloads of all things DynDOLOD.

