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Everything posted by ShmooZ
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Attempting this, just need to know order: DynDOLOD Resources EVT (with custom tree barks and foilage) TexGen Output Grass Cache DynDOLOD Output Is this right?
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Have not tried the DynDOLOD.dll yet because I always use PapyrusUtil. But PapyrusUtil was recently updated so just wanted to say thank you for the update...just in case! :)
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I will try removing them completely. I can always put SFO assets back in after that and try again.
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Tried EVT LE with only the esp converted to 44. Tried with the 43 esp also. Tried x64 but I have 16GB ram so kind of unlikely I am running out of memory. Converted all the plants to DXT5. But I figured that shouldn't be an issue too. Then I thought for sure I had it figured out when I found an LOD terrain folder containing EEK mountain flower billboards. So I thought for sure it was user error on my part but I keep getting the same exact error, same line, same everything. Is there an older version of DynDOLOD still available for download somewhere? Not sure what else to try.
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Well...Lightweight Grass Overhaul has all of these diffuses (no normals) as BC7... DynDOLOD_SSE_tamriel_flat_textures_used.txt https://pastebin.com/HxJdj3ku I can uncompress and recompress to DXT5 if necessary. Quite a few though...
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My fault, here is the bugreport.txt https://pastebin.com/ABGZ9p8M Thank you, I will try everything you are suggesting and report back...
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Skyrim SE DynDOLOD-Resources-SE.2.54.7z DynDOLOD-Standalone.2.54.7z Was attempting to generate 3D LOD for EVT SE. But I got... Exception in unit userscript line 331: Error: One or more errors occurred Error: Access violation at address 004B4B39 in module 'DynDOLOD.exe'. Write of address 00000000 Here is a pastebin link of the whole thing: https://pastebin.com/ihi8zZxy I ran it again after clearing cache, logs, and disabling AV, But same result. For now I'm just going to run some of the built-in LOD for EVT, but please let me know if I can provide you with any more info.
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Did read it...but okay nothing different. Thank you.
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I would like to know more about the optional dynamic LOD using new DLL. Are the install and generation processes the same as before with regular 2D tree LOD gen? Indistinguishable VANILLA Medium-11446-1-0.zip DynDOLOD-Resources-SE.2.38.7z <---can we still select everything? DynDOLOD-DLL-SE.1.5.62.7z DynDOLOD_Textures.7z <---anything different? DynDOLOD_Output.7z <---anything different? Thank you! :)
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Thank you for the info, running out of firstborns over here! :P I put snow shader settings to default. I guess it's however the mountain and snow mods mix up with the projected diffuse and snow rim lighting. I ended up just doing pre-generated landscape LOD + DynDOLOD + EVT LE 3D LODs. Pretty good results here: https://www.nexusmods.com/skyrimspecialedition/images/26666 What is the best way to increase view distance of landscape and grass? TerrainManager fSplitDistanceMult= in SkyrimPrefs.ini?
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That's what I started off doing, but I found that the other features of the snow shader were still enabled in the inis and seemed to cause problems with LOD generation for my mountains. I could disable them temporarily and then renable...have not tried that yet. I might be able to renable most of them with a more traditional approach to mountain textures. But snow rim lighting and sparkle seem to look bad no matter I do. Not sure about AO on snow. I'm mostly using Fluffy Snow and NVT Obsidian for now. The projected textures might not hurt to remain at default settings. Also will be attempting 3D LODs with EVT LE with ported esp, but that's DynDOLOD. Been averaging a fresh install every week until I can get everything right.
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How to disable the atrocity that is the Skyrim SE snow shader? Skyrim.ini [Display]bDeactivateAOOnSnow=1bEnableSnowRimLighting=0 SkyrimPrefs.ini [Display]bEnableImprovedSnow=0bEnableProjecteUVDiffuseNormals=0bToggleSparkles=0fProjectedUVDiffuseNormalTilingScale=0.0fProjectedUVNormalDetailTilingScale=0.0 Did not have much luck with Majestic, going to try LH Mountains next.
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Windows 7 64-bit and Skyrim SE What would be the best compression for the diffuse and normals? When I have tried landscape textures with dxt1 normals they end up looking shiny. Not sure if LOD textures work the same in SE. Or would it be better quality if I generated some other compression and then convert to a Win7 compatible format? Thanks! :)
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Thank you both for your responses. But what about Wrye Bash? That's where I ran into problems. I get that the vfs is the reason for installing MO2 outside the game folder, but if my mod tools cannot find my mods...then what? Do I have to put SSEEdit and Wrye Bash into the MO2 folder so they find my mods?
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Ever since I learned about MO and standalone installations for all the mod tools, I have been using standalone versions of everything dropped into the Skyrim folder. D:\STEAM\steamapps\common\Skyrim It's where I would normally put: MO, LOOT Dev, TES5Edit, Wrye Bash, and DynDOLOD - ALL standalones. With MO2 and Skyrim SE, I am confused. I would love to do things the way I have always done them with all standalones in the game folder, but not sure if that's possible anymore. I watched videos from GamerPoets and Dirty Weasel for MO2 installation, but they both seem to avoid putting MO2 in the Skyrim SE folder. Everything was going smooth with creating a new instance of MO2 in a separate folder at the root of my D drive, LOOT installer version, and SSEEdit clean masters worked okay. I started Wrye Bash to make sure it was working and then closed it. Then I found out it put an empty bashed patch into my Skyrim SE Data folder. Wrye Bash was also not finding any mods from my MO2 folder. I guess it was looking in the Skyrim SE folder? So now I am not sure where to put anything anymore! :P Do I need to create an argument for Wrye Bash? Do I need to use a portable instance instead?
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Recommended SkyrimPrfes.ini settings for DynDOLOD 2160p
ShmooZ replied to ShmooZ's question in DynDOLOD & xLODGen Support
Okay thank you! :) -
Recommended SkyrimPrfes.ini settings for DynDOLOD 2160p
ShmooZ posted a question in DynDOLOD & xLODGen Support
I could really use something as a frame of reference for SkyrimPrefs.ini in Skyrim LE at 2160p Basically I have been doing Skyrim LE with various ENBs and EVT + 3D LODs since December 2017. I had to put uGrids at 9 and cap frames at 30 in order to stop stuttering and lag. It still occasionally lags and stutters a bit. Not bad. Usually only around heavy tree areas like Riften. Frames at 15 to 20 fps. Interior frames are hitting 30 and sometimes go over, even with frames capped at 30. Settings I could use a frame of reference for in SkyrimPrefs.ini: [Display]fMeshLODLevel1FadeDist=16896.0000 (max for uGrids 5...but what about 7 and 9?)fMeshLODLevel1FadeTreeDistance=16896.0000fMeshLODLevel2FadeDist=16896.0000fMeshLODLevel2FadeTreeDistance=16896.0000 With static, the above settings do not matter anyway? With 3D LODs? [LOD]fLODFadeOutMultActors=15.0000fLODFadeOutMultItems=15.0000fLODFadeOutMultObjects=15.0000 (possible to go up to 30 on these?)fLODFadeOutMultSkyCell=1.0000 [TerrainManager]fBlockLevel0Distance=30000.0000fBlockLevel1Distance=60000.0000fBlockMaximumDistance=200000.0000fSplitDistanceMult=4.0000 (any higher numbers that can be used here?)fTreeLoadDistance=50000.0000 If anyone out there is doing Skyrim LE with DynDOLOD in 2160p or higher, please share your LOD and Terrain ini settings. Thanks! :) -
Dynamic Distant Objects LOD - DynDOLOD 2.21
ShmooZ replied to sheson's question in DynDOLOD & xLODGen Support
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Dynamic Distant Objects LOD - DynDOLOD 2.21
ShmooZ replied to sheson's question in DynDOLOD & xLODGen Support
Been having unusual stuff happening. First Wrye Bash told me there was an error in JK's Skyrim when I was creating a Bashed Patch. So I removed JK's and rebuilt my patches. Now I get this message from DynDOLOD: Duplicate Form ID [0001A275] in file [90] DynDOLOD.esp Any idea what this means. I tried to look in TES5Edit but I could not find any Form ID 0001A275...not sure what file 90 is referring to either. Any help sincerely appreciated...miss my LODs! -
I am trying to figure out how I can generate custom LODs for stuff not covered by DynDOLOD... Mountains, glaciers, architecture, landscape, and misc other objects...specifically for my mod list. Not looking for LOD mods...trying to create my own. If you know of any tutorials or can give me any pointers, I really would appreciate it. Would like to get at least 1024px everything. Thanks
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Thank you for that! I have been using this version for quite a while now. I took a chance that it was all I needed for DynDOLOD and had incredible results! Thank you so much to the creator of TES5Edit or XEdit in general...because without it I would not have been able to mod my Skyrim into such perfection! I may get froggy and try FO4Edit soon...right now it's a little hard for me to nitpick my current mod setup though! Thank you to all the amazing mod creators out there! https://imgur.com/gallery/PtmwZ/new Hope link works!
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In the drop down menu under branch there are many different options that say TES5Edit dev. Still not sure which one I need.
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On Nexus DynDOLOD page it says: xEdit 091015 or newer. This is the newest developer version of TES5Edit Clicking on the link leads me to this page: https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ Which links here: https://github.com/TES5Edit/TES5Edit and here: https://www.nexusmods.com/fallout4/mods/2737/? Still lost...
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For total DynDOLOD noob... Not sure if this is where I should ask for help or not. I just need to know which xEdit or TES5Edit is needed for DynDOLOD installation. I have TES5Edit installed already but I don't know if it is a developer's version. I am assuming that the x in xEdit changes for whatever game is being modded and that I may even be able to use FO4Edit on Skyrim. Not 100% on that though. Everything else downloaded and ready to install. Just trying to clarify if using regular TES5Edit is okay. Thanks.