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It was my grass settings, they were incorrect - I ran my grass cache with the suggested settings from STEP GrassLOD Cache and it resolved everything and DynDOLOD grass LOD density is working correctly. Managed to gain a few FPS also Thanks
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Hi Sheson, Has anything major changed with grass LOD density generation recently? The reason I ask is I have noticed my grass LODs always seem to be populating at 100% - i.e. The grass LOD setting density in DynDOLOD advanced window doesn't seem to be affecting changes. I tried it at 10, and 90, on Low/Medium/High, Grass Mode 2, and it was the same result. It's probably I havent set up correctly, and wanted to ask for some pointers for where I should look to resolve my mistake. Thanks
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FYI This is a vanilla mesh error and I've reported it to Arthmoor for inclusion in an update to USSEP. There is a space after the *_n. [02:02] <Warning: Can not find file textures\dlc02\architecture\thirsk\meadhall\dlc2thirskbeam01_n .dds used by Meshes\dlc02\architecture\thirsk\meadhall\dlc2thirskmeadhallexterior01.nif Better Dynamic Snow.esp DLC2ThirskMeadHallExterior010000 [STAT:04026AC5]>
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One of those culling fixes was mine (Plocktons) and I'm telling you not to use it because it only fixes a few holes near Winterhold, like maybe 1% of the issue is repaired. Instead, use the vastly superior Occlusion setup from Sheson, because it actually fixes 100% of the problem, and does it properly... ...unlike Bethesda
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Landscape terrain LOD texture mismatch
kojak747 replied to kojak747's question in DynDOLOD & xLODGen Support
Reran xLODGEN and generated new terrain meshes and textures. Vast improvement. Still need to tweak my noise.dds for a perfect match but this is much closer. Thanks https://imgur.com/a/XuyGvlb -
Hi Sheson, I have an issue with landscape LOD texture mismatch (Skyrim SSE). It's odd because the loaded cell terrain texture for snow is fine, and the lod terrain texture is fine, but I have these odd grey squares of snow LOD? amongst them. I'm using Dyndolod Alpha 18 and DynDOLOD resources Alpha 4. https://imgur.com/a/XC7wAwG Also, when I zoom out to view the map, there is another area of the map in the east whose textures are also mismatched in a similar fashion, here > https://imgur.com/a/IaKmTxg Thanks in advance. Kojak
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Zanderat, yep, using Myrkvior and I'm still experimenting (running DynDOLOD about 10 times a day) and still to decide on optimal settings and waiting for the Alpha to hit beta before changing up that install guide for DynDOLOD 3, but i will get to it soon enough. In the meantime, the existing settings are fine for DynDOLOD 2.x
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Thinned out my grass cache to ImingrassSize 120 and with DynDOLOD on medium with ultra trees and grass billboards (and 1500 mods) I'm getting 55 FPS in the tundra :) https://imgur.com/a/U7QCnCR
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Using Alpha 14 and re-running grass cache, texgen etc - these are my only remaining errors. I'm going to have a dig around and try and get to the bottom of it, but if you had any pointers that would be great. [05:07] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest01_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp.dds The Flora of Skyrim Trees SSE.esp treepineforest01_largeDUPLICATE002 [TREE:1E00AA92]> [05:07] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest01_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp_n.dds The Flora of Skyrim Trees SSE.esp treepineforest01_largeDUPLICATE002 [TREE:1E00AA92]> [05:08] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest03_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp.dds The Flora of Skyrim Trees SSE.esp treepineforest03_largeDUPLICATE004 [TREE:1E00AA98]> [05:08] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest03_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp_n.dds The Flora of Skyrim Trees SSE.esp treepineforest03_largeDUPLICATE004 [TREE:1E00AA98]> [05:09] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest02_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp.dds The Flora of Skyrim Trees SSE.esp treepineforest02_largeDUPLICATE004 [TREE:1E00AA99]> [04:51] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass01b.nif has different CRC32 for textures\landscape\grass\rift_egrass01.dds Grasses of Galen.esp RIFT_EGrass01bDUPLICATE001 [GRAS:22000A35]> [04:51] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass02gb.nif has different CRC32 for textures\landscape\grass\rift_egrass02g.dds Grasses of Galen.esp RIFT_EGrass02GbDUPLICATE001 [GRAS:22000A36]> [04:53] <Warning: Billboard for model Meshes\landscape\grass\rift_esuoxeyedaisy03.nif has different CRC32 for textures\landscape\grass\rift_esuoxeyedaisy03.dds Grasses of Galen.esp RIFT_ESuOxeyeDaisyDUPLICATE004 [GRAS:22000A38]> [02:14] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass01b.nif has different CRC32 for textures\landscape\grass\rift_egrass01.dds Grasses of Galen.esp RIFT_EGrass01b [GRAS:220009CF]> [02:16] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass02gb.nif has different CRC32 for textures\landscape\grass\rift_egrass02g.dds Grasses of Galen.esp RIFT_EGrass02Gb [GRAS:220009D0]> [02:22] <Warning: Billboard for model Meshes\landscape\grass\rift_esuoxeyedaisy03.nif has different CRC32 for textures\landscape\grass\rift_esuoxeyedaisy03.dds Grasses of Galen.esp RIFT_ESuOxeyeDaisy03 [GRAS:220009D2]>
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I generated grass billboards at iMinGrassSize140 and the FPS benefits are quite noticeable. However, whilst that value looks ok for LOD, it's too thin for Loaded cells. Is there any way I can have different values for Imingrasssize (Loaded cell vs LOD), so LOD grass can be thinner than cell loaded grass. My ideal cell loaded grass is imingrasssize120. fwiw here is LOD grass at imingrassisze140 > https://imgur.com/a/7eViEV6. I've also uploaded the output to that shared folder
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DynDOLOD Alpha 14 has duplicate ini files next to its root folder plus a clean.bat file. Dupe DynDOLOD_SSE.ini etc How to progress?
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fyi re the Navigation map 12fb4 DynDOLOD error thrown during A3 v12 generation, when I inspected that plugin in the SECK, its Navmesh was a mess, and the SECK LOG reported several Unlinked Nav/Pathfinding/Nav Finalize errors when trying to save. Those same errors were not reported when doing a check for errors on the plugin in SSEDIT, where Instead, I got a single error "failed to find door array", that was produced automatically on loading the plugin. I QAC'd the plugin, loaded in SECK, fixed NAV, QAC'd again and that sorted it.
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Mine takes over an hr to generate now, which is understandable considering there are several million? extra grass billboards to deal with.