Jump to content

Search the Community

Showing results for tags 'skyrimse'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • News & Announcements
    • Announcements
    • Community Information
  • Supported Games
    • Fallout 3
    • Fallout 4
    • Fallout New Vegas
    • Morrowind
    • No Man's Sky
    • Oblivion
    • Skyrim Legendary Edition (LE)
    • Skyrim Special Edition (SE)
    • Supplemental Guides
    • Unsupported Games
  • Supported Tools
    • BethINI
    • Creation Kit
    • DynDOLOD & xLODGen
    • Mod Organizer
    • Post Processing
    • xEdit
    • Other Utilities
  • Mod Author Topics
    • Skyrim LE Mod Author Topics
    • Skyrim SE Mod Author Topics
  • General Discussion
    • Step Banter Inn
    • INI Tweaking
  • Step Website Support
    • Forum Support
    • Wiki Support

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start




Nexus Mods

Website URL


Favorite Mod(s)

Diamond in the Rough


Found 842 results

  1. Discussion topic: SSE FPS Stabilizer by Shizof Wiki Link I'm sure everyone has at least heard of this mod by now. The default settings mainly alter TerrainManager LOD settings higher/lower as FPS increases/decreases, but it can be configured to dynamically adjust any INI setting higher/lower as the FPS increases/decreases. Below is the customized INI file that I am using with this for testing, which is geared toward higher-end hardware.
  2. I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback. This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive. In case of error messages prompts, click Help for this message if available. Use search to find similar questions and answers. Ask questions (also about 3rd party mods) or report any problems or issue in this thread only. Questions or problems can only be properly answered or addressed by the developers. If making posts or reporting errors, upload/paste these files (if they exist) to a file or text sharing service: ..\DynDOLOD\bugreport.txt ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt If issue involves LODGen upload/paste ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt If the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. Requirements DynDOLOD Standalone 3.00 Alpha-53 (Mega) DynDOLOD Resources 3.00 Alpha-15 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-15 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x. Installation Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards. LOD Generation Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod. Major Feature Changes Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional Grass LOD generation is now a checkbox Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen Option terrain underside generation is now a checkbox Changelog 3.00 Alpha 53 DynDOLOD.exe - warn to log about textures resolutions 3.00 Alpha 52 DynDOLOD.exe - warn to log about deleted references without base record 3.00 Alpha 51 DynDOLOD.exe - fixed a potential race condition Texconv.exe - updated to latest version 3.00 Alpha 50 DynDOLOD.exe - fixed trying to access an undefined record DynDOLOD.exe - fixed not copying SNAM for dynamic LOD objects that stay loaded in active cells 3.00 Alpha 49 DynDOLOD.exe - fixed a potential race condition LODGen.exe - fixed sometimes not properly setting third texture for internal billboard 3.00 Alpha 48 DynDOLOD.exe - improve billboard txt/dds discovery DynDOLOD.exe - print CRC32 of full model to Tree/Object Report for convenience TexGen.exe - scan references to find maximum scale to supersede TreeModelHeightMultiplier for each tree LOD billboard LODGen.exe - clamp UV coordinates according to shader setting LODGen.exe - improve fault tolerance by not stopping if header block size is smaller than actual expected size 3.00 Alpha 47 DynDOLOD.exe - fixed not using the highest overwrite material shader when upconverting the form version of records for not properly converted plugins 3.00 Alpha 46 DynDOLOD.exe - fixed -Inf to floating point conversion 3.00 Alpha 45 DynDOLOD.exe - fixed sometimes assigning wrong LOD levels for duplicate LOD filenames DynDOLOD.exe - fixed sometimes not adding a required master DynDOLOD.exe - add warning messages for missing script properties, invalid or missing scripts TexGen.exe - preemptively free texture memory 3.00 Alpha 44 DynDOLOD.exe - check for injected worldspace LODGen.exe - fixed not creating terrain underside for certain game modes 3.00 Alpha 43 DynDOLOD.exe - fixed item not found for occlusion generation 3.00 Alpha 42 DynDOLOD.exe - fixed not packing Occlusion.esp into archive DynDOLOD.exe - automatically enable terrain underside generation in case DVLaSS is installed DynDOLOD.exe - check for worldspace Editor ID changes 3.00 Alpha 41 DynDOLOD.exe - fixed argument out of range 3.00 Alpha 40 DynDOLOD.exe - added occlusion generation as a GUI option DynDOLOD.exe - added option to generate Occlusion.esp equivalent to xLODGen DynDOLOD.exe - added grass LOD generation as a GUI option DynDOLOD.exe - added terrain underside generation as a GUI option DynDOLOD.exe - fixed not adding all required masters for object activators DynDOLOD.exe - fixed LODGen_Options file path DynDOLOD.exe - fixed not setting all flags when creating dynamic base record DynDOLOD.exe - fixed not setting neverfade flag on object activator LODGen.exe - improved using atlas for shapes without normal map texture 3.00 Alpha 39 TexGen.exe - improved detecting max available render resolution 3.00 Alpha 38 TexGen.exe - fixed not detecting DLC properly and not ignoring files equally in the render folders TexGen.exe - try to always use better NVIDIA/AMD graphics card for OpenGL 3.00 Alpha 37 DynDOLOD.exe - improved texture discovery while generating the export file for LODGen DynDOLOD.exe - fixed not adding the NOLOD identifier to EditorID for references added by patches 3.00 Alpha 36 DynDOLOD.exe - fixed a race condition detecting duplicate tree references DynDOLOD.exe - fixed a race condition while creating empty BTT DynDOLOD.exe - do not wait for existing on-demand object LOD texture to be created DynDOLOD.exe - fixed issue with existing LAND records when updating DynDOLOD plugins TexGen.exe/DynDOLOD.exe - default some settings based on resolution found in Prefs, Custom or Display Tweaks INI TexGen.exe/DynDOLOD.exe - added option to create a zip file of the content in the output folder TexGen.exe - fixed not being able to render alpha channel from output resolution instead of downsampled alpha Texconv.exe - updated to latest version Texconv.exe - if runing under wine force -nowic and use "%Iu" instead of "%zu" LODGen.exe - fixed not reading 4th flat texture LODGen.exe - updated lz4 package 3.00 Alpha 35 DynDOLOD.exe - fixed not updating Mesh Mask/Reference list view DynDOLOD.exe - improved reporting and ignoring of some missing textures 3.00 Alpha 34 TexGen.exe/DynDOLOD.exe - added game mode selection window if started without game mode command line argument DynDOLOD.exe - improved automatic texture replacements for stitched object LOD textures DynDOLOD.exe - do not warn about missing textures if they are being replaced DynDOLOD.exe - automatically create stitched object LOD texture for replaced textures if required DynDOLOD.exe - automatically create non alpha texture of full texture if required DynDOLOD.exe - improved mini atlas export data DynDOLOD.exe - improved worldspace bounds warning/error settings DynDOLOD.exe - fixed and improved mesh rules loading order DynDOLOD.exe - fixed sometimes ignoring Reference Enable mesh rule setting DynDOLOD.exe - fixed a case of wrongly setting LOD Levels to None DynDOLOD.exe - fixed not updating reference rules internally DynDOLOD.exe - improved detection of childworld copies DynDOLOD.exe - never list child worldspaces that use parent worldspace for LOD even if they have a lodsettings file TexGen.exe - added/updated rendered object LOD textures TexGen.exe - fixed wrong output path for rendered billboards found in data folder TexGen.exe - do not try to render textures for DLC if DLC is missing TexGen.exe - improved config file reading for records in ESL flagged plugins TexGen.exe - added CreateMod INI setting to generate textures to include in a mod that won't prompt to uninstall old TexGen output LODGen.exe - fixed an issue with sometimes not combining crown and trunk when generating hybrids LODGen.exe - fixed a random grass LOD exception LODGen.exe - fixed grass LOD not being generated for grasses added by ESL flagged plugins LODGen.exe - default threadsplit to number of physical cores DynDOLOD Resources - updated meshes and textures for better compatibility DynDOLOD Resources SE - updated meshes and textures for better compatibility 3.00 Alpha 33 DynDOLOD.exe - fixed an issue with adding grass LOD billboards to object LOD atlas 3.00 Alpha 32 DynDOLOD.exe - fixed wrong INI settings 3.00 Alpha 31 DynDOLOD.exe - added Enderal SE Steam support, start with -enderalse command line argument DynDOLOD.exe - added INI settings CrownBrightness, TrunkBrightness, FlatTrunkBrightness vertex color multipliers to control brightness of 3D tree models in object LOD DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD DynDOLOD.exe - fixed accidentally adding material shader to glow LOD DynDOLOD.exe - do not use empty list item from lists in INI DynDOLOD.exe - fixed not always disabling some dynamic LOD correctly in scanned childworlds that also have their own LOD (e.g. Markarth) TexGen.exe - added rendered object LOD textures - most notably Solitude, Markarth, Riften, Windhelm and College of Winterhold LODGen.exe - CrownBrightness*=, TrunkBrightness*=, FlatTrunkBrightness*= added DynDOLOD Resources SE - updated meshes and texture for better compatibility 3.00 Alpha 30 TexGen.exe - fixed sometimes wrongly applying specular 3.00 Alpha 29 TexGen.exe - improved loading of cubemap textures 3.00 Alpha 28 TexGen.exe/DynDOLOD.exe - added Enderal SE support, uses its own config files in anticipation of Steam version DynDOLOD.exe - fixed accidentally generating tree LOD instead of object LOD for child world copies DynDOLOD.exe - add full-model-CRC32 matching for object/dynamic LOD models for automatic support of "dumb" mesh replacer mods DynDOLOD.exe - fixed not adding center cell data for first dynamic LOD activation DynDOLOD.exe - added/updated rules for better compatibility TexGen.exe - properly ignore trees without models or deleted base records TexGen.exe - added environment/cubemap shader TexGen.exe - added rendered object LOD textures - most notably vanilla Whiterun and Dwemer Ruins, DynDOLOD Dawnguard castle and more LODGen.exe - improved parsing of txt files Texconv.exe - updated to latest version DynDOLOD_Manual.html - updated explanations information for Enderal DynDOLOD Resources SE - updated meshes and texture for better compatibility 3.00 Alpha 27 DynDOLOD.exe - added INI setting TerrainUndersideIgnoreWorlds= LODGen.exe - optimize underside terrain by removing triangles for default terrain height DynDOLOD-Resources-SE - added patch to enable grass for Whiterun exterior 3.00 Alpha 26 DynDOLOD.exe - add terrain underside references to ESP so they work in all worldspaces 3.00 Alpha 25 DynDOLOD.exe - fixed a problem with thread control DynDOLOD.exe - fixed patches sometimes being confused about the destination plugin DynDOLOD.exe - improved enabling/disabling of underside mesh Papyrus Script - updated objectenabler script 3.00 Alpha 24 DynDOLOD.exe - enable/disable terrain underside meshes in child worldspaces DynDOLOD.exe - only generate terrain underside meshes for worldspaces that have LOD level 32 DynDOLOD.exe - fixed ignoring skinned meshes for dynamic LOD Papyrus Script - new objectenabler script for terrain underside meshes LODGen.exe - do not fail if optional billboard txt file is not present LODGen.exe - fixed sometimes not automatically setting passthru for glow shader LODGen.exe - fixed sometimes not applying replacement textures 3.00 Alpha 23 DynDOLOD.exe/TexGen.exe - fixed not using SSE config files for TES5VR DynDOLOD.exe - added INI settings TerrainUnderside, TerrainUndersideQuality and TerrainUndersideHeigth to automatically generate and place a terrain NIF that aids in blocking sun rays 3.00 Alpha 22 DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specfic meshes or textures LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added 3.00 Alpha 21 DynDOLOD.exe - ignore billboards without txt files so LODGen does not fail later LODGen.exe - added GrassDensity= to allow for lower density of grass LOD billboards in object LOD LODGen.exe - added ThreadSplit= to control ratio of main to sub threads for object LOD generation 3.00 Alpha 20 LODGen.exe - fixed looking up wrong path in BSA for billboard txt 3.00 Alpha 19 DynDOLOD.exe - fixed skipping over some references using LIGH DynDOLOD.exe - fixed ignoring overwrites from patches DynDOLOD.exe - fixed not always copying XEMI record from child world to existing parent LOD representations DynDOLOD.exe - ignore references with only a notice that have been moved out of their original worldspace DynDOLOD.exe - fixed ignoring XESP parent configuration not working as intended TexGen.exe - do not leave orphaned billboard files in case they are filtered out 3.00 Alpha 18 DynDOLOD.exe - fixed wrong tree LOD atlas coordinates 3.00 Alpha 17 DynDOLOD.exe - fixed index out of bounds while generating tree LOD texture atlas 3.00 Alpha 16 DynDOLOD.exe - ignore duplicate patches 3.00 Alpha 15 DynDOLOD.exe - default to -memory instead of -speed DynDOLOD.exe - added duplicate texture removal to object LOD atlas generation DynDOLOD.exe - added thread limit settings for some Occlusion operations LODGen.exe - fixed an indexing error LODGen.exe - added Threads= to limit number of concurrent LOD generation threads, defaults to number of cores 3.00 Alpha 14 DynDOLOD.exe - fixed not ignoring player enable parent for tree LOD TexGen.exe - fixed a case of not ignoring case 3.00 Alpha 13 DynDOLOD.exe - fixed sometimes leaving ITM records DynDOLOD.exe - fixed removing alpha channel from texture if NiAlphaProperty threshold is 0 DynDOLOD.exe - fixed sometimes setting unresolved material links DynDOLOD.exe - fixed not overwriting earlier rules TexGen.exe - maximize and trim billboard texture based on render instead of vertex bounding box TexGen.exe - do not generate billboard if textures are missing LODGen.exe - fixed sometimes not using side-view billboard 3.00 Alpha 12 DynDOLOD.exe - fixed wrong load order detection for ESP only generation 3.00 Alpha 11 DynDOLOD.exe - fixed sometimes modifying other plugins TexGen.exe - added separate MaxSuperSamples options for grass, tree and objects LODGen.exe - fixed sometimes not discovering grass billboards correctly 3.00 Alpha 10 DynDOLOD.exe - removed a left over debug check stopping things for no reason 3.00 Alpha 9 DynDOLOD.exe - fixed sometimes copying wrong overwrite record 3.00 Alpha 8 DynDOLOD.exe - fixed sometimes not matching LOD models 3.00 Alpha 7 DynDOLOD.exe - fixed sometimes adding a duplicate textures on atlas 3.00 Alpha 6 DynDOLOD.exe - fixed not adding master for direct childworld copies 3.00 Alpha 5 DynDOLOD.exe - demoted duplicate cell exception to a warning DynDOLOD.exe - check for childless worldspaces DynDOLOD.exe - fixed not adding master for enable parent of object activators DynDOLOD.exe - improved reading of grass data DynDOLOD.exe - added INI setting AlphaFactor= to control internal mipmap alpha coverage DynDOLOD.exe - improved normalization of assets paths TexGen.exe - ^^which means finding textures with rooted texture paths found in NIF 3.00 Alpha 4 DynDOLOD.exe - fixed trying to add references for empty parent models for glow LOD DynDOLOD.exe - report missing base record LOD definitions if automatic matching fails DynDOLOD.exe - do not add worshippers to cells added by ESP DynDOLOD.exe - fixed forced load order resulting in orphaned records DynDOLOD.exe - double check if there are duplicate cells DynDOLOD.exe - monitor for duplicate triplets DynDOLOD.exe - properly blame ESP not setting MSTT DATA - Flags 0x4 TexGen.exe - fixed localization preventing rendering TexGen.exe - fixed sometimes writing wrong CRC32 for textures 3.00 Alpha 3 DynDOLOD.exe - ignore inconsequential unresovled errors in DLC and paid mods 3.00 Alpha 2 DynDOLOD.exe - fixed INI setting typo DynDOLOD Help - updated grass LOD settings information for No Grass In Objects version 6 3.00 Alpha 1 DynDOLOD.exe - converted all remaining external pas scripts to native code DynDOLOD.exe - added ultra LOD as a GUI option DynDOLOD.exe - export binary terrain file for LODGen DynDOLOD.exe - export grass LOD billboard file for LODGen TexGen.exe - converted all remaining external pas scripts to native code TexGen.exe - added OpenGl renderer and options to generate object LOD textures and tree/grass LOD billboards from models LODGen.exe - added support for reading Skyrim Special Edition CGID grass data files to place grass billboards in static object LOD meshes LODGen.exe - PathGrass= path to folder with xy.cgid files LODGen.exe - GrassMap= file with simple (NIF_FormID) billboard filename to fully qualified (textures\terrain\LODGen\...) billboard filename LODGen.exe - GrassBrightness*= vertex color multipliers to control overall brightness of grass LODGen.exe - use optional binary terrain file for pre-pass removing unseen faces for object LOD, TerrainData= as for terrain LOD
  3. Discussion topic: SSE Display Tweaks by slavicpotato1 Wiki Link
  4. Just downloaded MO2 to mod skyrim SE, i downloaded 3 mods to test run and when i was done click play and came up with Error 5 ERROR_ACCESS_DENIED: Access is denied. (0x5) . binary: 'D:\Program Files\ModifiableWindowsApps\Skyrim Special Edition (PC)\SkyrimSELauncher.exe' . owner: GetEffectiveRightsFromAclW(), The access control list (ACL) structure is invalid. (0x538) . rights: GetEffectiveRightsFromAclW(), The access control list (ACL) structure is invalid. (0x538) . arguments: '' . cwd: 'D:\Program Files\ModifiableWindowsApps\Skyrim Special Edition (PC)' . stdout: no, stderr: no, hooked: yes . MO elevated: no . usvfs x86:ok x64:ok proxy_x86:ok proxy_x64:ok and failed to run I followed a guide when I set up MO2 so i dont know whats happening I dont use an anti-virus like it suggests to disable temporarily I can only think of one thing that could be wrong personally which is I own and used the Skyrim SE from the Microsoft store which when i made an instance said it might not run properley but acess denied doesnt sound like it could be realated if you have any answers on this please write them down thanks!
  5. Discussion topic: Helarchen Creek by Arthmoor Mod Picker Link
  6. Discussion topic: SkyUI - Ghost Item Bug Fix by SkyUI Team and EdmanSA Wiki Link I hope this fixes the issue where I have to reset my hotkeys every time I upgrade my items at the workbench.
  7. Discussion topic: ETHEREAL CLOUDS - Special Edition by Gamwich Wiki Link
  8. Discussion topic: Mesh Patch for Various Mods by ShatterRock Wiki Link Testing the following: SMIM - Quality Addon - Unofficial Material Fix Patch. Skyrim Particle Patch for ENB - ELFX - Unofficial Material Fix Patch Place immediately below Unofficial Material Fix in Foundation.
  9. DynDOLOD DLL beta for Skyrim, Skyrim Special Edition and Skyrim VR So far all versions of DynDOLOD use the SKSE plugin PapyrusUtil for the optional dynamic LOD in the game. Starting with version 2.45 there is now the alternative DynDOLOD DLL available. The current DLL version is 2.45. It works with dynamic LOD generated by DynDOLOD Standalone 2.45 and newer. Read the ..DynDOLOD\Docs\DynDOLOD_DLL.html included in DynDOLOD Standalone for an explanation about DynDOLOD DLL, installation instructions (overwrite papyrus scripts of DynDOLOD Resources) and how it works. If there are problems with it, check DynDOLOD_DLL.html and the DynDOLOD FAQ first before posting. If a DynDOLOD.DLL version is required for a game version that is not listed below, request it in this thread. First, search this thread if it has been requested already, though. The future will tell how long it takes to release updates. Typically a new DynDOLOD.DLL is required for each new game version, but not each new SKSE version. For example a DynDOLOD.DLL compiled with SKSE64 2.0.9 also works with SKSE64 2.0.10 for the same game version. Nexus Downloads for DynDOLOD 2.45 and higher DynDOLOD DLL for Skyrim DynDOLOD DLL SE for Skyrim Special Edition DynDOLOD DLL VR for Skyrim VR Mega Mirrors: DynDOLOD.DLL + Scripts for Skyrim 1.9.32 (overwrite the papyrus scripts included in DynDOLOD Resources) DynDOLOD Scripts for Skyrim Special Edition and Skyrim VR (overwrite the papyrus scripts included in DynDOLOD Resources SE) DynDOLOD.DLL for Skyrim Special Edition 1.5.39 DynDOLOD.DLL for Skyrim Special Edition 1.5.50 DynDOLOD.DLL for Skyrim Special Edition 1.5.53 DynDOLOD.DLL for Skyrim Special Edition 1.5.62 DynDOLOD.DLL for Skyrim Special Edition 1.5.73 DynDOLOD.DLL for Skyrim Special Edition 1.5.80 DynDOLOD.DLL for Skyrim Special Edition 1.5.97 DynDOLOD.DLL for Skyrim VR 1.4.15
  10. Discussion topic: Blended Roads by T4gtr34um3r Wiki Link The plugin is redundant with Cathedral Landscapes.esp, so move Blended Roads.esp to Optional ESPs. Blended Roads option: Cathedral Landscapes --> Blended Roads REALly Blended Roads option: Cathedral Landscapes --> Blended Roads Bridge issue fixed in Blended Roads v1.7
  11. Discussion topic: Detailing the Eldrich - Higher-Res Riekling Architecture by ObsidianStag Wiki Link placeholder
  12. Discussion topic: Improved Clouds Mesh by TrueDraconis Wiki Link
  13. Discussion topic: Realistic Water Two by isoku/SparrowPrince/TechAngel85 Wiki Link
  14. Discussion topic: Here We Go Again - World Interactions by tarlazo Wiki Link
  15. Discussion topic: Stay At The System Page - Updated by Ryan/iammitochondrion/Fudgyduff Wiki Link
  16. Discussion thread: HD Stone Quarry and Clay Deposit for Hearthfire by skyrimaguas Wiki Link
  17. Discussion topic: Simple Horse SE by tktk Wiki Link Testing this against Convenient Horses.
  18. Shadow Optimization for SSE The goal of this thread is to discover the best vanilla shadow settings for SSE. Sun-Shadow Transitions Skyrim.ini [Display] bDisableShadowJumps=1 fSunShadowUpdateTime=1.0000 fSunStaticTimeUpdateScale=0.1000 fSunUpdateThreshold=0.5000These settings control sun-shadow movement. SSE modified shadows so that they move constantly with the movement of the sun by default (bDisableShadowJumps=1), in which case fSunShadowUpdateTime and fSunUpdateThreshold are ignored. This can cause constant shadow flickering at places, so many users find it best to go back to the Oldrim method by setting bDisableShadowJumps=0 and utilizing the fSunShadowUpdateTime and fSunUpdateThreshold to modify how often the shadows update in relation to the sun. However, setting bDisableShadowJumps to 0 may cause blinking shadows, so it is recommended to leave it at its default of 1 if you experience blinking shadows. fSunShadowUpdateTime sets the speed of sun-shadow transitions in seconds when bDisableShadowJumps=0. It is recommended to be adjusted to minimize the transitions.fSunStaticTimeUpdateScale sets the amount of time in seconds that passes between updating the shadows with the sun when bDisableShadowJumps=1. There is no transition using this method.fSunUpdateThreshold sets the time between sun-shadow transitions when bDisableShadowJumps=0. A value of 0.05 is equal to 1 second, so a value of 1 equals 20 seconds. Increasing this also increases the distance the shadows will move during the transition. It is recommended to be adjusted to minimize the transitions.Current recommendation: Skyrim.ini [Display] bDisableShadowJumps=1 fSunShadowUpdateTime=0.25 fSunStaticTimeUpdateScale=0.1000 fSunUpdateThreshold=1.5Shadow Bias Skyrim.ini [Display] fShadowDirectionalBiasScale=0.3fShadowDirectionalBiasScale sets the directional bias of the shadows applied to surfaces.Low values reduce peter-panning (detached shadows), but cause more shadow acne (AKA shadow striping). Please note that while fShadowBiasScale does exist in the INI files, it does not appear to work, and is presumed to be a leftover from Oldrim.Current recommendation: Skyrim.ini [Display] fShadowDirectionalBiasScale=0.47Land Shadows SkyrimPrefs.ini [Display] bDrawLandShadows=0bDrawLandShadows toggles the ability of land objects such as rocks and mountains to cast shadows.bDrawLandShadows=0 bDrawLandShadows=1 Current recommendation: SkyrimPrefs.ini [Display] bDrawLandShadows=1Tree Shadows SkyrimPrefs.ini [Display] bTreesReceiveShadows=1bTreesReceiveShadows toggles the ability of trees to cast shadows on themselves.bTreesReceiveShadows=1 bTreesReceiveShadows=0 Current recommendation: SkyrimPrefs.ini [Display] bTreesReceiveShadows=1Interior Shadow Draw Distance SkyrimPrefs.ini [Display] fInteriorShadowDistance=3000fInteriorShadowDistance sets the distance that shadows are cast from the player while indoors. In Oldrim, and presumably also in SSE, increasing this greatly increased the likelihood of seeing blinking lights, so it is recommended to be left at its default value.Current recommendation: SkyrimPrefs.ini [Display] fInteriorShadowDistance=3000Exterior Shadow Draw Distance SkyrimPrefs.ini [Display] fShadowDistance=8000fShadowDistance sets the distance that shadows are cast from the player outdoors. Increasing this decreases the relative resolution of shadows. Increasing this has a small performance cost.fShadowDistance=8000 fShadowDistance=2800 Current recommendation: Reasoning for recommendation: 1 cell is 4096 units. 2 cells is 8192 units. 2 cells seems far enough. SkyrimPrefs.ini [Display] fShadowDistance=8192Detailed Shadow Draw Distance Skyrim.ini [Display] fFirstSliceDistance=1250fFirstSliceDistance sets the distance that full resolution shadows are cast from the player. You can sometimes visibly see the line where the detailed shadows (fFirstSliceDistance) stop and the lower resolution shadows (fShadowDistance) begins. I believe this value is used only in exteriors. Increasing this does not lower the relative resolution of shadows like fShadowDistance does. Increasing it has a small performance cost.fFirstSliceDistance=2800 fFirstSliceDistance=0 Current recommendation: Reasoning for recommendation: 1 cell is 4096 units. Hypotenuse of cell is 4096√2 ≈ 5,792.6188 1/2 of that is about 2896 Skyrim.ini [Display] fFirstSliceDistance=2896Shadow Splits SkyrimPrefs.ini [Display] iNumSplits=2iNumSplits sets the number of shadow splits. Acceptable values appear to be 2 or 3. More experimentation with iNumSplits=3 is warranted. Setting this to 0 or lower crashes the game. A setting of 1 is buggy. 4 is buggy. It may prove in future that iNumSplits=3 is the superior value, as initial testing indicated that it vastly improved shadows. However, in-game testing reveals that it seems to cause issues in some areas, showing a shadow render line more often. Therefore, it is recommended to leave it at 2 unless this issue can be solved.iNumSplits=2 iNumSplits=3 Current recommendation: SkyrimPrefs.ini [Display] iNumSplits=2Shadow Resolution SkyrimPrefs.ini [Display] iShadowMapResolution=2048iShadowMapResolution sets the resolution of shadows. This value controls virtually the entire performance impact of shadows.Current recommendation: SkyrimPrefs.ini [Display] iShadowMapResolution=2048 Settings to Be Tested The following shadow settings (or presumed shadow settings -- some might not do anything to shadows at all) are relatively unknown and need to be tested to determine exactly what they control and how they can be usefully modified: Skyrim.ini [Display] bCreateShadowRenderTarget=0 bDirShadowMapFullViewPort=1 bDisableHighTreeShadow=1 fExponentialShadowMapScale=10.0000 fLoadingMenuShadowBias=30.6400 fLoadingMenuShadowFallOff=0.0000 fMaxFocusShadowMapDistance=450.0000 fMaxHeightShadowCastingTrees=5000.0000 fShadowClampValue=0.3000 fShadowSparkleIntensity=0.2500 iEnableShadowCastingFlag=2 iLoadingMenuShadowLightFlags=1fShadowSparkleIntensity propably modifies the intensity of snow sparkles in shadowed areas.fShadowClampValue=0.3 fShadowClampValue=3 fShadowClampValue=-100 iEnableShadowCastingFlag=2 iEnableShadowCastingFlag=0 SkyrimPrefs.ini [Display] ffocusShadowMapDoubleEveryXUnit=450.0000 iNumFocusShadow=4Unused/Broken Settings The following shadow settings are believed to be unused or broken: Skyrim.ini [Display] bActorSelfShadowing=0 bShadowsOnGrass=1 fShadowBiasScale=1.0000bActorSelfShadowing is leftover from previous games and did not work in Oldrim.bShadowsOnGrass toggled the ability of shadows to be cast upon grass in Oldrim, but disabling it appears to break grass entirely in SSE.fShadowBiasScale set the shadow bias in Oldrim, but appears to have been replaced by fShadowDirectionalBiasScale in SSE.SkyrimPrefs.ini [Display] iShadowMaskQuarter=4iShadowMaskQuarter actually works in SSE. However, changing it only produces bugs. Here is an example of iShadowMaskQuarter=2 so that you get an idea of what it is doing. Basically, by halving the value, it removes a quarter of the shadow mask. In order to have all 4 quarters of the shadow mask, you need to set it to 4. Setting it higher or lower produces game-breaking bugs.iShadowMaskQuarter=2 Current Recommendations Skyrim.ini [Display] bDisableShadowJumps=1 fFirstSliceDistance=2896 fShadowDirectionalBiasScale=0.47 fSunShadowUpdateTime=0.25 fSunStaticTimeUpdateScale=0.1000 fSunUpdateThreshold=1.5 SkyrimPrefs.ini [Display] bDrawLandShadows=1 bTreesReceiveShadows=1 fInteriorShadowDistance=3000 fShadowDistance=8192 iNumSplits=2 iShadowMapResolution=2048
  19. Discussion topic: Worldspaces with Grass SSEEdit Script for No Grass In Objects by DoubleYou Wiki Link Description This is an SSEEdit script that can be used to populate the "OnlyPregenerateWorldSpaces" setting for No Grass In Objects. This increases the speed of precaching grass by eliminating worldspaces that do not have grass in them. Installation Extract the "List grass in worldspaces.pas" file to your SSEEdit installation's "Edit Scripts" folder. Usage Open SSEEdit and load all your plugins. Once the "Background Loader: Finished" message appears, right click anywhere in the left pane and select "Apply Script...." In the window that appears, in the Script dropdown, select List worldspaces with grass and click OK. Wait for it to finish processing. This may take a minute or two, depending on how many mods you have. When the Worldspaces with grass window appears, right-click the highlighted text and select "Copy". Click OK and exit SSEEdit. Open GrassControl.config.txt from NGIO (it's under Text Files in the mod information window in Mod Organizer) and paste the contents between the quotation marks of the OnlyPregenerateWorldSpaces setting. Save GrassControl.config.txt Precaching grass will now only look at the worldspaces specified in OnlyPregenerateWorldSpaces, so it will take less time to finish. Uninstallation Delete the "List grass in worldspaces.pas" file from your SSEEdit installation's "Edit Scripts" folder.
  20. Discussion topic: RUSTIC SOULGEMS - Special Edition by Gamwich Mod Picker Link
  21. Discussion topic: Radiant - Candles by TechAngel85 Wiki Link ENB required.
  22. Discussion topic: A Clear Map of Skyrim and Other Worlds by DoubleYouC Wiki Link Simple compare of A Quality World Map versus this mod: A Quality World Map --> A Clear Map of Skyrim and Other Worlds Vote to use this in 2.0.0 to replace A Quality World Map Requires Atlas Map Markers SE - Updated with MCM Accepted for 2.0.0
  23. This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 84 - based on 4.1.3h Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files. (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.) Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Do not generate into any game or any mod manager folders. Requirements Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to terrain LOD should be posted in this thread. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega) TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  24. Discussion topic: Scrambled Bugs by KernalsEgg Wiki Link For testing, set Bug Fixes SSE mod BugFixesSSE.config.txt: FixAbilityConditionBug.Enabled = False This mod introduces engine bug fixes. Some are integrated in the current SE guide, but some aren't too. What I'm more interested at, is the 2nd enchantment effect bug fix. Also, the perk entry point bug where if you 2 apply-on-hit effects only 1 will work, this fixes it. It's against the guidelines to repeat the mod description, but please take a look at the mod page and check out the things it fixes.
  25. Discussion topic: Skyrim SE Improved Puddles by PCG4m3r Wiki Link
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.