Jump to content

Recommended Posts

1 hour ago, Abbot said:

I checked everything and removed Blacksmith Chests.esp, but the problem is sadly not solved :(

Nothing overrides textures and they were correctly generated.

anomaly Anise Cabin.bmp 895.13 kB · 3 downloads

Use tfc to make a better screenshot of the full model and LOD cabin.

Have you checked if a plugin changes the references or the base records of the cabin?

Share this post


Link to post
Share on other sites

Thanks folks. Your settings are a bit different from the ones I found before that mentioned halving direct and ambient settings. I do typically adjust the RBG settings for top and bottom shadows, but that’s usually all I’ve had to do. Let me take a look at my most recent LOD, and if it’s too off, I’ll definitely be running it back with some of these settings

Share this post


Link to post
Share on other sites
1 hour ago, EazyH said:

https://imgur.com/pi1EfFy

 

Used your settings and got this unfortunately

Yeah, but our settings work nicely for Cathedral Landscapes. See sheson's post about grass textures/models in addition to modifying the RGB values for your needs (more red/green and less blue possibly to get a better match to the brown grasses).

Looks like you have dark green grass in foreground, brown in short distance (LOD4?) and then light green farther out (LOD8?). Play with your LOD level distance settings to help determine what's what. You can do this without regenerating LOD. Seems like you have some strange contrasts and possibly some conflicting grasses that are defined in parts of the same area.

You can also regen LOD using red 0.5 and blue/green = 0 to get an idea of the affected areas (LOD grass).

Also, if grass model object bounds are not set, you will not get LOD for those grasses. Check the grass plugins you are using. Possibly simplify your grass setup.

 

Share this post


Link to post
Share on other sites
9 hours ago, z929669 said:

Yeah, but our settings work nicely for Cathedral Landscapes. See sheson's post about grass textures/models in addition to modifying the RGB values for your needs (more red/green and less blue possibly to get a better match to the brown grasses).

Looks like you have dark green grass in foreground, brown in short distance (LOD4?) and then light green farther out (LOD8?). Play with your LOD level distance settings to help determine what's what. You can do this without regenerating LOD. Seems like you have some strange contrasts and possibly some conflicting grasses that are defined in parts of the same area.

You can also regen LOD using red 0.5 and blue/green = 0 to get an idea of the affected areas (LOD grass).

Also, if grass model object bounds are not set, you will not get LOD for those grasses. Check the grass plugins you are using. Possibly simplify your grass setup.

 

I will take a look at the plug-in bounds once I get home. From what I understand from Sheson’s post, I should’ve been able to just run DynDOLOD and update atlas, but the results are not what was expected. The grass textures are still from cathedral brown grass, and with the Direct, Ambient, and ini settings recommended. I am using Wiz’s Enb for Obsidian, and the grass admittedly looks better when the enb is toggled off (but I think that’s because of how muted colors are without ENB) so not sure what’s going on. Only issue with the picture is I forgot to turn off LODGen terrain meshes/textures before going in game and those were built w/ green tundra installed. I believe that was ticked off when generating Grass with DynDOLOD though (I don’t think it matters, but I usually do just to be safe). Plan to do that at the end when I finalize the grass I’ll be using, since originally the plan was for brown, but since I was unable to get it right I haven’t put much time into tweaking the terrain LOD since it’s easy enough. I’m using no Northern Cathedral Landscapes but don’t believe it touches the tundra which is where I’ve been doing the testing.

 

it’s becoming a pattern where I get home after work and say “today will be the day, the day I finally play…“ Just for that to not be the case because I’m trying to get things perfect lol

Edited by EazyH

Share this post


Link to post
Share on other sites
19 hours ago, sheson said:

Use tfc to make a better screenshot of the full model and LOD cabin.

Have you checked if a plugin changes the references or the base records of the cabin?

I checked the plugins and the only thing that seem to override parts of  the cabin structure is SMIM. Removing SMIM before generating DynDOLOD though doesn't change the outcome :(

I used tfc and running towards the Cabin in "tfc mode" restores the Cabin itself. But it disappears the more you move away from it. Like I said, I personally have the feeling that the Cabin's LOD has not been generated at all.

I apologize for the poor quality of the image but this damned website doesn't allow the upload of files bigger than 1 MB and I had to cut the screenshot.

I also would have liked to upload more than 1 image, but again, apparently I'm not allowed the upload of more than 1Mb of content 😒

tl;dr This image that I have uploaded is how the Cabin looks from the Guardian Stones. Again (in case I wasn't clear), if I try to get closer the Cabin, its walls re-appear out of thin air. But if I get further away, than the Cabin disappears completely. All of this while using the console command tfc.

1a.bmp

Edited by Abbot

Share this post


Link to post
Share on other sites
44 minutes ago, Abbot said:

I apologize for the poor quality of the image but this damned website doesn't allow the upload of files bigger than 1 MB and I had to cut the screenshot.

I also would have liked to upload more than 1 image, but again, apparently I'm not allowed the upload of more than 1Mb of content 😒

tl;dr This image that I have uploaded is how the Cabin looks from the Guardian Stones. Again (in case I wasn't clear), if I try to get closer the Cabin, its walls re-appear out of thin air. But if I get further away, than the Cabin disappears completely. All of this while using the console command tfc.

1a.bmp 486.38 kB · 2 downloads

There is an image format called a 'jpeg' or 'jpg' ... you are uploading 'bmp', which is much larger (as is 'png') use any image program to convert to jpg and watch the size dwindle. You can also possibly set your screen capture software to save in jpg format.

If you have several images, you can use a free service like ImageBox (or a plethora of others).

Why on Earth would you expect a ad-free website hosting free services to allow transient posters the ability to upload > 1 Mb? Disk space costs $. If you meet the posting threshold, you will get up to 2 Mb per post. Most forums (e.g., Nexus) have very limited post-upload capacity or don't allow uploads to posts at all.

Use More Informative Console to discover what plugin is providing the missing textures/models on that building.

Share this post


Link to post
Share on other sites
32 minutes ago, z929669 said:

There is an image format called a 'jpeg' or 'jpg' ... you are uploading 'bmp', which is much larger (as is 'png') use any image program to convert to jpg and watch the size dwindle. You can also possibly set your screen capture software to save in jpg format.

If you have several images, you can use a free service like ImageBox (or a plethora of others).

Why on Earth would you expect a ad-free website hosting free services to allow transient posters the ability to upload > 1 Mb? Disk space costs $. If you meet the posting threshold, you will get up to 2 Mb per post. Most forums (e.g., Nexus) have very limited post-upload capacity or don't allow uploads to posts at all.

Use More Informative Console to discover what plugin is providing the missing textures/models on that building.

Hello, thank you very much!

Sorry, I was not aware of the specifics of uploading files since I do not usually frequent forums online...

I'll try converting the images first...

Edited by Abbot

Share this post


Link to post
Share on other sites
48 minutes ago, z929669 said:

Use More Informative Console to discover what plugin is providing the missing textures/models on that building.

Ah, and I use Mfg Console. I'm on LE

20 hours ago, sheson said:

Use tfc to make a better screenshot of the full model and LOD cabin.

Have you checked if a plugin changes the references or the base records of the cabin?

Thanks to the kind z929669, I solved the issue with the images, here's the relevant gallery's link: https://imgbox.com/gallery/edit/ZTob4SLnaA/z5nCjMLNYeLu6SOb

Edited by Abbot

Share this post


Link to post
Share on other sites
27 minutes ago, Abbot said:

Ah, and I use Mfg Console. I'm on LE

Thanks to the kind z929669, I solved the issue with the images, here's the relevant gallery's link: https://imgbox.com/gallery/edit/ZTob4SLnaA/z5nCjMLNYeLu6SOb

Your image links seem to be 'yours', so when we open them, we get this error:

image.png

You should have a gallery for each of the files you upload to ImageBox. Hovering on them, you will see a 'share' link. From there, you can click "full size" to get the code for the sharable links. Here is a "Gallery link" I have:

https://imgbox.com/g/va2ay91xP1

You can also use links for each image:

https://imgbox.com/nFbtL9Q8
https://imgbox.com/Ujqv2rHC
https://imgbox.com/53zsEeMZ
https://imgbox.com/stEinY75
https://imgbox.com/3gugbBFb
https://imgbox.com/ydUBzAqe
https://imgbox.com/3WK74EYC
https://imgbox.com/rav6jniC

... or BB code for posting on many forums.

NOTE: You will still want to save as jpg format so that they don't take forever to load from the service.

Share this post


Link to post
Share on other sites
18 minutes ago, z929669 said:

Your image links seem to be 'yours', so when we open them, we get this error:

image.png

You should have a gallery for each of the files you upload to ImageBox. Hovering on them, you will see a 'share' link. From there, you can click "full size" to get the code for the sharable links. Here is a "Gallery link" I have:

https://imgbox.com/g/va2ay91xP1

You can also use links for each image:

https://imgbox.com/nFbtL9Q8
https://imgbox.com/Ujqv2rHC
https://imgbox.com/53zsEeMZ
https://imgbox.com/stEinY75
https://imgbox.com/3gugbBFb
https://imgbox.com/ydUBzAqe
https://imgbox.com/3WK74EYC
https://imgbox.com/rav6jniC

... or BB code for posting on many forums.

How about this one: https://imgbox.com/g/E86TZX4INq ?

Or this: https://imgbox.com/2tJo780k ?

Edited by Abbot

Share this post


Link to post
Share on other sites
2 hours ago, Abbot said:

I checked the plugins and the only thing that seem to override parts of  the cabin structure is SMIM. Removing SMIM before generating DynDOLOD though doesn't change the outcome :(

I used tfc and running towards the Cabin in "tfc mode" restores the Cabin itself. But it disappears the more you move away from it. Like I said, I personally have the feeling that the Cabin's LOD has not been generated at all.

I apologize for the poor quality of the image but this damned website doesn't allow the upload of files bigger than 1 MB and I had to cut the screenshot.

I also would have liked to upload more than 1 image, but again, apparently I'm not allowed the upload of more than 1Mb of content 😒

tl;dr This image that I have uploaded is how the Cabin looks from the Guardian Stones. Again (in case I wasn't clear), if I try to get closer the Cabin, its walls re-appear out of thin air. But if I get further away, than the Cabin disappears completely. All of this while using the console command tfc.

1a.bmp 486.38 kB · 3 downloads

If you use tfc to fly close, then LOD does not get replaced by the full model. It should be easy to make a close up screenshot of the LOD with TFC.

Check if what looks like scaffolding actually is static object LOD by disabling LOD with tll in console. If the wooden beams remain it means they might dynamic LOD or just full models.
In either case they should have reference form ids. In case they do and they are in a DynDOLOD login, look up the form IDs in xEdit. The reference have an EditiorID that typically starts with pluginname_formid.

If they have static object LOD that goes away with tll, then check what mods overwrite DynDOLOD Resources.

This almost looks like there is mod that replaces the cabin with different stages of rebuilding it.

Share this post


Link to post
Share on other sites
1 hour ago, sheson said:

If you use tfc to fly close, then LOD does not get replaced by the full model. It should be easy to make a close up screenshot of the LOD with TFC.

Check if what looks like scaffolding actually is static object LOD by disabling LOD with tll in console. If the wooden beams remain it means they might dynamic LOD or just full models.
In either case they should have reference form ids. In case they do and they are in a DynDOLOD login, look up the form IDs in xEdit. The reference have an EditiorID that typically starts with pluginname_formid.

If they have static object LOD that goes away with tll, then check what mods overwrite DynDOLOD Resources.

This almost looks like there is mod that replaces the cabin with different stages of rebuilding it.

The wooden beams remain if using tll but their form IDs and their ref IDs are from base Skyrim and none of them are touched by DynDOLOD :(

EDIT: So I've noticed that DynDOLOD v2.96 modifies the "ShackWall" STAT entries (form IDs: 5CCDE , 5CCDF , 5CCE0 , 5CCE1 , 5CCE2 , 5CCE3 ) by attributing to them the "Has Distant LOD" flag, while DynDOLOD 3 does NOT do that. Could this be the culprit?

Edited by Abbot

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Elrildra
      Hello. The newest STEP guide says next to the Net Script Framework link to ignore the loader, that the loader will be provided by another mod. Can anyone tell me which mod provides the loader? Thanks so much!
    • By i25Island
      Someone please explain why DynDOLOD is telling me I need PapyrusUtil when I've always had it in my load order? I've tried rolling back to older versions but nothing seems to work. I've had this issue in the past and I don't remember how I solved it. 
    • By S-Matrix
      Hi guys, first post here, happy to have joined! I've been tearing my hair out trying to get No Grass in Objects to work without causing stutter upon changing cells/loading new objects, trees, etc. I've heard so many people get great results with it, and I'm wondering if I'm doing something wrong or if it's a hardware limitation. I tested it with a separate MO2 profile, enabling only NetScriptFramework and No Grass in Objects, along with a pregenerated cache of grass, and "Low" Bethini settings, and was still getting stuttering, so it shouldn't be a mod conflict or an ini problem, though I'll post my ini files anyway. I've also tried it with DynDOLOD 3.00 and the same thing happened, but I don't believe it to be a consequence of DynDOLOD.

      My hardware specs are as follows:
      CPU: Intel i7-9750H @ 2.60GHz
      GPU: GeForce GTX 1660-Ti 6GB

      Here are my ini files:
      Skyrim.ini: https://pastebin.com/92mkUzYW
      SkyrimPrefs.ini: https://pastebin.com/njhEHaKH
      SkyrimCustom.ini: https://pastebin.com/6b8uGFHJ

      Is there something I'm missing? I added some exclusions to the grass precaching process, but the stuttering occurs in areas not related to those exclusions. I'm really at a loss for what to do.

      Thanks for any help!
       
       
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

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