TaxTalis Posted March 12, 2022 Author Posted March 12, 2022 (edited) 2 hours ago, z929669 said: This is a better fix that what I had done in the past. Thanks EDIT: Looks like I already did that. This is from Basic/Lush plugin: I updated the wiki instructions to make this more obvious Then I guess I have forgotten to install that patch. Just to get some feel for it, as an object texture replaced I need to run TexGen and Dyndolod again? Or only TexGen and then update the Texture Atlas with Dyndolod? For the last one you press the button, wait and then copy the files back over the existing ones or how does that even work? The documentation didn't revealed to me how that works... 4 hours ago, DoubleYou said: Following up, I don't have the dark spots, so it's on your end somehow. Make sure you followed the xLODGen instructions correctly. I installed the Cathedral - Improved Mountain LOD and Z Fight Patch, executed xLodGen, TexGen and Dyndolod again with the settings from the WIP Guide (except I left out MipMap and steepness for LOD32 as I read that on the forum) and, well, at least the black spots are gone. I haven't noticed more or less Z-fighting, and the aforementioned one between the Shrines definitively persists as I thought it would. I must admit I haven't noticed a difference from the mountains changed but also haven't done an explicit side-by-side. Edited March 12, 2022 by TaxTalis
DoubleYou Posted March 12, 2022 Posted March 12, 2022 13 minutes ago, TaxTalis said: Then I guess I have forgotten to install that patch. Just to get some feel for it, as an object texture replaced I need to run TexGen and Dyndolod again? Or only TexGen and then update the Texture Atlas with Dyndolod? For the last one you press the button, wait and then copy the files back over the existing ones or how does that even work? The documentation didn't revealed to me how that works... I installed the Cathedral - Improved Mountain LOD and Z Fight Patch, executed xLodGen, TexGen and Dyndolod again with the settings from the WIP Guide (except I left out MipMap and steepness for LOD32 as I read that on the forum) and, well, at least the black spots are gone. I haven't noticed more or less Z-fighting, and the aforementioned one between the Shrines definitively persists as I thought it would. I must admit I haven't noticed a difference from the mountains changed but also haven't done an explicit side-by-side. Are you testing this z-fighting by tcl-ing or tfc-ing across the world? If so, that's the issue. You will always have z-fighting if you do that.
TaxTalis Posted March 12, 2022 Author Posted March 12, 2022 I was standing at High Wrothgar and looked at Bleak Fall Barrows where I always had Z-Fighting before and then from the Shrine of Meridia towards the Shrine of Peryite where I mentioned the Z-Fighting here. No console included, just looking around ingame as would normally. By the way, the Dyndolod Resources 3 "Mod" must not be disabled before play? Only both the (TEMP) named "mods" from the guide are to be disabled after xLodGen execution, right?
DoubleYou Posted March 12, 2022 Posted March 12, 2022 Never disable the DynDOLOD Resources. Only the two mods with (TEMP) should be disabled before gameplay.
TaxTalis Posted March 12, 2022 Author Posted March 12, 2022 Alright, and yes, I didn't, thanks for clarifying!
z929669 Posted March 13, 2022 Posted March 13, 2022 2 hours ago, TaxTalis said: Then I guess I have forgotten to install that patch. Just to get some feel for it, as an object texture replaced I need to run TexGen and Dyndolod again? Or only TexGen and then update the Texture Atlas with Dyndolod? For the last one you press the button, wait and then copy the files back over the existing ones or how does that even work? The documentation didn't revealed to me how that works... If it's a texture that is included in TexGen output, you should only need to rerun TexGen but not DynDOLOD. DynDOLOD will use the TexGen asset directly. Some textures are used directly by DynDOLOD from the mod, so then you don't need to rerun either.
TaxTalis Posted March 13, 2022 Author Posted March 13, 2022 Can't find the file by name in TexGenOutput and it looks fine in game, so that's solved, very nice, thank you!
DoubleYou Posted March 13, 2022 Posted March 13, 2022 BTW, grab https://www.nexusmods.com/skyrimspecialedition/mods/64890 if you have not already. It's the official fix for the landscape issues.
TaxTalis Posted March 13, 2022 Author Posted March 13, 2022 (edited) I found that for me Sivdur's Respite has a similar though not as pronounced glitch as the other cave entrance had. X 138577 Y 60991 Z -8734 Cell 33,14 Block 1,0 SubBlock 4,1 https://my.hidrive.com/share/x499hhof90 Edited March 13, 2022 by TaxTalis 1 1
DoubleYou Posted March 13, 2022 Posted March 13, 2022 1 hour ago, TaxTalis said: I found that for me Sivdur's Respite has a similar though not as pronounced glitch as the other cave entrance had. X 138577 Y 60991 Z -8734 Cell 33,14 Block 1,0 SubBlock 4,1 https://my.hidrive.com/share/x499hhof90 Thanks! This is another Majestic Mountains conflict I can add to the patch.
DoubleYou Posted March 14, 2022 Posted March 14, 2022 Fixed in latest Majestic Mountains Creation Club Landscape Patch.
z929669 Posted March 14, 2022 Posted March 14, 2022 Awesome. Thanks for reporting and resolving both.
TaxTalis Posted March 15, 2022 Author Posted March 15, 2022 Minor glitching at the entrance of Rimerock Burrow for me: https://my.hidrive.com/share/9gp1yltnuy X-144087 Y 105071 Z -7571 Cell -36,25 Block -2,0 SubBlock -5,3. Also, is there any other setting which could mess with my water there or does this just look normal? https://my.hidrive.com/lnk/yHgDn000 Checked in console, reflectsky is definitively off... getini "breflectsky:water" INISetting breflectsky:water >> 0 Thanks!
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