z929669 Posted May 5 Author Posted May 5 2 hours ago, HunterZ said: Here is the result with 2.4 TexGen+DynDOLOD generation settings. To be honest I don't see a huge difference - distant grass is still much darker, resulting in a noticeable pop-in effect: Edit: I didn't make the INI changes for 2.4. I see they crank the grass brightness up, so I might try those... Yes, the 2.4 settings are better. Pay close attention to the TexGen settings as well for HD grass. When you modify the TexGen billboards, you must rebuild the DynDOLOD patch. There's shortcuts by using Execute LodGen and Rebuild atlas then merging those results, but I've had occasions where that didn't 'stick'. The only issue is that this affects all grasses in the DynDOLOD SSE texture atlas. These settings work best for the tundra, but snow grass, volcanic tundra, and rift grass LOD all are too bright, IMO. I'm working on an update to CL CG for ENB that might give better results, but ETA on that is uncertain.
HunterZ Posted May 5 Posted May 5 51 minutes ago, z929669 said: Yes, the 2.4 settings are better. Pay close attention to the TexGen settings as well for HD grass. When you modify the TexGen billboards, you must rebuild the DynDOLOD patch. There's shortcuts by using Execute LodGen and Rebuild atlas then merging those results, but I've had occasions where that didn't 'stick'. I was pretty meticulous and didn't take any shortcuts - disabled TexGen+DynDOLOD output mods, created new ones, reran each tool, moving the output into each mod and enabling it as I went along. The one thing I missed from 2.4 was that the recommended TexGen/DynDOLOD INI changes are different from 2.3. I applied those and regenerated yet again: Definite improvement: The brightness seems much closer now, and it's just the color that's a bit off. In particular the near grass around Whiterun seems to have a lot of pink patches, while the far grass seems uniformly green. I took the second screenshot with ENB off, which I think makes it more pronounced:
z929669 Posted May 5 Author Posted May 5 1 hour ago, HunterZ said: I was pretty meticulous and didn't take any shortcuts - disabled TexGen+DynDOLOD output mods, created new ones, reran each tool, moving the output into each mod and enabling it as I went along. The one thing I missed from 2.4 was that the recommended TexGen/DynDOLOD INI changes are different from 2.3. I applied those and regenerated yet again: Definite improvement: The brightness seems much closer now, and it's just the color that's a bit off. In particular the near grass around Whiterun seems to have a lot of pink patches, while the far grass seems uniformly green. I took the second screenshot with ENB off, which I think makes it more pronounced: That looks like loaded grass. Use tll in the console to toggle LOD off to verify. Assuming it's complex grass, use your GPU software to set anisotropic filtering to 4x or 8x for SSE to possibly resolve.
HunterZ Posted May 5 Posted May 5 (edited) Not sure what that means / what I'm looking for. Here is what it looks like with LOD toggled on and off: Edit: Forced anisotropic 16x and it improved the transitions a lot, to the point that it may no longer be noticeable during normal gameplay. Edited May 5 by HunterZ 1
z929669 Posted May 5 Author Posted May 5 6 hours ago, HunterZ said: Not sure what that means / what I'm looking for. Here is what it looks like with LOD toggled on and off: Edit: Forced anisotropic 16x and it improved the transitions a lot, to the point that it may no longer be noticeable during normal gameplay. Toggling LOD off just verifies the points in the image where LOD begins. It's helpful to have as a comparison shot when looking at LOD issues. Glad AF 16x worked. I'm surprised 8x didn't do it.
HunterZ Posted May 6 Posted May 6 (edited) Any idea where this grass texture comes from? It stands out as almost neon, especially when next to snow. Would like to maybe try an alternative. Edit: I ended up installing QW Grass 2, which depends on some other grass mods, along with the ENB complex grass versions of them all. I still need to run DynDOLOD, but it's definitely a massive immersion improvement - at a tangible FPS cost though (or maybe it's freaking out due to the LOD situation - I'm definitely seeing some blurry building textures in Helgen during the vanilla start). I should mention that this probably makes Cathedral Landscapes somewhat redundant, but I can't disable it because the STEP compat patches depend on it. I did notice that some of its textures don't get replaced by the other grass mods, though, so I guess it's fine. Edited May 7 by HunterZ
LostGoldfish Posted May 7 Posted May 7 Hello, I followed the guide as best as I can and manged to do everything I think all the way to grass generations. Game is working great but I didn't do the stuff afterwards from Step 6 because the guide said it might cost me fps. Is there a problem if I don't do any of the other stuff? I saw that several mods had DynDOLOD attached to them so I am wondering if it will cause problems if I don't continue. I disabled the TEMP mod and game seems to be running fine so far but I think some textures slightly bugging out. Not completely sure. Another question, I saw post processing section, is it alright if I use the community shader with all its add-ons instead of an ENB and I might experience visual glitches if I use it. Final note, would have been great to have some mod support and recommendations for Survival mode, its getting kinda cold all the time and I don't have capes or coats to help and the warm values not showing up in the item window. Thank you for the guide, it was pretty easy to follow, the grass generating gave me some trouble but manged to do it in the end.
z929669 Posted May 7 Author Posted May 7 33 minutes ago, LostGoldfish said: Hello, I followed the guide as best as I can and manged to do everything I think all the way to grass generations. Game is working great but I didn't do the stuff afterwards from Step 6 because the guide said it might cost me fps. Is there a problem if I don't do any of the other stuff? I saw that several mods had DynDOLOD attached to them so I am wondering if it will cause problems if I don't continue. I disabled the TEMP mod and game seems to be running fine so far but I think some textures slightly bugging out. Not completely sure. Another question, I saw post processing section, is it alright if I use the community shader with all its add-ons instead of an ENB and I might experience visual glitches if I use it. Final note, would have been great to have some mod support and recommendations for Survival mode, its getting kinda cold all the time and I don't have capes or coats to help and the warm values not showing up in the item window. Thank you for the guide, it was pretty easy to follow, the grass generating gave me some trouble but manged to do it in the end. You can absolutely stop at Step 6. Just finalize the LO at the end of Step 6, and complete the xLODGen part of Step 7. It will not cost you any FPS and will give you better distant terrain with proper shorelines (but re-enable the TEMP mod first and then disable it after). Skip the remainder of Step 7, and proceed to Step 8 to finalize the LO and MCMs. You can do Step 7 with performance settings, and it won't cost many FPS. Just use Low or Medium preset, and set Billboard 4 at LOD4. Community shaders will work just fine. It's probably best to install most of the post-processing mods if you do. It may cost some FPS but not as much as ENB, I suspect.
HunterZ Posted May 8 Posted May 8 (edited) EDIT: I think this is a false alarm. Apparently the `coc` command breaks mods or something. Character looks fine if I start an actual game via `New` on the main menu. After adding only Rudy ENB and some grass mods, I noticed during testing that the default character head and body are mismatched in color. I disabled all customizations and took these screenshots with ENB on and off, to show that it's not an ENB issue: To replicate: Launch the game At the main menu, open console and type `coc whiterun` then hit enter Open inventory, remove head and chest armor Switch to third person and swing the camera around Any ideas? Edited May 9 by HunterZ
FireCulex Posted May 14 Posted May 14 (edited) Just upgraded to 2.3. Not sure if I messed up somewhere. There's also a lot of black flickering when this occurs. edit:after about 5 hours I discovered it was a A Clear Map of Skyrim. I probably need to regenerate the DynDOLOD too. LOL? Edited May 14 by FireCulex
HunterZ Posted May 15 Posted May 15 20 hours ago, FireCulex said: Just upgraded to 2.3. Not sure if I messed up somewhere. This looks like something went wrong with LOD generation, or you don't have all of the outputs installed + activated correctly. There are a lot of subtleties to the LOD section of the guide, like toggling Cathedral stuff on and back off, moving things into custom mods and activating them, and of course sorting with LOOT at the end.
z929669 Posted May 15 Author Posted May 15 20 hours ago, FireCulex said: Just upgraded to 2.3. Not sure if I messed up somewhere. There's also a lot of black flickering when this occurs. edit:after about 5 hours I discovered it was a A Clear Map of Skyrim. I probably need to regenerate the DynDOLOD too. LOL? You must set Level32=1 in DynDOLOD_SSE.ini and generate dynamic LOD in DynDOLOD to prevent stuck LOD bugs when using ACMoS. Revisit the DynDOLOD mod instructions and the LOD instructions (read and follow all of it carefully). Finalize the build before generating the LOD patch. If the LO and mod list change, you may need to regenerate LOD.
CleverIdiot Posted May 15 Posted May 15 Was looking through the recommended on DynDOLOD Tree Rules on https://stepmodifications.org/wiki/SkyrimSE:2.3#Performance_Examples. Should the same optimal guide values also apply to the \ mesh rule in DynDOLOD?
z929669 Posted May 15 Author Posted May 15 8 hours ago, CleverIdiot said: Was looking through the recommended on DynDOLOD Tree Rules on https://stepmodifications.org/wiki/SkyrimSE:2.3#Performance_Examples. Should the same optimal guide values also apply to the \ mesh rule in DynDOLOD? No, those values are only for the 'tree' rule: You should match the rule shown for '/' in the DynDOLOD image.
HunterZ Posted May 16 Posted May 16 When I first finished setting up STEP 2.3, I noticed that water highlights were really bright in the dark areas of the intro dungeon (e.g. the stream just before the bear encounter). I've since installed Bright Waterfall Fix for ENB, which seems to solve it. For STEP I think you want both of these: Bright Waterfall Fix for Realistic Water Two Put at the end of 06-Models and Textures This overwrites a lot of meshes from other mods (Particle Patch for ENB, SMIM, Realistic Water Two SE, Majestic Mountains Lightside) - I suspect someone smarter and more opinionated than me may want to hide some of these overrides, but I haven't personally noticed any issues DynDOLOD Bright LOD Waterfall Fix Put at the end of 04-Foundation This *only* overwrites DynDOLOD Resources SE meshes
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