Jump to content

Recommended Posts

Posted
3 hours ago, sheson said:

I was able to replicate and fix thanks to that information.

Test with Alpha 65.

Can confirm Alpha 65 resolves this issue for me. If you're able to share more details than included in the changelog, I admit I'm curious what the issue was here. Thanks again for your attention and the speedy fix!

Posted
4 hours ago, Zanderat said:

Ok.  Thanks again.  I will fiddle around and see what I get.

It looks like the green grass LOD shown is entirely different grass LOD that what you are using, but it could also be your ENB I guess. This is pretty stark though.

Using cathedral landscapes, which also has brown grass, the following settings in DynDOLOD_SSE.ini work nicely to correct the green LOD grass. You may need to adjust a bit lower, but give this a shot:

; grass LOD brightness multipliers
GrassBrightnessTopR=0.295
GrassBrightnessTopG=0.315
GrassBrightnessTopB=0.300
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.170
GrassBrightnessBottomG=0.175
GrassBrightnessBottomB=0.180

 

Posted
45 minutes ago, burnersaurus said:

Finally managed to get DynDOLOD working on a consistent basis (despite my ineptitudes).
Thanks again for making it, it's a really nice and usefull tool :)

I have one question about the grass LODs though, something I cant figure out, and thats about the gap between the pop-out of the LODs and the fade-in of the loaded grass.
I've seen a lot of images and videos that show seemingly uninterrupted grass from the character all the way to the horizon, but no matter what I try, I still get the gap between the LODs and the loaded grass...
I tryed both grass modes in the DynDOLOD advanced menu. I tryed tweeking uGridsToLoad and all of the fGrassFade settings in the Skyrim.ini and SkyrimPrefs.ini. I tryed doing the same in BethINI and with the overwrite function in No Grass In Objects... but none of it makes any difference at all, as close as I can tell.

So what am I missing?

I'm sorry if this is the wrong topic to pose this question in, but I figure it's related to getting the most out of the awesome Grass LOD featrure in DynDOLOD :)

You can also see this grass LOD guide, which discusses how to resolve. This assumes use of NGIO and its mechanics, but that is not supported in SAE yet. In SAE, a different approach can be used.

To keep this topic from going off topic, please post replies on the topic linked at the top of that guide and on the other topic linked.

Posted
3 hours ago, burnersaurus said:

Quick Question: Does changing the "Strength of Ambient light" setting for grass in TexGen effect the way ENB light settings interact with grass LODs?

The settings affect the how billboard textures are generated as can be tested with the preview.

Posted
29 minutes ago, Carbony said:

I have read this and follow the instruction but even after i have this 

I have set "OverwriteGrassDistance" to 20000 begore 6000 and "OverwriteGrassFadeRange" to 10000 before 14000

DYND_1.jpg

Those setting have no affect on grass cache or grass LOD generation or grass LOD itself, which is part of object LOD.

If DynDOLODGrassMode is not 0 any other full grass distance setting in the Skyrim or NGIO INI is overwritten.

If no grass LOD shows for certain grasses means there are no billboards for it or the grass cache doesn't have its position or object LOD generation failed with error messages.

Going through the checklist should cover all requirements and steps. E.g. it tells you what to check and at least one of checks has to be negative unless you did not install the generated object LOD or it is being overwritten.

Posted (edited)
23 hours ago, z929669 said:

It looks like the green grass LOD shown is entirely different grass LOD that what you are using, but it could also be your ENB I guess. This is pretty stark though.

Using cathedral landscapes, which also has brown grass, the following settings in DynDOLOD_SSE.ini work nicely to correct the green LOD grass. You may need to adjust a bit lower, but give this a shot:


; grass LOD brightness multipliers
GrassBrightnessTopR=0.295
GrassBrightnessTopG=0.315
GrassBrightnessTopB=0.300
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.170
GrassBrightnessBottomG=0.175
GrassBrightnessBottomB=0.180

 

Thank you!  Those settings helped quite a bit.  Could be tweaked a bit more.  But that can wait until the next time I run DynDOLOD.  The match is pretty close now, as it is.  Thanks again.

edit:  ENB is definitely in play here, too.  Without ENB, it is a perfect match (using the above settings).  With ENB, I will need to tweak a bit darker.

Edited by Zanderat
  • Like 1
Posted

I was getting an Index Out of Bounds error and I finally figured out how to fix it. Seeing that others occasionally get this as well, I thought I'd post here in case it helps others.

In TexGen you can type in the Units Per Pixel box and it will let you type values that don't appear in the list. In my case, I was typing 8. However, the Alpha version has the text '8.0 (1440p)'. You need to select that from the list - if you just type 8 into the box the code in the backend can't find that value in the list and gives the error.

Suggestion - you might want to limit that dropdown to only allowing a selection and not allowing typing.

Thanks for the great program! :)

Posted
4 hours ago, smallstonefan said:

I was getting an Index Out of Bounds error and I finally figured out how to fix it. Seeing that others occasionally get this as well, I thought I'd post here in case it helps others.

In TexGen you can type in the Units Per Pixel box and it will let you type values that don't appear in the list. In my case, I was typing 8. However, the Alpha version has the text '8.0 (1440p)'. You need to select that from the list - if you just type 8 into the box the code in the backend can't find that value in the list and gives the error.

Suggestion - you might want to limit that dropdown to only allowing a selection and not allowing typing.

Thanks for the great program! :)

Read the first post which log files and bugreport.txt to upload when making posts.

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.