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Posted

hello. i hope this is the correct place to put this and i searched the other comments for the term `itm` and it came up with no results:

i ran FO4EditQAC on `FO4LODGen-HighTrees.esp` and it resulted in one (1) ITM.

`Removing: TreeMapleForest1 "Maple Tree" [STAT:0004A073]` was the log entry for that ITM.

"dirty" CRC: 0xDC282BF2

"clean" CRC: 0x7203CE8C

FO4Edit version: FO4Edit v4.0.4b

i am wondering if this was intentional, an oversight, etc. (bringing it to your attention, in other words).

 

thank you.

-omni.

Posted
  On 12/25/2021 at 12:08 AM, Omniguous said:

hello. i hope this is the correct place to put this and i searched the other comments for the term `itm` and it came up with no results:

i ran FO4EditQAC on `FO4LODGen-HighTrees.esp` and it resulted in one (1) ITM.

`Removing: TreeMapleForest1 "Maple Tree" [STAT:0004A073]` was the log entry for that ITM.

"dirty" CRC: 0xDC282BF2

"clean" CRC: 0x7203CE8C

FO4Edit version: FO4Edit v4.0.4b

i am wondering if this was intentional, an oversight, etc. (bringing it to your attention, in other words).

 

thank you.

-omni.

Expand  

Looks like the vanilla ESM got updated between 2017 when the FO4LODGen-HighTrees.esp was created and now.

Like any other ITM that should be removed. I will go through the plugins and records to check if there for more changes to the game files happening in the past years.

Posted

Nevermind, had my iGPU disabled in device manager as I was experimenting with some Oculus stuff and forgot to re-enable.

Posted
  On 12/27/2021 at 3:16 AM, Quick said:

Is there an ETA for Grass LOD?

Expand  

It's here!

For SSE 1.5.97

No Grass In Objects is required with grass cache, which depends upon .NET Scrip Framework, which is not yet updated to SSE 1.6.xxx

DynDOLOD is not limiting grass LOD for SSE 1.6.xxx, NGIO is.

Posted
  On 12/27/2021 at 3:22 AM, z929669 said:

It's here!

For SSE 1.5.97

No Grass In Objects is required with grass cache, which depends upon .NET Scrip Framework, which is not yet updated to SSE 1.6.xxx

DynDOLOD is not limiting grass LOD for SSE 1.6.xxx, NGIO is.

Expand  

I should have been more specific, sorry.

I meant for Skyrim AE. I'm on SSE 1.6.xxx.

I know Net Framework doesn't work for this version yet. If there's a way to do grass LOD I haven't come across it yet.

Posted
  On 12/27/2021 at 3:26 AM, Quick said:

I should have been more specific, sorry.

I meant for Skyrim AE. I'm on SSE 1.6.xxx.

I know Net Framework doesn't work for this version yet. If there's a way to do grass LOD I haven't come across it yet.

Expand  

You will need to generate your grass cache with your mods under 1.5.97 and then use that to gen LOD under 1.6.xxx against (nearly) same mod list. Otherwise, you must wait for .Net FW for NGIO under 1.6.xxx

Posted
  On 12/27/2021 at 5:04 AM, z929669 said:

You will need to generate your grass cache with your mods under 1.5.97 and then use that to gen LOD under 1.6.xxx against (nearly) same mod list. Otherwise, you must wait for .Net FW for NGIO under 1.6.xxx

Expand  

I figured. Thanks.

Posted
  On 12/27/2021 at 3:26 AM, Quick said:

I should have been more specific, sorry.

I meant for Skyrim AE. I'm on SSE 1.6.xxx.

I know Net Framework doesn't work for this version yet. If there's a way to do grass LOD I haven't come across it yet.

Expand  

DynDOLOD does not require a specific runtime version to generate  grass LOD in object LOD.

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-58/?do=findComment&comment=254861

Posted

It did it gives me 1 entry "File Not Found Textures" and in the end 

Error: File not found textures\landscape\trees\erowanbranch01_n.dds. Used by Meshes\cwi\flora\hoddminir\trees\hodrowantreegkb03wflowers.nif CollegeOfWinterholdImmersive.esp CWIHodRowan [TREE:CD28E5EB]

im really new to this. Does anyone have any tips how to solve this.

Posted
  On 12/27/2021 at 8:17 PM, skyrimFTW said:

It did it gives me 1 entry "File Not Found Textures" and in the end 

Error: File not found textures\landscape\trees\erowanbranch01_n.dds. Used by Meshes\cwi\flora\hoddminir\trees\hodrowantreegkb03wflowers.nif CollegeOfWinterholdImmersive.esp CWIHodRowan [TREE:CD28E5EB]

im really new to this. Does anyone have any tips how to solve this.

Expand  

https://dyndolod.info/Messages/File-Not-Found-Textures

File not found texture errors are solved by installing the missing file. The message tells you the mesh that uses that texture. It also tells you the plugin and thus you should be able to identify the mod.

As explained in the linked help page, missing normal map textures (*_n.dds) are automatically substituted with the default flat normal map.

Posted

Hey! I've been using ur mod on my playthrouh since the beginning for 2 weeks now. I'm decently far through the game and I almost never fast travel. I only travel by walking no sprinting either. I love the immersion ur mod can provide specially as it performs incredibly well given the immense improvement it provides over the vanilla game. However, I've notice that I got some "Hot spots" on certain areas, where, my game lags quite a lot. I usually get well over 100 fps 99% of the time while walking without a hitch, running the game with vsync and gsync at 75 hz. When I walk around Kynesgrove and the Windhelm's docks my fps drops to bellow 60 around the 50s which triggers my vsync and halfs my fps as per usual vsync functionality. Gsync can help with fps drops when they are over my monitor minimum fps threshold, which is between 55 to 75hz. When the game gets to below 55 I get an effective frame rate of half of 75. It looks horrible. I want to know if this is expected behavior on certain areas as the game can overload with lods even with dyndolod. Or if there shouldn't be such anomalies in frame rate and either there is an issue with the mod or with my load order. I'm running dyndolod on high settings with grass lod and tree lod on ultra. My pc is pretty decent: 2060 SUPER(equivalent to 2070 8gbs of vram), Ryzen 5 3600, 16gb of ddr4 ram and a sata ssd. When I disable dyndolod as per the instructions on the mods's mcm I get normal frame rates, so it's definetly dyndolod.

Help would be much appreciated. Thank you for reading and sorry for my bad English.

Posted (edited)

I have changed some textures and re-run all the LOD generators in my Elysium mod-list, including a new grass cache. But i have far grass that has different color than near grass. I used the STEP settings for all the tools, because i don't trust the default settings left by the Elysium author (b/c not sure if those are the settings really used). What could be the reason for the issue seen in the pics?

2021-12-28 22 29 33.jpg

2021-12-28 22 29 36.jpg

Edited by jjensson

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