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Posted
11 minutes ago, Quick said:

Is there an ETA for Grass LOD?

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
11 minutes ago, 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.

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
1 hour ago, 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.

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
2 hours ago, 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

I figured. Thanks.

Posted
4 hours ago, 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.

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
29 minutes ago, 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.

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
Posted

Your ENB is significantly reddening the grass. You will need to adjust the settings for the grass LOD accordingly, or adjust the ENB. Try modifying the grass brightness parameters for DynDOLOD like this:

Divide your GrassBrightnessTopR and GrassBrightnessBottomR by 1.7

Divide your GrassBrightnessTopG and GrassBrightnessBottomG by 2.7

Divide your GrassBrightnessTopB and GrassBrightnessBottomB by 5

Then Rebuild Atlas in DynDOLOD and to update your grass LOD textures.

Not sure how well this will work, but give it a shot.

Posted

@DoubleYou's algorithm should increase red sufficiently to make a difference, but you essentially want to increase GrassBrightnessTopR relative to GrassBrightnessTopG and GrassBrightnessTopB. (@DoubleYou what's the basis for the inverse factors you are using? Just curious, as these are precise.)

Default in DynDOLOD_SSE.ini is:

; grass LOD brightness multipliers
GrassBrightnessTopR=0.400
GrassBrightnessTopG=0.445
GrassBrightnessTopB=0.450
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.200
GrassBrightnessBottomG=0.223
GrassBrightnessBottomB=0.225


... we have a similar issue in Step's SSE build with ENB, which is essentially fixed using (note that R is increased relative to G/B):

; 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

Wow, this is all new to me. It's the first time i'm using grass cache. It's Rudy ENB Zangdar's Cut. I'm gonna try to make those adjustments and report back. Much appreciated, guys!

Posted
12 minutes ago, z929669 said:

@DoubleYou's algorithm should increase red sufficiently to make a difference, but you essentially want to increase GrassBrightnessTopR relative to GrassBrightnessTopG and GrassBrightnessTopB. (@DoubleYou what's the basis for the inverse factors you are using? Just curious, as these are precise.)

Default in DynDOLOD_SSE.ini is:


; grass LOD brightness multipliers
GrassBrightnessTopR=0.400
GrassBrightnessTopG=0.445
GrassBrightnessTopB=0.450
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.200
GrassBrightnessBottomG=0.223
GrassBrightnessBottomB=0.225


... we have a similar issue in Step's SSE build with ENB, which is essentially fixed using (note that R is increased relative to G/B):


; 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

 

I'm trying to use math that may or may not work. I'd rather not disclose my nonsense unless I see it works, as I haven't really tested the theory.

Posted (edited)

EDIT1: pause!! i forgot a folder with a bunch of lod-related files. re-running and will update as needed. sorry.

hello, again. im hoping this is a really simple answer to a stupid novice-tier question:

[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.16.80.64.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.32.64.64.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.92.76_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.92.72_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.88.76_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.88.72_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.8.88.72_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.32.64.64_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.16.80.64_msn.dds
[09:49] Building terrain LOD textures elapsed time: 09:06
[09:52] [Commonwealth] Generating Object LOD
[12:42] [Commonwealth] No options file found: G:\TOOLS_\xLODGen\Edit Scripts\FO4LODGen_Fallout4_Commonwealth_Options.txt
[12:42] [Commonwealth] Saving LODGen data: G:\TOOLS_\xLODGen\Edit Scripts\LODGen.txt
[13:00] [Commonwealth] Building LOD textures atlas: G:\FO4LODGen-Output\textures\terrain\Commonwealth\Objects\Commonwealth.Objects.dds

are the large gaps (timestamp-wise) expected behaviour? 

thanks again, and i appreciate your patience.

Edited by Omniguous
made a mistake when running the program. might affect post.

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