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Posted
7 minutes ago, Zanderat said:

Thanks, @sheson.  So that means that I should look at the grass mod, if you feel TexGen picked the colors up correctly?

Check if the billboard texture generated/used for a grass base record actually matches the full model.

Other than that, the defaults setting are for vanilla weather and no ENB.

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

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 :)

Posted
13 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 :)

From https://dyndolod.info/Help/Grass-LOD

Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode = 1 or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode = 2.

Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes.

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
46 minutes ago, sheson said:

From https://dyndolod.info/Help/Grass-LOD

Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode = 1 or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode = 2.

Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes.

Thank you for replying Sheson. I did miss the bit about setting the mode both in the advanced menu and the GrassControl.config.txt..
Having now tryed it however, I can say with relative certainty, that I experience no difference.
Was I supposed to enable this before running the grass precache, or is this an issue of trying to run it in Skyrim AE?  

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.

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