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Discussion topic:
Freaks Floral Fields by TheBloodyFreak
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Freaks does look good, and it's intriguing for consideration in Step. Unfortunately, the Nexus description doesn't mention anything about compatibility with landscape mods (CL in our case). I'd need to run it and look at the plugin and asset conflicts myself to determine feasibility.

Posted (edited)
26 minutes ago, z929669 said:

Freaks does look good, and it's intriguing for consideration in Step. Unfortunately, the Nexus description doesn't mention anything about compatibility with landscape mods (CL in our case). I'd need to run it and look at the plugin and asset conflicts myself to determine feasibility.

I'd be happy to list conflicts, since I'm still using 99% STEP as a core, and the 1% is not landscape stuff, so I could just snip MO conflicts tab. Would likely need different TexGen settings, I'm currently in the middle of fine tuning that while waiting on some help with a grass lod bug I'm suffering from.

Edited by nomaddc
Posted
25 minutes ago, nomaddc said:

I'd be happy to list conflicts, since I'm still using 99% STEP as a core, and the 1% is not landscape stuff, so I could just snip MO conflicts tab. Would likely need different TexGen settings, I'm currently in the middle of fine tuning that while waiting on some help with a grass lod bug I'm suffering from.

So you are using Freaks with CL then? I can have a look when I have more time, but that's my main question I guess ... and how CL's and Freak's plugins are sorted relative to each other in your LO.

Posted (edited)
3 hours ago, z929669 said:

So you are using Freaks with CL then? I can have a look when I have more time, but that's my main question I guess ... and how CL's and Freak's plugins are sorted relative to each other in your LO.

Correct. I've kept CL, got rid of Cathedral Landscapes Complex Grass for ENB, installed the Cathedral - 3D Landscapes and Grass Library (it's a prerequisite for Freaks), then Freaks Floral Fields. Did all the rebuilding too naturally. As for load order I've rolled with what LOOT suggested, so (just the relevant plugins) CL first, Freaks Floral Fields right after, then 2 Freak's submods closer to the bottom. Non-LOD part looks great, LOD part requires to be toned down in brightness a bunch, I think I was getting close to good result with 115 direct and 110 ambient, but now it's a bit dark during the noon.

Edited by nomaddc
Posted
16 hours ago, z929669 said:

Freaks does look good, and it's intriguing for consideration in Step. Unfortunately, the Nexus description doesn't mention anything about compatibility with landscape mods (CL in our case). I'd need to run it and look at the plugin and asset conflicts myself to determine feasibility.

Indeed. The variation looks better than CL and I think it does work with CL. Like @nomaddc is finding out, balancing the lighting with CW in DynDOLOD will be fun. As I've ran around the game, CL has just become a bit bland and often looks a bit off in comparison to the rest of the lighting (usually too bright). I've been eyeing Azurite Weathers and Seasons too, as a CW replacement.

Posted
On 12/2/2024 at 12:51 PM, TechAngel85 said:

Indeed. The variation looks better than CL and I think it does work with CL. Like @nomaddc is finding out, balancing the lighting with CW in DynDOLOD will be fun. As I've ran around the game, CL has just become a bit bland and often looks a bit off in comparison to the rest of the lighting (usually too bright). I've been eyeing Azurite Weathers and Seasons too, as a CW replacement.

In case this helps (although YMMV since I am using a different ENB) I've settled on:

120 direct - 180 ambient

dyndolod sse ini file tweaks:

ComplexGrassGlowMap=50
ComplexGrassBacklightMask=90

This by far looked the most acceptable out of all of my attempts and I was ready to be done by that point :) This does result in LOD grass being ever so slightly brighter than normal grass just when it gets dark outside, but otherwise it looks pretty damn good. As per Shesons suggestion playing with backlight mask improved the grass lighting during the day (it was too damn dark), so I would guess if yall would be doing your own tweaking that would come into play as well.

Posted

After a quick look, It's clear to me that Freaks is implicitly compatible with CL, since it's using many unaltered models and textures from the C3DL Grass Library, which is advertised to have been developed to work best with CL landscapes. C3DL also provides grasses in most areas. LOOT sorts Freaks after C3DL, so the result with all three mods installed and sorted with LOOT will yield CL grasses associated with water and some snowy areas only, C3DL in fall forest and tundra, and Freaks nearly everywhere else.

Testing with varying sorted LOs would be necessary to get an idea of what should dominate in conflicting areas and ultimately a patch needed if using all three. Otherwise, without C3DL, Freaks would cover everything but the watery areas.

On 12/2/2024 at 12:17 AM, nomaddc said:

Correct. I've kept CL, got rid of Cathedral Landscapes Complex Grass for ENB, installed the Cathedral - 3D Landscapes and Grass Library (it's a prerequisite for Freaks), then Freaks Floral Fields. Did all the rebuilding too naturally. As for load order I've rolled with what LOOT suggested, so (just the relevant plugins) CL first, Freaks Floral Fields right after, then 2 Freak's submods closer to the bottom. Non-LOD part looks great, LOD part requires to be toned down in brightness a bunch, I think I was getting close to good result with 115 direct and 110 ambient, but now it's a bit dark during the noon.

I assume you are sorting with LOOT and not custom?

... or rather not using C3DL and just the library?

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