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Everything posted by z929669
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FYI: I have confirmed that using "End Task" to force-kill AMD Adrenaline and other related AMD processes on my system resolves the long-running TexGen process. Tested with same LO, and my 35 minute TexGen run was reduced to about 4 minutes as expected. I haven't tested with DynDOLOD runtime yet. Running latest Adrenaline drivers and Alpha 118
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I don't thing EVLaS is really the culprit but rather reveals the problem (as sheson inferred in the last statement of his previous post). EVLaS gives us shadows from distant (non-LOD version) objects, and the reason the foreground is so dark in my last screen in previous post is due to EVLas allowing that big distant mountain to occlude 'sunlight' point source. This is how we want it, but the problem is that LOD is agnostic of EVLaS shadow effects and only responds to the light source (ambient/direct) without 'seeing' shadows cast via EVLaS mechanism (this is me guessing not a statement of facts). The mountain shadow did creep along the ground as the sun dipped, but it was only apparent on the loaded grass. I took the shot after the shadow reached me to illustrate the LOD/loaded difference. So the sun did light up the CG loaded grass as in the first image, but it became darker when occluded by the mountain shadow (thanks to EVLaS) and not as bright as if the sun were behind me. The effect of light on CG should be that when the sun is behind the PC, it lights up the side of the grass facing the PC, and when the sun is opposite the PC, the grass facing the PC is more shaded (depending on SubSurfaceScattering settings). The strength and behavior of this effect depends on the quality of the normal/specular of the CG grass and grey value of the flag area in the normal (this is why the CG grass I created for Cathedral Landscapes has different lighting than the one created by the Compendium CG mod). This effect only pertains to loaded grass though and not LOD grass, which lights up like other non CG objects. LOD also does not get shadows, so LOD grass will never react to light/shadow like loaded CG grass, but I think with the proposed changes to the next Alpha, we may see better approximation, given the game limitations.
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I know that ENB-CG settings themselves can exacerbate issues. Some presets have the CG settings optimized, and some do not. Some of the CG settings only apply to 'basic' (non-CG grass) and others only impact CG grass. LOD grass obviously cannot be impacted by this, so we've found that keeping the settings moderate is best for LOD compatibility. Also, if certain grasses are not using a CG-compatible atlas, they will be overly bright in full grass. As I understand, you are saying that it's the LOD grass than can be very bright at certain ToD with respect to loaded grass. I can corroborate that this is indeed true with Step SSE as well, and it sounds like the Back_Lighting flag may be part of the issue. We use Cathedral Landscapes Complex Grass for ENB and our own custom ENB preset (Heavy version), which is drastically simpler than many presets. ENB for SSE 0.488. If I find the time, I can test with these two mods over vanilla and see if I can't mitigate with the flag setting. I'm swamped with work, RL, and multiple projects right now, so no promises. For now, this is the effect with all settings optimized for CG-LOD compatibility: While the sun is overhead or even still peeking over the mountain and lighting up both foreground and background, things look as expected: ... but as it dips behind the mountain, one expects the shadow to creep from the mountain to the player, which indeed it does, but it doesn't impact LOD grass much at all, only the loaded grass: The LOD grass will stay lit up until most of the ambient sunlight is gone. This is also true of other LOD objects, but it's not as pronounced/obvious (e.g., distant mountains, trees, and objects are a bit brighter than those in the loaded foreground but its pretty acceptable, IMO ... I think the loaded area is pretty obvious from the second screen). EDIT: the so-called 'optimized' settings for our CG-LOD config are partly TexGen Direct/Ambient as indicated here, DynDOLOD grass T/B brightness all at 0.500, and ENB-CG settings moderate (with EFFECTs UseOriginalBloom=true UseOriginalPostProcessing=true). We are using Cathedral Weathers in those shots with Ambiance. This must partly be a game limitation, but I'm intrigued if the grass LOD flag can mitigate without messing things up in full daylight or when the sun is behind the PC.
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ACCEPTED Smooth Shores Patches (by Step Modifications)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Tech will be looking at SS in relation to SLaWF in the coming days I think, so creating the bug report on SS would be good, since it will be a reminder to validate your findings against both SLaWF and LFfGM. EDIT: actually, Tech created a Big Report on SS as a reminder, so you could add your findings as a comment to that.- 18 replies
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ACCEPTED Smooth Shores Patches (by Step Modifications)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I saw that, and now, of course, I get it- 18 replies
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ACCEPTED Skyrim Landscape and Water Fixes (by Wizkid34)
z929669 replied to D1Z4STR's topic in Skyrim SE Mods
@TechAngel85 The latest SLaWF update patches some things that overlap with the Smooth Shores patches. Example: Tundra Homestead patching now included with SLaWF. We may or may not want to use that new feature from this mod, given that SS is also doing it. I just want to coordinate our approach. -
ACCEPTED Smooth Shores Patches (by Step Modifications)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
A "Bug Report" on the SLaWF page? I'm not following. There's no bug, per se, just redundancies that SS patches should take into account ... maybe in coordination with WizKid, but IDK.- 18 replies
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Just install the Main File. Mod page instructions removed.
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Thanks. This is fixed.
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I've also seen one-time issues with a particular savegame with Dragon Bridge and related characters, so testing on a new game could magically resolve the issue. Otherwise, there is a plugin conflict or missing dependency of some kind, I would guess.
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Multiple Conundrums That MIGHT be connected
z929669 replied to TrueSkyrim's question in General Skyrim SE Support
I would always also use Step 3 as I mentioned above ... at least the worldspace selection piece. You can get failures at times when including n/a worldspaces. -
It's almost certainly related to your added mods or other deviations from the SSE guide. You can test on a new game by disabling any added mods and correcting other deviations from the guide if applicable. Otherwise, check any of the NPC records related to Peladius in the ccbgssse058-ba_steel.esl plugin and conflicts related to that. My guess is that at least one of your added mods touches NPCs and/or factions.
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Step does not support the GOG version, and we don't maintain the DynDOLOD documentation.
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Multiple Conundrums That MIGHT be connected
z929669 replied to TrueSkyrim's question in General Skyrim SE Support
Moved post to a more applicable forum, as I'm almost positive this has noting to do with the Step SSE guide. -
Multiple Conundrums That MIGHT be connected
z929669 replied to TrueSkyrim's question in General Skyrim SE Support
So you evidently are running SSE old version 1.5 97 with NGIO? Have a look at our Grass LOD Guide. Try using that process in it's entirety to get things working. Specifically, "Worldspaces with Grass SSEEdit Script for No Grass In Objects" will prevent grass creation in n/a worldspaces and speed up the process. There are also other tips for optimizing the process, like reducing your display resolution and using/configuring SSE Display Tweaks. See our System Setup Guide for general environment considerations and MO initialization and install methods. This advice is important for avoiding these sorts of issues when related to your modding environment config. Beyond that, you can uninstall MO and Skyrim and reset your entire modding environment, but that's more work but worthwhile if you continue to have issues. Last resort would be complete OS reinstall and clean config of everything, but that's a very last resort. -
ACCEPTED Smooth Shores Patches (by Step Modifications)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
@TechAngel85 You may want to check the SS Homestead patch against that newly provided by LaWF, as there are some conflicts. A couple are identical records and valid as such, but most are different (alpha layers and some other stuff). SS Homestead CC Patch overrides LaWF Homestead CC Patch I modified our LaWF mod page to install the LaWF Homestead CC Patch, since it provides some new records that don't conflict with anything else in Step 2.2.0- 18 replies
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It's working correctly for me. I just re-downloaded and reinstalled everything to be sure. This is how it's expected to look: The only one that should look outdated is the CR Patch thanks to how Nexus treats Main Files with respect to the global mod-page version (Nexus and/or MO thinks they should be in sync, but does not do this for any other file sections). I correct this by setting newestVersion properly in meta.ini, so this: becomes this: and all is green and will be flagged for update when any of these changes now. Newest version is 2.2.4 for the CR Patch only. We keep the global version at 2.2.0 to match the guide (we'll be dropping the 'patch' number in the third place here and on the Nexus global version moving forward). EDIT: The changelog is also accurate for me. You can review the global changelog or click the version links on the Files page:
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Correct. As stated at the top of our SSE guides, the AU is a hard requirement. I'm surprised, because you should not even be able to launch the game without crashing, since many CC mods are masters to our patches.
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I don't know what's what in those images. Open the images in Paint.net or similar and change the resolution to something like 1920x1080 and save as JPG so that you can upload and annotate them. They are probably PNG, BMP, or TIFF. Include an image with/without torch and with/without ENB (use Ctrl+F12 to toggle ENB off/on). Also, please share the exact location on the map so someone can test.
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ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
No, it is, because other Odin changes are forwarded that don't touch the Odin-Vokrii patch. ... needed to be merged with previous overrides into the CR Patch to preserve sounds from ISC and AOS mostly. EDIT: Step CR Patch is now updated to 2.2.4, removing the Odin-Vokrii Patch overrides mistakenly added in the 2.2.3 update.- 32 replies
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ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Lol. My updates didn't work for that optional file maybe because I merged ... so I'll bet I will be removing the Vokrii patch dependency next. Yes, that should be all that's needed, and any changes I made in the patches are probably redundant with that file. I'll look more closely tomorrow. I see why now. The new patch version matches the global version v3.8.2 now, so in merging, I missed the update. Great argument for not merging, I'd say.- 32 replies
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ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
After reviewing, this update indeed mandated a few changes to the CR patch and some minor changes to the CACO patch as well. Since the Odin - Vokrii Compatibility Patch has not been updated yet --and we've no idea when that will be-- I also forwarded/merged the relevant of those changes into the Step CR Patch to avert any questions or issues related to this. All changes and guidance is reflected on Nexus and in the changelog.- 32 replies
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