Iñm investigating issues with my last modlist, i´m experiencing random and kinda constant crashes, cant find the answer as Crash logger don't generate a log for this... now i´m reading that Tree Lod Lighning (with no VR support) is a requirement for Screen Space Shadows to work (right?) but SSS says that it is supported for VR but one of the requirements (this mod) for taht mod to work is not?? i´m i missing something here? i mean, i´m not blaming this for the crashes (and for some wird reason my performance drop when game window is in focus on monitor, but not when other thing is over it... i think this might be related to my crashes (not a conventional CTD game freezes to never recover again until force quit, no Crash Log, nothing :( ) this crashes happen no matter if i´m in interior or exterior, while on the map, inventory, figting, even one time it freezed just entering the main menu!! So please i want to understand if SSS is not actaully supported for VR, because it looks really, really awesome!!
I have the same question. Uggghhh, I literally just spent the last two hours trying to figure out where to put the file output for the community shaders mod that this mod requires. Lol. It's the little two seconds of explaining things fully that would help save people sooo much time. So, I installed this mod and community shaders because I am getting some weird outline glitch around trees in certain lighting scenarios. It just started for no reason, haven't found a fix. So, here I am searching for a mod to help fix that, hoping this works as I am not using a dyndolod either. No real explanation on whether this mod will help or work without dynolod, however the description page states its required yet should work with any lod's (dyndolod or not?); then it states the parallax and vr requirements options are required too. Yet obviously one wouldn't need those if they don't use or have those either. So,,,, here we are again, spending hours trying to figure out if this is something that would even work without those different versions of this mod and all with no installation instructions. Guess its just off to the testing range. *_*
I know it's not directly about this mod but I can't post to STEP modifications/DynDOLOD forums. Just wanted to ask if there's any chance to use 7-Zip instead of zip? I could repack my TexGen and DynDOLOD output archives (and save more than 50% space) but it takes time. I hope the complex/atlas Tree LOD lighting feature will look good. :)
So, if I understand this correctly, if a mod uses hybrid tree LODs for Dyndolod (I use SFO, which Dyndolod page says it includes hybrid tree models for lod generation) then, I'd still benefit from this mod, since the more distant trees would still be a regular 2d billboard LOD, i.e. without lighting. Am I correct??
I just spent the last two hours trying to figure this out. One of the mods this mod requires from the requirement menu (community shaders) makes you some re-shade files and skse file plugins and never specifies where these files are to be placed after they are created. So, long story short, this is one of those mods where you spend hours and hours on trying to figure out what to do with it and whether or not the requirements stated are actual requirements or only requirements for VR setup, or Parallax setup users, or Dyndolod setup users; then the icing on the cake of course is having to research what to do with the setup you choose to try and have to figure out what to do with that mods output as well. Ugh,,, I am sure that these simple questions could have taken two seconds to include in the description with a simple installation instruction section.
If you use MO2, anything that Skyrim or SKSE plugins create file-wise will be by default put into MO2's "overwrite" folder.
Community Shaders will create a folder called "Shader Cache" after its initial compilation process. This folder contains shader files that Skyrim can read and render. You should re-package, from the MO2 "overwrite" folder, the "Shader Cache" folder into your CS "mod" for MO2 after the "Shader Cache" and its contents have been created. The folder structure is: ~data\Shader Cache. So, this folder should be in the same place as the contents of CS itself: ~data Interface Shader Cache Shaders SKSE There are no "re-shade" files and no SKSE plugins "made" by CS or its shader features. If you change any settings in game and save, CS will create a "SKSE\plugins\CommunityShadersUSER.json". If you are using MO2, this file will also by default be placed in the MO2 "overwrite" folder by MO2. If it is not placed in the Data folder or a mod (that you create for MO2), it will be overwritten with each launch of the game.
Manual installation is very simple: drag and drop contents of CS and/or shader features archives directly into the "Data" folder. Nothing to do afterward, load game, wait for compile, play. CS will create the correct directories, file structure.
For VR...you're on your own. I don't own a headset. For Parallax: install CS, Auto Parallax, Complex Parallax Materials and parallax enabled meshes with "_p.dds" textures. Note that anytime you add a new feature, CS will re-compile the "Shader Cache" and users should re-package as stated above. For DynDOLOD: There is no need to regenerate LOD. The issue is aesthetic, if you don't like Grass Lighting and Tree LOD Lighting remove them. Complex grasses (ENB) and cached grass (an LE feature that was not brought forward to SE) mods may not be pleasing in combination with GL and/or TLODL. LOD generation will not be affected by the presence of any CS features, as there are no LODs, textures, or meshes created by CS.
@MotoSxorpio that still doesn't answer my question: if I were to use Ultra Tree LOD option in DynDOLOD, I'd still benefit from using this mod, since LOD level 16 LODs are still regular billboards, instead of full 3D LOD (even with Ultra Tree LOD checkbox turned ON in DynDOLOD), right?
https://dyndolod.info/Help/Ultra-Tree-LOD Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system.
https://dyndolod.info/Mods/Community-Shaders Note that ultra tree LOD with BillboardX already utilizes HD tree LOD billboards that have normal map textures and typically has better visual results. When using ultra tree LOD, the standard tree LOD is disabled and the Tree LOD Lighting shader is obviously not affecting anything.
64 comments
vortex is usually correct but not this time
Is not in the VR effects of community shaders.
A pity.
+1 VR
I hope the complex/atlas Tree LOD lighting feature will look good. :)
Thanks!
Community Shaders will create a folder called "Shader Cache" after its initial compilation process. This folder contains shader files that Skyrim can read and render. You should re-package, from the MO2 "overwrite" folder, the "Shader Cache" folder into your CS "mod" for MO2 after the "Shader Cache" and its contents have been created. The folder structure is: ~data\Shader Cache. So, this folder should be in the same place as the contents of CS itself:
~data
There are no "re-shade" files and no SKSE plugins "made" by CS or its shader features. If you change any settings in game and save, CS will create a "SKSE\plugins\CommunityShadersUSER.json". If you are using MO2, this file will also by default be placed in the MO2 "overwrite" folder by MO2. If it is not placed in the Data folder or a mod (that you create for MO2), it will be overwritten with each launch of the game.Interface
Shader Cache
Shaders
SKSE
Manual installation is very simple: drag and drop contents of CS and/or shader features archives directly into the "Data" folder. Nothing to do afterward, load game, wait for compile, play. CS will create the correct directories, file structure.
For VR...you're on your own. I don't own a headset.
For Parallax: install CS, Auto Parallax, Complex Parallax Materials and parallax enabled meshes with "_p.dds" textures. Note that anytime you add a new feature, CS will re-compile the "Shader Cache" and users should re-package as stated above.
For DynDOLOD: There is no need to regenerate LOD. The issue is aesthetic, if you don't like Grass Lighting and Tree LOD Lighting remove them. Complex grasses (ENB) and cached grass (an LE feature that was not brought forward to SE) mods may not be pleasing in combination with GL and/or TLODL. LOD generation will not be affected by the presence of any CS features, as there are no LODs, textures, or meshes created by CS.
Yes.
See below.Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system.
https://dyndolod.info/Mods/Community-Shaders
Note that ultra tree LOD with BillboardX already utilizes HD tree LOD billboards that have normal map textures and typically has better visual results.
When using ultra tree LOD, the standard tree LOD is disabled and the Tree LOD Lighting shader is obviously not affecting anything.
Use the official DynDOLOD support forum in case of questions or problems for qualified answers and help.