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Found 3 results

  1. LOD: acronym for Level Of Detail. Ingame, around the player, the closer terrain and objects are fully rendered, meaning they are using regular full-poly (and eye-candy) meshes. For short: the more all this stuff is distant from the player, the more it is replaced with simplified meshes in order to save performance. As the distance from the player increases, the LOD goes from 4 (very detailed), then 8 (less detailed), then 16 (even less detailed), and then finally 32 (poorly detailed). LOD files are present in the 'Skyrim - Meshes.bsa' archive. DLCs also bring their own LOD files in their dedicated archives. Once you have extracted the archives, and for the tamriel worldspace, you can find : a bunch of files in meshes/terrain/tamriel with the '.btr' extension type. They are the landscape LOD meshes. a bunch of files in meshes/terrain/tamriel/objects with the '.bto' extension type. They are the objects LOD meshes (mainly rocks and buildings) Both can be opened in Nifskope , but let's have a look at the objects '.bto' files. Their names obey to a kind of logic : they're all named TamrielN.X.Y.bto, where N is the accuracy of the LOD (from 4/very detailed, 8, 16 and 32/poorly detailed), and X and Y are the coordinates on the map. The problem is : is there a way to know in which .bto file I can find a specific building/town ? The answer is YES ! I made custom maps for the level 4, 8, 16, 32 LOD files in order to save a lot of time when looking for the coordinates. All maps for both Skyrim and Solstheim are available at nexus here for Legendary Edition and here for Special Edition. As this is a modder's resource/helper, the files are absolutely identical for both SLE and SSE... I hope this can be useful for modders who are interested about LOD in these worldspaces. If you have suggestions for improvements or conveniency, feel free to express. Please have a look at this topic if you want to learn more about LOD files generation and download fixed vanilla files.
  2. this post is a year old but it really got me thinking about SE retex potential. i have tried poking around on google, steam, nexuswiki, actual wikipedia... i'm having a hard time getting any hard technical details about the SE engine. i even popped in to ask the experts, but i suspect they are busy with holidays. at school all of the shaders we make are geared for pre-render, not live render so words like brdf, fresnel, gloss, smoothness, and anisotropy are familiar now. UE4 already supports using physics based rendering shaders and i'm really curious how much of that we can implement in SE. i asked on chatty and the SE engine treats normal maps as bump maps which just means ignoring the colour information so it's a greyscale map? i know that UE4 [and therefore the bears] can support displacement maps, but i'm wondering if the upgrade to the SE engine means allows that too.
  3. Arthmoor

    [RELz] Dawnguard Map Markers

    Adds map markers to the Soul Cairn and to the Forgotten Vale. The markers must still be discovered, but once they are, can be used as fast travel points. The Soul Cairn gets the added bonus of now accessing the overhead map like you would see for Skyrim. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Dawnguard Map Markers.esp file into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Dawnguard Map Markers.esp from your Data folder. Then reload your game as usual. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Needs to be positioned after any mods which alter the Soul Cairn worldspace, or your map markers will be displayed incorrectly on the main Skyrim map. Compatibility Should not have any significant compatibility issues. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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