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Elaura last won the day on August 30 2024
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Elaura started following Sleep requirement to Level Up , Is there a complete sorted list? and Skyrim TVDT - Occlusion Culling Data
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Is there a simple list of correctly sorted mods that should be in the plugin list if the Guide is followed perfectly? I can't rely on my ability to concentrate fully when following the guide and not missing anything or making mistakes.
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ACCEPTED Landscapes - Cathedral Concept (by The Community)
Elaura replied to TechAngel85's topic in Skyrim SE Mods
Thank you, I will double-check my list.- 35 replies
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ACCEPTED Landscapes - Cathedral Concept (by The Community)
Elaura replied to TechAngel85's topic in Skyrim SE Mods
Please forgive me if I don't have the vocabulary to explain myself. I have been tracking down Textures Do Not Match issues in Dyndolod. I have a compulsion to root out the causes of Warnings and Errors concerning Skyrim. Several of those I'm getting seem to be related to Cathedral Landscapes. It appears the terrain lods for Cathedral Landscapes are in BSAs and despite being loaded after DYNDOLOD Resources by STEP, the DYNDOLOD Resources are loose files, so that they overwrite Cathedral Landscapes anyway. For that matter, so does Majestic Mountains, Assorted Mesh Fixes, Skyrim Realistic Overhaul, and SMIM, though I haven't gone into tracing whether those overwrites affect LOD textures or meshes in the slightest. Basically, what I'd like to know is are the textures that don't match a result of the matching models being in the Cathedral Landscapes bsa and is it intentional?- 35 replies
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The config file is now "GrassControl.ini" not "GrassControl.config.txt" as stated in the guide at https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide
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Thanks! I shall!
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I wish there was a script. I'm having to do it all "by hand" in XEdit. It's what I get for running 1070 Active plugins eh?
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Honestly, I can patch the few mods that make editor ID and location additions. I didn't want to name the mod authors, but the editor ID changes are from mihail and Arthmoor. They aren't wild edits. For example, Tamriel "Skyrim" [WRLD:0000003C] Bring Out Your Dead changes this cell from [CELL:00008E83] (in Tamriel "Skyrim" [WRLD:0000003C] at 26,26) to ARTHBOYDWinterholdHoD [CELL:00008E83] (in Tamriel "Skyrim" [WRLD:0000003C] at 26,26) The real issue comes up when multiple mods add Regions. Since there can be multiple Region entries and Occlusion only takes the last one, I inevitably have to manually bring forward the regions from mods earlier in the load order. For example, Tamriel "Skyrim" [WRLD:0000003C] Bring Out Your Dead changes this cell from [CELL:00008E83] (in Tamriel "Skyrim" [WRLD:0000003C] at 26,26) to ARTHBOYDWinterholdHoD [CELL:00008E83] (in Tamriel "Skyrim" [WRLD:0000003C] at 26,26) AND Unique Region Names adds two new Region entries that aren't in BYOD. Occlusion doesn't bring forward the changes from both mods The same is true for Unique Region Names and Missing Encounter Zones. Unique region Names adds a XCLR Region entry, while Missing Ecounter Zones adds XEZN subrecord. They both can't load last so Occlusion doesn't bring forward both changes. I'm simply wishing Occlusion could bring forward all the added XCLR Region entries and all the added XEZN, from all the mods in my load order, instead of taking the last one and blanking out the changes from the others. As it is, I either have to make my own patch to load last or bring forward the ignored changes after Occlusion.esp is generated. It's one of those "wouldn't it be great if?" scenarios. Not something I truly expect someone to make happen.
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That's what I'm doing. I couldn't tell you why the mod authors change the worldspace editor IDs, but on the outside chance it has something to do with a script, I am loathe to change them back. In any case, Let's let this go. I am using xEdit to try to fix these issues. I'll just have to back up this Occlusion.esp so I can bring the changes forward whenever I have to re-generate it.
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I didn't mean to say it is an issue with Occlusion. It's my issue, most definitely. I suppose in my dreams I imagine a patcher that allows me to choose which mod I want each type of record to to use. Currently, I use: Realistic Water Two Unique Region Names Missing Encounter Zones As well as various mods which alter specific Editor IDs of Worldspaces. While I'm dreaming, I'd love to have a feature that could read my mods and choose the ones that change a record and ignore the ones that don't, regardless of load order. Sadly, they can't all load last.
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Thank You. I guess Occlusion.esp isn't for me, then. I spend more time patching than playing. Thanks again!
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Thank you for your response and explanation. I have one question, does load order, in this context, include ESL-flagged ESPs? With multiple mods altering LCN, Region, Editor ID, and Zone records, patches still need to be made, since they can't all load last. For example, Arthmoor's Helarchen Creek changes the Editor ID of a worldspace record, and Telengard alters another Editor ID, but leaves the one changed by Helarchen Creek alone. No matter which loads last, the unchanged records of one will overwrite the changed record in the other in Occlusion. This is an undesirable result for me, even though Dyndolod is generating Occlusion as designed. I didn't post the log, because I don't consider this an error. The only reason I even posted was to make you aware of this behavior, in the event it is something that you wish to consider in future releases.
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Hi! I have recently realized Occlusion.esp doesn't bring forward Editor ID changes from mods such as Depths of Skyrim and Gnomes- Mihail Monsters and Animals (SE-AE version). It also doesn't bring forward region and zone info from Unique Region Names and Missing Encounter Zones. URN is currently hidden for updating. in my load order, URN and MEZ were flagged as ESLs when I generated Dynolod with the accompanying Occlusion.esp. DoS and Mihail's mods are not flagged as lite ESPs. I am currently bringing the changes forward one at a time in xEdit. I am running latest Skyrim AE with the latest STEP Guide and additional mods. I use MO2. ALSO: I have age-related vision impairment and I've probably lost at least one IQ point for every year I've been alive, so please forgive me if this issue is addressed in the manual or elsewhere in this forum. Thank you and let me know if this is something I should take up with the individual mod authors. EDIT: Occlusion generation also doesn't bring forward XLCN - Location information such as FrostmereCryptLocation from USSEP as well as Helarchen Creek and Telengard by Arthmoor. Other mods are also affected.
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Thank you! That answers all my questions. The MCM menu worked a treat, too.
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Thank you. I honestly can't remember if I turned on the CC Survival mode when I started and I had no way of finding out. I'll try the console and let you know how it turns out.
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I'm using Sunhelm, but I may have activated Survival mode also. I'll check that. Thanks!