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Everything posted by Pherim
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This seems to be a related issue, but not exactly the same: https://github.com/Modorganizer2/modorganizer/issues/352 Also, possibly this one: https://github.com/Modorganizer2/modorganizer/issues/208 Anyway, I'll see that I make a report. It's about time I get a Githib account, anyway. Thanks for your help!
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I know that, and I wrote this because it doesn't do that. As I said, if there is no file with the same name in the actual game folder, the plugin is saved there, even if it was loaded from the overwrite folder or a mod folder. I only mentioned 1.3.15 because I don't have an Oblivion Instance with MO2, as the Script Extender loading mechanism doesn't work in MO2. But to check whether the CS behaves as it is supposed to with MO2 I just created an Oblivion instance and started the CS from there. And the same thing happened: A new plugin was saved in the actual game folder, not in overwrite, so this looks like a bug in MO2 for me.
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I'm not sure how good Morrowind support is for MO2, but it is listed as a supported game and so far everything game-related works flawlessly, including MGE XE, MWSE, and MCP, so I'd say MO2 is a valid option for modding Morrowind. However, I've noticed a small issue with the Construction Set: It only saves a plugin in the overwrite folder or in a mod folder if a file of the same name exists in the actual game installation folder, otherwise it will be saved there. This does not happen with the Oblivion CS though, at least with MO 1.3.15 and the Construction Set Extender (https://www.nexusmods.com/oblivion/mods/36370). As I said, it is a small issue, but it would be great if it could be resolved.
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Does MO2 suppose Oblivion(Steam version)?
Pherim replied to b860228b's question in Mod Organizer Support
Switching from MO 1.3.11 to MO 2.1.3 because of the Nexus login changes I find that the script extender workaround doesn't work for me with Oblivion. When trying to launch the game, the Oblivion.exe process is started and maxes out one CPU core, but it only uses a few MB RAM, which never increases and the game never actually starts. I noticed that MO 2 doesn't place the hook.dll in the obse/plugins folder, and it also doesn't exist in the MO 2 installation folder. Providing the hook.dll from the old MO doesn't change anything, though. It's not a big deal since I'm not playing Oblivion at the moment and also using MO with Oblivion is a real pain for numerous reasons, so I think I will be using Wrye Bash or maybe Vortex the next time I want to mod a new game. My old installation still works with MO 1.3.11, the only problem is downloading and updating mods (again, not a big deal since I don't play it at the moment), but maybe I can somehow use MO2 for that and still run it through MO 1.3.11. Should be possible with symlinks and such. Anyway, I just thought I'd point that out, even though MO is not the best choice for modding Oblivion to begin with, in my opinion and experience. -
Dynamic Distant Objects LOD - DynDOLOD 2.27
Pherim replied to sheson's question in DynDOLOD & xLODGen Support
Thank you very much! -
Dynamic Distant Objects LOD - DynDOLOD 2.27
Pherim replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD_TES5_lodgen.txt does not contain these lines. I just started DynDOLOD (with Mod Organizer) and clicked "Medium", nothing else. This is the DynDOLOD_TES5_LODGen preset default.ini: [Skyrim] ShowHint=1 World=Blackreach (Blackreach) - Skyrim.esm Export=D:\Philipp\Downloads\Programme\Patches & Mods\Skyrim\Tools\DynDOLOD\Edit Scripts\Export\LODGen_TES5_several.txt Destination=D:\Philipp\Downloads\Programme\Patches & Mods\Skyrim\Tools\DynDOLOD\DynDOLOD_Output\ DataPath=D:\spiele\Steam\steamapps\common\Skyrim\Data\ DontFixTangents=1 NoTangents=0 NoColors=0 NoMaterial=0 RemoveUnseen=1 RemoveUnseenIgnoreWater=0 LODLevel=0 LODX=0 LODY=0 LODScale= Brightness=30 NearGridToLoad=11 FarGridToLoad=21 DoLODGen=1 DoDynDOLOD=1 CreateAtlas=1 UseCache=0 DoTreeLOD=1 UseOrgLOD=0 SkyFalls=1 Glow=0 GlowHigh=0 FakeLights=0 FakeLightsChildWorld=0 Candles=0 FXGlow=0 [Skyrim LODGen] LODGen1=sky\,,,,,Unchanged,0 LODGen2=magic\,,,,,Unchanged,0 LODGen3=furniture\dragonfurniture\,,,,,Unchanged,0 LODGen4=swirl,,,,,Unchanged,0 LODGen5=windowglow,,,,,Unchanged,0 LODGen6=movlod,,,,,Unchanged,0 LODGen7=1stperson,,,,,Unchanged,0 LODGen8=loadscreen,,,,,Unchanged,0 LODGen9=holycow,,,,,Unchanged,0 LODGen10=heb\ship\panksex.nif,,,,,Unchanged,0 LODGen11=effects\fxwaterfallthinsmall.nif,,,,,Unchanged,0 LODGen12=clutter\beehive01.nif,,,,,Unchanged,0 LODGen13=dlc01\effects\testdlcfxrapidsfallsline01.nif,,,,,Unchanged,0 LODGen14=dlc01\effects\testdlcfxrapids.nif,,,,,Unchanged,0 LODGen15=skyrim.esm !open cities skyrim.esp;000ee66d,,,,,Delete,0 LODGen16=skyrim.esm !open cities skyrim.esp;0005d2be,,,,,Delete,0 LODGen17=dlc01\soulcairn\sc_towerfloatingrocks,,,,Far LOD,Unchanged,0 LODGen18=dlc01\effects\fxsoulcairnbeam.nif,,,,Far LOD,Unchanged,0 LODGen19=seruinswaygate01.nif,,,,Far LOD,Original,0 LODGen20=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallf01.nif,,,,Far LOD,Unchanged,0 LODGen21=_byoh\architecture\byohhouse\byohbyohwrhub1stflwalll01.nif,,,,Far LOD,Unchanged,0 LODGen22=_byoh\architecture\byohhouse\byohbyohwrhub1stflwalll02.nif,,,,Far LOD,Unchanged,0 LODGen23=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallm01.nif,,,,Far LOD,Unchanged,0 LODGen24=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallm02.nif,,,,Far LOD,Unchanged,0 LODGen25=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallr01.nif,,,,Far LOD,Unchanged,0 LODGen26=_byoh\architecture\byohhouse\byohbyohwrhub1stflwallr02.nif,,,,Far LOD,Unchanged,0 LODGen27=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallf01.nif,,,,Far LOD,Unchanged,0 LODGen28=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwalll01.nif,,,,Far LOD,Unchanged,0 LODGen29=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwalll02.nif,,,,Far LOD,Unchanged,0 LODGen30=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallm01.nif,,,,Far LOD,Unchanged,0 LODGen31=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallmext01.nif,,,,Far LOD,Unchanged,0 LODGen32=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallmext02.nif,,,,Far LOD,Unchanged,0 LODGen33=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallr01.nif,,,,Far LOD,Unchanged,0 LODGen34=_byoh\architecture\byohhouse\byohbyohwrhub2ndflwallr02.nif,,,,Far LOD,Unchanged,0 LODGen35=_byoh\architecture\byohhouse\byohbyohwrhubchimneyext01.nif,,,,Far LOD,Unchanged,0 LODGen36=_byoh\architecture\byohhouse\byohbyohwrhubext01.nif,,,,Far LOD,Unchanged,0 LODGen37=_byoh\architecture\byohhouse\byohbyohwrlonghskext01.nif,,,,Far LOD,Unchanged,0 LODGen38=_byoh\architecture\byohhouse\byohbyohwrlonghslext01.nif,,,,Far LOD,Unchanged,0 LODGen39=_byoh\architecture\byohhouse\byohbyohwrlonghsrext01.nif,,,,Far LOD,Unchanged,0 LODGen40=_byoh\architecture\byohhouse\byohbyohwrporchkext01.nif,,,,Far LOD,Unchanged,0 LODGen41=_byoh\architecture\byohhouse\byohbyohwrporchlext01.nif,,,,Far LOD,Unchanged,0 LODGen42=_byoh\architecture\byohhouse\byohbyohwrporchrext01.nif,,,,Far LOD,Unchanged,0 LODGen43=_byoh\architecture\byohhouse\byohbyohwrshackext01.nif,,,,Far LOD,Unchanged,0 LODGen44=_byoh\architecture\byohhouse\byohbyohwrshackext02.nif,,,,Far LOD,Unchanged,0 LODGen45=_byoh\architecture\byohhouse\byohbyohwrtowerkext01.nif,,,,Far LOD,Unchanged,0 LODGen46=_byoh\architecture\byohhouse\byohbyohwrtowerlext01.nif,,,,Far LOD,Unchanged,0 LODGen47=_byoh\architecture\byohhouse\byohbyohwrtowerrext01.nif,,,,Far LOD,Unchanged,0 LODGen48=_byoh\architecture\byohhouse\byohbyohwrtowerroofk01.nif,,,,Far LOD,Unchanged,0 LODGen49=_byoh\architecture\byohhouse\byohbyohwrtowerroofl01.nif,,,,Far LOD,Unchanged,0 LODGen50=_byoh\architecture\byohhouse\byohbyohwrtowerroofr01.nif,,,,Far LOD,Unchanged,0 LODGen51=_byoh\architecture\byohhouse\byohbyohwrshackroof01.nif,,,,Far LOD,Unchanged,0 LODGen52=_byoh\architecture\byohhouse\byohbyohwrshackroof02.nif,,,,Far LOD,Unchanged,0 LODGen53=_byoh\architecture\byohhouse\byohfishdock01.nif,,,,Near LOD,Unchanged,0 LODGen54=dlc02\clutter\misc\siltstrider01.nif,,,,Far LOD,Unchanged,0 LODGen55=dlc02\dungeons\apocrypha\clutter\dlc2apocenvtenticle01.nif,,,,,Unchanged,0 LODGen56=dlc02\dungeons\apocrypha\clutter\dlc2apocenvtenticlesky01.nif,,,,,Unchanged,0 LODGen57=dlc02\dungeons\apocrypha\exterior\apotempletowertop01.nif,,,,,Unchanged,0 LODGen58=dlc02\dungeons\apocrypha\animated\hermaeusmorasface01.nif,,,,,Unchanged,0 LODGen59=dlc02\dungeons\apocrypha\animated\hermaeusmorasface02.nif,,,,,Unchanged,0 LODGen60=dlc02\dungeons\apocrypha\animated\hermaeusmorasface03.nif,,,,,Unchanged,0 LODGen61=unofficial skyrim legendary edition patch.esp;00100d63,,,,,Delete,0 LODGen62=architecture\whiterun\wrbuildings\wrfarmhousewindmill.nif,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,3 LODGen63=architecture\solitude\farms\sfarmhousesilo.nif,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,3 LODGen64=fxwaterfallbodyslopesfdistant,,,,Far LOD,Disable,0 LODGen65=fxwaterfallbodytallsfdistant,,,,Far LOD,Disable,0 LODGen66=fxwaterfallbodytall02sfdistant,,,,Far LOD,Disable,0 LODGen67=fxwaterfallbody,,Static LOD8,Static LOD16,Far LOD,Unchanged,1 LODGen68=hearthfireextended.esp;00008834,,,,,Copy,0 LODGen69=farmhouse\farmfreefireexttopcap.nif,,,,Far Full,Unchanged,0 LODGen70=fxsmokechimney,,,,Near LOD,Unchanged,0 LODGen71=skyrim.esm;0005c854,,,,,Delete,0 LODGen72=dbm resources\landscape\slabpillar01.nif,Full model,Full model,,Far LOD,Unchanged,0 LODGen73=\hay\,,,,,Unchanged,1 LODGen74=\roadchunk,,,,,Unchanged,1 LODGen75=\snowdrifts\,,,,,Unchanged,1 LODGen76=\rockl,,,,,Unchanged,1 LODGen77=\rockm,,,,,Unchanged,1 LODGen78=\rocks0,,,,,Unchanged,1 LODGen79=\rockcliff03,Static LOD4,,,,Unchanged,1 LODGen80=\rockcliff04,Static LOD4,,,,Unchanged,1 LODGen81=\rockcliff06,Static LOD4,,,,Unchanged,1 LODGen82=\rockpile,,,,,Unchanged,1 LODGen83=\icepile,,,,,Unchanged,1 LODGen84=casextblocks,,,,,Unchanged,0 LODGen85=impextblocks,,,,,Unchanged,0 LODGen86=impexticeblocks,,,,,Unchanged,0 LODGen87=slightpost,,,,,Unchanged,0 LODGen88=wrbrazier,,,,,Unchanged,0 LODGen89=tundradriftwood,Static LOD8,Static LOD8,Static LOD16,,Unchanged,1 LODGen90=01burning,,,,Near LOD,Unchanged,0 LODGen91=01landburning,,,,Far LOD,Unchanged,0 LODGen92=apocontrolring01water,,,,Near LOD,Unchanged,0 LODGen93=farmhousewindmillfan,,,,Far LOD,Replace,0 LODGen94=sfarmhousemillfan,,,,Far LOD,Replace,0 LODGen95=fxcreek,,,,Near LOD,Unchanged,0 LODGen96=fxrapids,,,,Near LOD,Unchanged,0 LODGen97=dlc2cliffbasalt,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1 LODGen98=dlc2dwe,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1 LODGen99=redorantemple01,Static LOD4,Static LOD8,Static LOD8,Far LOD,Unchanged,1 LODGen100=fxwaterfallmist,,,,,Unchanged,0 LODGen101=fxwaterfall,,,,Near LOD,Unchanged,0 LODGen102=imperialship01,,,,Far LOD,Unchanged,0 LODGen103=shiplargekatariah02,,,,Far LOD,Unchanged,0 LODGen104=shipcaptainsbroken01,,,,Far LOD,Unchanged,0 LODGen105=slighthousefire,,,,Far LOD,Unchanged,0 LODGen106=solituderotor,,,,Far LOD,Replace,0 LODGen107=water1024.nif,,,,Near LOD,Unchanged,0 LODGen108=water2048,,,,Near LOD,Unchanged,0 LODGen109=waterwheel,,,,Far LOD,Replace,0 LODGen110=wrhouseshack01destroyed.nif,,,,Far LOD,Unchanged,0 LODGen111=wrtempletree01.nif,,,,Far LOD,Unchanged,0 LODGen112=wrtempletree02.nif,,,,Far LOD,Unchanged,0 LODGen113=wrtempletreesapling01.nif,,,,Far LOD,Unchanged,0 LODGen114=tree,Billboard,Billboard,Billboard,Near LOD,Unchanged,1 LODGen115=\,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1 -
Dynamic Distant Objects LOD - DynDOLOD 2.27
Pherim replied to sheson's question in DynDOLOD & xLODGen Support
Yes, these are the ones I'm talking about and they are all missing. Ok, I found everything you mentioned except the lines in the LODGen_TES5_DLC2SolstheimWorld.txt - there is no mention of these LOD meshes in this file. But Dragonborn.bsa is loaded and and the DynDOLOD_TES5_meshes.txt lists them correctly. -
Dynamic Distant Objects LOD - DynDOLOD 2.27
Pherim replied to sheson's question in DynDOLOD & xLODGen Support
Nothing changes the Base records or the models. -
Dynamic Distant Objects LOD - DynDOLOD 2.27
Pherim replied to sheson's question in DynDOLOD & xLODGen Support
Hello, I've been using DynDOLOD for quite some time now and everything was always fine, but now I'm on Solstheim and I noticed that I don't see the big mushrooms in the distance (The giant Telvanni one and the other houses are there, but not all the other mushrooms near it). I've genereated DynDOLOD with medium settings. Is anyone else having this problem? -
Dynamic Distant Objects LOD - DynDOLOD 2.27
Pherim replied to sheson's question in DynDOLOD & xLODGen Support
Thank you! -
Dynamic Distant Objects LOD - DynDOLOD 2.27
Pherim replied to sheson's question in DynDOLOD & xLODGen Support
I just re-generated DynDOLOD with 2.22 and discovered that the generated textures are all uncompressed now, which was not the case before. Is this intentional? The output textures folder is now seven times the size it was before. -
Actually, unless you have a very fast SSD, reading data from SSDs and decompress it is usually a lot faster than reading uncompressed data from a conventional hard disk. And even on an SSD it should still be faster or at least not slower than reading uncompressed data. It always takes the longest to get the data into the RAM, but once it's there it can be processed a lot faster. The main goal should be to get it into the RAM as fast as possible, so compressed data is usually better. Especially for Meshes the difference between compressed and uncompressed size is huge, and I have definitely experienced shorter loading times and less stutter after compressing some mods which had a lot of small meshes in them, for example facegen meshes for NPCs. Also, having all files together in one (unfragmented) archive file further reduces access times for conventional HDDs. See here for more information (scroll down to 4.): https://forums.nexusmods.com/index.php?/topic/4591640-update-bsas-and-you/ This does not directly correspond to BSAs, true, but it can be assumed that the game is optimized for fast BSA extraction.
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The mod has recently been updated to v4.1 (no v3, apparently), with completely new textures, but it seems there are a few problems with them as can be seen in this comment on the SE mod page. It's the same with the original Skyrim, I checked. Until this is solved, people should stick to v2.0. Oh, and nobody should install these 4k textures. Ever. Trust me, you will never see them in full resolution in the game.
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Not only does his stuff not fit the game's art style (whether his textures are good or not is debatable, but he certainly has a persistent fan base), but more importantly, he tends to delete all his mods periodically for whatever reason, so including any of them in a guide like this would not be a good idea.
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The same has happened to me and at least one other person on the Nexus (unless the commenter on the mod's page and CheckyoFacts are the same person). I am using ELFX, if that is of any importance. Although as far as I know, the ELFX torch only changes the size of the flame... anyway, I made my own thinner version of the ELFX torch with NifSkope and I have not had a single crash like that (with the crash fixes message about a corrupted mesh popping up) since then.