
Sacralletius
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Sacralletius last won the day on January 8 2023
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
I've noticed that DynDOLOD now offers LOD generation for neighbouring worldspaces. This might cut down on the amount of references I'd need to copy over. I might need to look into that.- 72 replies
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That's unfortunate. Especially when using tools like Nemesis, it loves to edit existing behavior files and has had me reinstall several mods to recover the original files. I haven't found any other ways to deal with it. It kinda sucks, as without Nemesis, I'm missing out on a lot of mods. But that's probably unavoidable. Hopefully MO2 will at some point have a protected mod folders feature.
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As a mod author, I've had an issue when making patches for mods, using MO2. When editing a mod, MO2 will edit the original mod files in the left pane. In most cases, this is not really an issue, and I can manually copy them in another folder to prevent this. However, with certain tools/CK functions, it sometimes edits files in mod folders without telling me which ones, which often leads to a lot of extra work having track down any edited files in the mod folders and reinstalling said mod. Is there a way to set mod folders as "protected" and have all of their potential edits go into overwrite, instead of editing the files within the mods folder, so I can keep my mod folders pristine?
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
@DoubleYou AFAIK that bug only applies if the player is in those cells. I made sure that the player will never actually reach them (the player will teleport to the corresponding worldspace long before getting outside the cell limit). Those cells you were referring to, are merely for LODs, not an actual playable area. Yeah, I haven't heard from him for more than a month now. We actually decided to use multiple worldspaces to make sure the player never got beyond the limit.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
Just updated the mod.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
Awesome. I'm glad to hear it's working better for you. I'll update the mod later today.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
Try this file. It has a new global to completely turn on and off the plume. Also the file in attachment sets the global to 0, which should turn the plume off by default. Hopefully this works... WTT - No Plume.7z- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
That is possible. I'll see if I can find a more reliable way.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
Here's a video in which I test the plume distance. For me it seems to work, but it takes a few seconds to kick in (or due to the player character moving). When you made the plugin with the globalvariable change, did you test that on a new save?- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
By the way, there was this other guy, called Pokenees, who wanted to use Worldspace Transition Tweaks as a base for a community project called OneTamriel, to link more worldspaces from several mods. We even made a Discord channel for the purpose. Unfortunately, he's been missing in action for a while. If anyone wants to see this Discord, I can give you an invite. To give you an idea, these were his plans. (BIG image) Originally, I wanted to include Japhet's Folly and Giant's Tooth to WTT, but he told me to wait until he finished his work on several other islands. Yeah, I was in fact thinking of shortening it a bit.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
I'll do some testing as well. I might even post a video.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
Yes, I updated the mod to fix the issue that was reported.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
I agree. Especially mods adding new worldspaces, as the persistent refs stack up quickly when using multiple of those.- 72 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
Alright, so there are a few more questions that were being raised. I'll try to answer them. Why is the main ESP flagged as an ESM? Because it contains several hundreds of thousands of new references. (many references from Solstheim copied to Skyrim and vice versa.) In a normal non-ESMified ESP, all of those references count as persistent and will contribute towards the ~1 million persistent reference limit. Why the ESPFE? As the ESMs load very earlier in one's load order, it is very likely that any mod that makes edits to either Tamriel or DLC2SolstheimWorld resets the edits I made. These edits are critical to win each conflict: Within the WRLD records: MHDT - Max Height Data and Object Bounds (NAM0 - Min and NAM9 - Max). If any mod reverts these and the user attempts to run DynDOLOD it will cause an out of bounds error. You're looking at the wrong place. I didn't mean direct Location record, but instead any cell that references them. I marked a group of cells by giving them a location and if the player somehow gets to that location they will be teleported to corresponding worldspace. The ESPFE is absolutely essential unfortunately AFAIK. I cannot be skipped. Could you send me the ESP containing your edits? It's hard to go off of descriptions. But from what I see adding a Deleted flag is NEVER a good idea. Never mind, misread.- 72 replies
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