Jump to content

Sacralletius

Citizen
  • Content Count

    27
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Sacralletius

  • Rank
    Citizen
  1. I'll need to check. I would imagine that it will require a very high occlusion plane.
  2. I see. I'd love to include something like that, although I'm not entirely sure where to place the occlusion plane.
  3. Author of WTT here. (AndrealphusVIII) Thank you for checking out my mod. I'm always looking for ways to improve it. I'm not really well versed in the inner workings of SSELodgen/DynDOLOD. I was able to generate it properly on my end, but unfortunately many users report issues while generating LODs for WTT, which I can't really help them with. I've considered making pre-generated LOD available for users that have such issues, but I'm not sure whether this would be the correct course of action, given compatibility. As for the future, WTT will be included in a bigger project, referred to as "One Tamriel", which is a collaboration between several authors, to extend the functionality of WTT to other worldspaces. (currently aimed at the Sea of Ghosts, but several regions of Beyond Skyrim will be supported as well.) This is a rough first draft of the worldspaces covering the Sea of Ghosts and Tamriel: https://media.discordapp.net/attachments/867059703711531029/977931930836287558/Reopen_for_export.jpg Prior to joining One Tamriel, I was working on including Japhet's Folly, but that work unfortunately had to be scrapped, since the location of the island was up for debate and we decided to move a bit more north. Additionally, I would like to provide support for the Paraglider mod and dragonriding from the Dragonborn DLC, to be able to glide or fly to other worldspaces. With the latter, I hit a wall due to an engine limitation, but I have requested a new papyrus function from po3, to be able to circumvent this: MoveMountedActorTo(): https://forums.nexusmods.com/index.php?/topic/8876738-feature-requests/?p=109542013
  4. I'm using this mod ( https://www.nexusmods.com/skyrim/mods/71905/? ) and I was wondering if DynDOLOD is able to make LODs for it. The tower itself consists of a lot of smaller meshes. They all have the flag "IsFullLOD". But there are hundreds of them. As far as I know, the flag "IsFullLOD" makes the object persistent. I am already pretty close to the persistent limit, so I was wondering whether I could change them to "Visible when distant" (no persistence needed). Is DynDOLOD able to create LODs from small static objects that have "Visible when Distant" enabled? Thanks in advance Kind regards Sac
  5. Hi there I'm thinking of recreating SkyRe's ReProccer in MXPF, or at least parts of it. I have asked T3nd0 about the source code of the ReProccer, but unfortunately he no longer has that. I assume it's possible to "recompile" a .jar file and view parts of the source code, to get a general idea about it? However, my real question: Is it possible to remake the ReProccer in MXPF? I myself have very little experience coding in Pascal (or programming in general), so I'm not sure whether this is going to work? From the ReProccer modpage, it does the following things: (along with some notes what I would prefer to use/don't use) Are these things feasible or even doable within MXPF? Thanks in advance Kind regards Sac
  6. Hi there I am using a lot mods which I spend huge amounts of time (2+ years) making compatible and merging. It's mostly stable, but I'm running into an issue with the lips of NPCs not moving at all, despite using the lip sync fix. Here's a quick video explaining my issue: I have a hunch my issue is related due to the amount of animals and critters from various mods. Troubleshooting I've tried so far: Lip sync fix -> Lips don't moveFuz Ro Doh -> Lips don't moveLip sync fix + Fuz Ro Doh -> Lips don't moveRegenerating all face gen date in the CK -> Lips don't moveRemoving all idle dialogue from the critters -> Lips don't moveRemoving all critters and farm animals -> Lips move againReplacing all critters and farm animals with a random NPC (Nazeem) -> Lips don't moveReplacing all critters and farm animals with mannequins -> Lips move againUsing a custom script to disable AI of all critters and farm animals -> Lips move againTrying this mod/fix ( https://www.nexusmods.com/skyrim/mods/50823/? ) to increase the amount of AIs that can be used in a cell -> Lips don't move Some information: Unfortunately Modwatch doesn't work for me. (always says the server isn't responding.) Also, posting my load order won't make much sense, as I'm using a lot of personal merged and custom plugins. Mod Manager: Mod Organizer 32bit (for Oldrim) Mods I merged and made compatible (2 years+ of work!): https://pastebin.com/y6KU9FMj (all texture reduced to 1k max to make up for my older PC specs, mentioned below.) Other standard mods: https://pastebin.com/KHqDUkxR SKSE INI: https://pastebin.com/PLiWaeU0 Skyrim.INI: https://pastebin.com/aWUHzKck SkyrimPrefs.INI: https://pastebin.com/5cja5KX5 Crash Fix INI: https://pastebin.com/Lk25Kmxz (I'm also using the preloader!) enblocal.INI: https://pastebin.com/JRykD7MA enbseries.INI: https://pastebin.com/ZK8Hiisr PC specs (a bit older specs): - Win7 64bit - GTX 770 (4GB VRAM) - i5 4670 @ 3.40GHz - 16 GB RAM - Launching Skyrim + Mod Organizer from an SSD, outside of Program Files. If you need more information, feel free to ask. Kind regards Sac
  7. In WhiterunWorld (= Child Worldspace?): I added a lot of new buildings. I also move the east walls a bit further out to make room for the buildings In Tamriel (= Parent Worldspace?): I added a new district and an entrance to the east wall (the wall that corresponds with the one I moved in WhiterunWorld, but I didn't move it in Tamriel.) So the size of the city in WhiterunWorld doesn't correspond exactly with the size of the city in Tamriel. I hope that makes sense. I'm a bit bad at explaining.
  8. I'm also helping out with that Skyrim overhaul. As for Whiterun, I added objects in the "WhiterunWorld" worldspace and the "Tamriel" Worldspace near Whiterun. I haven't tested this myself, but I'm pretty sure that the WhiterunWorld exterior cells exceeds the related Tamriel cells, as I made the WhiterunWorld Worldspace a lot bigger. I'll do some more testing and I'll let you know what I find out.
  9. Thanks, that sounds great. :) I got some other plugins that have the same issue, but they don't add another NavMesh (in the same cell). In that case, should I just remove the deleted NavMesh? Like in this case: https://i.imgur.com/svtPfnT.png Thanks in advance
  10. Last night I watched a tutorial where was mentioned that you can just undelete Vanilla NavMeshes by removing them from the mod in question. Is it safe to do this? This image might illustrate better what I mean: https://i.imgur.com/kW3OqKM.png Thanks in advance Kind regards Sac
  11. While building a new load order, I stumbled upon some conflicting NavMeshes in TES5Edit. I was wondering whether there is a way to resolve them in TES5Edit? This is what I'm talking about: https://i.imgur.com/3SA2UGe.png I doubt a normal Conflict Resolution Patch is capable of resolving these conflicts? Or is there a way I don't know of? Thank in advance Kind regards Sac
  12. It works :) I'm no longer getting the error. Thanks for helping me out. :D
  13. Whenever I launch Mod Organizer, I get this error: https://i.imgur.com/XvVkwJf.png (Sorry it's partly in Dutch) I can work in Mod Organizer without any noticeable issues, except it's just an annoyance this error pops up everytime I open MO. What does it mean? And how can I resolve it? Thanks in advance Kind regards Sac
  14. Hi there A while back I installed EFF, and so far, I'm really liking it. Especially the stat bars of my followers. However, I have some trouble getting EFF to work with Inigo. I have tried using Follower Compatibility. But still, the wheel from EFF won't show up when I talk to Inigo. I tried moving my load order, but to no avail. I even started a new game without Follower Compatibility, recruited Inigo and installed FC afterwards. But even then, no wheel or stat bars. However, when I change to settings (in EFF's MCM) from Standard to Dialogue, I can see to the new dialogue options when I talk to Inigo. But no wheel or stat bars from Inigo will show. Any advice? Thanks in advance Sac
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.