
Sacralletius
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Everything posted by Sacralletius
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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.- 80 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.- 80 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.- 80 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.- 80 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- 80 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.- 80 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?- 80 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.- 80 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.- 80 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.- 80 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.- 80 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.- 80 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
It's a bug. I think I forgot to forward the initially disabled flag to the ESL, during the last update. I will do so now and upload an update later today. Sorry for the inconvenience. Thanks for telling me though. The main purpose of the ESL is to make sure all the worldspace data wins any conflict. That data is needed for DynDOLOD to generate LODs. (will show an error messsage otherwise) In particular the data within the WRLD records, involving the MHDT - Max Height Data and Object Bounds (NAM0 - Min and NAM9 - Max) subrecords. In addition, the edits to the cells within the blocks are needed to forward the region data (for sounds) and location data. (WTT_SkyrimToSolstheimLocation "Skyrim To Solstheim Transition Location" [LCTN:0606F26D] for instance) The latter serves as a failsafe for when the player gets outside the bounds of the map through any means, bypassing the PLDs. There's a dormant constant effect spell (WTT_ControlSpell "WTT Control Spell" [SPEL:0606F273]) to check if the player is within these areas, and if they are, the spell will trigger the PLD script to teleport them over. Personally, to hide the plume, I'd recommend making an override patch that sets the global value of WTT_SkyrimVvardenfellPlumeMaxDistance to around 100. (This will make sure the constant effect spell will never start.) That way the player can still use console commands to change this later on, if they chose to, without the need to disable any plugins, eliminating the need to rebuild any dynamic patches that would require said plugin as master. That's how I would do it. I'm not sure whether or not this is actually the best way though. I hope this answers your questions. If you have any suggestions/ideas as to how to improve the mod, feel free to share. I'm always open to improve. :)- 80 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
I've updated the mod with some additional customizable settings for the plume.- 80 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
Cool. Good to know. Since there's a debate with some people wanting the plume to be visible and others don't. I'm probably making it optional.- 80 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
I'll need to check. I would imagine that it will require a very high occlusion plane.- 80 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
I see. I'd love to include something like that, although I'm not entirely sure where to place the occlusion plane.- 80 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
Sacralletius replied to DoubleYou's topic in Skyrim SE Mods
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- 80 replies
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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
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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
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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
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stuck large reference lod in classic
Sacralletius replied to jdsmith2816's question in DynDOLOD & xLODGen Support
Thanks, I'll try this.