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Everything posted by mtreis86
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Bug report for you: It appears that since moving from 33 to 34, the -o: command has changed a bit. Where previously a path like "D:\Modding Tools\xLODGen\Output\" would be fine, in the latest version this path results in "D:\Modding\" being created and used as the output. In other words, it seems to truncate the path at the first space. Thanks for your time.
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My playthrough has many changes from the guide. I followed the guide, tested it and made sure my setup was stable, backed it up, and started hacking away at it. Current setup is at https://modwat.ch/u/reevus77/modlist I don't exactly remember which changes were for OMEGA vs for other mods though so I can't really say for sure. I didn't track things as I went.
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1: Conflict resolutions patches differ based on the mods being resolved, it is not possible to just write a guide for it in a general case. The decision making process during creating one is too complex, it would take a book. There are many conflict resolution tutorials that attempt to do so available on youtube and reddit and other places around the internet. 2: Yes, using smash.forceall means smash forwards any changes MLU makes over any later mods so it wins overrides. And yes replacing that esp is enough. 3: It is difficult to help with custom load order issues without knowing what load order the issues are in. By 'unfinished' what is really meant is constantly-evolving. There is no plan to 'finish' the creation of the guide. The guide is not meant for novice modders, but more as a framework for experienced modders to build upon, or a demonstration of the extent of what modding can add to the game in a stable manner. The links to zedit and xlodgen are both in the prerequisites page and there is a ton of information out on the internet about how to use them and what they are for. Descriptions of those tools are also on the Prereq page: Zedit "Mod Notes: This tool is similar to SSEEdit." LODGen "Mod Notes: This is a utility used to generate LOD meshes and textures "exactly" like CK."
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That picture is extremely informative, I wish I had seen it earlier - I wouldn't have needed to ask. Please post that on the front page. I was under the impression the ublocks picture you included in DynDOLOD was the same block pattern the terrain used. Clearly I was wrong. While I do test things myself there and find tests very valuable, there is only so much that can be done with a lack of resources, and not having a clear idea of how the grid is laid out was a severe hinderance to my understanding. So, thanks.
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Thanks for the tool, Sheshon. What do you recommend for diffuse/normal resolutions for terrain generation at varying lod levels? I have seen conflicting information, some claim to use higher resolution at further distances, others claim the opposite.
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That esp does two things. One is it makes any enemy that will level up as you level up be around 50% stronger than they were. So if an enemy had a level of 20 in the base game while you are at level 10, they get a level 30 with that file turned on. The other it that it lets you individually adjust the encounters that have a minimum level - the enemy will never be below some level. I don't see any encounters in there that aren't set to vanilla. Only difference to vanilla in that file are the leveled actor multipliers. In wildcat you can enable "let wildcat manage difficulty" and change the settings to whatever you want to adjust your damage and the damage you take if novice is too difficult. I also suggest using some followers.
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Enable all of those in both panes Except sse-terrain-tamriel. That one only gets enabled during xlodgen. Check in xedit to see if your whole load order is able to be loaded. The error you are getting is due to dyndolod not being able to add a master to itself, not to do with dyndolod being adding to your load order. Dyndolod adds itself to your load order when you hit save&exit at the end.