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gmahadhika91

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  1. It is. I'm dumb. Thanks a lot!
  2. I've finished building my Open Cities DynDOLOD, exactly as instructed no problem generating it. However, when I opened Whiterun Gate, it shows a blank LOD. And after I take like 5 steps closer it shows everything inside Whiterun. I assume it has something to do with xLODGen. Should I/should I not generate xLODGen with open cities.esp activated? Thank you. (Video attached) 2023-02-11+04-59-18_out.7z
  3. Sorry for the double post, I'll leave this here in case someone else is having the same problem: Vvardenfell Plume in Skyrim You can control the visibility of the Vvardenfell plume by using the following console command: set WTT_SkyrimPlumeMaxDistance to X X is the max distance in Skyrim units. Default value is 307,200. To make the plume visible from as far away as possible, use a value of 10,000,000. You can the following console command to turn off the plume entirely. set WTT_SkyrimPlumeEnabled to X If X is set to 1, the plume is enabled, if it is set to 0, the plume will be disabled. (Sometimes it takes a few moments for it to register.) There's also an optional plugin that sets this to 0 and as such disables the plume.
  4. Aah alright I understand, this is a WTT specific problem instead of DynDOLOD yes? Thank you for clarifying.
  5. I'm not sure I understand. So what should I do if I wish to make the plum not visible from Tamriel but visible in Solstheim? Edit something in xedit?
  6. As title says. Is there any way to make the plume to be always visible and not clip in/out around Whiterun as I move around? It disappear and reappear as camera angle changes. Thank you.
  7. That is correct. There is a certain distance that the model doesn't show at all. It's like: 1. 100 meters away: i can see the banner animated and looks good 2. 50 meters away: it disappears completely 3. 20 meters away: it is visible again Right I'll try the original reference first and see what happens. Thank you.
  8. Hello sheson, First of all, thank you for your guidance. It work. Ish. When I am very far away from the banner, it does show the animated banner. But as I got closer, the banner dissapear completely, only to reappear once I'm very close. How do I fix that? Thank you.
  9. Need help as title says. I've tried many combination of rule to make GenericBannerRed03.nif to always visible and animated regardless of distance to no avail. If possible, can I see the screenshot of the rule in DynDOLOD that would make my wish possible? Thank you so much.
  10. I beg your pardon, none of these links work as intended. Or do you mean both of them is available in the DynDOLOD docs?
  11. So I should generate objects and terrain using xLODGen, and also generate DynDOLOD on top of that? And which mod are those .esms from? What about the xLODGen settings? Also, is it ok to activate Open Cities while generating xLODGen?
  12. This is with vanilla game. No mods whatsoever, just the official DLCs. https://imgur.com/a/en4FbPL It happens when I look over to Solstheim. https://imgur.com/a/cCfjjP2 Here, you can see the problem from some distance away. Notice there is a "hole" in the distant mountain/terrain. Not as jarring as the first picture, but it's there. https://imgur.com/a/7NMdOSj This is what happens when I load my full modlist (including DynDOLOD and Occlusion) on the vanilla save. Notice that the "hole" gets bigger. Updating occlusion didn't fix the problem. https://imgur.com/a/AMSWt0T This is the coordinates where I can see the problem, both in vanilla and in modded. https://imgur.com/a/vgYsA2i I hope that helps to identify the problem. Thank you again.
  13. Uuuh...I did. It's this one.
  14. Hey Sheson, I've tried regenerating Occlusion but the problem persists. Thoughts? Any other things I should provide?
  15. I beg your pardon, I'm not really sure what qualifies as a "terrain" or a "mountain". Uumm...no. The .btr file does exist, but not the .bto one. It originates from vanilla mesh1.bsa. You mean this is the solution to said problem?
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