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TaxTalis

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Everything posted by TaxTalis

  1. Alright, and yes, I didn't, thanks for clarifying!
  2. I was standing at High Wrothgar and looked at Bleak Fall Barrows where I always had Z-Fighting before and then from the Shrine of Meridia towards the Shrine of Peryite where I mentioned the Z-Fighting here. No console included, just looking around ingame as would normally. By the way, the Dyndolod Resources 3 "Mod" must not be disabled before play? Only both the (TEMP) named "mods" from the guide are to be disabled after xLodGen execution, right?
  3. Then I guess I have forgotten to install that patch. Just to get some feel for it, as an object texture replaced I need to run TexGen and Dyndolod again? Or only TexGen and then update the Texture Atlas with Dyndolod? For the last one you press the button, wait and then copy the files back over the existing ones or how does that even work? The documentation didn't revealed to me how that works... I installed the Cathedral - Improved Mountain LOD and Z Fight Patch, executed xLodGen, TexGen and Dyndolod again with the settings from the WIP Guide (except I left out MipMap and steepness for LOD32 as I read that on the forum) and, well, at least the black spots are gone. I haven't noticed more or less Z-fighting, and the aforementioned one between the Shrines definitively persists as I thought it would. I must admit I haven't noticed a difference from the mountains changed but also haven't done an explicit side-by-side.
  4. Thank you for clarifying. I tried my best to follow the guide but of course I can't be certain not to have messed it up.
  5. Alright, thank you! Any hint on these dark spots in the swamps near Solitude by chance? I assume you don't have them? So either it's a mistake on my end or maybe a fix from the Patch I am missing.
  6. Oh yes that internal WIP STEP patch I am of course missing. When I'm off the game I see if the Cathedral - Improved Mountain LOD and Z Fight Patch (WIP) will improve those flickers for me (Edit: It might for others I also have, but won't for the ones I wrote about above, as those aren't changed by the patch from what I read). Just to be sure of the procedure, I would need to run xLodGen, TexGen and Dyndolod3 for that one correct? My grass cache can stay as it is, can't it? Should I try the fix you proposed for MM and report?
  7. Ah, at least then it's all known to where it stems from. Hm yea your water looks fine to me too. I have Reflect Sky disabled in BethINI. Though I have some LOD problems in general, so something seems odd about my settings or setup there. I get these dark spots in the swamps near Solitude which turn to a sort of grassland when approached: https://my.hidrive.com/share/eo.vto8ma9 And some hefty Z-Fighting around the mountains surrounding the river crossing between the Shrine of Meridia and the Shrine of Peryite. Sorry, I don't know what chunk that is, I haven't been there yet. It's clearly visible for me when looking out to Perite's Shrine from Meridia's one. Still, not a support request, just letting you know in case there is something missing in the guide, but as your water looks fine, that seems to be on my end. Keep up the good work and if I can be of help just let me know.
  8. Ah yes, i should have provided the coordinates in the first place. Varlais Caverns: X 67230; Y -103242; Z 15889; Cell 16,-26; Block 0,-1; SubBlock 2,-4 Tree: X 70863; Y 39996; Z -8178; Cell 17,9; Block 0,0; SubBlock 2,1 The issue with the water lod is sad, as it ruins the great view a little but at least it seems I didn't mess it up A side note, as the guide has been changed in the mean time and i started 2 weeks ago: Due to compatibility issues of some mods I'm using the 1.5.97.0 executable and binkw64.dll but my other files are the patched steam version. Maybe the current WIP guide version wouldn't produce the above shown glitches. I also added Rudy ENB but I haven't to my knowledge added anything related to textures or meshes related to trees, mountains or terrain in general.
  9. Hi everyone, thank you for the great work and the huge effort you're all taking to provide the rest of us with a working and beautiful mod list! I tried STEP back in 2012 (I think) but failed to get my game to work and now am back to finally play Skyrim. I used (yes, unsupported) WIP Guide v2.0.0 and I'm not here to ask for a fix, I merely want to point out two irregularities I found. Maybe I did something wrong, maybe you already found and fixed them but maybe you want to look into it. I don't dare to touch my finally running mods again for testing as I'm new to this all and I don't want to start my character over again. First the entrance of a Cave called "Varlais Caverns" up near Arcwind point which says "cleared" for me already though I haven't done anything in it. Also the actual port doesn't bring me to a place called "Varlais Caverns" but "Rielle" but maybe that's intentional. Anyway, the landscape of the entrance doesn't fit into the surrounding terrain. https://my.hidrive.com/share/vfl9uvpzo0 Second I found a glitching fallen tree south of Heljarchen whatever that is. https://my.hidrive.com/share/5vy641go18 Finally as I'm here anyway, is this what the water is supposed to look like from afar or did I do something wrong there? Up close and in map view (LOD32?) it looks ok, but otherwise it doesn't look very good from afar for me. https://my.hidrive.com/lnk/QfAjnWEM As I said, I don't ask for a fix, it's more to let you know and to ask if it looks suspiciously like I made a mistake. Thank you again - Tax EDIT: Think I might should have posted that to SE Guides instead. Sorry ...
  10. Hello, not sure if this is helpful or wanted but I went through the WIP guide and found that with Version 15 of Scambled Bugs Scrambled Eggchantments has been merged into it. The JSON configuration has changed and does not resemble the instructions anymore. From the mods changelogs: Renamed the Multiple Hit Effects patch to the Cloak Hit Effects patch Moved the Magic Effect Conditions fix from Scrambled Bugs to Bug Fixes SSE Renamed the Apply Spell Perk Entry Points: Multiple Spells patch to the Perk Entry Points: Apply Multiple Spells patch Therefore as far as I can tell right now: "equipBestAmmo": false -> stays "multipleHitEffects": false -> "cloakHitEffects": false "magicEffectConditions": true -> seems to have been introduced to Bug Fixes SSE "multipleSpells": false -> "applyMultipleSpells": false
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