vidalia
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Everything posted by vidalia
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Dynamic Distant Objects LOD - pre 2.xx
vidalia replied to sheson's question in DynDOLOD & xLODGen Support
I see...thanks for the clarification. -
Dynamic Distant Objects LOD - pre 2.xx
vidalia replied to sheson's question in DynDOLOD & xLODGen Support
I've been using Dyndolod for some time and been pretty impressed with what I've seen so far. Just wanted to report a minor issue with the College of Winterhold lod. Walking from the mountain pass near Aftland towards the shrine of Azura the LOD for the college appears and dissapears randomly. I am not using any mods that modify winterhold or the college exterior save perhaps 3DNPC which I don't think causes this problem. I'm running DynDOLOD on medium settings. Let me know if you need any further details. LOD https://imgur.com/t3XQeVB NO LOD https://imgur.com/v6bHN8I -
You could also try the Assiilation Lab https://www.theassimilationlab.com/ Sorry to hear what's happening to you at the Nexus though.
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Some good points from a mod author's perspective (Darkfox) https://www.youtube.com/watch?v=hPnhh4oDpGs
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SKYRIMLE Skyrim Immersive Creatures (by lifestorock)
vidalia replied to phazer11's topic in Skyrim LE Mods
Most of the SIC variants start appearing over and above Level 10. So if you are getting level 21 bears at level 1 some other mod is messing up your creature level lists. -
[Issues] Inigo + EFF + Follower Compatibility
vidalia replied to Sacralletius's question in General Skyrim LE Support
IIRC as of Inigo 2.0 the mod has its own follower quest similar to followers from Interesting NPCs so while you can use Inigo along with EFF, Inigo won't have EFF's dialogue wheel or other options. -
FNVEdit and Wryle Flash bypass MO's overwrite folder?
vidalia replied to vidalia's question in Guide Support & Bug Reports
Yes to both - I did run Wrye Flash outside of MO to check if my python install was working.- 7 replies
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- FALLOUTNV
- wrye flash
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FNVEdit and Wryle Flash bypass MO's overwrite folder?
vidalia replied to vidalia's question in Guide Support & Bug Reports
Ok I seem to have found a workaround for both programs 1.For FNVEdit - Moving the installation of FNVEdit to a subfolder under SteamAppscommonFallout New Vegas or a folder entirely outside SteamAppscommonFallout New Vegas seems to fix the issue - any plugins merged or otherwise created by FNVEdit now are properly saved in MO's overwrite folder instead of SteamAppscommonFallout New VegasData. 2. For Wrye Flash - I copied the generated based patch from the default FNV data folder to MO's overwrite folder - then from within MO I created a mod for the bashed patch, 0.esp and the docs folder - now on generating a new based patch via Wrye Flash, MO directly updates the mod with the new Bashed Patch,0.esp instead of me having to manually sync the mod with the overwrite (as I need to do in Skyrim). Hopefully this helps someone having similar issues.- 7 replies
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- FALLOUTNV
- wrye flash
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FNVEdit and Wryle Flash bypass MO's overwrite folder?
vidalia replied to vidalia's question in Guide Support & Bug Reports
Steam was already running in offline mode in the background before I launched these programs. Following your suggestion, I quit Steam and tried to run FNVEdit from MO. MO prompted me to launch Steam and then ran FNVEdit - same result as before - the merged plugin got created in the default FNV data folder, however the FNVEdit Backups folder got created in MO's overwrite folder. Same scenario with WryeFlash - ran WryeFlash from MO - MO prompted me to run Steam and then on creating a bashed patch the esp got created in the default FNV data folder, but the docs folder containing Bashed patch, 0.html file got created in MO's overwrite folder. P:S I do have another instance of MO ver 1.2.11 running with Skyrim and TES5Edit and WryeBash behave as expected on that install - all the runtime artifacts from these programs get written to the MO overwrite folder.- 7 replies
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- FALLOUTNV
- wrye flash
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FNVEdit and Wryle Flash bypass MO's overwrite folder?
vidalia posted a question in Guide Support & Bug Reports
Just starting with the F&LNV guide, I installed LOOT 0.6 & Wrye Flash, FNV Edit and set it up with MO, as instructed. The LOOT sorting works in the sense that its sorted load order for FalloutNV.esm and all the DLCs are reflected in MO and Wrye Flash. Now after installing all the mods in NV Uncut series and merging them in FNVEdit (launched via MO) I found that the resulting plugin is created in the default FNV data folder (SteamAppscommonFallout New VegasData) and not in MO's overwrite folder. I anyways forged ahead by moving the esp back into the overwrite folder and then creating a mod in MO from it. Creating a bashed patch in Wrye Flash with new bash tags added to the above plugin however again creates the Bashed Patch, 0.esp (overwriting the template Bashed Patch,0.esp) in the default FNV data folder rather than MO's overwrite folder. Intrestingly the docs folder for the bashed patch is created in MO's overwrite folder. I am sure I'm mising a configuration step somewhere but can't seem to figure it out. Any help/insight would be appreciated. P:S Using M.O ver 1.2.11, FNVEdit ver 3.0.32, Wrye Flash ver 16.0. And yes FNVEdit and Wrye Flash are installed in the SteamAppscommonFallout New Vegas and SteamAppscommonFallout New VegasMopy folders respectively.- 7 replies
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- FALLOUTNV
- wrye flash
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Spice of Life - Exiled Grunt Outfit has no body texture.
vidalia replied to MDarkbladeM's question in Guide Support & Bug Reports
If you are using an ENB try setting FixTransparencyBugs = false under the [FIXES] section in enblocal.ini -
Skyrim Revisited Pre-Release Feedback
vidalia replied to Neovalen's topic in Skyrim Revisited (retired)
There a few new Vigilant encounters added by SIC like a group of them fighting Perfect Hybrids and such...not sure if SIC goes as far as adding Vigilant based encounters in Dewmer ruins though - best to check if SIC makes any edits to Nchuand-Zel cells in TES5Edit. -
Skyrim Revisited Pre-Release Feedback
vidalia replied to Neovalen's topic in Skyrim Revisited (retired)
Guards raiding known Bandit locations in their respective holds is a "feature" of the SIC events system - not sure which one governs this particular interaction in MCM...maybe the Regional Events one? Since its based on the Skyrim's world interaction system it is completely random and probably not consistently reproducible at any one particular game location. -
Skyrim Revisited Pre-Release Feedback
vidalia replied to Neovalen's topic in Skyrim Revisited (retired)
Yes I guess the author's intent was to avoid making edits to the vanilla armors and thereby conflicts with other mods. If I remember correctly the armor worn by ghosts, specters, goblins and SIC variations of dremora are indeed marked as unplayable but the armored skeletons wear lootable/playable armor. Also SIC adds playable variations of the Falmer and Draugr armors... -
Skyrim Revisited Pre-Release Feedback
vidalia replied to Neovalen's topic in Skyrim Revisited (retired)
I believe he duplicated the armors to add support for the beast skeleton races that are incorporated in the mod. -
Skyrim Revisited Pre-Release Feedback
vidalia replied to Neovalen's topic in Skyrim Revisited (retired)
Known issue as per the sticky post on the ELFX page - you need to redownload and install ELFX. -
pack Dreadflopps Modular patches
vidalia replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
There should be a book placed somewhere in the Rorikstead Inn that gives out a few locations if I remember correctly. Also Lund's Hut right outside Rorikstead has at least one artifact. -
pack A Real Explorer's Guide to Skyrim
vidalia replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Should the ETaC - Falskaar Patch be placed before or after the Prometheus_NSUTR Falskaar Dock patch - the two seem to have conflicting changes with regard to the walkway meshes for the dock? -
GUIDE Fear and Loathing in New Vegas - Feedback
vidalia replied to EssArrBee's topic in Fear & Loathing in New Vegas
Stumbled upon this mod by accident and thought this might be worthwhile for inclusion in this pack High Detail LOD for Mojave -
Just updated to MO 1.2.5 and now my desktop shortcut to the Skyrim SKSE loader does not work. Generating a new one and/or launching with admin privileges does not help either. Does anybody else have this issue or knows of a workaround?
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pack A Real Explorer's Guide to Skyrim
vidalia replied to CJ2311's topic in Step Skyrim LE Packs (retired)
There are no quests in the Immersive Patrols - Travellers plugin. If you use ETAC Inns and load IP Travellers before it it would just mean that the travellers/merchants from the plugins will not be able to visit the Etac edited inns as those furniture ref markers are their package travel destinations. You should still be able to encounter them on roads though. -
pack Dreadflopps Modular patches
vidalia replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yes tested and it works. No CTDs while entering Lund's Hut or on wielding the weapon. -
pack Dreadflopps Modular patches
vidalia replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Regarding the CTD with regard to Skullcrusher in Morrowloot 4E - there is a mesh fix available on the original Morrowloot page here -
pack A Real Explorer's Guide to Skyrim
vidalia replied to CJ2311's topic in Step Skyrim LE Packs (retired)
FATT IV is not compatible with ETAC Dragon Bridge South - there are specific instructions in the guide to not install ETAC Dragon Bridge South if you are using FATT IV. -
pack A Real Explorer's Guide to Skyrim
vidalia replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Did a quick run of Markarth city and no I don't see the issue when running down the steps from the Treasury House and then up to the Temple of Talos. Its probably a mesh/texture conflict - when you uninstalled ELFX Exteriors did you do a full re-install of ELFX with just the interiors or did you simply remove the exteriors esp? If i remember correctly the ELFX exteriors module also edits meshes to support more shadow caster lights...

