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obdown666

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Everything posted by obdown666

  1. Sheson, Using Ultra Trees with an ongoing trial and error to find the least memory impact. I really like the Great Forest of Whiterun Mod so I have a lot of trees. I use dynamic but unskinned trees in the INIs. I have removed all tree edits (textures/meshes) and only care about two things - low memory impact and zero pop-in. I use 128 bit settings in teslodgen and dyndolod and thats fine for me. Everything works well but the filesize is roughly 3.5G. DynDOLOD_TES5.ini Ultra Tree Settings are as follows: IgnoreTrees=0 TreeLOD=0 TreeFullFallBack=0 (may have to change to 1 if mod added trees cause a problem not sure yet) FlagTrees=0 Catch-All Tree Rule: LOD 4 LOD 8 LOD 16 VWD Grid Reference Static LOD4 Billboard Billboard Checked Far LOD Unchanged Three questions if I may: 1.) Given use of Ultra Trees, how can I NOT have Tree LOD show up on the World Maps? Since using Forest of Whiterun I have way too many trees and cant see the roads. The textures are too dark and the map is just plain cluttered and unappealing. I use Qualty World Map and HQ 3D Map and use Sols/Wyrmstooth/Falskaar addons if that matters. 2.) Do I still have to run Teslodgen first and leave the output active in the load order since I noticed in your .ini file you flagged teslodgen to run. 3.) Anything i can do short of generating my own billboards to reduce the filesize? Thanks very much for Teslodgen and all of your works.
  2. Yes, we have seen this coming. Hopefully someone will simply pick this up and move it to the Nexus and remove the full reliance on STEP, which is a loose coupling anyway. Don't need to expand it rapidly (there is only so much available ram), just slowly over time and ensure mod changes that impact other mods in the pack are called out and addressed. This is the heart of my load order and is a massive time saver. Thanks for the time and quality put into this. Bonne Chance.
  3. I wonder if someone could please state what the REGS Patch - Riften NavFull.esp does? I am not using JK's but am using nernies and wonder if it is still needed. Nevermind. I see that the Fomod text description box hasn't been updated to match the option text. Apparently only needed if running JK's and 3DNPC. Thanks anyway, and thanks for the update.
  4. I would like to second the thought from Mate1146 regarding HHOS. This would be helpful since there are so many locations I don't know if any will create a conflict until discovered much later. For example, I read there might be something near Falkreath that might conflict with MAS. ALthough this was just a guess on someone's part. However, I would suggest that the author add the markers to the high immersion version with the potential "occupants" and varied camping gear. If you want markers you must DL the version without occupants. Seems to me you need both. FYI those that are concerned with them being too easy to find need to install a mod that greatly decreases the distance that markers show up. Which now that I think about it is a real plus for REGS.
  5. Teabag86, can be merged into two mods, not 1. Same issues as you. The following works for me. Better DG Entrance and a merged mod including: Unique Border Gates (UBG) Point the Way UBG DG Entrance Patch UBG Point the way patch
  6. Aside from the biggest request which is a merged set of patchers/esp replacers, I have but one content request and that is regarding food items. Food items alter the economy and add magic effects and generally alter the core game balance, size of the crafting menus, immersion etc when you get numerous duplicates and they don't match up with the effects set forth by mods like Requiem and RND and frostfall etc. I humbly request that you consider a method or policy (even if its a console switch or TESEDIT manual change) that allows optional blocking of the expansive food item/recipe/placed items/levellist content changes. Alternatively, you could create a separate and optional food/recipe only mod that REGS will use so both users and modders could work with that one esp and then be confident in future REGS compatibility. Thanks for listening and thanks for maintaining REGS.
  7. After attempting to merge the replacer and patcher esps I get a particular navmesh error referring to: 0402AD3D which is a key: DLC2TGGloverKey "Glover's Guild Key" [KEYM:0402AD3D] Not sure if this is just a strange artifact of the merge or if there is an issue with the navmesh. Either way I cant merge any of the files with the common navmesh you are using. Not sure what is going on. Also, just trying to understand how things work, since that navmesh has the same formid in almost all your replacer/patches, and is also a vanilla formid, doesn't the last one win? It seems to vary a bit but that could just be it gets resorted for each esp. Just wondering how this works. It is preventing me also from merging the replacer version of immersive dg entrance with guarded border gates. And, generally speaking is it safe to merge some of your esps? Really need the slots having added most of the REGS mods.
  8. Daniel/others, Had same issue. just click on the gear icon in upper right corner of IE 11, add nexusmods to the compatibility view list. Its that simple. Sometimes IE forgets and you have to re-add it.Â
  9. I have the solution. Came to me at work when a similar issue was impacting other websites. Couldn't be simpler -- Just load a nexus page and click on the gear in the upper right corner. Click on compatibility view settings and add the nexus to the compatibility list. Presto.
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