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JumpingBoat35434

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Everything posted by JumpingBoat35434

  1. I tested PosA with standard lod and new generated lod. No difference with PosR, so visually it's good. I also disabled some static objects like a small stone wall (from Northern Roads Clutter Only) and didn't find additional large reference bugs in logs. That means for now PosA(0.0,0.0,-30000.0),flags(0x00000800) would be the best option? Until the script is released or BOS supports something like PosX, etc. Looking forward for the script, will it support a list of IDs as input?
  2. Just want to add, there is a Synthesis patcher based on script which moves to -30000 everything that's lower -30000 to prevent issues... so maybe a good option would be indeed PosA(0.0,0.0,-30000.0),flags(0x00000800)? If the objects are disabled then it wouldn't matter they're all in the same coordinates?
  3. Thanks, I'll use this option then, with 0 for x and y: [Transforms] ...|PosR(0.0,0.0,-30000.0),flags(0x00000800)
  4. Hello, I've been using Base Object Swapper to remove a lot of trees in Fabled Forests mod (Skyrim SE), because they have clipping with objects from other mods or even in vanilla Skyrim when using big scale of trees. I know I could do that in xEdit, but I have hundreds of affected trees. The author of BOS, powerofthree, recommends this to disable something (in non-related to Dyndolod discussion): [Properties] ;see https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format#Records for more flags YourTreeIDHere|flags(0x00000800) However Dyndolod generates lod for the disabled trees in such case. There are another ways from mod authors using BOS and these ways work fine with Dyndolod: [Transforms] ...|PosR(10.0,10.0,-30000.0),flags(0x00000800) [References] ...|AlphaTest [References] ...|0x3B~Skyrim.esm [References] ...|0x058E92~Skyrim.esm (the last one references AlphaTest nif in Skyrim.esm, which I guess some sort of totally empty nif without collision?) The last 3 approaches seem to place lod model of tree instead of full one in the place of removed tree when Dyndolod isn't used. Not a big issue though, because it's probably a rare case to use tree mods without Dyndolod, but it feels something's not ok because of that. So I wonder, is there an "official" way to disable objects with BOS which is considered by Dyndolod? I've read the Dyndolod webpage about BOS, but couldn't find info about disabling objects.
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