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Skadi

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Everything posted by Skadi

  1. I was just answering about that. Yeah, I just used the 1k main file. You could use the 512 option and not change tile size. I didn't mess with the windows, as I was focused on the main issue I was having. Looks like it uses Rustic Windows as a base, but I didn't notice an immediate difference in that.
  2. Awesome. Take this as a mod suggestion then. The LOD is nice, but requires a larger tile size when generating, btw. I used the 1k option, and so I made the tile size 1k and everything went smoothly.
  3. I recently updated SRLE again after a couple of months and since then Noble Skyrim has replaced SRO. What I noticed, after running DynDoLod, was that the LOD for the Whiterun area buildings had the old yellow/green roofs, then swapped to the more brown/grey ones from Noble Skyrim when I got closer. I looked through the files and couldn't find anything obviously conflicting in them, so I was at a loss. Then I did some searching and found HD LOD Buildings from the Noble Skyrim page and tried it out. This was the result. Appropriate colors and everything. Now, what I want to know is this: am I the only one with the original issue? Was it some installation failure on my part? The Noble Skyrim page indicates that there's a lack of LOD for the mod... or at least there was until HD-LOD Buildings came out. DyDoLod seemed to pick up the original LODs in any case, which is something I never noticed until SRO was gone.
  4. I think I've seen that. Is that Anise's cellar? It looks like the optional file from Ugly Low Rez Puddles Begone would remove the water decal from that area. The cabin is the only one I've seen with a full SRLE install though, so it might be useful to modify the mod to just cover that cell, if you're a perfectionist.
  5. There are a few exceptions to having RWLE last in line in this guide. You'll want to make LOOT rules for Pip-Boy Light Colours and the Tweaks and Fixes Merge from the guide to load after RWLE, so that the moon size tweak and the alterations for the Pip Boy light won't be overwritten. It won't effect anything in RWLE besides these changes.
  6. Ah! There is a script that puts the items in the formlist, but for some reason my copy's script was corrupted. I wish I had thought to check that before I hand-edited a patch that does the same thing. It's working well now. A quick fix for the meshes issue is to copy the meshes and rename them to suit the PN patch if anyone doesn't want to dig through the esp. Might be worth mentioning in the guide. Users can make two copies of "1nivraybanm.nif" and rename them "ncr_civ_glassesgold_m.nif" and "ncr_civ_glassessilv_m.nif" and two copies of "1nivraybanm_go.nif" and rename them to to "ncr_civ_glassesgold_m_go.nif" and ncr_civ_glassessilv_m_go.nif". Also could rename "textures\armor\1nivfnvsl\1nivheadgear\rayban\icon" to "1nivapperal_shades.dds" to "apperal_shades.dds". This is a workaround so that you aren't smacked with a giant red diamond on your face. Also, while I'm thinking about it - the Poco Beuno newspapers do this awful flickering thing. I hid textures\architecture\urbanstreetlitter01_n.dds and most of that vanished. Thanks a lot!
  7. I've been making a TTW patch for Spice of Life and i found a few problems with the F&L install. The PN compatibility patch for SoL directs the sunglasses to nonexistent meshes. I made a patch based on the original file to correct it. There were a few more inconsistencies between the plugins, but it's nothing you'd see in x-edit because the patch overrides the original. I can post a link to the fixed patch if you like. Secondly, do the visors/enhanced vision of the repaired items from Spice of Life not work for anyone else? I added a a Ranger Helmet, a repaired Rogue Ranger Helmet and some energy cells to my character. The Ranger Helmet worked, the Rogue one didn't. Also, there were no visor effects for the Ray Bans. I think the script injecting the items to the PN list is broken. I don't know how to fix it, but I've made a patch for the list that can easily be merged in. I could share this as well if I get confirmation. I don't know if I am just missing something else.
  8. It's the other way around. The neck piece armor addon, by default, is set to head and it overrides the rest of the helmet. I saw a headless Fiend and had to check it out. Changing the addon to the necklace slot fixed it.
  9. The Broken Painted Ranger helmet was showing up as invisible- only the collar was showing. I changed the biped flag to Necklace from Head in the neck cover armor addon in 1nivPNSLPatch.esp. It seemed to fix it and it has the neck cover, as was intended.
  10. That did it. It's up an running! Thanks!
  11. I just cannot get the new Project Nevada plugins to work. I keep having the same issue as the above poster. I even tried a new MO profile and just enabled the Lore Friendly package and it's dependencies. No dice. I can't figure it out. The old patches work perfectly. I've tried it with the old YUP-WMX-PN-PNEO Patch, and still a no go. I did notice the Project Nevada - WMX had a few errors in it - some of the mods for the Chinese sniper rifle have "cannot be resolved" errors in alternate textures fields. In any case, I love what you're doing here, and thanks a bunch for sharing it.
  12. In my experience, it'll cause a wolf to attack Hadvar on the road to Helgen, which will cause him to stop and fight it. Then he'll be far behind when the gates close in the city, and he can't get to the execution scene. The scene goes on, without his presence, and it's not game breaking. He turns up again at the keep, as I recall.
  13. I found my problem. I had the tree meshes overwritten, so the LOD was correct, but the trees weren't. Thanks for helping me find the culprit guys.
  14. I've run into an issue. So, last week, being impatient, I cooked up some billboards for SFO 2.5. I had a problem with the treepineforest02 trees receiving the treepineforest04 LODs. I messed around a bit, trying to see if I had made any mistakes, then I just took my test billboards out. I chalked this up to me making some mistake somewhere, just one that I didn't have time to find. Today, I see that Vurt has uploaded his own set of billboards, and after regenerating, I find the same issue. https://imgur.com/xCaIJ9F https://imgur.com/vC2iTvc Any idea on what is going wrong here?
  15. I did actually have an issue with this door once with WEBS. I couldn't tear them down with anything. A reload fixed it for me though, and no problems since.Â
  16. Updated! Now Nazeem and his wife are no longer homeless (but presumably he still never gets to the Cloud district very often) and the Vigilants will confiscate your Daedric artifacts. My love for this mod grows.Â
  17. I stumbled across a post in the Mod Detectives thread where someone was asking if there was a mod that could help you get back to where you were in your previous game when you have to start fresh due to various mod issues. Of course this doesn't exist, but i wondered if it would be helpful to have an archive of clean saves that you could work with, not just from the start, but after guild quests and the like. So, I spent tonight drinking and making clean saves after the Companions, Thieves Guild, Dark Brotherhood, and College of Winterhold stories, all at level one.* My hope is that I can share these and have others help with making combo saves where say TG and College quests are done, or the Civil War on either side is done. I'm frankly tired of starting from scratch in every game I make, and I figured this might help someone else as well. So, I put together a series of saves, All with just SKSE and the three main Unofficial Patches for stability, and ran a level one character though the main Guilds using god mode, coc, kill command, and speedmult, trying to keep the character as low as possible. Even with some mods requiring some completely fresh starts, this may be helpful to some. I figure console commands can help one get their levels and skills back fairly easily. Here's a link. What are your thoughts? Good idea? Dumb Idea? Anyone interested or willing to help make combos? (*the Thief Guild quest required I pick a few too many locks, so it's basically sitting ready to level to level two. Not a great loss, IMO.)
  18. @tecxx I am running a terrible mutant of a mod with High Level Enemies and Morrowloot, if you'd be interested in hearing about it. I think I'll place in spoiler tags, since it will be a long ramble about something that Should Not Be.
  19. Are you sure it's this mod and not the A Quality World Map - With Roads Classic? That one definitely has that issue. I just flew around the map from High Hrothgar and saw no hint of it. I think that this mod sidesteps that whole issue by way of having an elevated mesh floating above the regular LOD, which I think is why the mod screws up when your mod order is wrong. You track the regular map underneath. Just conjecture though.Â
  20. Should be very careful, even with this I was killed outright by clutter during the poltergeist scene in House Of Horrors. It made it very exciting, actually. Fighting the vigilant with deadly things flying about was fairly appropriate.Â
  21. https://www.nexusmods.com/skyrim/mods/8832/? This is an older mod that I stumbled upon a few months back and now I can't live without. It changes the eye .nif files, overwrites one color from the STEP choice, and looks amazing in game. I can't stress enough that screenshots don't do it justice, and if you use a mod like Face to Face Conversations, it greatly enhances your conversations. (Following screenshots are of the grey eye color.) Shot one is of vanilla. Shot two of Natural Eyes, the STEP eye texture. Shot three is Natural Eyes and this mod, Realistic Eye Lighting. [video=youtube]http-~~-//youtu.be/7YtmZ1MAAGM
  22. Yeah. I suppose I could just roleplay that in. "Prisoner takes a head injury from the flying debris. Her brain swells while she lies unconscious, and the cave becomes her frozen tomb." I don't mind really, except I didn't save for a while (totally my fault) and since I'm already playing with realistic needs, frostfall, deadly combat, Skyre, and some other realism mods, I'm already sort of made of paper. Now I just have to make sure I don't get an infection from a scrape on the way out of the cave.Â
  23. Amusing turns into annoying. You know how sometimes you stub your toe, in game? That's how I describe it, anyway, when you run over something like some bones, and it damages you slightly. Well, I just died of a stubbed toe. I think I ran over a couple of bones in the Reeking Cave. Pretty sure a skull rebounded off the wall and killed me. Not good.Â
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