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Everything posted by TechAngel85
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Farmhouse Snow LOD Texture
TechAngel85 replied to TechAngel85's question in DynDOLOD & xLODGen Support
All seems to be working (verified by tfc to Dawnstar to see LOD meshes), but Farmhouse02 for some reason isn't. It seems to just want to pop-out at a certain distance while the others stay loaded. I'm testing at Dawnstar by turning off collision and running out into the ocean backwards. The guard barracks always pops out of existence while the rest of the structures remain. I've checked the plugin and all is good; the record is exactly like the others.I've tried an altered vanilla mesh and a mesh from the Resources file for the LOD, but issue remained.I've checked the names of the files and they are good, like the rest.I've generated on Low, Med, and High, all with the same results.There's nothing in the log regarding Farmhouse02: I did a vanilla run and the issue didn't occur, so I'm quite perplexed on this one. -
Farmhouse Snow LOD Texture
TechAngel85 replied to TechAngel85's question in DynDOLOD & xLODGen Support
Nvm, the missing texture was because I skipped that worldspace. Btw, your Farmhouse05Destroyed LODs included in the Resources file have a door, but the full model doesn't. -
Farmhouse Snow LOD Texture
TechAngel85 replied to TechAngel85's question in DynDOLOD & xLODGen Support
Is there anything I should know about the Resource meshes? I see you have some "alts" in there, but I can't seem to find any difference between some of them. I'll grab your 05 & 06 for sure as it looks like you've added the missing walkways. Thanks for the tip! I hadn't thought of that! Thank you! I'll have to take a look at the logs for RWT and see what it's adding that are considered large references. -
Farmhouse Snow LOD Texture
TechAngel85 replied to TechAngel85's question in DynDOLOD & xLODGen Support
Yeah, it's a full model farmhouse. Could I not use the vanilla LOD model, change the texture path, and then save renaming the model? Because I already did this last night before bed, in anticipation of having to do so, and the new texture looks good on the model, though I haven't been able to see the LOD yet until I can get it working. Also, does it matter where these are located? I think the documentation said as long as it's in the Meshes folder. Just want to be sure the LOD doesn't have to be in the LOD folder. Also, I'm going to assuming I will need new rules for this for DynDOLOD? Yep, done all of that. Speaking of Large References, I've noticed RWT is in the log as having these. Is there something I need to do about this? -
Hey, there! I've search around and couldn't find anything that specifically answered my questions, and I'm not entirely convinced this isn't a special case that TexGen is handling... I've been going through your documentation for including new LOD...here's what I've done: What I have... New farmhouse meshes with a thick layer of snow on the top (similar to No Snow Under the Roof, but not that extreme). What I want... I want the LOD to reflect the layer of snow on the top of the farmhouses. From a distance, the added depth of the snow layer can't be seen, therefore, I would like to simply change the texture for the snowy version of farmhouses to match my new models. The Setup Vanilla farmhouse statics are redirected to the custom models (BDS_Farmhouse01Snow.nif, etc.) via a plugin.They are still using the vanilla LOD meshes: farmhouse01 = LOD\Farmhouse\Farmhouse01_HLOD.nif I found this texture in DynDOLOD and found that TexGen also has it in its log: textures/lods/farmhouselod01snow.dds. I thought that simply including the new LOD texture (overwriting DynDOLOD) would work, however, TexGen never picks it up. The output is always the vanilla texture, even though my new texture is winning all conflicts. Is there something I'm missing for TexGen to pick up the new texture? I'm curious if I even have the right texture, seeing this doesn't seem to be a vanilla texture. Push comes to shove, I think I can just do this with custom LOD meshes that point to the new textures, however, I don't know how to get those to be picked up by TexGen/DynDOLOD.
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bug STEP Skyrim SE Guide v0.2.0b - Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim SE Guide
Nah. I'll have it for the next release. I've updated Mod Picker with the new Nexus source, though. -
Convenient Horses compatibility with STEP
TechAngel85 replied to wojsku's topic in Step Skyrim SE Guide
I don't really know how he's done the work for the harvesting, but it seems like it should have focused around using keywords. If he'd done that, then nearly everything would be scooped up by the feature automatically. The only things that would need a patch are mods without proper keywords added by their authors. However, that's assuming the feature could be designed with keywords. In either case it'll be a lot of work for either users to make patches or for the author to redesign the feature to be more compatible. -
ACCEPTED Landscape Fixes For Grass Mods (by code1k)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Thanks! Though, I need to see if this mod is still even needed. I think Cathedral might include a tweak that removes grass from flat ground, which makes this mod much less likely to be needed.- 11 replies
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Wow! Thanks for this. I'll bring this up to the author. I don't think a patch is possible without some mesh work due to Minimizer's nest meshes. The nest in Minimizer is just a vanilla replacement with smaller eggs, however, they are static and users will always see 5 eggs in a nest. CACO, however, provides several nest meshes with various numbers of eggs within, a loads one of these via magic into the game. Therefore, making them smaller isn't as easy as making a patch in xEdit. It's going to take editing meshes. I could probably do this, but not without permission from the author as it's going well beyond a simple patch.
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Convenient Horses compatibility with STEP
TechAngel85 replied to wojsku's topic in Step Skyrim SE Guide
I have this included for the next patch and some extended patching for CRF, Elemental Staffs, and a few other mods. CCOR likely needs to be included, but that's going to be a rather large edit that I don't have the motivation to do. -
bug STEP Skyrim SE Guide v0.2.0b - Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim SE Guide
Yes, most likely it'll be covered by the STEP Patch, unless it's a flagged ESL. In which case, these patches are simply left in the load order since they don't take up any plugin slots. -
SKYRIMLE What happens with you level up and already have max skills?
TechAngel85 replied to JuanMaddox's question in General Skyrim LE Support
Just to a quick test. COC into the game, max your skills out (still at level one) and go kill a few things. You'll level up very quickly and you'll have your answer within a couple of minutes. -
DROPPED Masque of Argonian Vile SSE (by bastardsamuraii)
TechAngel85 posted a topic in Skyrim SE Mods
Discussion topic: Masque of Argonian Vile SSE by bastardsamuraii Wiki Link Replaced with Masque of Clavicus Vile for Beast Race SE- 4 replies
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Discussion topic: AI Overhaul SSE by mnikjom/SpiderAkiraC Wiki Link
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That's a pretty good look through for conflicts. You're unlikely to find anything else beyond what you've completed. Kudos on that! Have you tested since doing such to see if the issue remained? If you haven't already, you should really test on a vanilla run to make sure it's not present without mods installed. Else, if you've followed the Guide, you should be able to verify your local files in Steam without harming any of your modded setup. Couldn't hurt to try... Unfortunately, if it's a mod issue you are most likely looking at an asset or a script issue. Both of which are the terrible tasks to hunt down. If it's not mod related, then it could be system related. There are a lot of possibilities left to explore since it's still, seemingly, a random CTD.
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ACCEPTED Realistic Boat Bobbing SE (by Gandaganza/ToosTruus)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I don't think they are animated LODs, so likely just whatever is loaded will bob.- 11 replies
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ACCEPTED Dual Wield Improved Animation SSE (by 5poiler)
TechAngel85 posted a topic in Skyrim SE Mods
Discussion topic: Dual Wield Improved Animation SSE by 5poiler Wiki Link-
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Discussion topic: Stronger Swimming Animation SE by Artsick Wiki Link Also see OAR in testing.
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Discussion topic: ElSopa - HD Keys SE by ElSopa Wiki Link
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Discussion topic: Bug Fixes SSE by meh321 Wiki Link
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Discussion topic: .NET Script Framework by meh321 Wiki Link Dropped for 2.0.0 as it is not compatible with Anniversary Edition 1.6.x runtime.
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Discussion topic: Rally's Hanging Moss by Rallyeator Wiki Link
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Discussion topic: Rally's Hooks and Saws by Rallyeator Wiki Link
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