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Everything posted by hishutup
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Undeleting Vanilla NavMeshes (that were marked as deleted by mods)
hishutup replied to Sacralletius's question in xEdit Support
Ok, so I opened xEdit and jotted down the formids(42c69, 92c6d, fc124) of the deleted nav meshes in that cell and then deleted the "deleted" flag and also took note of the worldspace(tamriel) and cell coordinates(33, 7) then saved the plugin and load it up in CK. Here is a video, I don't know how much use it is going to be but there you go. Pretty much what I am doing is finding the restored nav mesh and flood fill it so that I can deselect one tri and delete the others. This allows me to place the tri in a spot where it is not going to be used by the engine, this is generally near the center of the cell and below the main area, as for how far, it should just be below the main area but I tend to drag them WAY down because I can and why not. There is no specific way to handle this case but this is one of the various possible methods. After which finalize and then save. The reason why this is fine is because the engine has an issue with the deleted flag and any references to that deleted nav mesh. I still do not know why people leave deleted nav meshes in their plugins. Note: you cannot save a plugin if it is open in another application. In the vid I had xEdit open which prevented me saving. To move something vertically hold z. I forgot how to toggle water and thats what I was searching for in the view menu. I hope this helps. If I made a mistake somewhere, Im sure someone would correct me. -
Undeleting Vanilla NavMeshes (that were marked as deleted by mods)
hishutup replied to Sacralletius's question in xEdit Support
In this case, the way I would do it is remember the FormID then delete the record then renumber one of the local navmeshes (that are in the same cell) to the old formID. You'll get a dialogue about do you want to renumber dependent records, check them all and continue. Im unsure whether this next step is necessary or not. I think it more conditional than anything. After which open CK and select the plugin and then resave it (this finalizes the navi info.) Done. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
hishutup replied to EssArrBee's topic in Skyrim LE Mods
I thought you added very specific custom packages to NPCs. If thats the case I dont think a script would be possible unless a known set of rules are in place. If its navigational meshes, thats easy to fix but cannot be done in the xEdit. Mator is pretty busy with other projects otherwise I would recommend him 100% -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
hishutup replied to EssArrBee's topic in Skyrim LE Mods
Shurah, do you think it would be beneficial to write an article on making patches for your mod? I think it may get people to release some patches for some of the smaller mods. -
General Problems with ENB's and Solutions - Troubleshooting
hishutup replied to Mangaclub's question in Post-Processing Support
Thank you for this. I pinned this topic. -
Flicker Problem with ENBBoost installed.
hishutup replied to BirgerBrun's question in Post-Processing Support
hmm, maybe set speedhack to false btw set these when using ENBs bTreesReceiveShadows=1 bDrawLandShadows=1 -
Flicker Problem with ENBBoost installed.
hishutup replied to BirgerBrun's question in Post-Processing Support
you either have multisampling set to something other than 0 or you can you speedhack in ENBlocal.ini There is another one that can cause issues but I forget -
Issue with software anti aliasing
hishutup replied to TirigonX's question in Post-Processing Support
That appears to be normal to me. I took some images awhile back from a different game, MSAA vs ENB edge AA (No AA?). lowering LOD bias in ENBlocal.ini may help but you'll eventually get shimmering. I use -0.33 to -0.75 -0.66 seems like a good balance. -
bug Don't let the game auto load after death?
hishutup replied to kylhwch's question in General Skyrim LE Support
With some of the older games, it is a thing, even though I have not seen this myself. I do not know if the bug still exists in Skyrim. Personally, I would load up my save and continue happily. The engine does keep some stuff when the new save is loaded, like tgm but I dont know what else. -
plugins not loaded in launcher, even when starting OBSE via Steam in MO
hishutup replied to djoka's question in Mod Organizer Support
OBMM has more than a few problems, some very obvious, wrye is the way to go. It does get a little slow when you have many mods but is bearable but the features are by far superior. MO seems to work fantastic for the CD only version. -
plugins not loaded in launcher, even when starting OBSE via Steam in MO
hishutup replied to djoka's question in Mod Organizer Support
This is similar to what I was experiencing. Eventually I gave up and move onto wrye. -
ACCEPTED Verdant - A Skyrim Grass Plugin (by Preeum)
hishutup replied to TechAngel85's topic in Skyrim LE Mods
I used verdant 1.3c and I likes a majority of the areas, I couldn't really live without it. Haven't tried 2.0 yet because fallout 3 seems to have my attention. -
If people are using RH then they must install 20th Century Weapons Reborn xCALIBR With RHIronsights Patch from 20th Century Weapons Reborn eXCaliberized with additional patches I would also recommend loading 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp AFTER Blackened RH + FWE + EVE.esp Blackened RH + FWE + EVE.esp does some strange stuff with the animation/stats and the 20th Century Weapons Reborn eXCaliberized with additional patches covers many weapons. EDIT: The plugins from Hi-Res Weapons and Ammo Textures are just forwarding the UF3P and are not necessary
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The RH patch from the same page seems to revert this issue, I wouldnt remove the problematic plugin because its needed for stats tag. The RH patch needs graphics and name tag. Do you have a page that holds notes on patching. I have discovered some unique stuff that is hard to find but very worthwhile?
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I think this is interesting Why is the model filename, an image? Looking at GECK, it seems that its definitely expecting a mesh.
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Alienware Alpha on a modded Skyrim setup
hishutup replied to FuzzRocket9's question in General Skyrim LE Support
I dont know what 860m can do but I have a 650m and its only good for light gaming at 1080. It could probably do okay-ish but mine couldnt even run it. What framerate do you get with vanilla + hd dlc? If youre going to invest money is a computer, just get a desktop. -
20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp Suggesting 6 tags: {{BASH:Delev,Graphics,Invent,Relev,Scripts,Stats}}I ran it on mine and it does include it. I generally look through the records rather than run the tagger. Hmm, I took a look at the newer tagger and I have noticed some strange behavior and it doesnt work very well. EDIT: I ran it on a patch I made for the radio stations and it didnt add scripts. This wouldnt be a problem if the Patched mods didnt have the scripts tag.
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20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp needs relev so that the Leveled Items are overriding 20th century weapons and FWE
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I was just going to recommend that to him. It makes most of the conflicts slightly better but some of the extra/ported weapon mods still have a few issues. I would recommend that if people are using Impact, that they do not follow some of the Conditional Patches List because Impact already takes care of it. My install is #5 or Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights, EVE So I use the RH_IronSights FWE- WMK compatible, RH IronSights - WMK Bridge (false master, could be removed?) and Impacts RH_Ironsights-FWE-WMK-All DLCs patch This was just a first look but all these mods kinda of make things difficult. Bash is cool but doesnt behave exactly like I would like it to but it is close. EDIT: Blackened's patches are also going to be needed because of EVE.
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Merging Cells and Navmeshing Issues
hishutup replied to TechAngel85's question in Creation Kit Support
I did some testing awhile back, I'll add you to the conversation. -
Hmm, if it doesn't matter then why does it exist? Why would bethesda code that when for it to be wasted? I don't think anyone can answer that. I did however see that there is an option to generate the max hight data in the ck.
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Okay, it might be true but I would copy it rather than rename the folder, something may use the texture.
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How to resolve NavMesh conflicts in TES5Edit?
hishutup replied to Sacralletius's question in xEdit Support
You can "kind of" decode the vertex and tri data but it is very limited. I know you can figure out what the tri is marked as, what vertexes its using and some other minor things. As for vertexs, I havent found any pattern other than location data which is not comprehensible. Most nav mesh conflicts are okay but followers and npcs may get suck here or there. If they really need to get to another navmesh then they'll teleport after a few seconds. -
You may not know this but if you want the page to scroll to an anchor that is on the same page all you need is [[#Weapon Enhancement Pack|Weapon Enhancement Pack]]
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You have to uncheck "read only" on that file I ran into something similar with default win 10 folder perms
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