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EssArrBee

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Everything posted by EssArrBee

  1. So the plants are a bit small from a distance. I play on a little laptop, so maybe someone with nice big screen will get better use out of it. It does work with DynDOLOD though. You can see the grass and lilies by the standing stone. I'll try to figure out how to them to be visible from any distance since some by the coast on the other side of the lake are missing. Also, there has to be a way to package the meshes and add something to the WATER - Plants.esp for LODs, I just need to learn how to do it from sheson or zilav. Maybe if I give them my second born too.
  2. I finally figured out the trees on map thing. I was just messing around trying to get the plants from WATER to show up and I ran DynDOLOD on high without adding the billboards for trees. I also forgot to add the papyrus util. Maybe that is the key. As for actually adding lod objects to a mod that will show up no matter what. Is it possible to use DynDOLOD for those objects and then take some of the meshes and then package them in the mod so they show up for all users regardless if they use LODGen/DynDOLOD?
  3. Not sure how DynDOLOD works for modders. I know that if you want something to show up at a distance in game, you find the mesh, make a copy, and add _lod to the name. DynDOLOD takes care of the rest somehow. Sheson and zilav are the two who know what sneaky voodoo makes it work. I could see if the WATER plant meshes work out nicely. The chimney's worked great from this mod, so it probably the result with most static object meshes. If i figure it out then I'll ask sheson if I can get them to show up in the mod without someone having to run DynDOLOD so that it could just be added to WATER.
  4. Isn't that modern day Derby (read Darby)? If the author had more meshes then I bet there would be more options. I made LOD models for the latest version generated DynDOLOD with this mod. It's pretty awesome to see the little chimneys from far away.
  5. I'd have to give that PN - Rebalance fixes mod my approval. I looked it over and it seems really good. There's a growing list of stuff I'm going to be looking at when I return to F&L. Probably next week or the week after. STEP is almost ready, testing will probably wrap up this week and then we'll go over the guide and push it out. I'll take a few days away from doing any work on the guides and then start on this monster I created again. It passed 150K in page views, which blows my f***ing mind. I'll be doing some work on the general Fallout guide too, since I want to hurry up and make that a usable thing sooner rather than later. Also, been tinkering with TTW. The problem with doing a guide for that is the converted mods seem to ever changing. The latest version DarnUI posted over on the TTW site is a lot more like the FO3 version so if OneHUD gets updated for it then I'll be moving over to that one. It's way more awesome that the current one and I love HUD stuff for some reason. At the very least I'll document installing some of the more demanding TTW mods and getting them all working with some really easy to follow instructions for MO. That might just end up being a supplementary page to my general guide.
  6. Oh yeah, this is a no brainer. Another mod we let slip through the cracks.
  7. So this is excepted, but we just need to decide on the box? Seems most people like Gamwich's box. I like the current STEP one, but I'm not really a fan of Gamwich's work. There is something about his style that doesn't do it for me, like everything has a little to much saturation in it. I left the other box out of testing because meh. For the helmet I'd go 1k on it, that way it matches other clothing replacers in STEP.
  8. Probably the same as the riekling mod. Covers a neglected area of the game and makes enough of an improvement that I'd recommend it for STEP.
  9. I think I've been using this mod since I tested it way back. I like since nothing else really covers those areas of DB. I vote yes.
  10. I'd say no to this mod. It's not much of an improvement overall.
  11. There are a couple meshes and maybe one texture from this mod I'd use. If Ganda is working on it, then maybe it's better to wait.
  12. It needs the three esps from the HRDLC, but with MO you don't need any of the plugins from HRDLC or the patch. Just go to the archives tab and tick the BSAs and MO will load them without having the plugins ticked.
  13. I could do this. It would be a tweak/fix type of thing but it creates another master for the patches. I don't mind since there is already a bunch of masters
  14. There a quite a few of the retextures in this mod that I like, but IDK if it's enough to recommend the mod. The DG weapons and armor are good, the Auriel weapons are good, and the Snow Elf armor is good. I wouldn't exclude a mod because it's vanilla with a little sharpen and upscale because maybe that's all that vanilla needed. Still it's hard to recommend a mod that would require us to hide a bunch of files to keep just a few.
  15. I completely forgot about this mod. There is one for Apophyrca or w/e it's called too. Most of the stuff in this mod is upscale and sharpening, but there are some changes that legit retextures.
  16. TES Skyrim at the bottom of the page->.266 (latest binary)->click the black arrow.
  17. The order in the guide from top to bottom is the left pane order we recommend. You can ignore any of the Potential Mod Order Problems that MO might throw. They are false positives.
  18. The clothing replacer gets it right. Just use that and reduce the textures if you need the VRAM. It keeps it's quality at half size. EDIT: Mean this mod: https://www.nexusmods.com/newvegas/mods/54478/?
  19. Fallout? I know FNVLODGen is in the works so I would really like some new objects for FNV since it is severely lacking. I'm really ready to switch back to Fallout anyways.
  20. Hey sheson, is there any plans for making extra objects for the other world spaces? Mostly Sovengarde and Soul Carin, even Hidden Valley would be cool for a couple areas.
  21. THere are 4 or 5 version of the Nuka Cola machine. You probably shouldn't be using the 4k uncompressed version since it's nuts. Go with the 1k compressed version and save yourself the VRAM.
  22. Something may be hiding it, but wouldn't know what. What mod manager are you using?
  23. Don't use built in LOOT. Install LOOT and add it as an executable. LOOT may also not support XP.
  24. If OneHUD can't move the compass than something is overwriting it. Make sure that only Flashlight NVSE is installed after OneHUD for mods that change the HUD. UIO can be installed after too, but that one doesn't matter since it doesn't change the HUD.
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