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Everything posted by EssArrBee
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
You might to ask one of the ENB profile creators. Those guys know more than I do about tweaking the settings. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
So I've been converting some textures to the lod version and I was wondering if the same should be done for the meshes. I noticed that a mod like Tamriel Reloaded had much different meshes than the ones in DynDOLOD. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Under [Environment] is the intensity for lights. Mess with that first set of under that setting. Use the in game editor (shift+Enter) to change it then you can save or revert it from there. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
What ENB profile are you using? -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
That link was 404. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Not 100% sure, but I think that's how it should be, been a while since I did that patch. If you install the patch and see a red triangle then it's because you'll need to add a plugin back in. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
You shouldn't need POP-Merged with F&L, but maybe the IMPACT-WMX requires it. I think my patch covers all of WMX though. I made it for F&L with my entire F&L profile loaded up in FNVEdit, so Modern Weapons would have been there. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
Sorry, but I just can't figure out how to get the trees back on the map. I deleted my old files and tried regenerating new ones about 10 times now and it just doesn't do it. Maybe I messed something up the first time I ran DynDOLDO, which is pretty much a given, so that may be it. Actually, now that I think about it, I was doing DynDOLOD the way that .52 MO video said to do the treeLODs. That was incorrect since it put the billboards in the wrong place. Maybe that had something to with it. -
MO has that potential mod order problem thing built in to detect script conflicts. It doesn't mean there is a conflict, it's just saying that it could be a mod order problem. If I switched the order of WAF and CCF, it would probably still have the error, but recommend to switch the order again.
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I meant hiding the ones that are higher in priority. those would be overwritten anyways.
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We can get rid of the PMOP errors by hiding some of the scripts that conflict. There's now one from Core because CCF ans WAF has the same script. I his the one from CCF and the PMOP error goes away. Core probably apply that too Extended so people stop asking about the error.
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Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
I deleted the files that have the trees on the worldmap and I don't think I can get them back. I ran Recuva and didn't see them anywhere. I'm doing a deepscan right now, but otherwise I'm just going to have to recreate how I did it in the first place which I don't remember. That was a couple weeks ago. I think I just ran DynDOLOD and then reran on medium, then low, the high again. I didn't really use new plugins or delete the cache. I'm pretty sure it was on the first the save I loaded though. Also, what is the difference between Default and the High, Medium, and Low settings? -
ACCEPTED The Ruffled Feather (By SparrowPrince)
EssArrBee replied to Xaviien's topic in Skyrim LE Mods
They are formatted with Ethatron's 565 format that doesn't have the crap fidelity that other formats suffer from. It was the performance version that was available on the Terrain Bump page.- 307 replies
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- SKYRIMLE
- compilation
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(and 1 more)
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ACCEPTED Weapon and Armor Fixes (by kryptopyr)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
Yea! It's finally here. Right on time for the next STEP to drop. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
Okay, the windmill issue was from not having a new game. I tried it with a clean save and it didn't work, so new game only. I'll move on to the tree thing now. :) -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
I still have a copy of .52, so I'll try it again. Billboards are Vanilla and Vurt's SFO basic v1.87 that I gave you. Across the entire map. It blew my mind the first time I saw it, spent a lot of time playing around with the map looking at all the trees. It was only the pines though, none of the other trees. EDIT: Tree LODs: https://copy.com/PT4nEeinS1NHxXT1 I think it is just Vurt's basic, I don't know if any of the Vanilla/HRDLC ones get used. I'll have the static DynDOLOD stuff up in a bit when I redo it and upload it. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
Yes, there were trees on my worldmap after using .52. It was one of the coolest things I'd seen after using DynDOLOD, but didn't say anything since I thought it'd be a nice surprise for anyone viewing it for the first time like it was for me. Now, they're gone. :( -
I'll support just about anything with FISS support. If kyrpto started adding some FISS support to her mods, I'd really be happy.
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Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
I was thinking more along the lines of copying my SRO road textures, downsizing them with DDSOpt, and then renaming them to replace the ones in the textures\lod folder from DynDOLOD. Then remaking the atlas texture that DynDOLOD creates. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
What happened to the trees on the map? That was one of my favorite things. Anyways, the building in solitude is there and it's fine, but the windmill is now missing. The East Empire Company does look pretty good though! Also, how do it get my road texture to be used? I've made sure it loads last, but I just can't get it to load up correctly. It's a night shot, but you can still tell the road changes. Can I make a copy and reduce it down to the size of the road01lod.dds? Could I in turn do this for any of the textures that appear in the lod folder? -
I'm still mad that haven't done Bad Company 3 yet. That was the only one where single player was actually any good.
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
No clue what this is. Sorry, I don't really understand that stuff, it's best to send the dump files to Tannin. That's the only part of the mod I could ever get to break. Because of that I added then since it's overall good enough to play with just that part being in error. If you know it's the shed and can reproduce it then mention it to someguy. He is pretty active on the NVB threads over on the bethsoft forums. Pipboy replacer mods always have quirks associated with them. You might to need to look through that mod's nexus pages/threads for any incompatibilities. @Everyone, I added a little section to the general fallout guide to add xEdit using the arguments and onlly having one installation. Tell me if it looks okay. https://wiki.step-project.com/Guide:Fallout#Setting_Up_Mod_Organizer -
FALLOUT3 Descriptive Icons for Fallout 3 (by MistakenMystic)
EssArrBee replied to GrantSP's topic in Fallout 3 Mods
Wait... you mean that you don't? -
ACCEPTED Enchantment Reload Fix (by egocarib)
EssArrBee replied to statmonster's topic in Skyrim LE Mods
Accepted. Updated OP. Updated Guide and Changelog.- 22 replies
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My LOOT masterlist changes were merged to the main repo a couple days ago, so can someone make sure they all exist in the masterlist and that our wiki is up to date with them. Here's my changes: https://github.com/loot/skyrim/commit/856c1ab252cbd1a2db58e1f6496c9e7ffacd3fae

