Jump to content

Mookeylama

Citizen
  • Posts

    38
  • Joined

  • Last visited

Everything posted by Mookeylama

  1. ahh. thank you so if i completely delete a tree, then i'll get the lod in the cell and need to rerun dyndolod. but if i just wanna move it a bit, i don't need to rerun. gotcha. thanks again
  2. it's not a load change. the tree is floating a couple foot off the ground. i would just be lowering it a small amount on the z axis. just wanted to know if that small co-ord change would cause the lod to show up in the cell
  3. i made the mistake of deleting couple trees after finalizing my load and dyndo, and i would then get blurry loads in their place. but i'd like to reposition couple trees w/ xedit. is that okay, or will i get that LOD and need to rerun Dyndolod?
  4. https://www.nexusmods.com/skyrim/mods/30086?tab=posts&BH=0 great thread w/ lotsa invaluable info. thank you! i use that mod above and it changes DLC1HunterHQWorld "Dayspring Canyon" [WRLD:03001DB8]in the Location NAM0 and NAM9 a great deal. they should be -5 n 5. they are -27 n 53. i've corrected a few other areas where mods had changed them, and all has been fine. no areas out of bounds or crashes ect. but i'm wary of correcting this since the mod places quite a few things up a path to Dawnguard Daysprings. i'm guessing that's why the larger NAM. so i'm wary to change them back to original. will that make objects disappear or the like?
  5. occasionally i'll cast a spell and the area where the spell landed will be lit up a bit. obviously mage light, but also flame, frost n lightning spells too. that's all fine, but the light effecting the area will remain way past the spell. any ideas on this? vanilla bug? thanks
  6. was gonna add some things there. that ship you first arrive on is tragically barren and doesn't even have cannons, for the epic cannon bombardment at the end. but i see that some things are marked as initially disabled and have a reference link. i'm guessing they don't show up until the Rise inj the East quest. i know nothing about this kinda scripting. normally i'd just place the cannons and clutter, and if it ended up floating in the air, than so be it. but was thinking of making the area a small camp after the quest so would hate seeing the stuff in the air. could i just attach that same reference script to the cannons and stuff i add? thanks
  7. damn, very sorry to revive this, but i'm just now hearing about this issue...and i'm terrified. i'm midgame and have mods like Inigo, Thunderchild, AFT, RDO and a few others w/ MCM menus, all below slot 7F. i kept wondering why MFG Console was often showing mgefid or SpellID: 80000000 when looking at active effects in console. what issues does this cause and what to do about it? thanks
  8. i'm still seeking answers on this if anyone is kind enough to advise. thanks
  9. trying this mod... https://www.nexusmods.com/skyrim/mods/33024 and it's awesome. but some added objects are waaaay too big for me. can see'em from across the map. i'd like to lower the scale of some, but many of the objects are made of many smaller parts. my fave is a waterfall cross thing at lake ilinalta but i'd like it about a 3rd of it's size. but it's made of like 70 parts. any way to grab and rescale all of those at once w/ CK? thanks
  10. seems to me like some of my vanilla npcs are not as active as they used to be. shopping at the market, rounds ect. i see that a mod i have has given some of it's added npcs the exact ai packages as some of the nilla npcs i speak of. now this could be placebo on my part, but was wondering if the mod npcs having the same packs could be causing the nillas not to show up? do they just share the package? thanks
  11. thank you! that explains why, if i remove a nav entry or even part of an entry, it will sometimes fix or change npc pathing. good to know. thanks
  12. i ask because i assumed that if i had conflicting nav, that by loading the mod w/ the nav i want, lower...then i'd get that nav. but sometimes it seems i'll still have navmesh issues. and by removing the higher mod, the pathing gets better. so can higher, maybe even partial navmesh still interfere w/ the lower?
  13. thanks, yeah i know to init disable, enable parent -30000 ect for vanilla stuff. i meant that i'd deleted the original mod added object, after i'd added a new instance of that in the correct cell
  14. thank you very much! i knew there had to be an easier way than i was thinking. i added the cell via copyasoverride, and added a new instance of the object in that cell, then deleted the original. the object was linked to activators too so i had to add those. your way much easier lol. never occured to me to change the line at the top
  15. CK isn't loading so moved some stuff w/ tesedit. got coords using console getpos x ect, and changed them. but i moved some items pretty far away, into a different cell according to a mod i have that shows cell location. but the objects show still being in the original cell in tesedit, even tho the co-ords are the new ones. looks ok ingame but i'm guessing it's not great to leave the items in the old cell, w/ new coords. how can i change the cell in tesedit?
  16. i have the exact same issue. happens w/ a random spawn. not all the time. cannot click w/ console but there's collision and attacking. i personally think it's an issue w/ the bear race but i can't figure it out. anyone have ideas? edit; damn, sorry. didn't realize this thread was that old
  17. i use a great mod called NPC Face Transfer. fantastic way to change npc looks and clothes. replace a chicken w/ a follower lol. u basically can install a follower or some face mod, transfer that look to an actor, then remove the look giver's esp. all this is added to a patch mod that stays at the bottom like a proccer sorta. but as u change actors, the mod that said acor is from gets added as a master to the main patch. i've used this extensively so my main patch at the bottom has like 30+ masters. everything has always worked fine for years. but i just noticed that the masters get added and listed in the patch, in the order that i add them. they're not listed in the order of my load. like, the last time i used it, Dawnguard was added so it's the last master listed. i sorted them w/ tesedit. that worked fine. game seems to play fine. i checked a buncha faces from the mod, and all was well. so was just wondering...does sorting masters even do anything? thanks
  18. thanks for all your miraculous work Sheson! was wondering if Dyndolod would help w/ this mod... https://www.nexusmods.com/skyrim/mods/41279/? great lil Trainwiz mod that makes ships actually sail into towns depending on time of day. used to use it but as u walked towards a town, the ships would pop-in depending on time of day, and their pop-in was disconcerting. Dyndo has helped so much w/ town pop-in and other, that i thought it might work on the ships. but not sure since they are not static and actually move
  19. thanks! unfortunately, i've heard that skse for SE has been delayed indefinitely. which, not always, but often, means never. plus i've been modding oldrim for years and have it just about as i like. so looks like i may just buy the last stuff that win7 works on, unless i can find a tutorial on installing both win10 and 7, that my tiny mind can understand
  20. welp, my pc (i7-3770k, gtx670 4gb, Win7) caught fire due to faulty house wiring. not a biggy as i'd planned on major upgrades soon anyway. so i'm pricing 1080ti and i7-7700k ect, when i read about how Oldrim can't use more than 4gb on win10. makes that 11gb 1080 seem silly. again i think no biggy, as i'll just install Win7 on the 7700k. BUT apparently it's a huuuge pita to put win7 on kaby lake. it's not supported, needs a dual boot (i have no idea how to do this) or separate ssds, and even then drivers don't work, no USB ect. so i figure what w/ all the incredibly miraculous things around like Memory Patch, Crash Fixes, ENBoost ect, that there's gotta be something to help with this problem?? if dual boot or separate drives is the only way to get Windows 7 on a Kaby Lake, are there any step by step tutorials on doing that? if i can't find a fix, i think i'll have to just buy the last CPU that allows Windows 7 installation (Skylake?), because it's important to me that skyrim use the vram that i have. i had just wanted to future proof a bit, and maybe stream some 4k Netflix on the Kaby, but i'll get the 6700k if need be
  21. so what are the chances this would work if i don't use MO? i have a couple merges that are messed up because of naming. like Wet n Cold Ashes isn't read by the main Wet n Cold, because Ashes is inside a merge made w/ script 1.65 can i use this without MO?
  22. was reading the guides and came across this line... "In the section of the file under [Archive] the line starting with "SArchiveList" and the line starting with "SResourceArchiveList" should no longer have Skyrim - textures.bsa in the line." if i remove that, then my CK crashes after choosing any plugin. old or wrong info, or am i misreading it? thanks
  23. so er...back to the original question. how does one make d3doverrider work w/ enb?
  24. thanks much for this. i really hope some fix can be had for this devastating issue. could this be addressed through SKSE maybe? or skyui
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.