
Clouddistrictcitizen
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Everything posted by Clouddistrictcitizen
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Tree LODs look worse with ENB enabled
Clouddistrictcitizen replied to Clouddistrictcitizen's question in Post-Processing Support
I don't think you'd share you [environment] part of settings? :) At least I could do a comparison shot. And as for custom textures, is it enough to retexture tamrieltreelod.dds? -
Tree LODs look worse with ENB enabled
Clouddistrictcitizen replied to Clouddistrictcitizen's question in Post-Processing Support
I'm using project enb. I tried some more enbs and made a comparison: https://i.imgur.com/2IcdmFp.jpg I guess I have to copy the environment part of enbseries from one of those without this issue (it seems they all have it but some manage to mask it with their terrible tint)? -
Tree LODs look worse with ENB enabled
Clouddistrictcitizen posted a question in Post-Processing Support
ENB looks everything look better except tree LODs for me. They become much worse. Is it fixable within enbseries.ini or what should I do? Does anyone else have anything similar? -
Yep.
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Hey guys, TES5Edit didn't cause me any problems for several months, then today I decided to try ASIS, so added 2 esps of it and checked them in T5E just to see what ASIS does. After that I deactivated ASIS and wanted to load my entire load order and it shows Adding 255 files would exceed the maximum index of 254. Huh? It has always loaded 255 plugins for me without any issues. How do I fix this?
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Dynamic Distant Objects LOD - pre 2.xx
Clouddistrictcitizen replied to sheson's question in DynDOLOD & xLODGen Support
Alright I was just (and maybe still) not understanding what it actually does. I thought it only generated new stuff into my overwrite folder but apparently it somehow redid/corrupted my SFO and Realistic Aspen Trees LODs. Reinstalling those fixed my problems. I'm very interested in this mod so will keep monitoring this thread. -
Dynamic Distant Objects LOD - pre 2.xx
Clouddistrictcitizen replied to sheson's question in DynDOLOD & xLODGen Support
how?! I use SFO 2 My steps were: 1. Load skyrim.esm and update.esm, right click on skyrim.esm - other - Split Trees Lod atlas - choose Tamriel - ok 2-3. same with Dawnguard, Dragonborn and Skyrim Flora Overhaul esms (choosing different areas as in your video) 4. Created a new mod and dragged the same folders from overwrite as per your video 5. Load skyrim.esm - right click - generate tree lods, get notes that all of the textures are missing 6. Sigh, decide not to bother at this time, untick DynDOLOD and Tree LODs mods in MO 7. Load Skyrim notice most of the LODs are gone and those which are still there are all dead shrubs 8. Cry 9. Redownloaded skyrim, dragonborn, dawnguard and SFO esms/esps. Still not fixed. -
Dynamic Distant Objects LOD - pre 2.xx
Clouddistrictcitizen replied to sheson's question in DynDOLOD & xLODGen Support
Yes that's what I did but still only 5 records. I was going to just forget it for a while and wait for a stable release but I'm afraid something messed up with my LODs (though with MO it shouldn't have been an issue?) The LODs are now horrible until I get within the distance for the actual trees to load - https://i.imgur.com/PSrDCwx.png :( I don't even know why it's happening since after the step 'generate tree lods for skyrim.esm' failed I just unticked your mods so everything should have gone back. Or does that step (or splitting atlas) make changes to esp without Tes5Edit asking to save file? -
Dynamic Distant Objects LOD - pre 2.xx
Clouddistrictcitizen replied to sheson's question in DynDOLOD & xLODGen Support
When I split atlas for Skyrim.esm I only get these: [C:\Program Files (x86)\SteamLibrary\steamapps\common\Skyrim\Data\Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\ReachCliffTree01_000B8A76.dds] Saving billboard texture [C:\Program Files (x86)\SteamLibrary\steamapps\common\Skyrim\Data\Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\TundraDriftWood01_000B8F53.dds] Saving billboard texture [C:\Program Files (x86)\SteamLibrary\steamapps\common\Skyrim\Data\Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\ReachTree01_000B8A73.dds] Saving billboard texture [C:\Program Files (x86)\SteamLibrary\steamapps\common\Skyrim\Data\Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\ReachCliffTree02_000B8A77.dds] Saving billboard texture [C:\Program Files (x86)\SteamLibrary\steamapps\common\Skyrim\Data\Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\TreePineForestSnow03_0005C070.dds] Saving billboard texture [split atlas] Done. While in the video you have more like 30 entries. After that when I try to generate tree LODs I get [Note bla bla bla textures not found] for everything. ...and now I'm getting access violation error, guess it's not supposed to be :confused: -
How do I add perks to my followers?
Clouddistrictcitizen posted a question in General Skyrim LE Support
I want to add some people from interesting npcs perks since the authors didn't add any. So far I've tried:Console command 'addperk' - doesn't work, checking that perk later with 'hasperk' command says the rank is 0.Tes5Edit - really complicated.Creation Kit - crashes for me when I try to open 3dnpc.NPC editor https://www.nexusmods.com/skyrim/mods/4554/? - nothing changes in game for some reason and checking the exported esp with t5e shows lots of errors with no signs of perks. Are there more ways? -
Water not reflecting landscape properly?
Clouddistrictcitizen replied to Clouddistrictcitizen's question in General Skyrim LE Support
Had to clean up my imgur folder so I removed them. Your description is accurate and I also had the same thoughts about SFO. But I really don't think the devs would somehow program vanilla tree reflections into the water lol. -
Water not reflecting landscape properly?
Clouddistrictcitizen replied to Clouddistrictcitizen's question in General Skyrim LE Support
single amd card -
Water not reflecting landscape properly?
Clouddistrictcitizen posted a question in General Skyrim LE Support
Hey guys, I've noticed an issue with my water - it's not properly reflecting trees and often mountains. https://i.imgur.com/Gps3Lsp.jpg - on the left side, some trees are not reflected https://i.imgur.com/bcDk7Ln.jpg - 4 trees in the middle not reflected plus mountains which are very far should not be reflected. Pretty sure this isn't ENB related since it's happening with ENB disabled as well. Water mod is realistic water 2. I have this in my skyrim.ini [Water]bReflectLODObjects = 1bReflectLODLand = 1bReflectSky = 1bReflectLODTrees = 1 I've seen tons of screenshots with 100% correct reflections, so it must be some ini setting? -
Yep I did. Not for me, in the bashed patch there are no signs of jewelcraft/jaysus/bandoliers so I'll be trying to fix this myself.
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Can someone lend me a hand please? I am trying to fix the problem I have - CCOR not distributing bandoliers and jaysus swords to NPCs. Bashed patch does not include them for some reason, plus I've been told I should create a merged patch for outfits. I tried it (for the first time) and it did give bandits (only bandits) jaysus swords and bandoliers. However, I had enemies spawn with multiple armors with my merged patch. I think it's because I don't understand what exactly to merge. For example here - https://i.imgur.com/xcvoWRl.jpg Does this mean that with my merged patch bandits will spawn with 2 different helmets in the inventory? How do I decide which mod should have priority? I saw same thing with weapons - CCOR sets Alik'r Warriors to have some curved sword from jaysus swords (in the NPC tree of the esp) and then Immersive weapons overwrite this with 2 other weapons. If I merge them together will alikrs spawn with 3 swords? Or the game will somehow resolve this conflict?
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Skyrim Revisited Pre-Release Feedback
Clouddistrictcitizen replied to Neovalen's topic in Skyrim Revisited (retired)
I also commented on WAF and SIC pages before posting if it means anything Great lists btw ipmlj. -
Skyrim Revisited Pre-Release Feedback
Clouddistrictcitizen replied to Neovalen's topic in Skyrim Revisited (retired)
Yes, the eye-only helmet drop from one of the skeletons in the Brittleshin pass and then I added vanilla and wingless helmets via console when I was trying to figure out what's wrong. If it wasn't obtainable I'd have never found out. -
Skyrim Revisited Pre-Release Feedback
Clouddistrictcitizen replied to Neovalen's topic in Skyrim Revisited (retired)
Improved Closefaced Helmets has an issue with Skyrim Immersive Creatures - SIC adds some variants of vanilla helmets which are not configured properly for them to work correctly - https://i.imgur.com/aX54dYR.jpg -
Hi, I've been using bashed patch (succesfully I think) but now not sure whether I should add more mods apart from those added automatically by it. I've read that I should include EVERY mod which has LVLI or LVLN, is it true? I'm mostly wondering about Organized bandits and immersive patrols; OBIS - added automatically to the bashed patch, but people say it's buggy and should not be included Immersive Patrols - not added, has several entries of leveled characters/items. Plus for now I haven't added this mod to the bashed patch which results in merchants from this mod selling way too many items and some NPCs being naked.
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MO is awesome, but I have a suggestion which (imo) is a very useful and a logical feature. As Sourceforge forums for MO are dead and on Nexus no one would see this, I thought I'd try here. When you open mod information, in the conflicts tab right clicking on an item will only show one option - 'hide'. Personally I also expected there to be some options from the file tree tab, such as open or delete. Installing tons of Skyrim mods recently I really needed the open button to compare which texture is better. Instead you have to remember the file path and name, go to the file tree (in both mods!) and open them there. I really can't see any downsides to adding these things, they would save a lot of time for some people and I hope MO developers would consider this :)
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In ENB's shift+enter menu there's alredy an option for Subpixel AA. Is this way https://wiki.step-project.com/Guide:ENB#tab=SMAA better anyhow?
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DROPPED Trees HD Skyrim Variation (by namotep)
Clouddistrictcitizen replied to stoppingby4now's topic in Skyrim LE Mods
This is how my trees look with this mod https://i.imgur.com/rM8FKns.png , has anyone ever had this and were you able to fix it? edit: fixed by deleting treepineforestbarkcomp3.dds -
Edit out plugin from Step patch using tes5edit
Clouddistrictcitizen replied to dreadflopp's question in xEdit Support
Ok I'm done here then (assuming your nope means I'll be fine haha), thanks to you and CJ2311