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Everything posted by zilav
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Filter works on the whole load order, you can set interested conflict levels in the filter options.
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It loads the other plugin in the same load order slot as the first one, so their records including new ones are lined up. Useful for comparing different versions of the same plugin. it doesn't filter anything.
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Load only the first plugin to compare, right click, Compare to, select the other.
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Cleaning ITMs Loot found in Enhanced Lighting and FX mod
zilav replied to Naoko's question in xEdit Support
The chances for cleaning to affect anything in game are very low for any mod. They could be only caused by bugs in the current version of xEdit, and I don't know of any atm. -
Cleaning ITMs Loot found in Enhanced Lighting and FX mod
zilav replied to Naoko's question in xEdit Support
Arthmoor asked to treat added locations as ITM because the game is fine without them (they are not in Skyrim.esm and it still works) and they bloated USKP. Note that this counts only for added locations to the references, not when it is changed or removed. Compression flag doesn't count as conflict since it is a way of data storage, not the actual data that affects anything in the game. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Open DynDoLOD\lib\lodgenalt.pas and replace SW_SHOW with SW_SHOWMINIMIZED or SW_HIDE. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Nah, you don't simply stop the LOD generation -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Actually Sheson could possibly add a check for missing textures in generated LOD files right into DynDoLOD script. Just scan all BTOs, get used textures and check if they exist -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Considering how the tree LOD generation works, it is impossible to get such broken output after creating new LODs. This means that you hadn't installed generated files correctly or some other mod overwrites them. Check that all those files created by DynDOLOD are in the right folders and the winning ones over all other mods meshes\terrain\tamriel\trees\*.* (several files with BTT extension and one with LST) textures\terrain\tamriel\TamrielTreeLOD.dds -
Honestly, I'm yet to see any plugin in Skyrim that have intentional ITM records. And I mean real purpose ones from technical point of view, not because mod authors say so. They usually don't have any idea about this and just slap "do not clean" label. Even then almost any ITM record can be altered like EditorID field for example to mask from cleaning and stop confusing users, without any affects on the actual gameplay. For me "do not clean" words in the description is the first warning that this author's modding expertise and knowledge are questionable, and his/her plugins better to be checked manually for other possible oddities. The second, and final warning is "load last" words. When both are present, that pretty much tells me to avoid any mods from this author. Applies to all games starting from Oblivion.
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SKYRIMLE World Map Min_Max Height Pitch Tweak by Allana
zilav replied to Kelmych's topic in Skyrim LE Mods
One of the very rare cases when the author is right about loading last. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Persistent flag should be removed from statics if they don't have "full lod" flag (and not a part of some quest alias probably, I think alias refs are always persistent). -
Regarding this line "Use double click to load plugin only when loading a single plugin. Otherwise not every plugins might be loaded. They appears to be selected randomly." Double click is the same as 1) Select None 2) Checking the single plugin being clicked 3) Pressing OK It is a shortcut for loading plugin and it's masters only.
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Water in terrain LOD is just a flat plane geometry even without any shader flags, just having "WATER" in block name to indicate that this is a water, "land" name for the actual terrain. There is just nothing to modify there, the only way is to place water plane references as "neverfades". -
Unknown FormID while processing papyrus log...
zilav replied to theblackcat3112's question in xEdit Support
Unknown means it can't find records with FormIDs stored in log in the current plugins loaded into TES5Edit. Enter 1E001831 in the FormID search field in the left upper corner to check. I need log example to test for new messages parsing. -
Anything purple/violet corresponds to "injected records" conflicts, like in your case (italic font means injected record).
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
I wonder why does it happen, maybe a bug in Skyrim or such cases need special FormID indexes in BTT files. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Pure Weather has it's own tweaked LOD for trees because it changes brightness drastically and needs trees to be darker. You either need to split LOD atlas that comes with Pure Weather into separate billboards yourself (they won't match SFO trees for sure), or just try to tweak trees LOD brightness when generating, there is an option for that. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
It just means that ENB's own weather settings took control over LOD lighting in your case, so you need to tweak it first or disable it somehow. Effect Lighting from my experience affects a lot of visuals like tree LOD, grass, particles. As I said, weather colors are coupled in Skyrim and changing only one of them leads to oddities in another places. But it is fun when you get used to -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Since you use ENB, I heard that it has it's own weather settings. So first try to switch it off. If the reason is not ENB, then this gets more complicated. Color of trees LOD is also affected by ambient colors (third tab in weather editor), but if you try to tweak those, they will in turn affect other visuals. All weather settings are tightly coupled in Skyrim and require a lot of tweaking to look good. You can try the opposite - upper brightness of trees LOD when generating LOD and then even lower Effect Lighting brightness if needed. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
That's why there are no trees inside child worldspaced towns in vanilla game that you can see from afar (part of trees LOD) because game doesn't switch it off from parent worldspace. Bethesda gracefully "avoided" their own bug. High walls around those towns, you think they made it on austhetic purpose? Nope, it is again to hide engine limitations in most cases, especially ugly parent worldspace LODs up close. Go inside Solitude for example in vanilla unmodded game, type tcl and fly above to see the real glory of ugly trees LOD just outside of city walls which you normally can't see. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
This actually means that the weather mod you are using has wrong settings for "Effect Color" for certain weathers and times. It is a common mistake for unexperienced modders who try to tweak weathers, they modify one value without updating others to reflect those changes. But don't worry, you can fix it yourself. Install Status mod which allows you to see the current weather FormID. Save when trees look wrong and write down the current weather FormID. Then open TES5Edit and find that weather using FormID field in the upper left corner. If FormID starts with 00 this means it is a vanilla weather modified by weather mod, in this case you can load only this mod into TES5Edit to speed things up. In you case it should be TAZ obviously unless you use something else that affects weathers. So you'll see this Right click on TAZ header in the right pane and select Jump To, it will select that weather record in TAZ mod. Now press Ctrl+W to call Weather Editor script and switch to colors page You need to modify Effect Lighting color for appropriate time span when it looks wrong (make it brighter or darker). Click Apply Changes, close weather editor, exit TES5Edit and save plugin. Check in game, tweak again until it looks fine. Might be slow when you do this for the first time, but this is not a rocket science You are right, this requires explicit typecast in "real" pascal. Unfortunately pascal interpreter in TES5Edit tolerates such types usage and it becomes hard to notice and spot possible issues. -
This is not Max Height Data of individual cells, this is Camera Data of the whole worldspace
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How to resolve NavMesh conflicts in TES5Edit?
zilav replied to Sacralletius's question in xEdit Support
You can switch off "Simple Records" option in TES5Edit and reload to see more information in navmeshes. There is much more in navmeshes than simple vertex positions to update as noted above, like "navmesh grid" coordinates, center and bounds which all are affected by vertices too. In short - you can't reliably resolve conflicts in navmeshes using TES5Edit like other records just by drag&dropping several fields.