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zilav

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Everything posted by zilav

  1. Yes, any unknown flag/enum errors are benign and can be ignored. The only real errors are unresolved FormIDs in most cases.
  2. A master is removable if no new records are overridden or referenced from it in a plugin. Update.esm being a master for a lot of mods is just because people activate it when making plugins in CK, majority of mods don't need it actually.
  3. You'd better check with people who had it constantly crashing under MO here in this thread and a couple more on nexus in comments for TES5LODGen. I don't use MO myself.
  4. Yes, MO is bugged when creating files.
  5. The amount of simultaneous particles is limited to 750 I think in Skyrim by default, so having a lot of flames/waterfalls/steams rendered at the same time will cause some of them to disappear. So this can cause issues in exteriors since DynDOLOD forces such meshes to be visible from afar, but in interiors... this is really weird.
  6. It is a bug in the game engine. Some mod places new trees "inside" Whiterun place in Tamriel worldspace, but when you get into the child Whiterun worldspace through gates, game doesn't switch off trees lod there. That's the reason why there are no distant trees visible inside any other cities in vanilla Skyrim when watching from a top of some high mountain, Bethesda just avoided that bug. it is also the reason why all cities have high walls like Solitude, otherwise you will see ugly trees lod around when inside the city. You can actually toggle "tcl" when inside Solitude and fly above to see that hidden ugliness just otside the walls. There are 2 ways of fixing this: 1) Approach Whiterun, toggle "tcl" in console, fly inside through walls and write down FormID numbers of those trees, then delete them from plugin adding them in TES5Edit. Regenerate trees LOD. 2) Generate trees as objects LOD since it is not bugged, read DynDOLOD doc.
  7. https://forum.step-project.com/topic/3481-mo-for-oblivion-tes4lodgen-memory-use-issues/ https://issue.tannin.eu/tbg/modorganizer/issues/1037 Maybe there were something else, I don't know. As I said, I don't use MO and issues were opened by users I sent there. Or maybe they didn't open anything, can't say for others. What I know for sure is that a lot of issues reported to TES5Edit/TES5LODGen (and some in DynDOLOD thread here) was caused by MO, you can check respective threads on nexus (comments section). No need to get agressive if you want a constructive discussion. You asked "WHY", I answered. Again I'm not against MO, I respect the work of anyone who spent their personal time improving the game(s) I like, making mods and writing tools for them. It is just MO's wide acceptance that caused a lot of troubles to modders and developers in the last year or two, and this is undeniable fact I experienced myself as a developer. Part of them are "PEBKAC" as you say, another part are caused by genuine MO bugs. Bugs are inevitable in any application being actively developed, that's the nature of programming. I also admit that MO made modding much easier for a lot of users who actually can read and follow provided instructions like you for example. And they like it and praise it. AFKMods just happened to be the place mostly for mod makers and developers, and their opinion might be different from the "common" one on the user oriented sites like STEP. They are free to say what they want. This whole issue of discussing what happens on some another site in the internet reminds me of this That's why I expressed my opinion to close this discussion. It will lead nowhere.
  8. This is a statement of a fact - MO crashes when a lot of files being created in virtualized folder. It works for some people, and doesn't work for others. Why? I have no clue. This was reported at MO bugtracker some time ago when I redirected another unfortunate user there, and considering it still crashes, not fixed to this day. It is also magnitudes slower when creating files. The output folder parameter was added to xEdit and xLODGen purely just because of MO. A lof of issues reported about malfunctioning of xEdit (and to some extent xLODGen) was tracked to MO usage, forcing us to even slap a label "We doesn't support MO" on TES5Edit description page in big red font. I don't hate MO, I neither like or dislike it because not using it myself. What I dislike as a developer are false error reports not caused by developed applications, but rather 3rd party tools interfering in the normal functioning process and forcing me to spend *my personal* extra time making workarounds. I also dislike persons calling me "lackey" when they absolutely don't have an idea what they are talking about. If you install a new antivuris and it will prevent your modded Skyrim from launching, would you get angry at Bethesda? This is a *troll* thread (you jumped on other people in the first 2 sentences without reason), better to close and delete it asap.
  9. The records removed after the second cleaning of Dawnguard are so nigligible that you can skip them completely.
  10. If you check "Worldspace browser" script, you can notice that it supports reading DDS too (when building a map from LOD tiles)
  11. You really mastered LOD mesh making
  12. You achieve the normal intended way of handling resources by the game and other tools like CK, TES5Edit, SkyProc, etc. https://forums.bethsoft.com/topic/1354395-update-bsas-and-you/ That option in MO is destructive in my opinion. It is only my personal opinion (though shared by other experienced mod makers) and I won't go into arguing how does it work or not work, and why it shouldn't be used by anyone.
  13. You can hold Ctrl and click on a reference to jump to it instead of doing copy/paste search by FormID :)
  14. Switch off BSA management in MO.
  15. Someone please report to ETAC author(s) that they need to run "Recalc bounds" right click menu option on new added objects in CK. Object bounds are used by the game too, not only by DynDOLOD.
  16. I think there is a small bug in TES5Edit that causes "access violation" in wbFinfRefsByBase, I assumed that there is always at least a single reference in any worldspace and don't check for none case. Looks like you have some mods that have WRLD record(s) without anything inside. Will fix it in the next release, just waiting for some LODGen updates from Sheson regarding you already know what You must always install Vanilla LOD billboards first, only then billboards for other mods in the same order.
  17. Don't forget to remove billboards for unchanged trees when uploading, only new or modified trees must be included.
  18. You can adjust Trees LOD brightness yourself.
  19. That guide is not 100% correct. For example LODGen options window doesn't appear in TES5Edit if there are no suitable worldspaces in a plugin being right clicked, you need to right click on Skyrim.esm if building Tamriel LOD for example.
  20. "Worldspace browser" script in TES5Edit can combine landscape lod texture tiles into a single image and split it back later. So if you are a photoshop magician or know anyone, lod textures can be improved.
  21. You are using old TES5Edit version.
  22. Replace 'Ivy' with exact Editor ID of a record to delete, and apply this script to a plugin or particular cells if need selective deleting. It will turn bold if something was removed. unit RemoveRefsByObjectEditorID; function Process(e: IInterface): Integer; begin if EditorID(BaseRecord(e)) = 'Ivy' then RemoveNode(e); end; end.
  23. Why are you editing rules by hand in config files when you can edit them using convinient interface in DynDOLOD? :)
  24. Latest means the current developer version, not the one released on the nexus. https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/
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