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Everything posted by zilav
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Custom made mods can contain unused content, the same as the vanilla game itself. Author decided to scrap an idea but did not clean up, or decided to add a new feature but had no time to finish it. That's why you need to know the context of errors to make a decision. Just deleting something because it has an error is not the best approach either because it can lead to even more errors if not cautious.
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LOOT doesn't detect anything, it only shows you reports from other people. If you are checking plugins manually, ignore all those reports. "Record marked as deleted but contains: Base" ignore "Error: Could not be resolved" that's bad "Found a Null reference but expected a different value" usually can ignore but depends on context "Warning Navmesh Triangle not found in...." will break pathing for NPCs and followers "Warning: Quest Alias not found in..." breaks quests Unknown values can be ignored.
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Create BCF (BAIN conversion format) files to rearrange badly packed mods into clean and simple BAIN archives. Once you "dig" Wrye Bash, you'll never go back to any other mod manager no matter what features they have. Insanely powerful mod files manager of WB paired with simplicity and unobtrusive interface (after you "dig" it) is just so convinient, especially if you are an experienced user and don't need fancy installation scripts anymore to guide you. WB is a mod manager for people who know what they want from their game and how to get it.
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DROPPED Enhanced Lighting for ENB (ELE) - Special Edition (by JawZ)
zilav replied to JawZ's topic in Skyrim SE Mods
Found a pair of functions in my old xEdit scripts to convert colors r,g,b h,s,l I used them to tweak luminance while preserving colors and changing saturation preserving luminace of imagespaces, weather colors, tints, etc in my personal lighting mods, maybe you'll find them useful too. //============================================================================ procedure rgb2hsl(red, green, blue: Byte; var h, s, l: Double); var r, g, b, cmax, cmin, d, dd: double; begin cmin := Min(red, Min(green, blue)) / 255; cmax := Max(red, Max(green, blue)) / 255; r := red / 255; g := green / 255; b := blue / 255; h := (cmax + cmin) / 2; s := (cmax + cmin) / 2; l := (cmax + cmin) / 2; if cmax = cmin then begin h := 0; s := 0; end else begin d := cmax - cmin; if l > 0.5 then s := d / (2 - cmax - cmin) else s := d / (cmax + cmin); if g < b then dd := 6 else dd := 0; if cmax = r then h := (g - b) / d + dd else if cmax = g then h := (b - r) / d + 2 else if cmax = b then h := (r - g) / d + 4; h := h / 6; end; end; //============================================================================ function hue2rgb(p, q, t: Double): Double; begin if t < 0 then t := t + 1; if t > 1 then t := t - 1; if t < 1 / 6 then Result := p + (q - p) * 6 * t else if t < 1 / 2 then Result := q else if t < 2 / 3 then Result := p + (q - p) * (2/3 - t) * 6 else Result := p; end; //============================================================================ procedure hsl2rgb(h, s, l: Double; var red, green, blue: Byte); var r, g, b, p, q: double; begin if s = 0 then begin r := l; g := l; b := l; end else begin if l < 0.5 then q := l * (1 + s) else q := l + s - l * s; p := 2 * l - q; r := hue2rgb(p, q, h + 1/3); g := hue2rgb(p, q, h); b := hue2rgb(p, q, h - 1/3); end; red := Round(r * 255); green := Round(g * 255); blue := Round(b * 255); end; -
Ok I see whay you mean here. "Leveled List Entries" element is marked as required in xEdit definition of Skyrim records so it is always added if missing, then automatic counter field updater procedure kicks in and creates LLCT=1 I probably need to remove required flag from it to avoid such cases, though they are extremely rare and doen't affect the game itself.
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1. Might happen due to internal float conversion. Beth uses 4-bytes floats which are not precise. In FO4 they even switched to 16-bits floats in Nifs which is even worse but saves them some memory on consoles. 2. LLCT and other similar count fields correspond to the number of entries no matter their actual content. if not matched then the game CTDs. 3 Deleted records should not have any content since they are, well, deleted. 4. XLOC 1 and 0 have the same meaning of "Novice", xEdit fixes that automatically for better conflicts detection.
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You are asking about how the game works, not about how xEdit works. Better to ask in more appropriate places like official Fallout 4 CK forum. PS: "No Pre Vis" flag disables precomputated occlusion in this cell.
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Always remove OFST because it contains absolute file offsets to cells and and as soon as plugin is saved they are invalidated. This is a "debugging" option.
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Everything is intentional. xEdit does some clean up according to it's definitions and hardcoded fixing procedures similar to CK when you save a plugin, just in a different way.
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Dynamic Distant Objects LOD - DynDOLOD 2.18
zilav replied to sheson's question in DynDOLOD & xLODGen Support
I believe there is a limit for amount of persistent references per worldspace, not individual record types. -
Right click on it in WB and delete from menu.
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Dynamic Distant Objects LOD - DynDOLOD v2.17
zilav replied to sheson's question in DynDOLOD & xLODGen Support
I actually expect rain occlusion from FO4 to be present in SE, better to wait and see. -
1. Weather mods and ENBs affect tree LOD colors, billboards for LOD are usually made with vanilla lighting in mind. 2. Tree LODs are flat images grabbed from a single angle, they don't have direction. Both your issues are limitations of Skyrim's engine. They can be overcomed using ultra trees option in DynDoLOD, however it requires lod models for trees and there are none for SFO.
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Burn such mods with fire and put in every black list. Mods should not toggle full lod flag on objects except for a very few cases. Generic trees are definitely not that case. Even though due to a bug in engine the only way to make trees inside cities visible from afar is by using flag, it is still a horrible thing to do. This single mod will reduce FPS and consume memory even when you are miles away from Whiterun on the other side of the world. -
Worldspace - NAM0 and NAM9
zilav replied to Nebulous112's question in Guide Support & Bug Reports (retired)
It starts to affect performance only with larger numbers 100+ Technically those values are stored in absolute coordinates and indicates bounds for all placed objects in a worldspace, xEdit converts them to cells to make it easier. If a mod puts something outside of original bounds, those values will be extended by CK. So changes in NAM0 and NAM9 are not always a bad thing. -
Update script a bit, find this part if HasCheckMasters(sl) then AddMessage(Name(e) + ' \ ' + Name(el)); and replace with if HasCheckMasters(sl) then begin AddMessage(Name(e) + ' \ ' + Name(el)); MarkModifiedRecursive(e); end; It will mark found records as modified aka bold font in the left records tree.
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It is impossible to automatically fix the missing links. Some records can be removed entirely, but there are occasions when removing is not an option and records require manual editing.
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You can rename masters in TES4 header of a plugin if they have the same records with the same FormIDs that plugin overrides or references.
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Help required - xEdit showing errors in many core mods
zilav replied to dunc001's question in General Skyrim LE Support
There are almost no differences between 3.1.2 and the latest builds regarding Skyrim plugins handling, that's why 3.1.2 stays on Skyrim nexus as the last available stable release before we started experimenting with Fallout 4.- 31 replies
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
zilav replied to sheson's question in DynDOLOD & xLODGen Support
I heard that Vurt made a pink billboard for his lupins in SFO. -
How exactly do we use Crash Fixes?
zilav replied to uncleseano's topic in Skyrim Revisited (retired)
You can also use https://www.nexusmods.com/skyrim/mods/75916 to find more errors. Not all of them crashes the game though. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Billboards consist of dds and txt files only, anything else doesn't affect tree LOD generation. No idea why Vurt included those meshes with billboards. -
"I don’t think people should have a right..." The epitome of this discussion. When such thoughts start to arise, wars happen.