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zilav

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Everything posted by zilav

  1. XOWN stores owner of object, but NPCs can't be "owned" iirc. Don't know what this mod is trying to achieve.
  2. Issue happens depending on the used mods. If you have mods (including vanilla master files) that all also places trees and their refs FormIDs match the ones in Great Forest mod then you'll have that issue. It depends on used mods and hence why it happens not for everyone. The solution is to renumber FormIDs in the forest mod and this can be done by a script in xEdit. The problem is if there are some patches for this mod, they won't work after renumbering.
  3. Looks like a damaged BSA archive. Is "Skyrim - VoicesUpdate_PL.bsa" is even a vanilla archive in PL (poland?) game version, or it comes from a mod?
  4. People needed to test the updated Skyrim patcher https://forums.bethsoft.com/topic/1602198-wrye-bash-thread-109/page-5?do=findComment&comment=25158428 This is a python version though, so you need to have prerequisites installed.
  5. Enable Parent means that it's enabled status is controlled by an object it is linked too. Settings initially disabled on a reference together with parent linking is used when a mod author wants something to appear later in game after something has occured, it will enable the common parent object from a script and all refs that are linked to it will change their enabled state too. Looks like this map marker should appear only after you've done something in the mod but author hasn't finished implementing it (maybe some quest?). Just remove initially disabled flag and remove Enable Parent entry.
  6. Go into that folder and try to create a file with this name using notepad for example to test access rights.
  7. Run as admin, make sure that this file is not opened in other applications at the same time.
  8. That fix does help, check again how you installed it. It must overwrite a texture in NMC.
  9. "Edit Scripts" folder is not found. Maybe you see it, but you are probably running another copy of xEdit somewhere on your HDD which doesn't have it.
  10. While TES5LODGen is a renamed TES5Edit, there is still a minor difference between them. When you launch TES5LODGen, it shows you the list of all worldspaces from all loaded mods, while TES5Edit will show worldspaces only from a mod you right clicked on. If there are no worldspaces that fit for LOD generation, the window will not even open in TES5Edit. Worldspaces "fit" for generation are the ones that have exising lodsettings file which is usually packed in BSA archives. Since MO with turned on BSA management hides them from other application except for itself and the game, xEdit/xLODGen can't access lodsetting files and won't work. You either need to disable BSA management in MO, don't use MO or unpack archives.
  11. Did you change any papyrus settings in ini? Uninstall DynDoLOD from MCM menu, save and disable it's plugin so only static LOD is left. If that will help, then something is wrong with your papyrus settings or other badly written mods that overload scripting engine. If not, then the problem is your hardware.
  12. Loot on NPCs comes from 3 sources together: 1) Inventory of NPC (a list of items and/or leveled lists) 2) Outfit of NPC (a list of items and/or leveled lists) 3) Death Item of NPC (a single leveled list)
  13. A nice guide from Arthmoor on creating compatibility patches between world changing mods. It is for Oblivion, but we all know that the games and official editors are the same, just replace pathgrid section with navmeshes in your mind https://www.iguanadons.net/Oblivion-Creating-Compatibility-Patches-366.html
  14. Yes he talked with me. TexGen can generated only the limited number of textures due to technical reason.
  15. Buildings need matching LOD textures, they are not billboards. DynDoLOD comes with TexGen script that generates LOD textures out of the full ones, you can try it.
  16. Sorry but CPU's are deterministic meaning that the result is always the same if starting conditions match, this rule applies to xEdit and it's scripts too. If you get different results, this means that the plugin itself or load order has changed.
  17. I don't see anything wrong with LODs on your screenshots. Flat images aka billboards which Skyrim uses for trees LOD will never exactly match full 3D meshes. Your ENB and/or weather mods make it even worse by having a different colors for LOD (ambient and sunlight color) not matching the vanilla ones since billboards are usually made for vanilla lighting. You are expecting too much from a 2011 game made for consoles developed in 2005 iirc.
  18. Wrong CNTO count field above items. It should be decreased by 1, become a conflct and hence be visible on your screenshot.
  19. Lodsettings file generated by CK or OScape.
  20. It is done on purpose becase time/date of a plugin affects it's load order in 3 out of 5 games that xEdit supports.
  21. You are misinformed, FNVLODGen doesn't add detail at a distance. It scans all loaded plugins, finds objects that have available LOD meshes and generate LOD from all of them. If at the time of generation some LOD models are not accessible, there will be less details. If you install mods that add new LOD meshes, there will be more details. If you got less detail, this means those meshes were not accessible to FNVLODGen when it tried to generate LODs or you have mods installed that make those objects dynamic (parent enable state). Read comments https://www.nexusmods.com/newvegas/mods/58562 I described how to check the existance of "missing" LOD meshes.
  22. https://forum.step-project.com/topic/8681-mythic-dawn-2015-update-discussion-changelog/page-12?do=findComment&comment=160375
  23. I removed all "normals" mods when discovered that they change all the normal maps including those for flat surfaces. So while it does look better on walls and rocks for example, simply saying objects that are not flat by their nature, as soon as I saw horrible ugly deformed capboards that are supposed to be flat, it was the end of existence of such mods in my load order.
  24. When generating LOD, it explicitely shows in the messages log what billboard files are used for particular TREE records. Either a bad file naming or conflicting file overrides.
  25. Size of trees in LOD is defined in txt files having the same names as billboard dds textures. Looks like they are mismatched - you have billboards from one source but txt files from the other.
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