
kevkiev
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Everything posted by kevkiev
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Temple of Meridia/ College of Winterhold Magic Lights
kevkiev replied to kevkiev's question in DynDOLOD & xLODGen Support
Ah, gotcha, I guess it wasn't so obvious after all. Thanks for clarifying. -
Temple of Meridia/ College of Winterhold Magic Lights
kevkiev replied to kevkiev's question in DynDOLOD & xLODGen Support
Okay, nvm, I saw a post of yours in another thread that you can indeed hide files from the output. On second thought, I guess that shoulda been obvious. Anyways, I think I'm ready to go! (Sorry if I sounded passive-aggressive with that Elianora reference. I tried to delete it but was too late, I'd lost the edit option.) Cheers -
Temple of Meridia/ College of Winterhold Magic Lights
kevkiev replied to kevkiev's question in DynDOLOD & xLODGen Support
Thanks. I read the manual, including that section but I guess I'm thick b/c I wasn't precisely sure it's application to this. I mean, I understand the basics but (notwithstanding that elite-level modders like Elianora find it all so ridicuously easy) I still struggle with stuff that's not explicitly spelled out. I often am relatively confident about things, but have enough doubt that I like to seek out expert advice. Anyways, especially with the mesh rule you kindly provided, my understanding is that these will indeed be part of the LODs generated by Dyndolod. Still, would I be able to "hide" the relevant files in the Dyndolod output via Mod Organizer (like you can hide textures/meshes in the "filetree" tab even if they're not conflicting). That way, I could disable the effects' LOD until I'm at the point in my (next) game where those lights become active through quest completion. *quickly goes to re-read the manual in case that's covered* Thanks again for replying, I really do appreciate the assistance. -
Temple of Meridia/ College of Winterhold Magic Lights
kevkiev replied to kevkiev's question in DynDOLOD & xLODGen Support
Couldn't edit the above post. My XEdit reference is wrong. The lights (and thier .nif files) are under under "Moveable Static" (MGMagicFirePillar01). That record is referenced by an entry in "Lights" (MGFirePillarLightBlue). I'm guessing the Temple lights follow a similar pattern but didn't confirm. -
Temple of Meridia/ College of Winterhold Magic Lights
kevkiev posted a question in DynDOLOD & xLODGen Support
During the College of Winterhold quest, the mage who first meets you outside Winterhold lights certain "pools" resulting in vertical beams of blue light. After the Temple of Meridia quest (Dawnbreaker), beams of white light surround the temple. Both sets of lights turn off after a while. The temple of Meridia ones only shut off because of a fix in the unofficial patch. Without the patch, they stay on forever. However, even with the patch, if you re-enter the temple later and exit to the balcony (which you might do as part of a radiant quest), the lights turn back on again, and that's the state of my current game. For the college, I have a mod that keeps the lights on (I only activate it after the relevant point in the quest), but it has virtually no noticeable LODs. I found the lights (and thier .nif file) for the college in xedit, and it's under "magic effects", if that's of any relevance. My first question is whether or not Dyndolod would generate LODs for these lights. Not much I can do about the Meridia lights, but I could disable my College mod. (Although, in a new game, it might be better to have constant LODs rather than not have them when they should be there.) My second question is: if the answer to the first Q is "yes", can files in the Dyndolod Output folder be "hidden" just the same as mod meshes and textures? I.E. In a later game, I could just find and hide those files until I need them. -
New Game with disabled mods that have dyndolod LODs
kevkiev replied to kevkiev's question in DynDOLOD & xLODGen Support
Ah, ok, thanks. So my plan isn't going to work. Since I'm pretty much done with those new lands mods in my current game, I won't select them when (or, probably better, will disable them before) I run dyndolod. When I eventually play them on a new game, I'll update as per the manual. Cheers. -
New Game with disabled mods that have dyndolod LODs
kevkiev posted a question in DynDOLOD & xLODGen Support
Sorry for the cryptic title. I'm about to use Dyndolod for the first time and, after RTFM and watching vids, I think I have the basics down but I haven't been able to find an answer to a question I have that's kind of a twist on the usual game update one. Just got back into Skyrim after a long break and will be playing my current (old) game for just a little while longer before starting a new one, but I'd like to run Dyndolod right away. I have a few lands mods (Falskaar, Beyond Reach, Wyrmstooth, Summerset Isles), and would like to include those into the dyndolod mix. (TES5LodGen even has billboards for Summerset.) However, in a new game, I like to disable the those mod's esps for a while as I like to be at a fairly high level before playing them. (And would rather not have to deal with their start quest scenarios - courier with messages etc - until I'm ready.) Is there any problem in doing that, even though I will have selected those world spaces when running Dyndolod in my previous game? Or will I run into some kind of "missing master" type issue. Hope that made sense. Thanks. -
Problem starting LOOT from MO (trying to create meta rule)
kevkiev posted a question in Other Utilities Support
I'm following the instructions in STEP to create a meta rule (I can see that sorting placed a particular esp. prior to one it's supposed to follow) but, when I run LOOT through MO (i.e. step 1), it takes me to the installer and I get a message that LOOT is already installed and I have to uninstall before continuing. Any suggestions? Thanks. -
Aha! Thanks GSDFan, and especially GrantSP for laying it out in such detail. I didn't realize I was supposed to... well, never mind ... :P Sounds like a readthrough of the wiki is indeed a good idea.
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Thanks. I've heard a lot of good things about MO so I'll probably just take the plunge, and do a fresh install of the mods. Probably worth it in the long run.
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Thanks for the reply but, sorry, I'm not sure what you mean by setting a Data file. The red message appeared when trying to install via the full archive, and when I tried installing a 7z archive that had only the "data" folder from the (extracted) SKSE download. edit: If you meant just try again a few times, I've done that. A buncha times with both the archives I mentioned. :(
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Have always used NMM and am just starting to try out MO on a fresh install of Skyrim. Can I use them both? In particular, does clicking the globe thing on MO automatically download from Nexus via MO even when I still have NMM? As well, if I install a mod with NMM, will it show up in MO? I have a ton of (inactivated) mods on NMM and figure it would be easier to activate them from NMM rather than download them again. (I'm following the STEP guide, but I think a lot of the suggested mods haven't been updated since I installed 'em via NMM.) Hope that made sense. Thanks.
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I'm just switching to MO from NMM, and am following STEP as I've just reinstalled Skyrim after not having played for a couple years. I'm at the start, and trying to install SKSE. After copying the .exe and 2 .dlls into the game directory, I followed the instructions to install the scripts but when I click on "manual" (after clicking the archive button) I get the red message "No game data on top level", rather than the green "Looks good" as mentioned in the detailed instructions. That happened when I choose the full 7z SKSE archive, and also afterwards when I just archived the "Data" folder after extracting the files from the full SKSE 7z. (I thought maybe that error message meant that there was no folder called "data" on the top level.) Can't figure out what's wrong.