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uncleseano

Citizen
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Everything posted by uncleseano

  1. That's a great start thanks. I've been ingesting CK Nav vids from Darkfox and the official Bethesda channel all afternoon. Just couldn't really find anything about making patches. Thanks for the crash course, it's something to get me started. I'll holler back if I get stuck
  2. Hi, I'm looking to load up two mods that xEdit is showing Nav Conflicts and to create a new plugin just for nav conflict resolution. The only vids out there are for CK basics and undeleted nav res. Any advice? Thanks guys
  3. It's not bad at all. And worse case scenario if it gets overwritten then a piece of vanilla bread will make it's way into a random table I really like how it also affects since of the merchants food stores and makes some harvestables 'blighted'' No point in a survival playthrough without it
  4. You hunger also affects venders stocks & turns a bunch of harvestables 'blighted'. It's does some other stuff too, more than just flicking a flag at least
  5. @godesacus, if you want a good banter about Omega join the discord channel Lexy set up. There's tons of specific 'rooms' for different topics. One is just for Omega
  6. There's a couple of new sexy mods that add an MCM menu to the likes of Vigor, Moonlight Tales & Hunterborn that didn't have an MCM for SE implemented I can merge the MCM menus into the master and rename the merge back as the original masters name. Once I use relinker the 'new' plugin works perfectlty ingame. Is this the best way about doing it? I'm asking because I was having a look through the papyrus log on a new game start and one of the errors was 'Cannot find Hunterborn Merge.esp' That's the name of my Merge before the rename. Can ya see this as being a problem with how I merged them together? I'm guessing it has something to do with the script fragments tick box in Merge Plugins Standalone. Any idears? Edit: Bonus question, the merge creates a .seq file the same name as the merge. Does it matter that the .esp is named something different from the seq file? Plus what does the .seq file do? Thanks!
  7. It's the unofficial Frostfall campfire patch. Just sell slower
  8. I went down a weird modding hole after clicking on that link and ended up with a new underpants mod... Thanks..eh Lexy I guess
  9. Interesting, it relinked some LODs from the tree merge and two scripts. 1 from Inn Rooms Costs the other from wonders of weather. Nothing crazy but I guess they weren't working before and I never noticed? You lads might think about running it. It takes 2 seconds
  10. Would you reccomend having it set to 'ON' like the other levels? Except maybe for the last one which is set to 550
  11. Someone on Reddit just mentioned relinker. First time I've ever heard of it. I saw left talk on their forums, I'll give it a whirl though. Not sure where I'm going with this, monstrously hung over
  12. Have you tried the ENB without the Particle Fix? That's sorted it for allot of people
  13. I'm getting the same funk with NVT. The latest .343 (that's the one from yesterday and not from a week ago, thanks Boris for your wonderful version control) seemed to fixed my crazy acid strobe affect but I do get the weird trippy shader wall stuff
  14. Hey lads, do you have your 'Optimise Unseen' on LOD4 set to off? What does it do if its ticked?
  15. Most people are expected to have a platoon of 30 sex slaves everywhere they go
  16. There's more and more reports (mine included) if the latest ENB (same version as 4.3.4 but was released 2 days ago) causing issues with the Particle Fix. I had something similar but with whacky acid trip colours
  17. You are using a guide for modding, that means... It's only the beginning.
  18. Hey Lexy, a lot of authors a slapping in proper Bash/Smash tags in their mods. Rather than a blanket Smash.All (bar a few for Smash.ForceAll) it might be best to leave the original tags there and smash.all the rest (again bar the ones you have). Stuff like Arties mods have the Location tag in there, Unofficial patch has the combine tag etc
  19. Guess you've all heard by now that Wyrmstooth has officialy been ported released by Jonxr
  20. Also you can drag the plugins for your (in my case) 'Super Merge.esp' into a newly created Empty mod so if you have to update any of those mods or rebuild for whatever reason you can just enable/disable the mod in the left panel. Saves having to move each plugin to the optional (and back) each time ya gotta rebuild the Super Merge
  21. You might want to look over the Smash patch. I had to manually edit a bunch of tags as it was overwriting Ordinator, Andromeda, Sancrosanct etc plus it's overwriting Better Dynamic Snow with the textures from the Landscape and Clutter merge which then get brough into DynDOLOD FYI, some tweaking is needed
  22. Heya, me again. Quick question: Is there a log file/list somewhere that shows exactly which mods have been used? Would be nice to know if there's a change in the L.O if I need to re-run and what not
  23. Crap, ya beat me to it! I left the output blank because who needs to RTFM right? Anywhos after I slapped it in I left an extra space or some such between the output path so it wasn't going anywhere but back into the overwrite folder. It hasn't finished the current run but i can see that textures/tamriel are there in the proper output folder so no worries. Sorry for the time waste
  24. Heya Sheester. Been scratching my chin over something here. Using these settings here Check everything in the Select Worldspace(s) to generate LOD for. Make sure Only Terrin LOD is Checked LOD4 quality 5; Diffuse 512, Normals 256, Protect Borders LOD8 quality 10; Diffuse 256, Normals 256, Optimize Unseen On LOD16 quality 10; Diffuse 256, Normals 128, Optimize Unseen On LOD32 quality 15; Diffuse 128, Normals 128, Optimise Unseen 550 Bake normal-maps (checked)and plopping the SSE-Terrain-Tamriel.esm last in my .esms (under Wymrstooth) I run everything and it seems to work fine and dandy except that I don't have any texture folder for the tamriel worldspace. The mesh folder is there but not in textures. This is what I have: I only noticed that it was wrong because over on the Lexy & Darths LotDs guide the mention dragging down the mod for 'A Quality World Map' in the left panel of M.O2 has xLodGen knocks out the roads on the map but I don't have any conflicts at all because.. well it looks like the Tamriel Textures weren't done. Any heads up into this?
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