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CmputrBlu

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  1. I've run into this issue myselfwhen not wanting to use a pariticular mod. I've deleted the records but I wonder how feasible it would be have a several conflict patches created instead of one. One for each mod where the conflict exists. Then maybe the patches we want to use can be merged as needed into one Conflict Resolution patch. If this was doable it would probably solve a issues like this and issues like the Immersive Citizens issues were we can't use the latest version cause it can't be merged. Much easier to recreate one single patch than a full Conflict Resolution patch from scratch.
  2. Another question though. The page for the mod mentions the main mod should be placed before certain other mods we're using; but the merged version is placed at the end of the load order. Forgive my ignorance; but is that handled in the SR Conflict Resolution plugin? Also as another option, since I assume we're merging the plugins to reduce the number of plugins, could the set up be changed to just merge the compatibility patches and leave the main plugin alone? There isn't an error with TES5Edit when doing that.
  3. Was wondering, while we wait for a new version TES5Edit, if it wouldn't be best to just not merge this mod. I wanted to do that but noticed that the conflict patch expects the merged version of the mod. Unless there are easy way to get rid of that and then I'll just creatre a new conflict patch covering just "Immersive Citizens"
  4. Been playing around with Skyrim Revisited for a while and I'm pretty much set up exactly as the guide with some minor changes on my part. Anyhow I've noticed something recently that..while not a major problem...has irked me. I noticed recently that my roads in the distance are lighter than the roads close by. And they will switch to the default colors are I get closer. Recently before starting the Kilkreath Temple (when you lifted way up in the air) that this effect was noticeable from up high. The roads underneath me were the standard brightness but those further away where lighter. I've recently started using DynDOLOD and I suspect it; but I can't be sure. Anyhow the images in the beginning of this thread show the roads all the same shade/brightness; but that's not how it looks for me. Is the issue with whatever texture mod I'm using to replace the roads or is something screwing up when I generate the LODs with DynDOLOD? TIA
  5. I did generate the LODS and all that. Everything else seems fine; unless for some reason this particular LOD (the roads) got screwed up. If it is, it's happeend more than once as I've generated the LODs a few times already due to updates, etc. Not to say I couldn't have screwed up myself somewhere. :) I suppose the fault might be with the textures used to create the LOD. Does that come from DynDOLOD or some other texture pack
  6. Been playing around with Skyrim revisted for a while and I'm pretty much set up exactly as the guide with some minor chages on my part. Anyhow I've noticewd something recetly that..while not a major proboem...has irked me. I noticed recently that my roads in the distance are lighter than the roads close by. And they will switch to the default clors are I get closer. Recently before starting the Kilkreath Temple (when you lifted way up in the air) that this effect was noticable from up high. The roads undeneath me were the standard brightness but those futher away where lighter. I've recently started using DynDOLOD and I suspect it; but I can't be sure. Anyhow the landscape textures I'm using are direct from the list. Nothing else in the distance appear to have this effect but the roads. Not a game killer but I'd like to fix this. anyone have any idea what might bew the issue. Might is be a video card/driver issue? TIA
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