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anomalous

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Everything posted by anomalous

  1. Sorry to continue on regarding silly food textures, but I noticed while "fixing" the problem with SAFO that it would be inadvisable to delete the SAFO apple textures. They are not nearly as good as the textures supplied by Realistic HD Food, but apparently SAFO introduces apple halves into the leveled lists (haven't seen them yet). The textures for those halves are included in the Apple01/02 dds files. So getting rid of them in favor of Realistic HD Food would have bad results. Figured I would mention it to save you or anyone else the trouble of looking over the textures based upon my previous post.
  2. I know this is trivial compared to the updates currently in the works, but this week I discovered some conflicts in the guide that have not been addressed. Currently RUSTIC COOKING is overwriting textures that Realistic HD Food still supplies the the meshes for. The affected Items are Eidar Cheese (00064b34) and Cooked Beef (000721e8). In both instances, the game is trying to slap Gamwich's textures onto Halk's meshes and it does not work. Up to you guys for solution as it is a matter of preference. Personally, I am keeping Halk's Cheese, and Gamwich's Beef. On a side note, SAFO is overwriting Halk's green apples. Personally, I think Halk's texture should be preserved as it is better. As I said, quite trivial, but I figured I should point them out for fixing.
  3. Currently HD LODs Textures SE is overwriting the lod folders for Riften HD, Whiterun HD, Landscape Overhaul HD, Imperial Forts HD, and Solstheim HD. Is this on purpose, or should we consider deleting the overwriting LODs? Sent from my Nexus 6P using Tapatalk
  4. Cool. Sorry for being inexact in my wording. I was thinking of interior clutter and furniture. But I can see how it would difficult/impossible (for a script) to distinguish the unintended overlap of a sword and a lantern from the intentional overlap of a rubble pile and a stone wall. Thank you for your response. Sent from my Nexus 6P using Tapatalk
  5. Hello, Is there an available script or built in method for filtering two or more mods to determine what conflicts they have for the placement of new objects in a space? Or is it necessary to just check record by record? Thank you for any response to my question. Sent from my Nexus 6P using Tapatalk
  6. Yep, figured that out when I did it. As I said, I didn't think it would work, but I couldn't know until I tried. Can't learn without trying and sometimes failing. I applied the method he laid out, and it worked. Solved the problem without editing the mod directly, and learned something new. Sent from my Nexus 6P using Tapatalk
  7. Thank you for the advice, works as you said.
  8. Sure, I can give that a shot. Admittedly, I have much to learn about Xedit. To more fully elaborate now that I am home: I went to USLEEP's records for solitude exterior. This consisted of single records that neither conflicted with Skyrim.esm or were conflicting with esp's downstream. I forwarded the entire worldspace to the cr patch. This turned the records green. I then jumped to that copied worldspace in the cr patch, and removed the FormID's for just the trees I wanted to remove, leaving the rest intact. The only effect this had was to turn those FormIDs back to white in the USLEEP patch, leaving them without conflict, and thus persisting in the worldspace. I really didn't think that would work and it didn't, I was just experimenting. Now what you suggest does make sense. I was not aware that I could flag a FormID as disabled. That would created a conflict, and actually get rid of the aforementioned trees. I will try that out in a bit. Sent from my Nexus 6P using Tapatalk
  9. There isn't a conflict because they're hand placed by USLEEP. Single records. But they're there. And so are the cherry trees placed by the flora merge. Both mods are placing different trees with different records right next to each other. I fiddled with them in xedit for a while, and the only solution I could find was to remove formids a - c, and e,f from USLEEP itself. Just trying to get the formids was a pain. The trees a so close, you practically have to disable the cherries just to get to the pines. Sent from my Nexus 6P using Tapatalk Thanks for the heads up on the images. I tried forwarding the USLEEP records and then removing the trees in the cr patch, but that didn't work. Tbh, I didn't think it would. Sent from my Nexus 6P using Tapatalk
  10. My mistake, misread a post with multiple quotes. My modified build is running fairly stable with the exception of encountering major battles from immersive patrols, and I am thinking that is a EBT/BFS issue. When I posted earlier, I was meaning to say that I also had an issue with a floating tree outside Solitude. FormID 34008AA8. Not all that good with forums. hopefully below is a link to my screenshot. Also in this area, there seems to be a conflict between the trees placed by the trees and flora mod, and trees placed by USLEEP. Specifically FormIDs: 0506311A 0506311B 0506311C 0506311E 0506311F
  11. Having the same issue. What was your solution?
  12. Understood, sorry for bothering. I know it can be frustrating to receive a question whose answer seems obvious. Thought relinker was primarily for lod billboards. Figured the issue was with dependencies that could not be solved with this utility.
  13. Paul, regarding the collectables merge... I somehow missed this merge initially (maybe it was added recently?). However, according to the LOTDB Nexus page, the badgrimlins mods are supposed to be left unmerged. Is this an error, or is it nothing to be concerned with? Sent from my Nexus 6P using Tapatalk
  14. The concept of monthly donation was pioneered by NGOs a while back. Although the transition was difficult it is now the most effective and preferred means of fundraising by causes large and small. People balk less at making small monthly payments to causes they actually care about. What if nexus made a transition to such a system for their premium membership? Then, under this system people pay, on a sliding scale, throughout the year. This would provide a stable revenue for their expenditures. But, what if this was also tied to endorsements so that a set percentage of one's monthly membership were split evenly to the mods currently endorsed by the premium member? Would this not create the very incentive based system that valve and Bethesda claimed they wanted to create? How many thousands would be willing to pay 5 dollars a month to have premium membership with the added bonus of providing a monthly income for their favorite modders? If this transaction was done monthly by nexus, it would outweigh the micro transaction fees imposed by likes of PayPal, etc.
  15. Thanks for the feedback, got it working. Based on Mangaclub's recommendation (albeit modified), I erased all the Vividian ENB config files in the ENB manager. Then recopied all the files from the ENB Install Files Folder, but this time I included the prepackaged enblocal. And it worked... which is annoying because that likely means that something was wrong in the enblocal that I configured myself and I kept missing it. But again, thank you. For the sake of further knowledge, is there more to the SMAA than the d3d9, the injector, and the two SMAA.* files?
  16. A couple of weeks ago, I updated my Vividian ENB to the most current version. In the process of reviewing all my settings, I noticed a typo in my enblocal.ini. My proxy library was misspelled as ProxyLibrary=d3d9_sma.dll, missing the second "a". My game played fine and all the ENB data would appear on start up, and I could open my ENB panel via SHIFT ENTER with this mistake in the ini. I included the extra "a" and afterwards I got a CTD 100% of the time. I removed the "a" and it started as usual. I can only assume that the game is simply bypassing the .dll. I have had no success in remedying this situation. I selected SMAA in the installation process. The injector.ini, SMAA.fx, and SMAA.h files are listed in the left plane of my ENB manager. Is there anything I can check other than enblocal to fix this?
  17. Thank you for your reply. To be honest, that guide did not cover much that I was not already aware of. But your effort is appreciated all the same. Truth be told, it was a vague request from the get, and most of my answers will have to be found the hard way.
  18. Recently I encountered an issue with missing main menu data on start up. After a laborious process of elimination, the problem was, amusingly, my conflict resolution patch. The symptoms were reproducible and unique to the patch. The patch was based on the SRLE Template, modified over the last few days to resolve lingering issues with my particular build. TES5Edit offered no warnings or error messages, and there was nothing readily apparent to indicate an issue. I made some successful test runs throughout the editing process, but somewhere it simply went awry. Obliviously the mistake was mine, but unlike my previous mistakes, I could not ascertain what I had done wrong. So I have created a new modified SRLE Conflict Resolution Template that currently works without issue. However, I need to make additional edits to get all of my added mods to work right. Before I start this process again, I respectfully request some guidance. Is it possible to make too many edits? For a Patch to have too many masters? I generally avoid touching anything in the records that I don't understand in terms of function, but I was wondering if perhaps there are somethings that simply should not be touched. I will be starting the process again tomorrow, and I plan to take a more systematic approach with more integrated test runs. However, in the interim, if there is any helpful advice available, it would be greatly appreciated.
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