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Velgath

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Everything posted by Velgath

  1. Right you are - regenerated after adding the rules and it's working fine now - thanks a lot and sorry for the trouble. Now I'm just trying to figure out another problem that came to my attention from the screenshots I took. Doesn't seem to be associated with DynDOLOD, but the ship LOD for the Dainty Sload seems to be missing - removing DynDOLOD's plugin doesn't do anything for that. Also, thought it might be Realistic Bobbing Boats, but removing that and testing also doesn't fix it. Not your problem though, just a funny thing that this brought to my attention.
  2. I'm not entirely sure what you mean by "version of Legendary". I purchased the game's DLC piecemeal as it came out (never bought the all-in-one legendary version). I'm on the latest version of the official game. I am on the latest version of Legacy of the Dragonborn (17.6). Distant Issue: Close with DynDOLOD Plugin Disabled: Distant with DynDOLOD Plugin Disabled: Log is here (too big to be attached or put in PasteBin).
  3. Hi, I noticed there seems to be an issue with my DynDOLOD output with Legacy of the Dragonborn. It causes a large part of the Dragonborn Gallery to not be visible in the exterior LOD. The following image shows the issue - I used the console to get into position for a good shot, but the issue is visible during regular game-play from distant/high-up locations. When I disable the DynDOLOD plugin for testing, the issue is not present. The only other mods I have editing Solitude in any significant way are Books of Skyrim, and JK's Skyrim - Lite.
  4. So DynDOLOD seems to have an issue detecting and placing LODs for a couple statics in Nazenn's JK's Skyrim - Lite and SuperLite mod. I asked him about it, and he doesn't think there's anything that he can do to fix it from his end. Basically, a couple wall LODs and a gate/tower LOD near the south-west entrance to Riften are completely misplaced (in the case of the wall LODs, which seem inverted, and are on top of the road), or slightly misplaced (in the case of the gate and tower LOD, which is slightly jutting out of the north and westward direction of the actual gate and tower. The records it corresponds to from his mod are XX000DB3: RTWall05Inner, and XX000DBA: RWall03Outer - the incorrect LODs DynDOLOD generates for me are BF001276: JKsSuperLITECitiesesp_000DBA_DynDOLOD_TOWN, and BF001278: JKsSuperLITECitiesesp_000DB3_DynDOLOD_TOWN. Here's an image showing the LODs with issues - the south-west gate of Riften is just behind the left LOD:
  5. Fair enough - like I said, I haven't used the mod and the extent of my knowledge was from its description. Yeah, I honestly think the way I assumed it was supposed to function seems much more sensible rather than an arbitrary 70 skill required to avoid spell-failure. If you are an Adept (50 skill), it stands to reason you should be able to flawlessly cast Adept ranked spells. Seems like an oversight for a mod that emphasizes skills so much. Just on another note - personally the lockpicking thing doesn't really bother me - I've always been fine with the idea of "you lack the skill to do/access this now, so come back later if you still want it".
  6. I haven't used the mod myself, but according to the mod's description, it's the spell's level. So if it's an Apprentice spell, you need 25 skill points to completely avoid fizzling, if it's an Adept spell, you need 50 skill points to completely avoid fizzling, etc.
  7. This tutorial video by a moderator on the Skyrim Mods subreddit is pretty good and straight to the point. It's for Skyrim but the process and principle is identical.
  8. I have been using MO2 (most recent version - 2.07b3) for my most recent mod setup/playthrough, and have not noticed any major issues with FO4Edit or Bodyslide through MO2. There have been only 2 issues and both are easy to workaround: Any files modified by FO4Edit will automatically be sent to the overwrite folder (even if it started in a pre-existing mod folder). It is fine to just move it back to the mod folder. Occasionally after running tools, it will cause a subsequent attempt to launch the tool (or the game) fail and crash MO2. Restarting MO2 works fine if this happens. Nothing will crash DURING the use of the tool, so there is no risk there.I have noticed no issues using the plugins I have made and/or modified with FO4Edit through MO2 which includes some compatibility patching, a personal merge of smaller plugins, and tweaking some settings.
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