Jump to content

DanielCoffey

Mod Author
  • Posts

    895
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by DanielCoffey

  1. It was my Skyrim.ini - it was almost empty so I went back to a clean .ini, redid the SR:LE edits and voila... all the worlds were displaying in DynDOLOD Worlds.
  2. I am on the latest TES5EDIT but I don't see any Tamriel worldspace when trying to run the DYNDOLOD World script. This will be why I don't see the windmill and river LODs near Whiterun. I have removed the HRDLC BSA files after optimising them to save space and wonder if this is having an impact because the DYNDOLOD FAQ mentions them as being necessary. I will try to reacquire them from Steam without hosing all my other ini and BSA optimisations in MO. === EDIT : I have reinstated the HRDLC BSAs from steam but I still don't get the Tamriel worldspace appearing in the DYNDOLOD World script. Any ideas on how to troubleshoot this?
  3. I am fairly sure, yes, but I will check and run the DYNDOLOD script again after emptying the DYNDOLOD output folder. I certainly saw the worlds going past but I wonder if there was an error in the Tamriel one?
  4. I have a question about DYNDOLOD... I am seeing static windmills with no vanes and frozen waterfalls with a very close LOD popin. All close LODs are perfect but the mid and far LODs are poor and pop in hard. I am wondering if I have followed the guide incorrectly. I have picked up the TES5LODGEN billboards as advised, I have got DYNDOLOD data folder (with its clean ESP) and have put the scripts in TES5EDIT. I have sorted all ESPs and run the DYNDOLOD script on all mods above DYNDOLOD.esp. I picked High as the guide suggested and waited about 8 minutes (i7 4770K) till the script completed. I moved the DYNDOLOD output into a new folder in MO. I do not see anything overwriting the DYNDOLOD output folder or the full DYNDOLOD.esp (which is 2162Kb) in MO. Do the LOD changes only take affect when I start a new game or will it pick up as I move around in a new one? Do I have to change location and come back? I can see static windmills with no vanes outside whiterun that suddenly pop into near LOD with vanes until I walk away when the vanes fade again.
  5. I don't use the STEP load order myself so can't answer the question for you.
  6. I would download a fresh copy and unpack it manually (without the FOMOD) and check it. My MO installation of it worked as expected.
  7. I am all agog awaiting this investigation...
  8. Hazelwolf - look a few threads down in the forum for the PERMA + SRLE thread. It has 7 pages of discussion which should get you started. You will have to create some BUM rules.
  9. Silly question but do you have PN and Alternate Start ticked in your ESP list and under their default names because the FOMOD installer will be querying it.
  10. It was in the download I got. I suggest redownloading the mod and installing it again.
  11. I get very badly mismatched heads and bodies on Raiders and Powdergangers in the vanilla areas. FCO was mentioned as being revised to reduce this happening.
  12. EssArrBee - if you are going to swap to RWL, would you be able to offer some advice for ENB users on what version or parts of RWL to install? I see form the mod's page that it has ENB variants with some ESPs to ignore.
  13. If MO just puts a date in, you can go to the Nexus, look up the Mod ID and enter it in the MO Information screen for that mod. You can then also key in the version number if it doesn't pick it up properly. Some modders don't update the Latest Version properly. You may have to be flexible with whether you key in the actual version of what you downloaded or the mod's "latest" version.
  14. Have a look at the impact of the Crossbows mods in Goodsprings.
  15. EssArrBee has already asked about adding the BCS patches to the STEP patch to save plugins. The BCS-TCIY patch was updated yesterday. I had made a mistake uploading the previous version.
  16. I have just uploaded an optional "Revert to vanilla Spell Tomes" file for folks who prefer an alternative Spell Tome texture replacer. It is an easy way to keep the choices open with very little maintenance. Simply use Book Covers Skyrim followed by the optional "Revert meshes" download followed by your preferred Spell Tome replacer.
  17. Today I have released an update to Book Covers Skyrim which delivers strictly vanilla style new textures and meshes for the spell tomes but I have to confess Hiro's are attractive. I have two comments about Hiro's mod - the textures only fit the vanilla meshes and finally they are not a power of two in size which may have an impact on scaling of mipmaps in the game.
  18. The mod is now updated to version 3.0 and includes replacement meshes and textures for the Spell Tomes. It very strictly adheres to the vanilla colour and symbol for each Spell School. All spells from a given school still share the same appearance but this means there should be no compatibility issues with spell overhaul mods. It will conflict with Jeclredured Spell Tomes, Jeclredured SpellTomes II, Edwarrs Spell Tome Books and Spell Tome Replacers by alanovichromanov. If you prefer those mods, place them lower than Book Covers Skyrim in your mod manager. The change has been reviewed in the Modders sub-forum. === EDIT : I am finding a few more Spell Tome replacer mods on the Nexus which offer revamped Spell Tomes based on the vanilla meshes. In order to preserve an easy option for folks who want to stay with them, I am going to put together a small optional compatibility file on the Book Covers page which will undo the latest Book Covers spell tome mesh edit so that it is very easy to carry on using an alternative texture set. One would then be able to use Book Covers Skyrim followed by the optional undo patch followed by, say, Jeclredured's textures. Does that make sense? === EDIT 2 : I have uploaded a "Revert to Vanilla Mesh" optional download for folks who want to keep using an alternative Spell Tome texture replacer based on the vanilla meshes.
  19. It was the left-handed mouse... for both issues! Despite using the Win8 "swap primary/secondary buttons" feature of the Win8 drivers, FNV was confused over which button was which. With the buttons swapped in Win8 so that LMB was Button 1 and RMB was Button 2, FNV got confused. LMB fired and RMB aimed but it was the other way round in certain menus. Some MCM sub-menus still read Button 1 and Button 2. Others read LMB and RMB. As soon as I took off the Win8 swap buttons checkbox, all RMB-to-show-UI functions returned and the Project Nevada grenade throw worked. The issue stems from the fact that I am left-handed but have always used an Ambi mouse so am used to left button being button 1. I have been using mice this way for 30-odd years and it is deeply ingrained. The new mouse is a genuine left-handed mouse with button 1 = forefinger, button 2 is middle finger. I believe that this can be changed properly in the Razer Synapse mouse software but my anti-virus tool totally freaked out and reported malware in it due to the way it installed in the registry and because it tracked mouse clicks.
  20. I am really confused with these issues/ I can turn PN Grenade throw on and off (and even reset the quest) but it still does not function. I can see the "Show on RMB" on the UI elements but they don't show. I took out oHUD, put it back and reset all the UI MCM options and it still didn't show on RMB. I have tried restarting a new game and the same two issues persist. Is there a way to reset the MCM settings and start from scratch?
  21. I have taken PPA (and Ambient Temperature) out for this playthrough so there is no conflict there. The RMB and grenade hotkey was working fine two nights ago but then I arrived at Novac and used the sorter as well as change the mouse on the same day. I can understand the mouse upsetting the LMB/RMB keys but not the grenade issue. I will check the keys for grenades but I can see the dynamite appearing in the right hand - it just doesn't light and throw. There are a few suggestions I found to do with disabling mods, saving and re-enabling as well as resetting a quest. I will check a clean (or early) save and see. The HUD not showing on RMB may point to the mod that has gone wrong because the PN Grenade fix suggests checking the HUD first.
  22. I have seen some odd behaviour today centred on my mouse and keyboard keys and I thought I would ask for opinions... Firstly my Project Nevada grenade "G" key is not working as expected. I can see the current throwable object selected in the HUD. I press and hold "G" and I see the current weapon go away. The throwable (dynamite in this case) appears briefly but I don't get the activate sound (zippo lighter noise) and when I release "G" the throwable is just put away and the main weapon reappears. Secondly when I briefly press RMB I don't get any of the HUD elements appearing that are set to appear on RMB. RMB works perfectly with a weapon out. I go to aiming ironsights as expected. If I toggle the UI with "I" all the elements such as time and primary stats appear properly. If I just click RMB I get that little zoom FOV change but no HUD elements appear. RMB works fine in Windows. Only two things have happened today which may have an impact on this. One is that I have obtained Willow's Deluxe villa in Novac and used the Sortomatic to put all weapons away. I did remember to pick up some dynamite but may not have actually selected it with "H" before trying "G". The other is that I have changed my mouse from a no-name mouse to a Razer Deathadder (Left Handed) and this did cause some issues. First I have swapped the two buttons round in Windows so that the left one is LMB and the right one is RMB (it is a left handed mouse so they were reversed). The other issue was that the Razer Synapse 2.0 software tried to install and my anti-virus wigged out and gave a false positive for a Trojan (the Razer Synapse tracks mouse clicks so triggered the Anti-virus). I have currently deinstalled the remains of Razer Synapse and have scanned for malware and am clean. I don't believe the mouse swap is the issue but it is very odd timing I have to admit. I did find a report of the grenade hotkey on PN not working with a "project Nevada grenade hotkey not working" google search which suggested a script had wigged out and needed resetting. Thoughts?
  23. I assume it is FixParallaxTerrain=false rather than =0? I put it in the Fixes section under FixParallaxBugs.
  24. Where is the ground parallax set from? I am also seeing this effect when looking straight down.
  25. I am glad Newegg are supporting you. Let's hope the replacement is a good overclocker! Here in the UK I use Scan for the same reason. I have shopped with them for about fifteen years and they have always stood by their warranties and RMA procedures. They also have an affordable optional Accidental Damage policy if you are ever unsure about putting a build together. It covers the odd "Whoops!" that can happen when building.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.