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sm0kem

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Everything posted by sm0kem

  1. I would still recommend creating a separate MO profile for dyndolod and only enabling what's relevant. No tools are perfect and it will minimize the chance of getting some "junk" pulled into dydndolod patch and another chance of deleting something "needed" by cleaning and sorting masters in tes5edit
  2. https://3dnpc.com Check the download section for vamprire fix
  3. Yup. But that always felt like someone who knows nothing about mechanical work has changed the breaks on his car - seems to work ok... but can't really be sure whether it was done right ;) Eventually i started to develop paranoia and blame every LOD issue on tinckering with dydodlod in tes5edit lol
  4. The logic i followed for DynDoLod in LE was to disable anything that has nothing to do with lods. Otherwise i was getting whole bunch of completely unrelated plugins (i.e. Combat AI) as masters, which made removing these mods a major PIA. Not sure if that's still an issue in latest dydolod
  5. I've started using iAFT combined with No More Standing Too Close as of yesterday. So far i am happy with both. Seems better fitting and easier to use than EFF. Also some nice extras like setting poses, setting up nice campsites, and making them dance for you ;)
  6. CK cannot handle so many mods (all the masters from ~20 patches) being loaded and drops high number of records during loading process (array size limitation), so ignoring is the only way, for now...
  7. Well basically, they both have 00012FB4 NAVI record. From what i can tell, Merge Plugin is simply taking one from Skyway since i placed it later in the order due to larger size (more nav info). Technically it shouldn't break the game but i was still curious how you guys resolve conflicts in such large merges. Even without the merge, the conflict is still there if someone installs both Skyway and Helgen Reborn I am not using merged patch, i am merging for my own load order
  8. @sirjesto, isn't Solutide Skyway one of the patches in the merge? Rebuilding in CK is not feasible without headaches such as stripping down Bethesda esms so CK doesn't choke on number of object and crashes
  9. Hey @sirjesto, how do you handle nav mesh conflict between helgen and skyway patches when merging?
  10. Got latest lootapi.dll from github and it seem to have fixed the issue!
  11. Yes. Also verified in sseedit to ensure there are no errors
  12. Point 4 in my post is exactly that - running full loot
  13. I've ran into a very strange issue: 1. Disable (untick) EFF and RDO-EFF Patch 2. Click "Sort" (MO built in lootapi.dll) 3. MO error pops up "failed to run loot: invalid string position" 4. Run Loot via MO (external lootapi) - sorts OK but MO hangs with "lootcli.exe is running" 5. Re-enable EFF and all goes back to normal Does anyone have any ideas about it? I don't want to be tied to EFF forever LOL (looking at iAFT)
  14. I use only the 3D Plants from that mod. It completes the flora overhaul for me perfectly
  15. Haha, very true! Exactly what happened to me with Skyrim LE
  16. Can someone please post a screenshot of mod list (just a top is fine) in Wrye Bash? I forgot which esps were originally esm-fied :(
  17. Stumbled upon this while doing my own merge for LOTS Patches. Might be useful for someone else: https://www.reddit.com/r/skyrimmods/comments/7brrps/merge_plugins_a_simple_guide_on_fixing_navmesh/
  18. Yeah, reading all the news.. they sure make it sound like there is an apocalypse started in the Old World :P
  19. Oh boy... Glad you survived the snow... Sincerely Yours, Guy from Northern Canada :D
  20. Holy isht! That explains it lol. I am getting ~25 FPS in heavily wooded areas (no dyndolod yet) and averaging at around 35... And i am only at beards part of the guide...
  21. 50-60 FPS! What kind of a beast system do you have? :D
  22. To be honest, although i like fluffy snow concept, i still prefer nordic snow. For me it looks better with Obsidian and no ENV
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