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sm0kem

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Everything posted by sm0kem

  1. Ah! Thanks for saving my sanity :) I totally forgot about help lookup
  2. One more thing you can try to rule out skeleton/animation issues is to coc riverwoodsleepinggiantinn and go to the main hall. If you don't crash and people inside are behaving properly then it's definitely something to do with an outside cells. Try disabling dyndolod maybe? Hey guys, wtf is this 'Wooly Rhino' roaming the tunrda near whiterun? Am i on crack or was it always there?
  3. Try opening a console while in main menu (press ~) and type coc riverwood. This will bypass LaL
  4. @Tzefira - double check that realistic water esp is placed as late in LO as possible @Leonidous - similar, go over LOOT rules in a guide and make sure you have all of them added correctly. Run sort again after
  5. Rustic cooking. Hide cheese02.dds and cheese02_n.dds
  6. Yes. But make sure you also run loot right before generating dyndolod so your plugin order doesn't change (not counting dydolod esm and esp)
  7. Hey sirjesto, i've noticed you uploaded new version of LOTD an hour ago. What's changed from earlier today?
  8. To be honest I don't really see the point of adding this mod. We already have animals covered in SkyTest (or Animal Tweaks in my case), humans are covered by wildcat, and both are covered by AAE to some extent. Why add another slowdown mod? P.S. This is regarding Immersive Movement
  9. Lexy, my mountains are ok, i don't have these mods merged so its very easy for me to reorder them. Z-fighting i am talking about is on Whiterun walls and roofs wich can be seen FROM the mountain
  10. Look from mountain between riverwood and whiterun
  11. Don't know about this specific area, but I've had a number of bad texture flicking occurrences near Whiterun caused by HD Lod Textures and ended up removing it from my load
  12. Quick question - is there an option to merge pregenerated tree lod meshes as opposed to generating from billboards?
  13. No, this is definitely not mouse related. Crosshair is moving fine, however arrow tip movement is delayed, so basically it catches up to where crosshair stopped after short delay, some sort of swaying motion. Not sure how to explain it. I am using completely different weather setup so can't help you there unfortunately
  14. Weird. I've just checked all vanilla profile and it's exactly the same issue
  15. So i am getting this strange effect when aiming a bow up and down. It's almost like crosshair is moving first and arrow tip is playing catch up. Not sure if this was there forever but it's annoying the isht out of me. Does anyone else have this? It's especially pronounced when i turn crosshair off. Just looks stupid
  16. @Lexy, few suggestions/requests: 1. Put your current setup on modwatch 2. Add sections to the guide a) In testing. So we know what's currently being considered for inclusion b) Rejected. So we know what was considered and rejected, and why. This will help people who want to expand/deviate/tweak
  17. What is this supposed to help with? Is it for any specific issue, performance improvement, visual improvements?
  18. Makes sense. Thanks for detailed explanation. P.S. I will let you know if i spot any masters that shouldn't be there (based on their records)
  19. You probably just sorted by name or something. Try sorting by priority and everything should be back to normal
  20. Well, to be honest, I haven't done this using latest DynDOLOD, since i've been using "lean" load order for DynDOLOD generation since LE days, and sort of removed the posibility of picking up wrong masters. But before I started doing that, yes, DynDOLOD plugin was picking unnecessary masters and needed to be manually cleaned (Clean/Sort Masters in xEdit). I still see this surfacing in discussions to this day though, and wanted to get your opinion on manually cleaning DynDOLOD. Also very curious what your thoughts on below are: Does it matter if lean load order used for dyndolod is not continuous? Meaning there are gaps which will be filled with other plugins once full load is enabled. Or do you recommend keeping the continuity of the lod related plugins?
  21. LOOT is placing DynDOLOD.esp dead last in LO (i will double check if i don't have any custom rules set for it later today) Does it matter if lean load order used for dyndolod is not continuous? Meaning there are gaps which will be filled with other plugins once full load is enabled. Or do you recommend keeping the continuity of the lod related plugins? By cleaning, i meant stripping DynDOLOD plugins of unnecessary masters IF they were generated with full LO and picked up unrelated masters (i.e. some combat AI mod as an extreme example).
  22. I've always followed the rule of disabling everything that isn't related to lod generation (i.e. Leaving only new lands, major texture/model overhauls, major quest ovehauls, trees/billboards, mods that add new structures/objects to the world). Now by reading above discussion, i am wondering, what approach do you recommend Sheson: disabling unrelated or keeping full load order when running dyndolod? Also, what's your take on cleaning/sorting masters on dyndolod esm/esp if full load was used in generation?
  23. My rule of thumb is to leave all texture/model overhauls that touch world structures, trees and corresponding billboards, new lands, and anything that add new structures to the world. P.S. Also, if in doubt, just leave it checked
  24. Any specific reason you're not using iNeed Extended? Is it known to cause issues or just a personal preference?
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