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Everything posted by sm0kem
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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?
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Quick question - is there an option to merge pregenerated tree lod meshes as opposed to generating from billboards?
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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
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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
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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)
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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?
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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).
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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?
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