-
Posts
719 -
Joined
-
Last visited
-
Days Won
10
Everything posted by Astakos
-
Thank you both sheson and z!
-
Hi sheson, I would like to ask how we can combine 2 different tree mods (not touching the same trees) when one has 3D hybrid LOD and the other not? I am talking in particular about combining the mods A Little Tree Mod WIP and Aspens Ablaze with Aspens Ablaze Add-On - DynDOLOD 3. Both have different TexGen and DynDOLOD (tree mesh rule) settings suggested by their authors. How do we get around combining these rules? For DynDOLOD generation do we keep the tree mesh rules as suggested by T4 (since it touches a lot more tree models) and we add separate rules for each aspen tree touched by z following his general tree mesh rule suggestion but for each aspen tree individually or there is a way to group rules i.e. per-mod-basis? What happens to TexGen generation as also there both authors seems to suggest different settings? Thanks for your time and reply!
-
DynDOLOD and Lanterns Of Skyrim. Am I doing something wrong?
Astakos replied to kojak747's question in DynDOLOD & xLODGen Support
Not that I know of...but to be honest the author of "Lanterns of Skyrim II" should know better. -
DynDOLOD and Lanterns Of Skyrim. Am I doing something wrong?
Astakos replied to kojak747's question in DynDOLOD & xLODGen Support
Sorry for the necro... Is there any chance you can update your LoS script patch for LoS II for SSE? Base scripts between LoS and LoS II are not the same. Thanks! -
Hi sheson, It seems that the version you uploaded above works just fine! Tested it with MO2 version 2.2.1 Alpha Build 2. Thanks a lot man!
-
It happened again with the newest MO2 alpha build (2.2.1 Alpha 2). I guess I will make the MO guys aware by linking them our discussion sheson.
-
Okie. As a matter of fact I will download the latest MO2 dev build (2.2.1 Alpha Build 2) and test again... If this bug still occurs then I will direct them to this thread.
-
I see. Yeah I have noticed the discussion going on that thread you quoted me but I didn't think that it was relevant. Are the MO2 guys aware of this bug or should I post on their discord? Thanks sheson!
-
Hi sheson, Using MO 2.2.0 & xLODGen Beta 42. I have set it up in MO correctly (using xLODGen almost since its release, so the setup is not an issue), but I am facing a very weird behavior. xLODGen stops at times its terrain generation with a "Invalid lod settings" pop-up window. I never had any invalid lod settings in all the mods I am using (most of my ***world.lod files are loose; I have extracted the BSAs) so I thought I should check these files to see if I can spot anything. After a lot of testing what I spotted was that xLODGen, during generation, arbitrarily replaces some of the original *world.lod files in MO with its own that seem to be quite corrupted. Let me give you an example (results of my latest test last night): This is a screenshot of my setup: https://www.dropbox.com/s/v253jktkkzstgi9/Screenshot%202019-05-13%2011.12.56.png?dl=0 xLODGen was doing its thing and then just after generating "mannyGFOworld" (from The Gray Cowl of Nocturnal mod) it stops and the "Invalid lod settings" window appears. Then I opened the mannygfo.lod file and its contents are completely invalid...have a look pls: Which simply means that xLODGen copied the contents of its log file for the given world into the actual mannygfo.lod file in the lodsettings folder in MO !!!! I went through all the *.lod files in MO and found another one (arnimadagonrealm.lod from Beyond Reach mod) that xLODGen had replaced the contents with the log file of BSHeartland which in turn was a worldspace that I hadn't even selected !!!! From what I have noticed through my various tests, which actual *world.lod it corrupts is completely arbitrary. I have the feeling that since xLODGen halts complaining about an invalid lod settings file; then there is strong possibility that one the files it corrupts should be for a worldspace not yet generated and when xLODGen comes to its generation it then sees the corrupted file and stops. If I do 1 worldspace at a time then no corruption appears. Any thoughts please?
-
Question: Dyndolod Resources with SSELODGen
Astakos replied to Mainframex's question in DynDOLOD & xLODGen Support
From what I understnad Mathy was referring to "his models". In other words, what he simply says is to do not attempt to run Skyrim 3D Trees with DynDOLOD to generate 3D Tree LOD. Not because DynDOLOD is a "bad thing"; on the contrary, it is because mathy has not created any optimized-hybrid tree meshes for this sort of generation. It was just a bad wording from his side. -
Regenerated everything using the new 2.39 Beta. No more injected records and everything is working great! Thanks again sheson!
- 2,309 replies
-
Hi Sheson, Can you please have a look at this xEdit screenshot at records 1,2,3,4? https://www.dropbox.com/s/nimd5lf4f6851iy/Screenshot%202018-06-22%2000.18.35.png?dl=0 DynDOLOD seems that, for some unknown reason, is assigning the wrong index at the FormID of the specified parent worldspace cells. Record 1 should have a mod index of 2F and not 2E and comes from Helgen Reborn. Record 2 should have a mod index of 5E and not 5D and comes from Hammet's Dungeon Pack. Records 3 & 4 should have a mod index of 8E and not 8D and come from Darkend. Using DynDOLOD SSE 2.38 (haven't tried the Beta 1 yet), but this behavior did not happen before. At least not in early beta of 2.37. Any thoughts? Thanks! EDIT: I should have posted this to the SSE DynDOLOD topic...apologies sheson...can you move it pls?
- 2,309 replies
-
Believe it or not the problem is not your mod list, MO or whatever but Regional Settings of Win10 that zEdit does not like. Do the following: Right click on Start Menu -> Settings -> Time & Language Look at the top right -> Additional date, time & regional settings Look at Region -> Change date, time, or number formats At Formats tab click at the bottom -> Additional Settings... Change the Decimal Symbol and the Digit Grouping symbol to "." and "," respectively. Clock OK and close all windows Run zEdit and generate the zpatch Do not forget to change the regional settings back to your originals.Enjoy!!
-
@BattleStar1965 CH should load before RDO. There is no reason loading after it; author of CH recommends to load it after and loosing some minor RDO behavior in the stables simply because there was no patch available to rectify that. But now you have a patch for all 3 mods! So no reason to load it after RDO. If you look at the patch's header in xEdit you will see that when I created the patch the load order was the one that Lexy recommends above. Stick to that LO and you will be good to go!
-
Guys and Gals, As I said in my previous post, the patch for CH-iAFT-RDO will be PMed to Lexy and Lexy will publish it as she sees fit. I am not going to start sending individual PMs..I simply do not have the time for it. I DO understand that most of you may want this patch right now but I am 100% certain that Lexy will upload it to her Nexus Page or to her guide soon enough. A bit of patience pls and I am sure that you understand! Thank you all! :)
-
Immersive Horses has never been published in Nexus SE. @Sm0kem: I will have a word with Lexy first; if she is interested then I will give it to her to upload it in her Nexus page...prefer it that way to be honest. Just a note though...this patch is for both CH and RDO with iAFT...I really do not have the time to break it up to 2 separate plugins but it is really not that hard to do it yourself in xEdit. Ooops....ninjaed!! Will send you a pm later on. Trust me and get rid of EFF...iAFT is miles ahead, at least until EFF gets the shape for SE it was for LE.
-
Lexy, CH has absolutely NO issues. Tested and tested again and again. It works just fine on its own right! I am not using EFF though...using iAFT and they work beautifully together as long as one makes the right choices in iAFT MCM and of course patch the 2 plugins. Unfortunately the patch is not that trivial as it requires altering the stables quest and editing the relevant script (qf_stables_00068d73.pex). Also, I do not know if u r using RDO in your guide, but that mod needs also patching with CH. I can give you the patch I have for both iAFT and RDO + the edited script (1 esp for both mods) if you so wish... I have discussed it back in time with the author if CH in order to post it to AFT or iAFT page, and he is quite fine to publish it there, but none of the other authors has ever responded to my messages...
-
We can still use Dynamic LOD and/or Glow, Candles etc with Bruma? Only Static LOD needs to be unchecked, right?
-
Hi there buddy! Yes it is easier and I agree it is one-time job...BUT...you will need permission from original author (plus from porting author I assume) plus if I remember correctly (it has been some time since I looked into these scripts) you will need SkyUI's SDK to compile them as some of them are for the MCM configuration. Not saying it is difficult to do so but it is not a straight-up recompile in CK using vanilla scripts. When you rename an ESP you do NOT break any references. So changing these sort of Masters in WB, is just a single click that does not change anything other that the name of the Master. You can load up the patch afterwards in xEdit and confirm that everything is in order. And to answer your question...NO u do not need (for this sort of operation) to redirect manually every record that was pointing to the original Master, simply because the actual ESP remains the same.