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Everything posted by Astakos
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Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Thank you! -
Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi sheson, That means that I will have to run DynDOLOD twice? Once for generating everything for all worlds except Darkend world another one (in the already generated dyndolod.esp) for generating just Darkend without "Generate static LOD"? -
Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Thanks a million sheson! -
Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi sheson, I was wondering if you can assist me with an issue that i have been facing for some time regarding 'Pines of Whiterun" mod. I have merged this mod (well, what I will describe also happens without merging it) with a number of other mods. Every time I run DynDOLOD there are awful 2D trees inside Whiterun and also trees clipping with buildings etc. This is not the case if I do not run DynDOLOD at all. I remember back in time zilav had posted a very useful info of why this is happening (or at least part of it) So in order to get rid of this bug and still use PoW, I decided to built two merges...one without PoW nad one with. So far I am running DynDOLOD using the merged version without PoW and after DynDOLOD finishes its magic I swap esp (same name esps) and use the merged one with Pow> So the issue with clipping, nasty 2D tree models is gone and PoW mod is working as it should. Lately I started looking at the rules module of DynDOLOD, especially for Enhanced Landscapes, and this made me think if there is a way, via a rules ini, to only use my merged version that includes PoW to achieve the same results without having to go back-and-forth on swapping esps. What do you think please? Also your reply above regarding Darkend... Excuse a bit my ignorance but I am getting a little bit overwhelmed by the terminology here...how can I achieve this? Thanks a lot for your time and assistance! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
If you are using the grass plugin make sure that you are following the Skyrim.ini recommendations from mod author. -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
IIRC you do not have to drop any mods from SR:LE to use this. Just load it after SFO. Well, ok, a mod that gets fully overridden by EL is Aspen Trees (same mod author) so you can get rid of it and its billboards for DynDOLOD. In terms of options...well, this is a bit subjective! I use the main file + Oaks + DLC patch...although the other options are quite nice, I just found them a bit "too much" for my current setup. Again IIRC, TES5Edit-wise, there are no major conflicts with pure SR:LE...a few very minor ones with USKP that you can also live without. Performance is not bad, actually it is pretty good if you take into account what this mod adds to the worldspace, but scenery is absolutely fantastic! DynDOLOD does a great job with this mod and all of the sudden the world of Skyrim feels...not so empty! Especially looking at distant mountains! Amazing!! Plus, this mod uses a great DynDOLOD method for patching various mods in an esp-less way. For pure SR:LE the patches for CRF and BFT are already included in that method (ini files), so you will not have to install anything else. Oh, and all of the optionals can be merged into the main mod quite easily. Just follow the mod's description page and you will be good to go! I would say go for it!! You will not regret it -
Immersive Citizens merge failed to copy
Astakos replied to SadisticLiquid's question in Guide Support & Bug Reports (retired)
@ dreamer1986: These are the errors that the current version of TES5Edit produces. A new version of TES5Edit is required to by-pass this sort of errors. As Neo has stated above and as it can be seen from zilav's Github, the fix has been implementd and it is just a matter of when zilav will publlish this new edition. Until then you either use the merged version of Immersive Citizens 0.2.0.7 as per SR:LE instructions or use the new version that produces these errors when merging but do not merge it. Until, at least the new TES5Edit comes out. -
Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
So, you recommend having Darkend unchecked when running DynDOLOD or no harm done? Thanks! -
@ irys55: Wow, quite a nice selection of mods that you have chosen to leave out! I am sure they would have added a lot to your game! In any case I would agree with Pretendeavor. Editing the pre-made SR Conflict Resolution.esp to delete all the appropriate records (even if using built-in TES5Edit script) would be a PITA and would require more skills than to actually create it from scratch, omitting the ones that are not needed along the way.
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pack A Real Explorer's Guide to Skyrim
Astakos replied to CJ2311's topic in Step Skyrim LE Packs (retired)
It looks quite good. Actually it looks very good!! -
File compare/merge tools, which do you prefer?
Astakos replied to GrantSP's topic in Step Banter Inn
^This! I am using Beyond Compare and it is by far the best I have tested with lots of useful features and techniques. Ofc as Neo said it is not free but I believe it deserves every cent spent! -
Hello alt3rn1ty, Thank you for your reply. Quite an informative and helpful post as always. I was under the impression that since USKP is loading after Skyrim.esm and USKP has this particular record blank; then "being blank" is the change that could make BP happy. Meaning that BP could theoretically see that USKP is changing that name into "blank" and not carry over anything. Obviously I was arong. Fun fact is that all previous versions of WB did not have this "issue". And from what I understand from your explanation it is not considered to be an issue. In any case, it is nothing major. I always hand-check my BP for any anomalies and also everytime I rebuild it I run the ITPO script in TES5Edit. So since I am already there I can easily remove whatever is not needed. But in any case...thank you again! And thank you too Kesta!
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Hi Pretendeavor, For sure these 2 records were not present in all previous versions. I was just checking to see if it was me having this issue but "glad" to hear you are encountering it as well. The question is...why BP is doing that? It is just not right and in any case it should the #Names bash tag of USKP prevail. Ofc it is easily fixable with TES5Edit (remove the records) but BP is not behaving correctly in this case For all other records/settings that I manually checked; they are in order. EDIT: @z - Everything in WB is setup as it should be. I am noticing this only in this version.
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Hello to everyone, Using the latest 306 version of WB (the one recently updated in Nexus) via MO for BP purposes only. Has anyone experienced the following BP behavior? I did not have that to any previous versions and what BP is doing in this case is simply wrong. Thank you!
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Hi root, Quite an update mate! Hats off to you! A few spotted minor updates/errors/typos: Active Witcher Zoom: Has been updated to v. 5.0 No Automatic Camera Centering: Current version should be 1.2 and author should be Keelhauled. Concept Art Cat Armor: In 05.09.2015 changelog you have mentioned that you will be using the Light version. In the newest changelog there is no mention abt it, still the guide points to v.1.0 which is not the light version. Do not think I have spotted anything else...if something missed I will let u know! Thanks again for this amazing guide!
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Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
I am using it with SR:LE with no issues at all! Great mod! -
DROPPED Mage Outfit Texture Overhaul by (Rafuel and Alexandriel)
Astakos replied to TechAngel85's topic in Skyrim LE Mods
Thanks kryptopyr for your reply! Very much understood. I will contact Alexandriel to offer him the compatible esp. By the expression "CCF assets" I meant that I have included in this replacer esp the appropriate keywords from CCF. Nothing more. Thank you all!- 47 replies
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DROPPED Mage Outfit Texture Overhaul by (Rafuel and Alexandriel)
Astakos replied to TechAngel85's topic in Skyrim LE Mods
I just made a replacer esp for this mod that incorporates all of CCF changes to the corresponding templates. Also have incorporated the USKP fix in the armor-addon section that adds an amulet slot. I have some questions as I am not quite familiar with permissions...by the way I do not have any plans to publish it on Nexus as a standalone patch/replacer mod but to provide it to either kryptopyr or Alexandriel to host it in their Nexus mod page. Now the questions: 1. Do I have to contact both authors? 2. This replacer esp does not have CCF as master as I have copied into it all the relevant keyowords from CCF; which techically means that CCF is not needed as a master for this plugin to work. Since it is meant to be a CCF compatible version and since it uses CCF assets should I just add CCF as a master although it does not need it? Thanks for your assistance in advance and please do let me know if there is any more to it that I am neglecting/forgetting.- 47 replies
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- 06-models and textures
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Guys something that you need to remember after esmifying the plugins... CK does not care what your LOOT/BOSS order is or how you have manually arranged your load order. It loads the esms as per chronological order. So, it is always a very good idea, after having your appropriate esps esmified, to run the "Redate Plugins" feature of LOOT. That sets the appropriate chronological order of your entire LOOT order, keeping all necessary plugins load in CK in your exact LOOT order. So, you will avoid sorting masters errors where in merged plugins containing navmeshes this may not be a very good thing. Just my 2 cents!
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Hi guys, As i had faced it when ModKit was released, I had done a bit of googling back in time, and read at forums that there is a script called telemetryKeyword.ws missing that causes these compilation errors. I really do not know why some have these errors and some others not but this is what I did to solve these problems. Alternatively, one can copy TelemetryKeyword.ws from "...\YourModKitDirectory\r4data\scripts\" into "...\YourWitcher3Directory\content\content0\scripts\" Hope this helps!
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Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
^ Yeah, they can be merged without any issues. I have them merged for quite some time...all good! -
pack A Real Explorer's Guide to Skyrim
Astakos replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hey CJ!! Hope all is going well mate! Thanks for your reply. I will give it a spin shortly and let u know. -
pack A Real Explorer's Guide to Skyrim
Astakos replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Is the REGS (stripped down) version of Nernies incompatible with Immersive Citizens? Has anyone tried that? Thanks!

