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Astakos's post in OBND - Object Bounds from Real Roads was marked as the answer
I assume that you are looking to port Real Roads in SSE standards, correct (judging from Form 44 I am seeing in the header...)?
If that is the case then there is more needed in that picture than just forward the OBND from Update.esm...
If you notice in the 2nd "Alternate Texture" record (RoadChunkL02:2) in Update.esm a new snow texture is being used. This is part of the new snow textures/shaders introduced in SSE.
This new texture (LandscapeSnow01Landscape) needs to be assigned to the corresponding "Alternate Texture" of Real Roads (RoadChunkL02:2) and replace the original one.
You must do this to all static records that this new texture layer is introduced by Update.esm.
Furthermore, and in order to answer your initial question...yes, the OBND from Update.esm needs to be forwarded. This is essentially the same thing as active-loading Real Rods.esp in the new CK and perform a "Recalc Bounds" for all statics introduced by this mod. Then save your plugin and you are good to go.
Oh, and do not forget to optimize and convert the meshes with NIF Optimizer 2.5.
I have long ago ported Real Roads for my personal use and used this procedure I narrated above. Everything works fine. No issues whatsoever.
Hope this helps!
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Astakos's post in OBND - Object Bounds from Real Roads was marked as the answer
I assume that you are looking to port Real Roads in SSE standards, correct (judging from Form 44 I am seeing in the header...)?
If that is the case then there is more needed in that picture than just forward the OBND from Update.esm...
If you notice in the 2nd "Alternate Texture" record (RoadChunkL02:2) in Update.esm a new snow texture is being used. This is part of the new snow textures/shaders introduced in SSE.
This new texture (LandscapeSnow01Landscape) needs to be assigned to the corresponding "Alternate Texture" of Real Roads (RoadChunkL02:2) and replace the original one.
You must do this to all static records that this new texture layer is introduced by Update.esm.
Furthermore, and in order to answer your initial question...yes, the OBND from Update.esm needs to be forwarded. This is essentially the same thing as active-loading Real Rods.esp in the new CK and perform a "Recalc Bounds" for all statics introduced by this mod. Then save your plugin and you are good to go.
Oh, and do not forget to optimize and convert the meshes with NIF Optimizer 2.5.
I have long ago ported Real Roads for my personal use and used this procedure I narrated above. Everything works fine. No issues whatsoever.
Hope this helps!
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Astakos's post in Druid's Den - Map Marker - Enable Parent links was marked as the answer
Hi Nebulous,
Downloaded Druid's Den and had a very quick look at all of the above mentioned records.
It appears that in order for the map marker to enable itself in world map you must:
1. FormID -> xx026832 <denmapmark> Remove the "Initially Disabled" flag
2. FormID -> xx026833 Remove the entire entry of XESP-Enable Parent (DenStuff)
As you can see in the pics below the map marker is visible and you can fast travel to it.
In my game Druid's Den was not visible when I fast traveled to it but I guess this is because I do not have high levels of magic skills nor have I done any quest.
I do not know how this map marker was supposed to be, but it is visible from the beginning.
Hope that this helps!
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Astakos's post in FPS drop near Breezehome / Drunken Huntsman was marked as the answer
Hi Hackfield,
I do not know if you have solved your framerate issue, but...as a last resort you can try the XPMSE Skeleton for RSChildren mod since you are using both XPMSE and RS Children.
It resolves a few FPS problem around kids especially if using HDT; so perhaps this will help you a bit since the area that you are suffering these FPS drops is some sort of "kids-gathering" area.
Thanks!