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LeanWolf

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  1. Did I do something wrong then? Because as I said in my post, I made the LOD mesh with the exact same name with _LOD at the end, and I made a rule for it, but it does not appear in the generated LODs. I've always run DynDO with the High rule set, but there has never been any LOD for the wayshrines visible in game or on the map, in the Forgoten Vale or using SWIFT. Are you sure about this? I can see no entry for seruinswaygate01.nif in the rules (besides the one I just added). Even if the you have set it to FullLOD and for whatever reason it's not visible in my game, I'd prefer to use my LOD mesh as I've already discovered all the shrines so I don't care about unopened shrines not matching the LOD. Can the problem be that I don't generate dynamic LOD?
  2. I got tired of being unable to see my Snow Elf Wayshrines in the distance so I made a LOD mesh for the raised wayshrine. I was pleased with the result, until I remembered that the wayshrine is an activator, and activators can't be assigned LOD meshes in xEdit or the CK. No problem I thought, DydnDOLOD should be able to cover this! So I made a mesh rule for SERuinsWaygate01.nif and called the LOD mesh SERuinsWaygate01_LOD.nif - but alas, it didn't work. So is it somehow possible to assign LOD meshes to an activator, and if not, is there a workaround?
  3. Yeah that seems to have worked, thanks!
  4. But the manual states: Sorry but you contradicted yourself. Which is it, with or without OCS loaded for the first step?
  5. Probably a stupid question but I can't find this anywhere: How do I generate static object and tree LODs with Open Cities installed if I don't want dynamic LODs? I know: no DynDOLODs? Blasphemy! Forgive me please! Can it be done, and if so, how? I'm on SE, if it makes a difference. I tried running DynDO (unchecked DynDOLODs) before installing OCS but then some buildings inside cities are in their LOD form which is.. ugly but functional. I guess the next thing to try would be to run it again with OCS installed and removing 'Open Cities Skyrim' from the WarnModFileName= list, would that do it? I just thought I'd ask instead of wasting more time experimenting. Thanks for an awesome tool! I've been using it pretty much since it came out, with never a problem.
  6. You were right, one of those files was overwritten by an unlikely mod, thanks for the help!
  7. Hello, thanks for this amazing mod! I've been using it for some time now but I've always noticed that the Bard's College clock tower is floating much higher than it should (it's base starting roughly where it's top should be), which makes for a kind of jarring view of scenic Solitude up on it's mountain. I use the High settings with windows (the tower windows are in the right place at least). Apologies if this is a known issue, I tried searching this thread for "bard" but nothing came up. If I did something wrong please let me know what, and I can provide more info/pictures if required. I don't have any mods that mess with the Bard's College (that I know of). Oh I've also noticed a pair of floating fire embers in the Dragonsreach porch when I recently did the Odahviing fight, but I think they've already been mentioned by someone.
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