Agnusthemagi
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Everything posted by Agnusthemagi
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SKYRIMLE Book books -Trifle from Hiro (by Hiro)
Agnusthemagi replied to Agnusthemagi's topic in Skyrim LE Mods
The Jeclredured ones are good too, personally I like Hiro's better, but STEP would benefit from the addition of either. -
Mod on nexus: https://www.nexusmods.com/skyrim/mods/58043 Really good spell book texture, fits the vanilla game very well bringing character to the spell books. The author has some other textures worth checking (like box boxes) but this one is the hidden gem.
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Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
It's a shame nobody fixed that yet. I know Skyrim Misc Patches Collection (SMPC) fixes most of it, but not all. I just wish it was released in a mod of it's own. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
I havent checked lately, but does DynDoLOD fixes the big holes in the ocean (like near Winterhold?), if it dosent, you may consider fixing then in the future. At least until now, I never found a mod that completely fixes the issue. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
After generating again with 0.51.02, didnt notice any more problem (with Solitude tower), was able to generate with my full load order, this time around with JK Skyrim. Will continue to check around tonight and post back if I notice anything, but so far so good. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Guess its a function wich was not included in the functions.pas, as I cant guess what it does, will get the code from lib folder from 0.51.00 and let it run again. @Sheson Strange, I have the latest and didnt change it, but that function was not on the previous DynDoLOD. Will double check it. Edit: Seens they ninja updated right after I downloaded the "latest" file. I had 1893. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Running 0.51.02 got this error: Error in unit 'prepare' on line 26 : Undeclared Identifier 'wbStringListInString' Will try to solve it. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
@Darkside You can make it with full load order, that way you dont need to search which mod adds/removes trees. @Madpaddy Check if you didnt forgot some of those meshes on the overwritte folder! @Sheson There is a part of the tutorial video for MO that aways confuses me, after generating tree atlas you just move the files to the Tree LOD mod folder, but that moves the whole Tree_atlas folder and then it gives errors generating LOD if you dont already have a TreeLOD in your folders. I discovered this cause I didnt had a hunterworld tree LOD file and it could not generate one. But on the non MO video you show what must be done, after generatig the tree atlas move the skyrim.esm and dragonborn.esm out of the three tree_atlas folders... into LODGen folder. And that way it works. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Thats exactly what I got in the Solitude tower, and I run it again from scratch, no use, it's still there. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
I think it may be that, will run again, clean save and see what happens. I got close to it, but then the tower in the right place appears, but the one floating above is like a LOD texture, you cant click it even with "tfc 1". Will post back once I finish this test. Edit: Seens I really should delete all files and start over, the second try ended up worse yet. Will do it now while playing saints row lol -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
I generated it again without 3DNPC and everything worked fine (must disable ELE also), but I noticed a floating tower in Solitude. I think maybe Unofficial Skyrim patch had something about a lod for a tower in Solitude, will check the changelog later. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Hello, just downloaded the latest version, when trying to generate DynDoLOD.esp it get the error with the interesting NPCs mod still. Disabled it and generating again now, probably gonna be ok. -
MO has deleted itself and all of the mods along with it?
Agnusthemagi replied to xJack's question in Mod Organizer Support
This is a strange situation to say the least. It smells of harddrive failure, or maybe some virus/anti-virus. Have you run anti-virus software lately? Is your hard drive old/new? HDD or SSD? -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Here it is, what is strange is that I aways had it run with basically the same lod order, and only removed 3dNPC.esp and 3DNPC Followers Perk Addon.esp fixed it. But the error was pointing to the form of the placed npc. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
I have been getting an error generating DynDOLOD.esp in tes5Edit, I never got this before: FormID [2620F990] references a master which is not available in file [CF] CF is the load order of DynDOLOD.esp, and this form is a placed NPC from Interesting NPCs (Fenrald3DNPC "Fenrald" [NPC_:2620F98E]). Maybe it's trying to add LOD for said NPC? Will disable Interesting NPCs and run again. Edit: I run again without interesting npcs and it worked right! -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
That's what I meant to say actually, it's the same issue I had noticed in my game. I do think that setting the lod ini settings to medium in skyrimprefs.ini actually aleviates the issue, I will try it tonight. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
But they surely could have moved the city entrance a little to the side wo it's walls and bridge dont disappear like thar. I will check it in vanilla, I just cant remmember but surely it was a issue already (like the guard sais: "been too long since we had a good vanilla raid", also "I used to be an adventurer like you, but then I took a LOD mod to the knee"). At least it's not a DynDoLOD or other mod's issue! -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
There is this problem also with other enhanced LOD mods (and probably vanilla too) near Windhelm when you walk by the farms and look into the docks the city walls by the docks sometimes disappear and the same happens to the bridge, I never checked but that must be a cell border also and the distance to switch LOD falls short, as you walk towards the lake both city walls and bridge reappear. Now why would they put a city entrance on a cell border is beyond me (like other weird design decisions). -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Updated to files version 0.43.19 from 0.43.17, generated the plugin without exporting anything and stuff stopped working. Tried a clean install this time got something weird: a message saying something along the lines of "dyndolod tamriel not found". I'm generating the plugin again to see if it works again. Edit: Everything ok again! -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Exactly, that worked alright, kept playing and didnt spot anything wrong. I even added in the Old Hroldan town mod, run the script once more just generating DynDOLOD and it worked (for this addition I used the same clean save so I didnt add the mod on an already running save)! In the future make a function the player can call to import from the file again and it should be fine. Edit: Just found this mod, which is pretty cool and adds those wayshrines around Tamriel (https://www.nexusmods.com/skyrim/mods/27572). This wont need a complete rebuild, just DynDOLOD using the cached stuff, right? -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
No, it was a save that had DynDOLOD already but I removed two mods and generated it all again but just plugged the updated plugin and kept on. It somehow lost reference, probably the data is unique every time it's generated as I clean saved and it worked alright after that. -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
The tents stay after cell change, its on the same game, unfortunatelly. Later I noticed some tents near the Honningbrew Meadery, they appear to be the temporary camp from civil war? Maybe a cell reset would fix it, I will try setting up a cell reset with immersive creatures menu and check it out. If that dosent fix it I will try a clean save and reinstall. Edit: Cell reseting didnt fix it, but clean saving did, now everything back to normal. That's probably because I generated everything again with the same save game and while I was at Whiterun. Maybe we need some kind of reset system command and it would not require clean save? -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
I had that yeasterday, the problem is if you try to split tree atlas again, after having the tree lod generated, I think. I had Flora Overhaul and didnt notice at first the lod from that mod was overwritten. After clean installing Flora Overhaul, deleting the DynDOLOD caches, it worked again. On another note, I just noticed the khajit caravans are leaving behind their LOD tents, is this a know bug or I missed something? -
Dynamic Distant Objects LOD - pre 2.xx
Agnusthemagi replied to sheson's question in DynDOLOD & xLODGen Support
Hey, after funbling a bit with the initial setup I managed to run it all correctly and it is worth it, it looks and plays wonderfull (high setting was too much for my machine, using medium setting which looks very good). I generated stuff for tamriel, dlc1HunterHQWorld and dlc2SolstheimWorld and it seens to be working alright. Only have to report one weird LOD generated from some house in the mountains behind Dragonbridge with the mod Shadow of Mereisis. Disabled it for now (since I never played it thus far). Has anyone tried to generate DynDOLOD for Wyrmstooth and Falskaar yet? Edit: Just noticed Caranthir Tower also has a broken LOD assigned, it must be added to the script, will try to fix it. -
bug Invisible Walls Appearing Throughout Skyrim
Agnusthemagi replied to tregolani's question in General Skyrim LE Support
Maybe they are not invisible walls but creatures, did you try hitting then? I once had invisible goats from using a two mods that modified goat race.

