Jump to content

z929669

Administrator
  • Posts

    13,028
  • Joined

  • Last visited

Everything posted by z929669

  1. Those look like LOD billboards. See what things look like when you start a new game with no other changes.
  2. As Butch mentions, try verifying game files using this instruction. Then read through that whole page for tips on configuring tools like xLODGen and you modding environment in general.
  3. Were you following the Step SSE guide? That's linked at top of forums. If you are following the guide, you should be starting by getting your environment configured, which explains what you need. It's linked from the guide in Step 1 Otherwise, we need more info. Obviously, you should have SSE and Steam. You would be using a mod manager like MO (as in our guides) and typically launching the game from that, but you can always launch the game from Steam
  4. I prefer this mod as a potential EEOS 'potions' replacement over NPCs Use Potions simply because it is more straight forward and offers simpler config via MCM (I believe the new implementation). Thoughts?
  5. As @Mousetick mentioned (see last link in OP), this mod has a fairly complicated implementation and may be overkill compared to Smart NPC Potions This mod also distributes via SPID and uses SKSE scripting AI it seems. It could the desired result but has a lot to consider and potentially configure if we don't want all OOtB functionality.
  6. Got it. I belay my last. I forgot that we weren't installing the Odin plugin further down in options. I think we would still want to use Shouts for Dragon Priests, Draugr, and Greybeards as @DoubleYou mentioned. I have marked the other two mod options for testing and will comment on those topics.
  7. Powerofthree just doesn't respond to the question of using this mod with ENB Light. His description clearly states: Compatibility Other ENB light mods that add lights to effect shaders using addon models - no conflict but redundant. powerofthree states that they are not totally redundant Experienced users are using both this mod and ENB Light, so that's validation enough for me that it doesn't mess anything up with "double lights". There is just partial but not complete redundancy with mods like ENB Light. Redundant doesn't mean duplication or performance cost. I don't know what more I can say or do to advocate for this mod other than install it yourselves and determine if there is any difference in your performance or otherwise.
  8. Discussion topic: Soul-Cairn Objects Secured by Fuzzles Wiki Link Add-on for Security Overhaul SKSE - Lock Variations
  9. Discussion topic: Security Overhaul SKSE - Some More Locks by PRieST47 Wiki Link Add-on for Security Overhaul SKSE - Lock Variations
  10. Discussion topic: Security Overhaul SKSE - Regional Locks by kreiste, wSkeever, powerofthree Wiki Link Add-on for Security Overhaul SKSE - Lock Variations
  11. Discussion topic: Security Overhaul SKSE - Gems Patch - The Cause Chests Secured by PraedythXVl, Unbrntoast Wiki Link Add-on for Security Overhaul SKSE - Lock Variations
  12. Discussion topic: Security Overhaul SKSE - Add-ons by kreiste, wSkeever, powerofthree Wiki Link Add-on for Security Overhaul SKSE - Lock Variations
  13. Sorry if I seem to come across condescending ... but look at it from the perspective of those of us whom have tried to answer your questions. I differ in that I also continue to beat the dead horse by continuing to reply to the repeated questions. Know you that it seems this way, because others have largely given up ... and you post a lot about the same issue on multiple topics. I'm only trying to coax you into reading more carefully and slowing down. The DynDOLOD manual isn't simple to understand without a lot of prerequisite understanding, but you really should reference it to answer many of your own questions. I (we) maintain the EVT mod, BTW (and several other LOD add-ons for other tree mods), so when you post about issues you have with those mods, I naturally respond for posterity and those that may be following your posts. Largely to clear the air and allay potential misunderstanding or misinformation.
  14. Excellent. Then I will create the mod pages to confirm.
  15. It's an issue with vanilla pines for reasons explained already many times. EVT is an improvement of vanilla pines. Myrkvior is an assemblage of trees from many mods and used to have the same issue with some pines. maybe it was updated. My point is that you are persivorating and assuming that it is a 'bug'. It's not. You just need to mitigate it through testing with alternate settings. It's a combination of the normal faces in the meshes on top and the textures chosen (normal maps). SFO may show this issue on some trees with some textures, but I have always been able to mitigate this problem with any tree mod where it's occurred, including EVT. To reproduce, you must use analogous settings (Level0/Billboard4/Billboard1). You must be methodical and test logically. You seem to do your testing in a willy-nilly fashion, and it's difficult to assist. You also post a lot before taking advice previously given, so most people aren't able to follow any logical progression. That's just your way of doing things, which is fine. But there are several topics on this issue you have brought up here and on Nexus. Continuing to ask the same questions over and over again and beating the dead horse won't do any good, if you aren't methodically testing according to advice given ... and RTFM goes a long way at this point. You have all of the info needed to resolve your issue with EVT
  16. Seems like we should look at this.
  17. Fair enough. I hadn't checked the factions and made wild assumptions. I suppose those factions make sense but for the cultists. It seems like Drougr and Dragon Priests should have somewhat limited shout abilities/levels but for select/applicable shouts.
  18. Well, I was wrong. Adding specularity to normal alpha changes nothing on firewood or trees. I did change from using a copy of the pine atlases for specific barks to treepineforestbarkcomp*.dds to using the pine atlases directly and revising the UVs. I think this looks much better and ads some realistic variation as well: Also fixed the stump problem by getting rid of the senseless alternative texture set that vanilla applies to treepineforestcutstump02 using same treepineforestbarkcomp*.dds. Why would the cut part of a stump have bark on it anyway?? BDS takes care of the snow, and the alpha cutout of the default texture works fine: before >> after
  19. Discussion topic: Smart NPC Potions - Enemies Use Potions and Poisons by JaySerpa Wiki Link An alternative to EEOS with respect to potions to avoid flooding the economy with extra potions (can still use EEOS for spells/shouts) by allowing for modulation via MCM. Uses scripting rather than SPID to determine who has a probability of having/using potions (I like this method better than most carte blanch SPID approaches) Also see the associated Settings Loader for this mod. NEED WILLING TESTERS - If anyone wants to test this with or in comparison to EEOS (with that potions SPID disabled), it would be appreciated. We have some data.
  20. Looks like the INI is only for SPID distro, so won't help with too many potions in loot. I do question distro of shouts to NPCs ... this is specialized with access only to the Dragonborn, no? If accurate, I recommend disabling this SPID (setting to none) I will look at the plugin to see if I can figure out how to patch out most of the loot potion increases from vanilla. EDIT: There is no plugin, so SPID indirectly must add potions to loot via vanilla mechanics. I'd rather not change that in the CR patch. Maybe we should consider not using this and opting for a better solution. Some options for this: Add No Potions for Bandit Animals - EEOS Patch - This will slightly mitigate potion-economy flood and senseless use of potions by animals. Disable Potions (and Shouts!) SPID and use one of the other NPC potions mods NPCs use Potions Smart NPC Potions - Enemies Use Potions and Poisons
  21. For the last time IT'S NOT A BUG IN EVT. You have not found the best settings for your setup. Stop using small changes. Make extreme changes to the lighting. Use Billboard1/4 in LOD8/LOD16, not Level#. IMPORTANT NOTE: changes to Tree/HD tree settings apply to Billboards on 2D planes and not 3D rendered LOD models of trees. It's normal faces pointing OUT instead of UP. End of story. It works great for us and thousands of others, so either you are expecting perfection, or your particular setup is EXACERBATING the issue. The game isn't perfect, and some things either can't or won't be fixed to suit every persons pedantic requirements Please stop spreading misinformation about non-existent bugs.
  22. @Majorman or @Greg May be able to assist
  23. The 2.0.0 CR Patch has been updated (download from Update Files) for BDS 3.5 compatibility
  24. Agree. Too many potions is a problem, IMO. Much better game-wise to incentivize the PC to practice alchemy or other means to augment more scant potions. Modifying the potions config file may resolve. One good thing about this mod is that it makes NPCs more powerful for better mid-late game balance.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.