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z929669

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Everything posted by z929669

  1. Well, I forwarded the AMM edit into a custom plugin and disabled this mod's plugin, and I'm not seeing that MM meshes being double sided matters from inside the worldspace. Perhaps I'm not using the correct vantage though: This is with the plugin activated along with my custom plugin patch forwarding the single worldspace change over AMM (yes, it's redundant, but doesn't matter .... and yes, without forwarding that one change, this looks like an interior cell with sunlight): Here is the same shot with this mod's plugin deactivated but keeping my custom plugin forwarding the change: You can see teh MM meshes winning in the second image. I also started a new game to see if this made any difference for the second image, but it's same outcome (so no savegame relics affecting). I also looked at this region on the map from outside the worldspace with and without DynDOLOD, and this plugin deactivated (with my custom plugin) and saw no issues. Next, I will revert this mod's plugin changes to the custom mountaincliff textures to check that. Am I missing something?
  2. Agree. I pointed Kojak to the issues you found, and it sounds like he might consider fixes to this mod later or to the other tree mod he is working on if this gets incorporated.
  3. Marked for Testing. I think it is worth comparing this to ENB Lights.
  4. I agree. Go ahead and add this one to the ModList. I haven't caught up with mesh-override optimizations at this point.
  5. Per your assessment, I also vote no. Keeps it simpler and avoids speculation.
  6. Based on Tech's compares and Mousetick's note, I vote to override ELFX Exteriors with changes from this mod. We should ping the MA for any flickering meshes discovered.
  7. Marked as Accepted for current dev guide. Created mod page with most vanilla like options and some additional instructions to customize. May be updated later.
  8. Agree. Marked as Accepted for current dev guide. Created mod page.
  9. Agree to add this one. Marked as Accepted for current dev guide.
  10. Marked as Accepted for current dev guide. Mod page created.
  11. I agree that we should use this one. Lighting mesh options pending of course.
  12. Marked as Accepted for current dev guide. Also added mod page.
  13. Vote to drop this one if favor of Enhanced Vanilla Textures - Shrines (by Tech)
  14. Agree to not use this one if favor of Enhanced Vanilla Textures - Shrines (by Tech)
  15. I vote for this one as well. Marked as Accepted for current dev guide.
  16. This is what I was planning: install each mod-specific patch just after the mod it is patching. This way, this mod behaves as a direct modifier to the mods it is overriding. Not saying that this is the 'best' outcome, but it certainly makes it simpler to deal with all the mesh conflicts in my view. The fact is, we will probably be making small adjustments to whatever we land on based on discoveries after the fact. I'm all for starting with the simplest install, but that could be argued to be merging everything we are using in this mod and setting it last in Foundation (or in Models & Textures).
  17. As I said, I had essentially the same idea about adding config settings via Step Patches. I'm not against it, but I think others should chime in.
  18. As mentioned previously, I understand these meshes perfectly and grasp their classification as 'patches'. The term 'forwarded' is a stretch though. It's confusing to some I would think. These are assets that override other assets, and are effectively replacers. If you are saying that these should be used where they conflict, then I will happily take your word for it.
  19. I'm voting to include this one.
  20. This mod is just meshes though, so 'patches' and the terms you are using ('forwarded' rather than 'overridden') make it sound as if a plugin is driving. I would want all of the mesh mods installed to evaluate ... unless you are just making informed assumptions, which is fine. I would still want to look at the conflicts though. You will need to post on those you think should be dropped. They are all still in testing and probably need some info. I haven't had time to look through all these meshes yet.
  21. What settings are you guys landing on for the config? Assuming the BethINI edit to fBookOpenTime=500 is nullified.
  22. I alluded to a similar possibility, but it has it's drawbacks in that many people wont want some of that imposed upon them. Similarly, I myself tend to create a mod named after the mod in question, prefixed with "(Custom INI)", so mod updates don't overwrite my changes. Rarely do I need to add a new or remove an old setting from my custom INI. This is prioritized just ahead of the parent mod: Your idea is a good one though, and it's essentially planned for a future Collection install. But with that, it can be done at mod or mod-list levels as well.
  23. How is it essential for compatibility? What are your install recommendations for testing? We have a lot of mesh mods right now, so sorting out overrides seems tricky. Probably better install them all, too. There are like 10 of them now, excluding those we already had in 1.0.0. This is what I have for Foundation. Some mesh stuff is also in 06 ModGroup: I must assume that these meshes should override all others ... theoretically.
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