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z929669

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Everything posted by z929669

  1. This has been fixed. Thanks. When posting about a mod, you should go to the mod page and click the forum link to post this kind of thing on the mod's forum. Otherwise, report it on the official feedback topic as described in the guide:
  2. Link seems correct to me. Looks like the mod page on Nexus may have had some unauthorized images though.
  3. Thanks. We'll give it a few and see if it pops up again.
  4. This makes sense to me, but hiding a single file is pretty simple as well ... one less to-do though.
  5. So here is the result with a patch I made ... AMM patch as Mousetick mentioned: Forwarded the placed objects like this: To give an ESL-flagged patch pluginwith Skyrim.esm as its master. Loading this just after AMM with "shalidor's maze fixes.esp" enabled gives the same result as essentially what I showed in my last post, but now this mod's other mesh fixes should prevail and use the MM meshes: shalidor's maze fixes.esp > shalidor's maze fixes.esp + patch (sunlight & MM meshes): Finally, I went one step further and added the double-sided flag to the relevant MM NIFs (no diff from second image above): This is all with no DynDOLOD output (not that it should matter, since there is no LOD in these screens), so unless the double-sided meshes impact something you might notice outside of this worldspace, I'm not seeing that the flag makes any difference for loaded cells. I suspect the flag was used for LOD so that this mod is compatible with the MAs other mod, No Sunlight Through Mountains and probably only for those that are not using DynDOLOD or not setting DoubleSidedTextureMask=mountain,mtn in DynDOLOD_SSE.ini and using Terrainunderside option. Of course, maybe I am still missing something, but it is likely too subtle for me to notice running around in here.
  6. Basically did that at lower angle sun, but didn't show those screens. Also, if you look in the foreground of those screens, the jagged shadow is from the mountains behind.
  7. 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?
  8. 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.
  9. Marked for Testing. I think it is worth comparing this to ENB Lights.
  10. I agree. Go ahead and add this one to the ModList. I haven't caught up with mesh-override optimizations at this point.
  11. Per your assessment, I also vote no. Keeps it simpler and avoids speculation.
  12. 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.
  13. 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.
  14. Agree. Marked as Accepted for current dev guide. Created mod page.
  15. Agree to add this one. Marked as Accepted for current dev guide.
  16. Marked as Accepted for current dev guide. Mod page created.
  17. I agree that we should use this one. Lighting mesh options pending of course.
  18. Marked as Accepted for current dev guide. Also added mod page.
  19. Vote to drop this one if favor of Enhanced Vanilla Textures - Shrines (by Tech)
  20. Agree to not use this one if favor of Enhanced Vanilla Textures - Shrines (by Tech)
  21. I vote for this one as well. Marked as Accepted for current dev guide.
  22. 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).
  23. 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.
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