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z929669

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Everything posted by z929669

  1. One of the users for the add-on mentioned that he may optimize the LOD meshes ... makes much more sense to optimize the fill ones though, since they are the same exact thing. I may give it a try at some point if he doesn't.
  2. For me, LOD is the whole point though, so removing it from LOD is just a bad idea, IMO. Better to just set billboard for Aspen LOD
  3. Don't bother. I already spoke with Arthmoor. Turns out that allowing guest downloads causes his bandwidth to go through the roof. Makes sense. It probably will still increase dramatically eventually even without guest downloads. And yes, nexus does require membership to download. I didn't recall that, since it's been fifteen years since I wasn't a member there.
  4. Yeah, anims are basically vanilla and part of the base mod meshes, which are totally custom and look great but lack the NiNode magic that allows better anims. It doesn't bother me personally. See EVT aspen models to see the structural diff, which is one way to get better anims. Complicated, IMO. The LOD performance is also an issue with the base crowns, which are high poly to correct for lighting issues that impact deciduous trees in particular. Normal faces must always face a light source to look right, so higher poly count helps to correct. Pines don't have the issue, because their branches basically always are radial at 45 degrees-ish. I spoke with Vurt at length about this issue with my aspen mod, which has lower poly count and suffers quite a bit from this limitation. IMO, the AA mod itself should further optimize polys and reduce by half again to fix both full and LOD performance. Just correcting the LOD crowns alone would mean more noticeable transition. Could be done though, but I am still learning how to use 3DsMax. Anims and polys issues are both special problems of deciduous trees I think.
  5. You and me both, brother I don't have any issues with the mini-game either ... other than it sometimes being a bit tedious at times by forcing a pause in progression. But that's the way it would be in RL, so ...
  6. Took care of these. Yellow are not on AFK Mods Green are fine on Nexus ... ?? Red is not on wiki and not on AFK Mods
  7. Agree. I think we ought to post over there and ask them to allow guests to download. Should be a simple setting. They may be doing this purposefully, but maybe they aren't. Why would they want a bunch of members that will never post?
  8. See the OP of this thread for downloads. You must download the latest Resources SE version for DynDOLOD 2.xx. You must install correct DynDOLOD version for SSE using links in this OP. You must NOT use DynDOLOD Alpha 3.00 resources with DynDOLOD 2.xx. I can almost guarantee that you are either downloading one of the wrong versions or that you have incompatible Resources from another version in your load order OR you have an incomplete download/install from MO. Try using the Mega links in the OP to manually download/install compatible versions.
  9. Please DO NOT post long log texts, even if in spoilers. This can tank a topic. Follow instructions about posting logs please. The instrucitons are in all relevant OPs and inside this very forum posting rules. Log lines REMOVED ... re-post logs as explained in the many instructions
  10. Check OP of THIS topic, and be certain you have the correct applications and Resources installed. Not to be confused with the DynDOLOD Alpha versions. Also read carefully the file descriptions. SSE != SLE
  11. Need to update our mod pages to reflect new sources. Unfortunately, AFK Mods requires registration on their forums to download, so we need to remove AFK Mods mods as CR patch masters in future guides. EDIT: I updated wiki links to ... BOYD Helarchen Creek Oakwood Probably others in SE and LE that need updating.
  12. Mesh provided by ... vanilla? So this mod is still a winner for me either way. This is an issue that should be fixed if possible though ... maybe via CR Patch unless it's the mesh (in which case, we should create our own mod for that using vanilla as a base and include in CR Patch maybe)?
  13. This is one problem with hosting them on IPS software (AFK Mods-specific config, maybe). People should not need to register an account to obtain a mod. This will alienate many potential users, so no such mods should ever be CR Patch masters.
  14. Sounds like a good alternative to FNIS. Not tested myself yet though.
  15. No, not needed but will not hurt as I describe in the Description of the Add-On. We should keep it unticked in the mod page though.
  16. Agree ... not worth the hassle. It is arguably outside of the Mandate as well, at least without assumtions.
  17. I believe New Thinner Torch is nixed in the current testing env, and this uses the one provided by Embers XD ... not at my PC so can't specify all until then. Also, Embers XD has been updated, so we will need to modify relevant testing OPs.
  18. Yeah, all reasons why I like this mod. It adds a bit of uncertainty to an otherwise certain outcome (which itself is boring, IMO).
  19. Mod updated on Nexus ... need to evaluate. Looks like cooking pot flames have been addressed.
  20. Could be good long term, but very disruptive in shorter term. Yes, more money short term, but as they lose mods, fewer people will be interested in paying. They will need to give more control to MAs to delete their files. That was a decision that will forever haunt them. These other services will allow MAs to control every aspect of their files.
  21. @Jarda Based on the file dates, insaneplumbers version is the only one with the bugfix. I reached out to mitchalek on Nexus a couple months ago asking if he would care to update his mod with the fix, and he said he would look into it ... not yet though. Unless a file name has changed with insaneplumbers version or this mod is a master for the patches, I would say that his version is the 'best' one and would not expect any compatibility issues. But we'd like to hear back if there are unforeseen issues when you get there.
  22. Nexus wants to have their cake and eat it too. On the one hand, they are outwardly such advocates for PI and parlor concepts, but on the other, they don't want MAs pulling content and are basically claiming rights to any work that is uploaded ... forever. They either need to adopt the cathedral concept and adjust their policy to reflect that or adopt the parlor concept and stick with their current policy, less the inability for MAs to delete their content. I think they have opened the door to competitors now. Watch all kinds of mods get pulled down in the coming weeks. Thanks Nexus!
  23. Ahh ... that is an unofficial guide created and maintained by @DrPharmDawg https://stepmodifications.org/forum/profile/14375-drpharmdawg/ If he has not included any contact info, then you are out of luck. He doesn't respond to forum PMs as far as I have seen. For Rudy, you just install P1 and merge P2 into that. If it provides a plugin for Cathedral Weathers and that plugin is named same as the CW official plugin ... AND you are using MO or Vortex, then it will override the original. Assets listed in the right pane of MO are the unique, 'winning' assets. If you don't understand how MO works, you should read our MO guide or use our System Setup Guide to get your environment set up for modding. If you have more mods than the guide expects, it's most likely because either you didn't merge a couple of mods, or the guide did not instruct you to do so for some mods. Whenever you get more than one file from a mod page, they should generally be merged just for simplicity. Some people like to keep everything separate though. It doesn't matter.
  24. Sorry, but what guide are you talking about? We are supporting the SSE 1.0.0 guide on this topic. We do not have any ENB in that guide. The SSE dev guide (2.0.0) also doesn't instruct to install Rudy ENB (and we aren't supporting that guide yet).
  25. I'm not understanding the question entirely. What exactly is the issue? Can you specify what files you mean with links? Does using the alternate you linked 'break' something else? If so, then I will revert the mod link back to nexus.
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