DarkladyLexy Posted November 17, 2017 Posted November 17, 2017 Hey guys not sure if this have been suggested before but i was thinking today how it would be nice if all Crafting stations so enchanting, Alchemy, tanning Rack, Grind Stone Workbench and forge were all linked to some sort of cloud base storage; So you dump all your crafting components into a chest and they would accessible on everything (LOTD have such a feature but that only works for the crafting stations in the safe house).
Rogueleeder Posted November 17, 2017 Posted November 17, 2017 Hey guys not sure if this have been suggested before but i was thinking today how it would be nice if all Crafting stations so enchanting, Alchemy, tanning Rack, Grind Stone Workbench and forge were all linked to some sort of cloud base storage; So you dump all your crafting components into a chest and they would accessible on everything (LOTD have such a feature but that only works for the crafting stations in the safe house).If I may answer this. I've been using Assigned Storage with this guide and its really made crafting so much easier! https://www.nexusmods.com/skyrim/mods/84771/? stuff is added to the cloud each time you craft therefore lowering the amount of stuff on your person
DarkladyLexy Posted November 17, 2017 Posted November 17, 2017 If I may answer this. I've been using Assigned Storage with this guide and its really made crafting so much easier! https://www.nexusmods.com/skyrim/mods/84771/? stuff is added to the cloud each time you craft therefore lowering the amount of stuff on your personinteresting could be what i am looking fro how does it behave with dynamic things? most of the time I hit "ignore container" anyway but curious. Edit: Given this a quick test and it does exactly what I want. I will add to my game (yes breaking modding rule number 1 lol) and run with it for a while before i make my mind up.
Rogueleeder Posted November 17, 2017 Posted November 17, 2017 I can't say I use the the safe storage part of Dynamic Things (I only use the mining and chopping trees part as well as the nice convenient woodpiles I can access :P) I used to use general stores for the longest time but always wanted something like the storage system from Techs Jaggarsfeld
jdsmith2816 Posted November 17, 2017 Posted November 17, 2017 (edited) Cheese and crackers that's a bunch of work. I admittedly didn't look into what it conflicts with before posting. I just tossed it near the bottom of my LO. What's it conflict with? Important stuff? what needs fixing in the aae merge? I plan on keeping this so I'll do the work for my own game.I would suggest you look at https://www.nexusmods.com/skyrim/mods/80076 and https://www.nexusmods.com/skyrim/mods/79784/? rather than Weapon Range Fix Edited November 18, 2017 by Greg Fixed the links
fallenknighte Posted November 18, 2017 Posted November 18, 2017 getting the following error when running DynDOLOD:# [DynDOLOD.esp] Adding master "Undeath.esp"[00:08:04.613] 2369 of 5921 done[00:08:20.995] 2961 of 5921 done[00:08:40.735] 3553 of 5921 done[00:08:58.508] Building reference info to verify if base records with missing models are used[00:10:23.995] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [8] TestCWRiverwood [CELL:0001B4F1] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,1) \ [3] DATA - Flags>[00:10:23.997] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags>[00:10:23.998] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags>[00:10:24.004] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [18] TestCWHoldStart [CELL:0001B513] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,0) \ [3] DATA - Flags>[00:10:24.016] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [7] GRUP Exterior Cell Block -1, 0 \ [3] GRUP Exterior Cell Sub-Block -1, 0 \ [20] [CELL:0001B4F3] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,-1) \ [2] DATA - Flags>[00:10:24.901] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [21] GRUP World Children of BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [2] [CELL:00020A3A] (in BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] at 2,0) \ [2] DATA - Flags>[00:10:26.290] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [2] [CELL:0002B111] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -29,5) \ [2] DATA - Flags>[00:10:26.296] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [9] [CELL:0002B115] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -30,5) \ [2] DATA - Flags>[00:10:58.773] [00:10:58.807] [00:10:58.837] Missing models were ignored by DynDOLOD.[00:10:58.865] [00:10:58.894] References using base records with missing models can cause CTD.[00:10:58.923] Below is a list of base records with missing models which are used by references:[00:10:58.951] [00:10:58.983] Dragonborn.esm DLC2RockCairn01Ash [sTAT:04032FF0][00:10:59.014] Dragonborn.esm DLC2RockCairn02Ash [sTAT:04032FEF][00:10:59.045] Dragonborn.esm DLC2RockCairn03Ash [sTAT:04032FEE][00:10:59.075] Dragonborn.esm DLC2RockCairn04Ash [sTAT:04032FED][00:10:59.104] Skyrim.esm VolcanicPlateauCSulfur [sTAT:000897D0][00:10:59.141] Skyrim.esm DirtCliffsIsland01VolcanicDirt01Sulfur [sTAT:000897C6][00:10:59.174] Skyrim.esm DirtCliffs02VolcanicDirt01Sulfur [sTAT:000897C5][00:10:59.205] Dragonborn.esm MountainCliffSlopeVolcanicAsh01 [sTAT:040299E3][00:10:59.233] Dragonborn.esm DLC2MountainCliff02_Ash [sTAT:0402956E][00:10:59.260] Dragonborn.esm DLC2RockCliff01VolcanicAsh01 [sTAT:040250A3][00:10:59.290] Dragonborn.esm DLC2RockCliff02_Ash [sTAT:040250A0][00:10:59.318] Skyrim.esm VolcanicPlateau01Sulfur [sTAT:000998CC][00:10:59.344] Skyrim.esm DirtCliffsCornerOutVolcanicDirt01Sulfur [sTAT:000998C9][00:10:59.371] Skyrim.esm VolcanicPlateau02Sulfur [sTAT:000998C8][00:10:59.399] Dragonborn.esm DLC2MountainCliffSm01_Ash [sTAT:0401E13B][00:10:59.430] Skyrim.esm RockCairnEvil01Sulfur [sTAT:000E9EAC][00:10:59.463] Skyrim.esm RockCairnEvil03Sulfur [sTAT:000E9EA5][00:10:59.493] Skyrim.esm RockCairnEvil02Sulfur [sTAT:000E9EA2][00:10:59.520] Skyrim.esm RockCairnEvil04Sulfur [sTAT:000E9E61][00:10:59.553] Dragonborn.esm DLC2MountainTrim03VolcanicAsh01 [sTAT:04019605][00:10:59.584] Dragonborn.esm DLC2MountainTrim01VolcanicAsh01 [sTAT:040195FD][00:10:59.614] Dragonborn.esm DLC2MountainTrimSlab_Ash [sTAT:04017EA7][00:10:59.649] [00:10:59.681] [00:10:59.707] (1) Verify that all required BSA files are loaded.[00:10:59.735] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe.[00:10:59.766] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename.[00:10:59.793] [00:10:59.823] (2) Install the missing nif and generate LOD again if LOD for this object is desired.[00:10:59.851] [00:10:59.880] [00:10:59.904] [00:10:59.904] Exception in unit userscript line 324: Duplicate FormID [00009389] in file [D0] DynDOLOD.esp[00:10:59.904] [00:10:59.904] Load entire load order in xEdit and check plugins for errors. Fix or remove plugins with errors.[00:10:59.904] If problem persists, post error report with contents of ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod Any ideas? Have followed the guide and cleaned Undeath as per the posted instructions.
reddvilzz Posted November 18, 2017 Posted November 18, 2017 (edited) Interesting mod https://www.nexusmods.com/skyrim/mods/87895/? Reminds me of Witcher since I just start playing it recently.And since it is only SKSE plugin (no esp needed) Sent from my Nexus 5 using Tapatalk Edited November 18, 2017 by reddvilzz
DarkladyLexy Posted November 18, 2017 Posted November 18, 2017 I can't say I use the the safe storage part of Dynamic Things (I only use the mining and chopping trees part as well as the nice convenient woodpiles I can access :P) I used to use general stores for the longest time but always wanted something like the storage system from Techs JaggarsfeldI don't use the safe storage feature from dynamic things either cos why would you really wish you could disable that in the MCM but i don't think you can. getting the following error when running DynDOLOD:# [DynDOLOD.esp] Adding master "Undeath.esp"[00:08:04.613] 2369 of 5921 done[00:08:20.995] 2961 of 5921 done[00:08:40.735] 3553 of 5921 done[00:08:58.508] Building reference info to verify if base records with missing models are used[00:10:23.995] [00:10:23.997] [00:10:23.998] [00:10:24.004] [00:10:24.016] [00:10:24.901] [00:10:26.290] [00:10:26.296] [00:10:58.773] [00:10:58.807] [00:10:58.837] Missing models were ignored by DynDOLOD.[00:10:58.865] [00:10:58.894] References using base records with missing models can cause CTD.[00:10:58.923] Below is a list of base records with missing models which are used by references:[00:10:58.951] [00:10:58.983] Dragonborn.esm DLC2RockCairn01Ash [sTAT:04032FF0][00:10:59.014] Dragonborn.esm DLC2RockCairn02Ash [sTAT:04032FEF][00:10:59.045] Dragonborn.esm DLC2RockCairn03Ash [sTAT:04032FEE][00:10:59.075] Dragonborn.esm DLC2RockCairn04Ash [sTAT:04032FED][00:10:59.104] Skyrim.esm VolcanicPlateauCSulfur [sTAT:000897D0][00:10:59.141] Skyrim.esm DirtCliffsIsland01VolcanicDirt01Sulfur [sTAT:000897C6][00:10:59.174] Skyrim.esm DirtCliffs02VolcanicDirt01Sulfur [sTAT:000897C5][00:10:59.205] Dragonborn.esm MountainCliffSlopeVolcanicAsh01 [sTAT:040299E3][00:10:59.233] Dragonborn.esm DLC2MountainCliff02_Ash [sTAT:0402956E][00:10:59.260] Dragonborn.esm DLC2RockCliff01VolcanicAsh01 [sTAT:040250A3][00:10:59.290] Dragonborn.esm DLC2RockCliff02_Ash [sTAT:040250A0][00:10:59.318] Skyrim.esm VolcanicPlateau01Sulfur [sTAT:000998CC][00:10:59.344] Skyrim.esm DirtCliffsCornerOutVolcanicDirt01Sulfur [sTAT:000998C9][00:10:59.371] Skyrim.esm VolcanicPlateau02Sulfur [sTAT:000998C8][00:10:59.399] Dragonborn.esm DLC2MountainCliffSm01_Ash [sTAT:0401E13B][00:10:59.430] Skyrim.esm RockCairnEvil01Sulfur [sTAT:000E9EAC][00:10:59.463] Skyrim.esm RockCairnEvil03Sulfur [sTAT:000E9EA5][00:10:59.493] Skyrim.esm RockCairnEvil02Sulfur [sTAT:000E9EA2][00:10:59.520] Skyrim.esm RockCairnEvil04Sulfur [sTAT:000E9E61][00:10:59.553] Dragonborn.esm DLC2MountainTrim03VolcanicAsh01 [sTAT:04019605][00:10:59.584] Dragonborn.esm DLC2MountainTrim01VolcanicAsh01 [sTAT:040195FD][00:10:59.614] Dragonborn.esm DLC2MountainTrimSlab_Ash [sTAT:04017EA7][00:10:59.649] [00:10:59.681] [00:10:59.707] (1) Verify that all required BSA files are loaded.[00:10:59.735] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe.[00:10:59.766] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename.[00:10:59.793] [00:10:59.823] (2) Install the missing nif and generate LOD again if LOD for this object is desired.[00:10:59.851] [00:10:59.880] [00:10:59.904] [00:10:59.904] Exception in unit userscript line 324: Duplicate FormID [00009389] in file [D0] DynDOLOD.esp[00:10:59.904] [00:10:59.904] Load entire load order in xEdit and check plugins for errors. Fix or remove plugins with errors.[00:10:59.904] If problem persists, post error report with contents of ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod Any ideas? Have followed the guide and cleaned Undeath as per the posted instructions. Best consult with the owner of all our firstborns Sheson. Interesting mod https://www.nexusmods.com/skyrim/mods/87895/? Reminds me of Witcher since I just start playing it recently.And since it is only SKSE plugin (no esp needed) Sent from my Nexus 5 using TapatalkI saw this too I'll give a try.
fallenknighte Posted November 18, 2017 Posted November 18, 2017 Best consult with the owner of all our firstborns Sheson.All sorted ty, I had not deactivated the Bashed Patch prior to running DynDOLOD Worlds Patcher.
ATMPlays Posted November 18, 2017 Posted November 18, 2017 Undeath Classical Lichdom has been hidden due to "Update stuff ᕦ( ͡° ͜ʖ ͡°)ᕤ"
NordPride_WorldWide Posted November 18, 2017 Posted November 18, 2017 I would suggest you look at https://www.nexusmods.com/skyrim/mods/80076 and https://www.nexusmods.com/skyrim/mods/79784/? rather than Weapon Range FixInstall both of these? Looks good, but this looks I should remove attack commitment from my current load out then huh?
jdsmith2816 Posted November 18, 2017 Posted November 18, 2017 Yes. I personally run mortal enemies, athletik combat, wildcat & deadly combat.. The deadly combat page has instructions on how to configure wildcat so that they complement each other. It's a great setup imo but everyone has their own opinions :D
NordPride_WorldWide Posted November 18, 2017 Posted November 18, 2017 Yes. I personally run mortal enemies, athletik combat, wildcat & deadly combat.. The deadly combat page has instructions on how to configure wildcat so that they complement each other. It's a great setup imo but everyone has their own opinions :DI have ultimate combat overwriting wildcat, with tk hitstop and attack commitment as my current. Been pretty enjoyable. Whats the major difference with deadly combat?
DarkladyLexy Posted November 18, 2017 Posted November 18, 2017 Yes. I personally run mortal enemies, athletik combat, wildcat & deadly combat.. The deadly combat page has instructions on how to configure wildcat so that they complement each other. It's a great setup imo but everyone has their own opinions :Dthis is actually the combination i am considering testing minus athletik combat cos i didn't know about that. I take you you the lite Version of Deadly combat?
DarkladyLexy Posted November 18, 2017 Posted November 18, 2017 oh ok guys I was thinking again today we need to tweak dragon spawns cos i am level 25 and have barely had a random dragon encounter in fact i don't think i have actually had one. Not sure what to tweak DD, DDC or even timing is everything so some suggestions needed here. Edit: I think the problem may lay with Timing is Everything it is currently set to spawn every 5 days with only a 20% chancemay we need that change that to something like 3 days with a 60% chance? Edit again: I was reading that you need to set the chance to 100% otherwise dragons could die instantly upon landing i have actually had this bug i think we need to change it 3 day 100% chance
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