Neovalen Posted April 22, 2015 Author Share Posted April 22, 2015 Ah okay, I must still be using an earlier version of Vividian 7a then.I got mine once he packed it into an archive. On another note:I am having one small issue in one particular location I cant figure out just yet... In Silent Moons Camp, once I open the door to the interior the fire appears to give off light but I have no fire particles until I literally walk on top of it just about... Link to comment
hishutup Posted April 22, 2015 Share Posted April 22, 2015 whats the CELL FormID and/or EditorIDOR the objects FormID Link to comment
Neovalen Posted April 22, 2015 Author Share Posted April 22, 2015 whats the CELL FormID and/or EditorIDOR the objects FormIDSilent Moons CampFormID: 00015211 I clicked the fire logs and got:FormID: 000543AB Mesh provided by: SMIM... however hiding that mesh and exposing the vividian mesh didn't change anything. I am at a loss. Edit: Still havent found a cause, but did note that its all instances of this specific camp fire. Even the outdoor ones.Edit2: I've been running around Skyrim and it appears to be only Campire01Burning.nif objects that are affected but swapping the mesh fixed nothing.Edit3: I've tracked it to DynDOLOD... disabling it and the fires started working again. Need to write up a bug report to Sheson. Link to comment
perkymcgiggles Posted April 23, 2015 Share Posted April 23, 2015 (edited) So has there already been discussions about some of the mods SR:LE uses costing money now? Like Wet and Cold? Just curious what that means for the future of this guide if that becomes a popular option for mod authors. https://steamcommunity.com/sharedfiles/filedetails/?id=429374670 Edited April 23, 2015 by perkymcgiggles Link to comment
Neovalen Posted April 23, 2015 Author Share Posted April 23, 2015 So has there already been discussions about some of the mods SR:LE uses costing money now? Like Wet and Cold? Just curious what that means for the future of this guide if that becomes a popular option for mod authors. https://steamcommunity.com/sharedfiles/filedetails/?id=429374670Will keep an eye on it, however, for now the current version are still available. Link to comment
Noobsayer Posted April 23, 2015 Share Posted April 23, 2015 (edited) I was bummed until I realized I could still use MO to manage my steam mods. That was really my only hangup to the new versions. These are quality mods that took a lot of effort, can't fault the authors for wanting at least $1 for them. /2 coppers as far as what the guide recommends Edited April 23, 2015 by Noobsayer Link to comment
Neovalen Posted April 23, 2015 Author Share Posted April 23, 2015 The guide will only ever recommend free versions of mods. I will not be updating or providing conflict resolutions for paid mod versions. 3 Link to comment
cstarkey42 Posted April 23, 2015 Share Posted April 23, 2015 Wow, I go to class for two hours and all hell breaks loose. I guess I can stop checking the Nexus all day waiting for the updates... Link to comment
perkymcgiggles Posted April 23, 2015 Share Posted April 23, 2015 The guide will only ever recommend free versions of mods. I will not be updating or providing conflict resolutions for paid mod versions.Appreciate it. I have no qualms about donating to mod authors, but I can't help but feel that this idea of paying for mods is a slippery slope. 1 Link to comment
Pretendeavor Posted April 24, 2015 Share Posted April 24, 2015 (edited) EDIT: removed post, outdated info + cba to keep up with the internet concerning the paid mods discussion Edited April 26, 2015 by Pretendeavor Link to comment
danielleonyett Posted April 24, 2015 Share Posted April 24, 2015 It sounds fair to me.. I hope other 'big' mods authors have a similar principle when it comes to the monetization of their mods.... It's okay to voice your disappointment imo, but the amount of verbal abuse currently going on on the nexus.. (the Wet and Cold comment section, what the heck?!).... Well if there was a chance that isoku might adapt a system similar to Chesko's, I'd think it's probably a fart in the wind now.... Link to comment
Genius384 Posted April 24, 2015 Share Posted April 24, 2015 Great guide and the conflict resolution stuff has been super insightful, thank you. A question about priorities in Mod Organizer - should I apply the load order recommendations by MO? Keep in mind I have a few mods here not in the guide too: The conflict resolution order for some mods containing scripts differs from that of the corresponding esp. This may lead to subtle, hard to locate bugs. You should re-order the affected mods (left list!). There is no way to reliably know if each of these changes is absolutely necessary but its definitively safer. If someone suggested you ignore this message, please give them a proper slapping from me. Do not ignore this warning The following changes should prevent these kinds of errors: Move Thieves Guild Requirements - No Auto Quest Start Brynjolf after Even Better Quest Objectives Move Non-Essential Children after Thieves Guild Requirements - No Auto Quest Start Brynjolf Move Better Fast Travel - Carriages and Ships - Overhauled after Non-Essential Children Move Traps Make Noise - More Dangerous Traps after Better Fast Travel - Carriages and Ships - Overhauled Move Wiseman303's Trap Fixes after Traps Make Noise - More Dangerous Traps Move When Vampires Attack after Wiseman303's Trap Fixes Move aMidianBorn Book of Silence - Content Addon after When Vampires Attack Move Complete Crafting Overhaul Remade after aMidianBorn Book of Silence - Content Addon Move aMidianBorn Book of Silence after Complete Crafting Overhaul Remade Move Better Vampires 6.6 after aMidianBorn Book of Silence Move Nightingale Hall Restored - Karliah as a Follower after Better Vampires 6.6 Move Provincial Courier Service after Nightingale Hall Restored - Karliah as a Follower Move The Paarthurnax Dilemma after Provincial Courier Service Move Moonlight Tales - Werewolf and Werebear Overhaul after The Paarthurnax Dilemma Move Alternate Start - Live Another Life after Moonlight Tales - Werewolf and Werebear Overhaul Move Clothing and Clutter Fixes after Weapons and Armor Fixes Remade Link to comment
Neovalen Posted April 24, 2015 Author Share Posted April 24, 2015 No, do not apply those. In fact that should be disabled as part of MO configuration. Link to comment
GrantSP Posted April 24, 2015 Share Posted April 24, 2015 Just to elaborate a little more on what @Neovalen said. There is no need to follow those suggestions as the order offered in the guide is already taking those potential problems into consideration.MO's suggestions are based on some code with in the program and, as with all code, it doesn't always see what humans see. You could quite easily move just the bottom listed mod in that list to a new position and they would all go away. Or maybe two of them.The point being, the PMOP code is still a WIP. Link to comment
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