Hello, I've been using Base Object Swapper to remove a lot of trees in Fabled Forests mod (Skyrim SE), because they have clipping with objects from other mods or even in vanilla Skyrim when using big scale of trees. I know I could do that in xEdit, but I have hundreds of affected trees.
The author of BOS, powerofthree, recommends this to disable something (in non-related to Dyndolod discussion):
[Properties]
;see https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format#Records for more flags
YourTreeIDHere|flags(0x00000800)
However Dyndolod generates lod for the disabled trees in such case.
There are another ways from mod authors using BOS and these ways work fine with Dyndolod:
(the last one references AlphaTest nif in Skyrim.esm, which I guess some sort of totally empty nif without collision?)
The last 3 approaches seem to place lod model of tree instead of full one in the place of removed tree when Dyndolod isn't used. Not a big issue though, because it's probably a rare case to use tree mods without Dyndolod, but it feels something's not ok because of that.
So I wonder, is there an "official" way to disable objects with BOS which is considered by Dyndolod? I've read the Dyndolod webpage about BOS, but couldn't find info about disabling objects.
Question
JumpingBoat35434
Hello, I've been using Base Object Swapper to remove a lot of trees in Fabled Forests mod (Skyrim SE), because they have clipping with objects from other mods or even in vanilla Skyrim when using big scale of trees. I know I could do that in xEdit, but I have hundreds of affected trees.
The author of BOS, powerofthree, recommends this to disable something (in non-related to Dyndolod discussion):
[Properties] ;see https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format#Records for more flags YourTreeIDHere|flags(0x00000800)
However Dyndolod generates lod for the disabled trees in such case.
There are another ways from mod authors using BOS and these ways work fine with Dyndolod:
[Transforms] ...|PosR(10.0,10.0,-30000.0),flags(0x00000800) [References] ...|AlphaTest [References] ...|0x3B~Skyrim.esm [References] ...|0x058E92~Skyrim.esm
(the last one references AlphaTest nif in Skyrim.esm, which I guess some sort of totally empty nif without collision?)
The last 3 approaches seem to place lod model of tree instead of full one in the place of removed tree when Dyndolod isn't used. Not a big issue though, because it's probably a rare case to use tree mods without Dyndolod, but it feels something's not ok because of that.
So I wonder, is there an "official" way to disable objects with BOS which is considered by Dyndolod? I've read the Dyndolod webpage about BOS, but couldn't find info about disabling objects.
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