Jump to content

A Real Explorer's Guide to Skyrim


Recommended Posts

Posted (edited)

Thanks for the response (and doing so in text rather than video, I'm old school).

 

I've updated my TES5Edit, cleaned the plugin again, and removed the dwemerhome.esp edit to FormID 0010650A.

 

I'm having trouble tracking down the navmesh you mention, I see 5 in that cell, none with the same FormID referenced in your post.

 

EDIT: I found the FormID and made the change indicated to be met with the message -

Changing FormID [0203883F] in file "dwemerhome.esp" to [0010650A]Record is referenced by 1 other record(s)Error: FormID [0010650A] is already present in file [02] dwemerhome.esp!!! Errors have occured. It is highly recommended to exit without saving as partial changes might have occured !!!

Edited by redirishlord
Posted

Bashed patch is implementing Cell import for records right now so you might hold off on any lighting patches. Check it out on the Beth forums.

How's that coming along (I see you've been contributing to testing over there)? I'm really excited about the new WB, but woefully under equipped to grasp the mechanics (and even less qualified to test the WIP).

Posted

There are some subrecords that are being forwarded as all zeros that shouldn't have any value. The sounds tag is broken for skyrim but fallout it works for some unknown reason. The c.light tag works half way. There are going to be new bash tags for the cell region, acoustics, location, and maybe encounter zone for all those pesky fixes that USKP makes and no one pays attention too.

 

Half of the step patches and srle's conflicts will be solves by the cell import.

Posted (edited)

Another useful patch would be ETaC/ELE for any new interiors.

Indeed! But how to make ELE compatible? Wouldn't that require making  a seperate imagespace for every new building added by ETaC? I have no idea how to make something like that, or what tool to use. Or would it be possible to, for instance, use the ELE imagespace for a vanilla farm and copy that in tes5edit to an ETaC farm (if identical building)?

 

Also, if using ELFX Exteriors there are now a lot of floating lights and double braziers around city exteriors. 12.1 did not have this issue that much. I guess I'm gonan disable that esp for now. The new ETaC is pretty much brings enough light sources on its own anyways. 

Edited by Nearox
Posted

I would like to suggest 

Corners of Skyrim by alalagi https://www.nexusmods.com/skyrim/mods/29824

and

Hidden Hideouts of Skyrim by lesi123 https://www.nexusmods.com/skyrim/mods/49723

Corners of Skyrim has been tested back in february but was found to have too many issues, in particular with navmesh.

 

Hidden Hideouts of Skyrim. Navmesh is again the major issue here. Quote from author:

 

 

 

IMPORTANT: Please be aware that most hideouts are NavMeshed but some are not. Some interiors are just too small for more than the player or are too difficult for followers to access. You can view which hideouts are follower friendly by referring to the amenities list under the ReadMe tab or during mod installation.
 

 

In other words, some hideouts cannot be entered with a follower / by NPCS. Making the mod incomplete and thus not suitable for inclusion in REGS. But it's a pretty neat idea, especially when using Frostfall or iNeed.

Posted (edited)

The ELE image spaces are pretty generic with some variation for different locales. Its not per building or dungeon... But by type.

I see. So would trial and error work? E.g. :

 

  • copy/paste an imagespace name (from the LMTP record if I remember correct) and the lighting data in tes5edit from ELE into the building's FormID. 
  • Log into game, go to the building in question and see how it looks.
  • If it doesnt look good > Try another imagespace from ELE
Edited by Nearox
Posted

Corners of Skyrim has been tested back in february but was found to have too many issues, in particular with navmesh.

 

Hidden Hideouts of Skyrim. Navmesh is again the major issue here. Quote from author:

 

 

 

 

 

In other words, some hideouts cannot be entered with a follower / by NPCS. Making the mod incomplete and thus not suitable for inclusion in REGS. But it's a pretty neat idea, especially when using Frostfall or iNeed.

FWIW Hidden Hideouts City Edition is fully navmeshed.

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.