"Does this break the main game at all in ANY WAY? - No. Nothing is overwritten. The only overwrites you'll see in TESedit are some of the cell data for where the build is placed. It's the most North Eastern region of the map before world fall off."
I was trying to figure out exactly where that was, but I can see winterhold in one of the pics so I get it now. Also I can't download, it says the server is unreachable in NMM.
I saw mod files weren't being updated for auto install right away (server unreachable error). if you want to 'manual add it' / it's just an esp and bsa drop in the data folder. (easier is to manual download and just point the mod manager to the path you downloaded the zip to).
So I've poked around a little bit, and I've noticed a few graphical issues.
1. The wooden floors on the right side of the house have a snow texture. That's fine, but when you get within a certain distance of them, they disappear. As you walk along the floor you can literally see the snow texture disappear 2 feet in front of you, then if you turn around it's all there again, until you get close.
2. I don't know what you're looking at through the narrow windows in the house, but it ain't outside. It looks like an LOD of some kind, it's super disconcerting.
3. There's a wooden beam sticking through one of the doorways in the covered bridge. Second door on the left coming from the fast travel point.
4. The bottom half of the strongboxes have a texture that looks like gravel.
And then the weirdest one: I walked into the cellar, and a whole bunch of NPCs from other mods were in there. A mage vendor from forbidden magic and about 5 different modded followers, to be exact. It was weird.
The snow issue you are referring to is actually meant to happen believe it or not. You noticed this when the mage was in proximity to the area / fire spells negate the snow graphic.
I changed it to ice, it was close, but the snow looks better. Try to remember it's the heat from the fire magic causing it
- yes and any of the pathing issues should be fixed as well// certain doors with activators do not get recognized properly by npcs navigating navmesh. I've resolved that.
Played with the lockbox textures... using my ENB can skew what some see from vanilla. - Default textures for lockboxes are restored until I get a chance to alter the default in Gimp (easy to shade the base).
If the devs of MOD organizer want to help reduce the "mystical" crashing of the CK they need to have their program do a check agaisnt the CK to see if it has any files locked as open before it tries to access them (can have a popup error etc).
CK does the infamous nose dive almost on a dime everytime "something" tries to access it's locked open-state files behind the scenes.
Play with that and see what you think. There's a good chance you'll crash a lot less imo. (I figured that out when trying to analyze what was causing the crash frequency when creating "new" textures).
11 comments
"Does this break the main game at all in ANY WAY?
- No. Nothing is overwritten. The only overwrites you'll see in TESedit are some of the cell data for where the build is placed. It's the most North Eastern region of the map before world fall off."
(easier is to manual download and just point the mod manager to the path you downloaded the zip to).
1. The wooden floors on the right side of the house have a snow texture. That's fine, but when you get within a certain distance of them, they disappear. As you walk along the floor you can literally see the snow texture disappear 2 feet in front of you, then if you turn around it's all there again, until you get close.
2. I don't know what you're looking at through the narrow windows in the house, but it ain't outside. It looks like an LOD of some kind, it's super disconcerting.
3. There's a wooden beam sticking through one of the doorways in the covered bridge. Second door on the left coming from the fast travel point.
4. The bottom half of the strongboxes have a texture that looks like gravel.
And then the weirdest one: I walked into the cellar, and a whole bunch of NPCs from other mods were in there. A mage vendor from forbidden magic and about 5 different modded followers, to be exact. It was weird.
You noticed this when the mage was in proximity to the area / fire spells negate the snow graphic.
I changed it to ice, it was close, but the snow looks better.
Try to remember it's the heat from the fire magic causing it
- yes and any of the pathing issues should be fixed as well//
certain doors with activators do not get recognized properly by npcs navigating navmesh. I've resolved that.
- Default textures for lockboxes are restored until I get a chance to alter the default in Gimp
(easy to shade the base).
A helpful bit learned.
If the devs of MOD organizer want to help reduce the "mystical" crashing of the CK they need to have their program do a check agaisnt the CK to see if it has any files locked as open before it tries to access them (can have a popup error etc).
CK does the infamous nose dive almost on a dime everytime "something" tries to access it's locked open-state files behind the scenes.
Play with that and see what you think. There's a good chance you'll crash a lot less imo.
(I figured that out when trying to analyze what was causing the crash frequency when creating "new" textures).