My beloved 8 year-old computer finally died and most of my modding (porting) files are gone. I was able to restore some of them, but not all, so there will be no further updates in the foreseeable future (maybe never)!
This is pretty much goodbye.
Risibisi, Setiweb and Theskymoves have the admin rights for LCF.
What is stated in the permissions (PERM-Tab, readme and decription page) still applies!
Nice Mod. Busy making a replacement mod for myself that gets other NPCs to wear some of these (as I don't like some of the vanilla models). However some of them make NPC models distorted from a distance after reloading a save game with the only fix so far is talking to them (cutscene conversation only) and then their fine again until I reload my game.
I've tried duplicating LOD 0 to LOD 2 and 3 but that didn't work at all. So far the two armors that do this are the Orlesian Nobel Hunting Armor and the Orlesian Noble Outfit.
UPDATE: It seems to be any armor with a subsequent 'butt flap' has this issue.
NEW UPDATE: Solved the issue I was having with the Orlesian Nobel Hunting Armor. I just ported LOD2 files from Improved Atmosphere's Items/Materials/Noble Attitres and grabbed everything with the roha code and renamed them from roha to onha (filenames and the actual files themselves using the Toolkit).
The BaseItem type and ModelVariation are linked, so that's working as intended.
BaseItem is the item type: armor_heavy, boots_light, dagger, tower_shield, etc. ModelVariation is the appearance variant based on the BaseItem type, as defined in the appropriate variations GDA.
You can't change the BaseItem type in a UTI without also creating a corresponding entry for the ModelVariation in a GDA. (For example, you cannot make a light armor chestpiece into a massive armor chest by simply changing the BaseItem type. Doing so also requires creating a new ModelVariation for that BaseItem type, with a unique model ID number; it cannot be an ItemVariation ID number that is already in use by another installed asset.)
I have figured it out. I've been scratching my head trying to figure out what value to change in "armor_medium_variation_lcf.gda", then I tried extracting the Vanilla game's GDA files and there lies an exact file name "armor_medium_variation_lcf.GDA". So I figured that gda files in the override/addins don't replace the vanilla, but add their IDs onto it. Once I noticed that, I copied armor_medium_variation_lcf.gda, renamed it to armor_massive_variation_lcf.gda, then deleted everything except for ID 12 sfma (Sticky Fingers).
I don't really wanna break the game's balance too much so I want to at least keep it as close to Vanilla(fixed) while using cosmetics that I like.
Thank you for the fast reply, was pleasantly surprised that you are still very active.
These armors look great, but I wish someone could make a rebalance patch for their stats. I don't have the knowhow or patience to do UTI editing, but some of these seem fairly underpowered.
hi im having some invisible item issues, heavens wrath & some dalish weapon's, some orzamar guards with floating heads, just wondering what if any fixes are available, otherwise great mod, thank you
'Invisible' item' and 'floating heads' are almost always caused by a mod conflict, where items from two mods both use the same Item Variation ID from the limited pool of numbers available to modders. Creating a patch for such a conflict is easy, but not without knowing exactly what items are affected and what other mods are involved.
thankyou for the prompt reply , though itt would likely be easier to ask what mods i dont have installed, everything from back to ferelden, paragon of dwarvenkind, resources for certain parties, nature of the dalish, templars of ferelden, kossith fixes & addons, quintins fix, extra dog slot, grey wardens of ferelden, gnawed nobles etc, tmps light packs, vive la orlais, kirkwall & all the dependent mods for the listed above, im sorry i cant be more specific or helpful than ""im having problems" :/ all of that editing uti files & gdapp is too complicated for me, i just want a fresh playthrough of a game that brings lots of nostalgia at a time when gaming overall kind of sucks lol. even using the console to enable some mods i use is a pain, i have pages of handwritten item codes like its 2008 again lol.
That's a lot of mods adding new items, and there's almost certain conflicts, but I'm not going to spend hours trying to figure out where they are based on something as fuzzy and imprecise as 'what mods don't I have installed'. Sorry... I'm usually happy to make conflict-resolution patches, but there's a limit to how much I can do.
As for the floating heads, LCF doesn't add any gear to NPCs, so whatever mod or mods are changing the NPCs is where you should be asking about that.
I use the version 2 fix by KigenAngelo, which both addresses the Item Variation conflict with Starfang, and incorporates Evenstargw's Vigilance Mesh fix. (The version 1 fix omits the mesh fix.)
Thanks for the clarification. I avoid the fix by Keldorn due to the disappearing bug issue. Wasn't aware of the one included in the DLC to Awakening, appreciated the tip.
Hello! I am currently working on a mod to make armor a bit shinier and i was wondering if i could edit some of the robes in this mod to be shinier and have that as an optional file. With credit of course :)
Ive read the instructions and Im bit of confused.. Do I need only "Awakening Compatibility" if I want this to work in origins and awakening, or do I need to install both main files? Tnx in advance.. <3
I see. So I should use them both then, since I want them in Awakening too. Got it.
Edit: Btw I just noticed that you are TSM. Just so you know, you made my life hell. You released so many great mods, and I want them ALL, so I spent literally two days skimming through your files and installing them.
on one of my playthroughs i noticed that some of the elven women were naked. i removed my override folder to see if it woulf fix it and it didnt, so i went through my dazip downloads instead. for some reason this mod makes some elven women naked and im not sure why??
LCF doesn't replace vanilla items or change NPC equipment at all, so any 'bugs' like the one you've described has to be from another mod, or a combination of mods (such as a mod that equips NPCs with LCF items, and a second mod which adds new items that have ItemVariation ID conflicts with LCF).
i fixed it by removing some of the clothes from the clothing gda with gdapp, considering the mods im using that are dependent on this one dont use those. the elves just wore theyre normal clothes, so im still not sure what couldve caused it, but thank you for replying! :D
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I was able to restore some of them, but not all, so there will be no further updates in the foreseeable future (maybe never)!
This is pretty much goodbye.
Risibisi, Setiweb and Theskymoves have the admin rights for LCF.
What is stated in the permissions (PERM-Tab, readme and decription page) still applies!
I've tried duplicating LOD 0 to LOD 2 and 3 but that didn't work at all.
So far the two armors that do this are the Orlesian Nobel Hunting Armor and the Orlesian Noble Outfit.
UPDATE: It seems to be any armor with a subsequent 'butt flap' has this issue.
NEW UPDATE: Solved the issue I was having with the Orlesian Nobel Hunting Armor. I just ported LOD2 files from Improved Atmosphere's Items/Materials/Noble Attitres and grabbed everything with the roha code and renamed them from roha to onha (filenames and the actual files themselves using the Toolkit).
BaseItem is the item type: armor_heavy, boots_light, dagger, tower_shield, etc.
ModelVariation is the appearance variant based on the BaseItem type, as defined in the appropriate variations GDA.
You can't change the BaseItem type in a UTI without also creating a corresponding entry for the ModelVariation in a GDA. (For example, you cannot make a light armor chestpiece into a massive armor chest by simply changing the BaseItem type. Doing so also requires creating a new ModelVariation for that BaseItem type, with a unique model ID number; it cannot be an ItemVariation ID number that is already in use by another installed asset.)
I don't really wanna break the game's balance too much so I want to at least keep it as close to Vanilla(fixed) while using cosmetics that I like.
Thank you for the fast reply, was pleasantly surprised that you are still very active.
'Invisible' item' and 'floating heads' are almost always caused by a mod conflict, where items from two mods both use the same Item Variation ID from the limited pool of numbers available to modders. Creating a patch for such a conflict is easy, but not without knowing exactly what items are affected and what other mods are involved.
Additional information:
Eliminating ItemVariation ID conflicts
ItemVariationID spreadsheet
As for the floating heads, LCF doesn't add any gear to NPCs, so whatever mod or mods are changing the NPCs is where you should be asking about that.
This is unrelated to Item Variation ID conflicts, so not sure the cause.
Of the other fixes I'm aware of, Vigilance weapon appearance fix alternative by i9h, Vigilance Fixed by Keldorn, and the fix from DLC in Awakening and Awakening Fixes by KigenAngelo do not have any conflicts with LCF.
I use the version 2 fix by KigenAngelo, which both addresses the Item Variation conflict with Starfang, and incorporates Evenstargw's Vigilance Mesh fix. (The version 1 fix omits the mesh fix.)
Edit: Btw I just noticed that you are TSM. Just so you know, you made my life hell. You released so many great mods, and I want them ALL, so I spent literally two days skimming through your files and installing them.
I blame YOU.. <3