I've approached the vault, and it seems that the LOD models from vanilla (or maybe WFO?) are still present while the new trees are rendered in. Is this through fault of my own? I'm a bit hesitant to edit the esp's worldspace edits, since there are a lot of them and I feel like removing them entirely would negate a lot of what this mod does. Does anyone else have this problem? I'm going to just play through it with TLL toggled just so I don't have to see it, but I'd like to know if there's anything I could do about it for future playthroughs.
did you regenerate the lod using xlodgen? you need to generate a new one every time you install new worldspace addons or remove old ones, otherwise the changes won't be taken into account and you'll still see things that were removed, or won't see things that were added since they're present/absent from the lod you currently have. it's not dynamic.
Thanks, I was unaware of this. I'll add an optional file later that will load towards the end of the load order to overwrite any changes to the cell flag. Thanks for the heads up!
EDIT: Lol, I guess I never saw it cause it has the "real world issues" tag which I apparently have blocked
likely a mod adding too many forms to the formlist that dictates what items can trigger gas traps since there are about 100+ gas traps placed there in vanilla
The Cave Key Card wasn't on the shelf in the commons area for me with the overhaul on. I turned off the overhaul and reloaded into the same room and the card was right there on the shelf. Just something to take note of since I do not see any one else mentioning it.
The keycard is in the room next door - it was moved there in the original Overhaul mod too, and I guess the author never moved it back. But it's there, on a shelf facing the door.
Hey, I just visited Vault 22 for the first time with this mod and it does look absolutely amazing!
One small issue: You Macintroll placed various "EggTimer" objects (EditorID "Timer01", FormID 00154308), but that item is a duplicate (and otherwise unused) of the actual "Egg Timer" (EditorID "EggTimer", FormID 0013B2B3) that can used for crafting. Actual egg timers are quite scarce and this remastered mod is perfect in every other aspect, a fix for this would be great!
I'm having quite a few texture popin issues with the remastered plugin (even when disabling all my texture override mods). I was able to alleviate it a fair amount by extracting the BSA and adding the resulting files to the end of my load order however, it's certainly not fully resolved. The biggest offender seems to be the door/terminal room on the 3rd floor where I'm getting large white/bright patches on the floor and the hanging garbage/vines (can't tell with the issue) is constantly shifting between textures.
Soo this mod is clashing with interior lighting overhaul quite a bit. I'm guessing the vanilla lights are changed around by this mod? Is a patch needed here, or can I just use this mods records as conflict winners? Or should I let ILO's records be the conflict winners here?
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Here's what I mean.
In case you can't see it.
I am using 1.3 though, maybe if i update it will help? (though doubtful as it doesn't look like the update covers this particular issue we're having).
EDIT: Lol, I guess I never saw it cause it has the "real world issues" tag which I apparently have blocked
One small issue:
YouMacintroll placed various "EggTimer" objects (EditorID "Timer01", FormID 00154308), but that item is a duplicate (and otherwise unused) of the actual "Egg Timer" (EditorID "EggTimer", FormID 0013B2B3) that can used for crafting. Actual egg timers are quite scarce and this remastered mod is perfect in every other aspect, a fix for this would be great!