Several world locations have their XCWT-Water value removed. This happens when porting the ESP from SSE to LE.
For example the 000075A6 XCWT-Water value should be RiverWaterFlowNW [WATR:001063AA], and it was removed. You can easily fix it with TES5Edit.
There are also 4 or 5 locations "dirty" edits that they are only in the Esp because of this. For example 00007174 and 000075A5. And they should be removed from the Esp, this also can be easily done with TES5Edit (I did it for my game).
I know that this mod is compatible with Lanterns of Skyrim II on Special Edition, I didn't check for compatibility on Oldrim though. Shouldn't cause any issues if the lantern placements between the two mods are relatively the same.
Hi , first of all congrats this is epic, some much needed attention to detail to fill in empty places that just felt lacking. secondly, i downloaded this and your ancient lands mod (which i didn't know existed before i saw this) and checked with xedit for navmesh conflicts and it appears that a few (10-ish) navmeshes are conflicting with some of my quest mods (i.e rigmor , arteum , other quest mods) now my question is , if i were to put this mod on top of my load order, would that make it safe to use in terms of CTD and gameplay bugs ? furthermore i need to inqure as to wether or not this mod is compatible with dyndolod , as in , can i generate LODs with dyndolod for this mod safely or if they will be buggy and ugly and placed wrong ? because if its not compatible then even tough it will genrate LODs they will be in wrong places and won't disappear when you get close to them like they should, this is the case with mods like Civil war which dyndolod just doesn't work with fluently.
I am not an expert but, as far as I know, when two mods edit navmesh in the same cell, they just overwrite each other, so it's safer to put your quest mods lower in the load order so they will take priority over other mod's navmesh. Shouldn't cause any issues with DynDOLOD. Some bigger objects in this mod are set to Full LOD so they will be seen from a distance without using DynDOLOD. You can still use DynDOLOD to replace Full LOD with low-poly LOD meshes.
since this mod's navmesh aren't actually needed for anything other than walking around in the edited spots, so long as this mod is placed above other mods including wintersun and is overwritten by them in the load order it should not actually cause problems, but then again its safest to wait for the author to confirm this before adding this to your mods, i'm waiting too :X.
Cool idea I like it, it has a very "Middle Earth" vibe to it, hinting at lost kingdoms. You mention navmesh edits, can you elaborate on how much? Just to know in terms of compatibility with other mods that may be near a spot along a road. Thanks
21 comments
-7, 13 in Skyrim:
-5, 13 in Skyrim:
Here, in the current location:
For example the 000075A6 XCWT-Water value should be RiverWaterFlowNW [WATR:001063AA], and it was removed. You can easily fix it with TES5Edit.
There are also 4 or 5 locations "dirty" edits that they are only in the Esp because of this. For example 00007174 and 000075A5. And they should be removed from the Esp, this also can be easily done with TES5Edit (I did it for my game).
I hope this helps.
How about CLARALUX - More and Brighter Lights?
It would be great to know if this is compatible with Lanterns of Skyrim, since a lot of lanterns are added around the roads.
secondly,
i downloaded this and your ancient lands mod (which i didn't know existed before i saw this) and checked with xedit for navmesh conflicts and it appears that a few (10-ish) navmeshes are conflicting with some of my quest mods (i.e rigmor , arteum , other quest mods) now my question is , if i were to put this mod on top of my load order, would that make it safe to use in terms of CTD and gameplay bugs ?
furthermore i need to inqure as to wether or not this mod is compatible with dyndolod , as in , can i generate LODs with dyndolod for this mod safely or if they will be buggy and ugly and placed wrong ? because if its not compatible then even tough it will genrate LODs they will be in wrong places and won't disappear when you get close to them like they should, this is the case with mods like Civil war which dyndolod just doesn't work with fluently.
Shouldn't cause any issues with DynDOLOD. Some bigger objects in this mod are set to Full LOD so they will be seen from a distance without using DynDOLOD. You can still use DynDOLOD to replace Full LOD with low-poly LOD meshes.
You mention navmesh edits, can you elaborate on how much? Just to know in terms of compatibility with other mods that may be near a spot along a road.
Thanks