Skyrim

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DDVIL - Darklocq - TagerJharn - MatthHunter - Shakarian2154

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Darklocq

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89 comments

  1. Darklocq
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    Just to be clear, the VAST majority of the work in this mod is that of DDVIL - over 10,000 object and landscape fixes.  I've only added a handful of new fixes since re-launch.  The purpose of this fork of the mod was really just to implement several repairs that were needed, after DDVIL wandered off to do other stuff and left the mod unchanged since 2017.  Even those fixes were mostly proposed by others.  So, this page is better used for issue reports than thanks. Very little credit is due in my direction. :-)
  2. Budderlettuce
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    This patch unfortunately causes occlusion plane issues with other mods that edit the same cells (as you'd expect), specifically Palaces And Castles Enhanced and Skyrim Radioactive Interiors. Specifically, Mistveil Keep Jarl's Quarters and Belethor's Goods interior, from either mod. The fix to this problem would be to disable the changes that this patch makes to those cells via xEdit/tesvedit but I'm skittish about doing this without a helpful guide xp. Anyways, just a heads up!
    1. Darklocq
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      I'll update the incompatibilities list.
  3. Maisa6000
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    Went to see the original page for more pictures and I'm speechless.. First, the amount of inclined and floating objects and secondly.. that crazy sharp eye for detail from the author! :D HOW DOES HE EVEN NOTICED SOME OF THOSE IN THE FIST PLACE?? Nonetheless, doing the gods work! *salute*
  4. ibnwater
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    Version numbers don't match. 
    1. Darklocq
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      Version number of which doesn't match what?
  5. RenaPG
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    DynDOLOD's log points out several apparent wild edits in Whiterun in your mod's esp. Is there a purpose to those or should they be removed?
    1. Darklocq
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      I would try removing them. The original mod author made literally over 10,000 changes, so a wild edit here and there was probably inevitable.
    2. RenaPG
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      There's like 50 of those, just empty cell records it seems. There were also some missing FormIDs that I had to delete as well.
    3. Darklocq
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      If you Mega or GoFile me a copy of the result, I can make that the new version to download.
    4. RenaPG
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      I would, but unfortunately I deleted the records for the sconces on Riften as well since I'm using the mesh fix instead. I supposed I can grab the mod again and delete the wild edits.

      EDIT: Here you go.
    5. Darklocq
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      Thankee!  I've uploaded that as ver. 1.6.5  1.6.6 now.
  6. Drift91
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    Hey, would it be possible to get some kind of list of all the statics that this mod alters in the "WhiterunWorld" and "RiftenWorld" areas? Unfortunately DynDOLOD seems to mistake them as being in the "Tamriel" area for some reason and creates broken LODs for them that sit on top of the normal meshes even when up close. I'm sure there's some way to get a list with xEdit scripting, but I have no clue how.

    The format I'd need would be something like this:
    Skyrim.esm;00089F2D;WRWallCurve60

    Here's an old thread by someone else who had the same issue:
    https://www.reddit.com/r/skyrimmods/comments/jg4vwf/dyndolod_doesnt_stop_showing_the_lod_whiterun/
    1. Darklocq
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      No idea how to do that.  Might ask on an xEdit forum; people who script xEdit probably hang out on those.

      I had a similar problem in SE (without this mod, which doesn't exist for SE), and the fix was to change a line in a config file.  Digging around, I see that it was removing or commenting out the line "uLockedObjectMapLOD=32" in Skyrim.ini and any map mod's ini.  Another option was changing DynDOLoD's settings to match that 32 number. There's extensive discussion among the "this mod didn't fix the problem for me" people at https://www.nexusmods.com/skyrimspecialedition/mods/61251?tab=posts

      I didn't run DynDOLoD in my LE game, so I have no idea how pertinent this stuff will be, but it's a start.  In my SE game, I kept getting LoD textures instead of close-up ones when I was in Whiterun, Solitude, and sometimes Riften or Windhelm.  After commenting out that config line in "A Clear Map of Skyrim" ini file, it stopped happening, though at the cost of the map looking a bit different.
    2. Drift91
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      I'll probably have to prod at someone at the STEP forum in the DynDOLOD section to see if they can make a patch or something. To my understanding the solution is to edit DynDOLOD's configuration with a blacklist of each individual static placement using the format in the codeblock in my first post. Only way I know of doing that is going around in-game and finding the IDs by hand and writing each one down, then using xEdit to grab the model name of the static that the record places.
    3. Darklocq
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      That sounds like a super ass-pain.  :-(
    4. Drift91
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      Yeah it is, lol. For now I've just uninstalled the city patch. Probably going to look into a way to automate it with xEdit scripting or something later on, as I'm sure it's possible.
  7. 6ix1337
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    nvm
  8. neonblitzer
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    Yo Darklocq, thanks for updating this great mod. I have an incompatibility with "Blacksmithforge water fix" (https://www.nexusmods.com/skyrim/mods/18818/) to report: Looks like this mod moves Balimund's blacksmith trough in Riften slightly, and the water fix adds a water mesh to the original location, so it's misaligned.
    1. Darklocq
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      I'll add it to the list.  You could ask the maker of that mod to make a patched version for USCP[R].
    2. Darklocq
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      In the interim, you can open the Console, click on the offending water, and do the command Disable, followed by the command MarkForDelete, to get rid of it.
  9. Conan351
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    Thank You for this!
  10. GE0DZ
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    Hello,

    Quick question, does this mod fix the issue that is corrected in this mod? https://www.nexusmods.com/skyrim/mods/97637
    1. Darklocq
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      No, it's just fixes in Whiterun and Riften.
  11. Thredziii
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    3 wall texture dissapear with this patch in the ragged flagon in the corridor when you pass the secret door. Just for a very short walk distance. I just unchecked this mod and this pb dissapeared.
    What can i do? I have usleep, no city mod, no city texture, no riften mod or add on, no light overhaul, nothing to ensure an incompatibility with your mod or anything that can telling me i have to review my modding list and order, i have smim also. I do use loot for the order, i didn't touched the mod with tes5edit, and this place isn't a part of some compress texture (only body texture and some armors).
    1. Darklocq
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      Can you be more specific about the location? I don't play TG, and am not sure what secret door you mean.
    2. Darklocq
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      I went to the Flagon, and saw no such glitches on the way there. In the Flagon, none either, in the areas I have access to, including in the Ratway Vaults. I don't have access to the Cistern area, since I'm not in the TG.  Anyway, my initial suspicion is a conflict with a lighting mod (ELFX Interiors, or Relighting Skyrim, or whatever) - this sounds much like the missing stairs problem that occurred in the old version of the mod. But you say you're not using one.  Hmm.  Does it happen if you quit the game and go back to this area?  Thinking it could be a temporary low-VRAM issue.