Skyrim

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Mod Drengin-wSkeever - Port by Xtudo

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Xtudo

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14 comments

  1. Traszu
    Traszu
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    Compatible with Dawn of Skyrim?
    1. Xtudo
      Xtudo
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      100% compatible, have fun!
  2. Mookeylama
    Mookeylama
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    thank u! will this show the new look in LOD or will dyndolod need to be rerun?
    1. Xtudo
      Xtudo
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      I believe there's no need to rerun Dyndolod, the old LOD will do fine.
  3. onTTip
    onTTip
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    Awesome!
  4. JoshFT
    JoshFT
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    Thanks! Lookin' good~

    'Gonna take a shot here cause why not.
    Is it possible for you to be able to back-port this mod to LE?
    A big yes would be nice but do tell if it isn't. Cheers!
    1. Alkogolibessonitsa
      Alkogolibessonitsa
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      I made a port of this armor quite a while ago, but it was an older version of the armor from a previous update. I can't recall the exact version, but the changes made weren't significant. While porting the older version, I encountered a minor issue where the hands slightly deviate, but when the full set of this armor is equipped, this becomes hardly noticeable. Additionally, there's a small issue with a few cloaks you put on, as they might sink slightly into the ground. This could potentially be due to the physics of the item. However, this happens only with a couple of cloaks, and the majority of them work perfectly fine. The summoning spells work as intended.When I attempted to convert the ESP file for use with LE, I faced errors, resulting in the game not launching. Nevertheless, if the ESP file is left unmodified, the game runs smoothly without issues. If someone intends to undertake a port and secures the necessary permissions, my observations might potentially prove useful in the process.
  5. iamarandomguy1
    iamarandomguy1
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    hello mate, just wondering if maybe you can put all your bug fixes and script fixes mod together and upload it as 1 file its quite hard to find your bug fixes mods especially coz you got 300+ mods.
  6. RenaPG
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    Unfortunately, the Solitude building meshes do not convert properly from SE to LE and require some extra work. Open up the mesh on NifSkope, go into each of the "Moss BP" shapes and then into their BSLightingShaderProperty page, where you have to enable the "ZBuffer_Write" flag within the "Shader Flags 2" of each of them. If you don't do this, the grass on the ground that's supposed to blend with the stone will be broken, as you can see here (this is how your mesh currently looks in-game):

    
    I already ported this mod for my game, that's how I know this. Makes you wonder what kind of issues other meshes that we convert from SE to LE might have...
    1. Xtudo
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      Oh! I ported the mod a long time ago, for my game, and I never noticed that. Fixed in v1.1. Thanks you so much for the heads-up and solution, you rock!
      "Makes you wonder what kind of issues other meshes that we convert from SE to LE might have...". Well... yeah...

      Edit: The original mod has the ZBuffer_Write missing too. Maybe is that?
    2. RenaPG
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      Maybe that setting isn't needed in SSE, who knows (all SSE Solitude meshes I've backported so far that had grass blending in them needed this extra step). The screenshots in the SSE version show the grass blending correctly.
  7. SuicideCommando
    SuicideCommando
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    Thanks for the port Xtudo!
  8. DeathLoop36
    DeathLoop36
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    Oh! Nice!
    1. Xtudo
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      Thanks! Check out the new v1.1, it includes an important fix.