Would be a godsend if someone would port this over to SSE, I do not have the CK and have no idea how to use it and would save everyone alot of trouble if the OP gave permission.
It's very easy to port it to SSE, like anyone could do it.
1. Download the Creation Kit Launcher use this guide to help you (if you are an Mod Organiser user you will have to launch it as a new executable) 2. Launch the Creation Kit, double-click the RedMountainErupts.esp, set it as the Active File? and press OK. 3. It'll start loading the file, if it comes up with warnings just press "Yes to All" every time it pops up. 4. Once it's finished press Save in the top left corner this will convert it to SEE (form 43 to form 44). 5. Finished. Close Creation Kit and it will now be an SSE mod.
It does indeed (or at least as an ESPFE, once you compact the formIDs). I've ported it for my own use, and would be willing to host it if the author granted permission.
Same here, I didn't used to have this when I first installed it, but came back here to see. Must be something conflicting (tamriel worldspace bounds maybe?) Going to dig into it more.
i get it too but only at certain spots on the map and at certain angles. like the smoke is fine when i'm around Winterhold. i can look at it from any angle just fine. but from Whiterun it's bad. it will start disappearing from almost any angle. other places it's fine when looked at directly straight on. but if it's in my periphery, it's starts to disappear
has anyone tried this mod with something like DynoLOD? i wonder if the objects it creates could be seen from further distances without flickering using that tool
DynDOLOD works to get rid of the flickering and the plume appearing/disappearing. I tried viewing the plume from many different locations in Tamriel after running DynDOLOD and the image is steady.
Note: I keep the vanilla object bounds for Tamriel worldspace and do not carry them forward. DynDOLOD also keeps these vanilla object bounds and since it's last in my load order, it's the conflict winner.
By design DynDOLOD ignores RedMountainErupts.esp when generating. The change made by RedMountainErupts.esp to Object Bounds is not being carried forward in DynDOLOD.esp. Thus DynDOLOD keeps the game's defaults intact and when it loads after Red Mountain Erupts these defaults are being used.
This also means one doesn't have to update DynDOLOD.esp after installing this mod.
As for the clipping issue when not using DynDOLOD: load RedMountainErupts.esp in TES5Edit -> Worldspace -> Tamriel -> Object Bounds -> NAM9 - Max -> X --> change 96 into 62. Maybe that helps.
NAM9 - Max -> X --> change 96 into 62. =====================
i did that a long time ago, but it did not help. i use DYNDOLOD but still have the disappearing smoke at angles thing. i do not use the dyndolog esp tho as it caused me many problems ingame, pap log spam, and script lag. i'm fine without it. i also have the vanilla object bounds. there's a couple mods that change it, but the last winner has vanilla
It's quite a late reply and probably it will not help anyone, but reducing "X" from 96 to 62 cant help, but only made problems. The mod need to enlarge the grid cell until 96 because is there that it place the "red mountain", so at the contrary the "bashed patch" at last of your load order should have X to 96. I'm testing it in SE, and the "flickering" problems seems to happen only in Whiterun, I think it is related to the Whiterun world space, and if I look at it from outside Whiterun I dont get any flickering.
It's just one .esp, so you should be able to run it on SE with a manual installation. Just install from the file with NMM or drop the .esp directly into your Data folder.
165 comments
1. Download the Creation Kit Launcher use this guide to help you (if you are an Mod Organiser user you will have to launch it as a new executable)
2. Launch the Creation Kit, double-click the RedMountainErupts.esp, set it as the Active File? and press OK.
3. It'll start loading the file, if it comes up with warnings just press "Yes to All" every time it pops up.
4. Once it's finished press Save in the top left corner this will convert it to SEE (form 43 to form 44).
5. Finished. Close Creation Kit and it will now be an SSE mod.
but from Whiterun it's bad. it will start disappearing from almost any angle. other places it's fine when looked at directly straight on. but if it's in my periphery, it's starts to disappear
Note: I keep the vanilla object bounds for Tamriel worldspace and do not carry them forward. DynDOLOD also keeps these vanilla object bounds and since it's last in my load order, it's the conflict winner.
This also means one doesn't have to update DynDOLOD.esp after installing this mod.
As for the clipping issue when not using DynDOLOD: load RedMountainErupts.esp in TES5Edit -> Worldspace -> Tamriel -> Object Bounds -> NAM9 - Max -> X --> change 96 into 62. Maybe that helps.
=====================
i did that a long time ago, but it did not help. i use DYNDOLOD but still have the disappearing smoke at angles thing. i do not use the dyndolog esp tho as it caused me many problems ingame, pap log spam, and script lag. i'm fine without it. i also have the vanilla object bounds. there's a couple mods that change it, but the last winner has vanilla
so anyone have any ideas on this smoke???
The mod need to enlarge the grid cell until 96 because is there that it place the "red mountain", so at the contrary the "bashed patch" at last of your load order should have X to 96.
I'm testing it in SE, and the "flickering" problems seems to happen only in Whiterun, I think it is related to the Whiterun world space, and if I look at it from outside Whiterun I dont get any flickering.
Along the Sea of Ghosts?
Endorsed.