Skyrim

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sa547

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sa547

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  1. sa547
    sa547
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    Uploaded NEW version

    Asides from new tree and flora types added, I created a place called the Dead Forest, inspired by the famed Petrified Forest ( http://en.wikipedia.org/wiki/Petrified_Forest_National_Park ) and a bit of the horror film The Hills Have Eyes. But by no means it's a dead place, but is inhabited by the undead.

    Nobody knows for sure how or why there were ancient Nord ruins to the southeast, as we first saw them through our spyglasses when we came into this barren land. If our understanding is correct, and based from what history we read, the ancient Nords may have been trying to find a way through to establish colonies to protect Skyrim's southwestern flank from potential invaders.

    But in this case, they seem to have failed, and instead, watching the undead move about, we suspect that they were convict work detail who have been given to a ruthless sorcerer to work on this unfinished facade.


    -- From one of Caio's research notes.

    Regarding Skyrim Special Edition

    Due to the nature of my work IRL, which is time-consuming, I am having difficulty trying to find time to work on conversions for Special Edition.
  2. sa547
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    The Director's Cut

    Before I begin rebuilding the mod for this new version, first I'll have to prepare by cleaning up my savegame, then install the quest mod. This is the only way for which I need to check what I should change to fit into the Director's Cut.

    Installation

    To install the Director's Cut edition, first install 1.2 if you don't have it, then under Mod Organizer, install the Director's Cut file (version 1.5b) but if asked, select Merge to overwrite the existing ESP.

    For NMM users, install 1.2, then update it using the 1.5b DC update.

    Tree LOD Generation

    For some odd reason DYNDOLOD can't be used to generate tree LOD, which requires that tree billboard NIFs to have their UVs mapped to an existing tree atlas. Instead I recommend using only TES5LODGEN to generate tree LOD.
  3. sa547
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    POLICY ON TRANSLATIONS

    Translations with only the plugin, yes, just message me.

    But the whole mod... Nope.
  4. gg77
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    Thank you ! (with Mannygt of course!!)

    Welcome in Hammerfell (Alik'r Desert) with my mods Camels and new animals in Alik'r Desert and Camels and new animals in Alik'r Desert SE

  5. Stillsnow1234
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    The trees have glitches. The Lod doesn't disappear even if we get close, so it looks weird.
    I saw posts saying the old version works, I will try downloading them.
  6. ForRedwall
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    SE version?
    1. sa547
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      Updated the Description to include this:

      https://www.nexusmods.com/skyrimspecialedition/mods/10141

      Dunno why you didn't use Search on top of this page.
    2. ForRedwall
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      I finally started using the search option and it brought be back here. I forgot I made a comment on here xD
  7. siempre
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    I'm having an issue with some of the tree LODs not unloading when I get up close to them. The short palms by the fortress garden, the large gnarly tree near those, and the dead forest trees all have this issue for me. The normal / oasis palms are fine and their LODs disappear when I get close to them.

    I have deleted Textures\Terrain\manny_GF_Desert\Trees\manny_GF_DesertTreeLod.dds and re-created my DynDOLOD with no change
    1. sa547
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      Try using TES5LODGEN to generate Tree LOD.
    2. siempre
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      That did it!! :-O

      Thank you so much!!! I spent quite a few hours yesterday, re-doing my dyndolod from scratch, trying different options to no avail. Thank you for the help sa547!! Your flora overhaul is so beautiful, it's nice to not have those blurry trees distracting me from really appreciating it now ^_^
  8. Banelovesbatman
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    Can you port this to the SE?
    1. Ray84
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      +1
    2. SpookaXX
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      Any progress yet?
  9. LeanWolf
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    Nice job on the flora! some images
    Manny said that you added the nordic ruin called something Tunnel to the desert, is there actually a tunnel entrance somewhere? If not, is there a reason behind the name?
    1. sa547
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      That one? Was intended to be a passageway to Skyrim but it caved in.
  10. SpookaXX
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    Could you please update this for the SE edition of the Grey Cowl?
    1. SpookaXX
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      Will it work out of the box?
    2. sa547
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      Not yet. I still have some IRL priorities to meet but have taken much of my time modding.
  11. nanotaner
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    What will be the impact on performance for low end comptures? cuz my gpu is quite weak now
    1. sa547
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      Little. In fact I made and used this mod with an Athlon II X2 260 and a now-outclassed HD7750 with 1gb of vram.
  12. Sita
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    Nice works !
    I translated into French, permission to upload the translation on Nexus? (I read the permissions, but I prefer to ask)
    1. sa547
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      Be my guest. Thank you, you may do so.
    2. Sita
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      Thanks, and it is available.
  13. Rheyon3
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    Another superb addition to the Cowl Mod... lovin it...
    Only (again^^) a small suggestion, isnt the colour a little bit overdone partwhise? Love the additions done anyways but some colours seemed to be a little oversaturated and kind of out of place in my opinion. Nonthereless will keep this anyway cause its such a great great addition... thanks alot!
    1. sa547
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      It depends on what ENB preset you're using, and how you have set up your GPU's colors; some presets will oversaturate visuals. In most cases I use the realistic versions of the True Vision and Project ENB presets, which are less saturated.

      If you need to tinker the saturation in-game, I suggest grabbing Imaginator.