These are being done as part of my LE based Old Mods Revived Project Because and are being made as the LE ones are. A custom OMR version of the three mods cut up and merged with picks of my choice is planned for after the OMR standalone ones are done The OMR cut will also be posted on SE/AE
Thanks for this port! Spent a while fighting with CK to not crash swapping the main waterfalls to Natural Waterfalls assets and adding Yuril's wavy waterfalls effect. The area was in dire need of something to spice up the direct line of sight and this more than notable enough to do so.
edit: fyi, there are a few duplicate references. Two of them are the same mountain identical to a Skyrim.esm reference (which makes up the entirety of the ShriekwindBastionExterior04 edit) and the other is 0x805 duplicated twice in 0x814 and 0x815.
Spoiler:
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[03:57] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C800] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0005FC9E] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20))>
[03:57] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C801] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0005FC9E] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20))>
[03:58] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C814] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13) adds same model at same position, rotation and scale as Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C805] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13)>
[03:58] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C815] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13) adds same model at same position, rotation and scale as Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C805] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13)>
edit2: Oh, and I already found this one earlier so I missed it here. 0x837 and 0x838 are the same object as well.
I don't blame you on the dups. I wouldn't have noticed if I hadn't been looking in my DynDOLOD log for my map LOD for this lol.
As for the file, I believe Natural Waterfalls' permissions are open, but Wavy Waterfalls Effect might need Yuril's permission to post. You can double check it though; I don't post here so I'm not exactly sure how any of it works. I'm using the Alt Refracting Ring mesh in the Optional Downloads section. I can get you my patch to look at when I'm on my computer again. And just off the top of my head, I know I changed the header of both this plugin and the patch to 1.70 to work on them in my CK + the patch will need NW and WWE as masters.
shoot sorry, I totally forgot about this. As it stands, mine is super messy with custom mesh paths and edits across multiple esps because I was figuring out DynDOLOD for my map as I went along. There's even a BOS INI because I got too lazy to open the CK, and DynDOLOD rules that might change how it appears in game without the same setup. I'll clean it up when I have time and send it to both of you. I should've cleaned it up by now anyway lol.
This is awesome, I really only liked the cross and the clock above Markarth on the original mod. Hopefully there will be a standalone for the clock someday :)
Totally worked disabling it while generating Dyndolod... only downside is that is doesn't appear on the map (using A Clear Map of Skyrim). Really nice bit of fantasy here... thanks!
The original Fantasy Cities mod adds more strange stuff floating above almost every village and it's working perfectly fine on SE, had it installed for years
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Because and are being made as the LE ones are.
A custom OMR version of the three mods cut up and merged with picks of my choice is planned for after the OMR standalone ones are done
The OMR cut will also be posted on SE/AE
Anyone knows more weird stuff like this?
Like floating islands, ancient land, fairies, snow whales etc.?
There should be a section just for these ..
edit: fyi, there are a few duplicate references. Two of them are the same mountain identical to a Skyrim.esm reference (which makes up the entirety of the ShriekwindBastionExterior04 edit) and the other is 0x805 duplicated twice in 0x814 and 0x815.
[03:57] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C800] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0005FC9E] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20))>
[03:57] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C801] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0005FC9E] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of ShriekwindBastionExterior04 [CELL:00009C3D] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,-20))>
[03:58] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C814] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13) adds same model at same position, rotation and scale as Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C805] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13)>
[03:58] <Warning: Duplicate reference ignored for LOD. Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C815] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13) adds same model at same position, rotation and scale as Fantasy Cities - Cross of Lake Ilinalta.esp [REFR:FE12C805] (places SOVStoneTotem01 [STAT:000BD06E] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,-13)>
edit2: Oh, and I already found this one earlier so I missed it here. 0x837 and 0x838 are the same object as well.
I would like to use it myself and will add it here
Edit: I must of missed the dups since xEdit did not say they are copied when I was cutting out the other landmarks from the old file
As for the file, I believe Natural Waterfalls' permissions are open, but Wavy Waterfalls Effect might need Yuril's permission to post. You can double check it though; I don't post here so I'm not exactly sure how any of it works. I'm using the Alt Refracting Ring mesh in the Optional Downloads section. I can get you my patch to look at when I'm on my computer again. And just off the top of my head, I know I changed the header of both this plugin and the patch to 1.70 to work on them in my CK + the patch will need NW and WWE as masters.
(or explain to me how to patch it, please)
I do want to do the Markarth ones as they all seem to be still at the modern standards that people expect today
Disable the mod before generating your lods then re-enable it after you have done generating them
I will see if adding it back fixes it
The old version will not have the issue if you need it fixed really quick
Give me a sec to confirm
Edit: Works with it
Edit: How would one make a patch out of curiosity?
Could we use the CK to raise the altitude of the moving ships?
Edit: I do not use that mod so that is why I have not tried to make one
And you should totally try animated ships, you can add mid game and it adds a huge up to the fantasy atmosphere imo.
Just big stuff or big stuff that does not need LODs generated