I'm very new to TexGen and DynDOLOD, so this could be an error on my part. I'm not getting any errors related to this mod when running TexGen, but when I run DynDOLOD, I get a ~45 like these, for numerous locations:
Warning: Property not found kr2chime01 in scripts\kr2chimesfxscript.pex KR2_GardenOrnaments.esp [REFR:FE0D5800] (Places KR2WindChime03ACT "Chime" [ACTI:FE0D57C3] in WhiterunPlainsDistrict04 [CELL:0001A276] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 6,-2)) Warning: Property not found kr2chime01 in scripts\kr2chimesfxscript.pex KR2_GardenOrnaments.esp [REFR:FE0D580D] (Places KR2WindChime02ACT "Chime" [ACTI:FE0D57C2] in DragonBridgeExterior01 [CELL:00009328] (in Tamriel "Skyrim" [WRLD:0000003C] at -25,20))
As stated on the main page, any previous patches no longer work because the master plugin was almost completely redone. The FOMODs contain all working patches.
I really like the charm the chimes (haven't found a bird box yet) put into the world but they're a little too *out of place* with my darker textures, is there a way to desaturate the metal so it's it's not too shiny?
I never changed the number on the FOMOD itself. It is definitely the right version. You can try swapping out the cubemap or opening the texture file and making it darker to fit your tastes.
Hello the mod looks great but just want to ask something after adding this mod i notice that the light reflect on the building's window became green it very noticeable at night
So, green glow is a vanilla issue that can be fixed through editing the meshes that have the reflection on them, or disabling screen space reflections. It is most typically seen on water, but anything that is shiny and can reflect can look like this. This mod here has great explanations as to why it happens and what can be done to prevent it. The chimes are definitely shiny because they use cubemaps but are pathed to vanilla ones so they will use whatever you have installed for your game. Do you have a screenshot of what is happening?
unfortunately I didn't because when i notice the issue it was very early in the morning and i just disable the mod then went to sleep hehe. Anyway i'll try installing the mod again and i'll do some editing incase i experience it again I'll send a screenshot here. Thank you for replying and giving some info about the issue
Hello. Great mod. Definitely a staple from here on out.
I don't know if anyone has seen this, but I am getting a repeated message while everything is booting up during a new game that says "script initialized, first sky check". Not sure if that is supposed to repeat itself, but mine may be hanging. The chimes seem to work ok though...
I'm working on an update, I've just been in the process of fixing some collisions that is taking longer than I hoped. But an update will be out hopefully soon.
Hello! Lovely mod, adds some nice life to areas, very cosy.
Unfortunately running into a small issue with the patches, the patch "KR2_GardenOrnaments - COTN.esp" is requiring "Half-Moon Mill - COTNed.esp" as a master. Is this intended?
Apologies if this is not the right place to be asking this, first time posting
They are in all major and minor hold capitals plus towns in Skyrim except in snowy regions. There are some in a few minor locations such as the crabber's shanty or meeko's shack. Bird houses are scattered around primarily in wilderness locations, but there are a few in cities.
98 comments
Warning: Property not found kr2chime01 in scripts\kr2chimesfxscript.pex KR2_GardenOrnaments.esp [REFR:FE0D5800] (Places KR2WindChime03ACT "Chime" [ACTI:FE0D57C3] in WhiterunPlainsDistrict04 [CELL:0001A276] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 6,-2))
Warning: Property not found kr2chime01 in scripts\kr2chimesfxscript.pex KR2_GardenOrnaments.esp [REFR:FE0D580D] (Places KR2WindChime02ACT "Chime" [ACTI:FE0D57C2] in DragonBridgeExterior01 [CELL:00009328] (in Tamriel "Skyrim" [WRLD:0000003C] at -25,20))
I really love immersion mods like this. Thank you so much for taking the time and effort to make this!
{
[ 1] TESForm(FormId: 0000028A)
[ 1] TESObjectREFR(FormId: FE4E785D, File: `KR2_GardenOrnaments -
DawnofSkyrim.esp <- KR2_GardenOrnaments.esp`, BaseForm:
null)
https://imgur.com/a/ik0REgH
I'll play with the shader flags and see if any of that helps.Try v1.0.7.I missed that one. Fixed!
I don't know if anyone has seen this, but I am getting a repeated message while everything is booting up during a new game that says "script initialized, first sky check". Not sure if that is supposed to repeat itself, but mine may be hanging. The chimes seem to work ok though...
Should I adjust anything?
Sounds like you are on it though. Thanks for the mod.
Unfortunately running into a small issue with the patches, the patch "KR2_GardenOrnaments - COTN.esp" is requiring "Half-Moon Mill - COTNed.esp" as a master. Is this intended?
Apologies if this is not the right place to be asking this, first time posting