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  1. macnitrolpost
    macnitrolpost
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    I am using dyndolod 3.0. And with this mod ticked, the Gildergreen tree shows the grown lod for the dead tree, like straight from the beginning at play start without doing the quest. So, I had to untick this mod when doing lods with dyndolod 3.0 . I checked in xedit to find out the problem. I tried different replacers , even vanilla Gildergreen but no cigar. With this mod ticked at lod making I always get the switched, the wrong lod. Maybe sb. Can not figure out why. I really tried, even checked the dyndolod.esm and pseudoloddoors.esp for any entries for the Gildergreen that went wrong. No luck. I am afraid it is beyond me. Still pseudolod doors stays in my mod list. It’s essential for me. 
    1. RavenKZP
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      Maybe it's because initially all variants are visible until first sync .. to sync the inside/outside dynamic objects (like the Gildergreen) we're using onLoad script. So you need to be close to let the script to trigger.
      I'll investigate how to tweak the script to fix this.
    2. macnitrolpost
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      Very interesting info. Anyways i guess u guess use dyndo too , so u can check if u can reproduce this. My settings are the highest in dyndo . Parent >Childworldspace is highest and the upgrade neargrid to fargrid is ticked. Ah yes about the gildergreen tree, i was often close to it. And left whiterun to come again. 
  2. Raijinkaze
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    Looking at the comments below, I guess I'll just wait for a Whiterun has walls redone patch.
    1. RavenKZP
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      There's one for WHW redone with Capital Whiterun. And one for just Capital Whiterun.
      If you need just Whiterun has Walls Redone than it needs separate patch :/
    2. Raijinkaze
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      Yeah I don't plan on downloading Capital Whiterun.
    3. Grungehog
      Grungehog
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      Same here, I can't even patch it myself because I'm still using the old CK and it WILL NOT comply, ck crashes every time I try to load it up with the 2 mods, even if I change the version header number in xedit first.
    4. ni1by2
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      Have just seen this - I'll try and pull together a patch for JUST whiterun has walls redone, might be a week or two though. Hopefully I can smash through a good bit of it on the weekend
    5. Grungehog
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      @ni1by2 That would be amazing
  3. Sergg
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    Hello, I found a strange mesh outside the walls of Whiterun. The console shows that this object is from this mod.

    Spoiler:  
    Show


    1. AndrealphusVIII
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      Could you give the RefID of that object?
    2. Sergg
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      Spoiler:  
      Show


    3. AndrealphusVIII
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      Thanks. We'll have a look.
    4. Sergg
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      I just deleted this object in TES5Edit. It's probably there by mistake.
  4. Celyra
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    Hi, I spent a while yesterday figuring out the issue with this and DynDOLOD.
    The issue is that this mod places statics at the edge of some city worldspaces that are recognized by DynDOLOD as being the same type of static that's normally there, so it generates LOD with default settings.
    This is no problem until you leave the city worldspace and notice that the just generated LOD has also been inherited into Tamriel worldspace, using the same settings as the vanilla placed walls. That means you have a generated low quality LOD that's always visible and clipping with a higher quality static.
    The solution is simple, instead of placing a new identical static for your adjustments, move the static that's already present to the position you want it to be.
    I've done that for a fix for GtS and it's visually identical to your approach, but DynDOLOD stops generating duplicate LOD.
    This is only needed for statics that are duplicated from vanilla ones, anything placed newly is already ignored by DynDOLOD without making rules for them. I personally noticed the outer walls of whiterun and the black briar meadery outer house in riften's docks exhibiting this issue. The windhelm outer walls are also duplicated but they're not affected by the conflict with DynDOLOD.
    1. AndrealphusVIII
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      Interesting. You mentioned a fix you made. Could you PM it to Raven and me?
    2. AndrealphusVIII
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      Your edits have been forwarded in 1.4.
  5. Sergg
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    This is actually pretty incredible! Hell, I just managed to sneak into Whiterun from over 10 different locations. This mod is a must have, especially when combined with the climbing mod.
    I finally got to jump off the Dragonsreach balcony, I've always wanted to do that!
    The only thing I don't like is the character hanging in the air after loading. If only he would just fall and not hang in the air. But that's nothing.

    Thank you for making this!
    1. RavenKZP
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      Thanks, 🙏 🙏 we are happy you enjoy 😁

      About this "hanging", it is agreemend we need to make for mod to work.
      Without this game was always putting player on the ground no matter how high he was before transition. (Exiting City by flying up ended up player teleported to Skyrim but standing inside the city.....
      If we keep the invisible ground after loading for too sort time it ended up loading when player hit the ground and die on fall damage, that's because game is running after loading when screen is black for a very short time. (My guess is to let all objects to stop moving, all animation to apply on NPC (so no T pose) etc, when hidden from player view).
      And this black screen time can be very different depending on the load order, some mods, general performance etc.
    2. AndrealphusVIII
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      Maybe we could change it into a globalvariable, so users can change the amount of time the hanging occurs for themselves.
    3. AndrealphusVIII
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      Done. I added a globalvariable which you can tweak the hovering:

      set OT_WC_HoverDuration to X

      X is the time in seconds your character will hover after being transported to another worldspace. Keep in mind that there's a short delay after this. (Default value is 0.5) If set to 0 or less the hovering system will be disabled completely.
  6. SamLowry42
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    Great idea!
    I helped polish the WHW/Capital Whiterun but I don't use the mod as it adds a rockcliff inside the city (plains district if I remember well). I use GG's JKCWE with WHW (sorry, I erased the screen shot).
    I checked in Xedit and I could see that the cliff was indeed placed there with quite a few other references.
    Coming from you guys, I guess those objects placed in Whiterun are not overseen wild edits...they must have a purpose, I just can't figure out which.
    Having used WTT for years, I thought I would ask before firing CK and messing up what you did.
    1. AndrealphusVIII
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      AFAIK, there shouldn't be any wild edits, but it wouldn't hurt to doublecheck.
    2. SamLowry42
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      You confirm there should just be load doors and lods then? If that's the case, there are wild edits.
    3. RavenKZP
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      Some objects was indeed copied between interiors and exteriors of cities for consistency. Like this rocks you mentioned.
      If it's conflicting with new areas added by Capital Whiterun or so, please rise up this on patch side, disabling it is very easy. :D
      I find some of this rocks important:

      Jumps off the city wall to som rock outside,
      Game loads 
      There's no rock.....
    4. SamLowry42
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      I can do that, no problem, but there are a lot of those : rocks, dirtcliffs, waterstreams, walls, potions of healing. I also had zfighting on the stairs at the back of Jorrvaskr. I was in Xedit minutes ago and many things look like leftovers from a previous version.   
    5. RavenKZP
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      It's because we replaced low quality LOD interior with higher quickly models. Best way would be to either find what needs to be disabled in game with console and write down it's IDs, or in the Creation Kit render window.
    6. Wanderer993
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      same problem (rockcliff inside the city) with patch https://www.nexusmods.com/skyrimspecialedition/mods/139938
    7. ni1by2
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      Like RavenKZP said - either a photo or a RefID would be super helpful in finding the issue and fixing it. Thanks!
  7. nextgenveki
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    Any tips about load order? I have a lot of mods that fix meshes of cities that seems to be conflicting with this mod such as major cities mesh overhaul and FYX series.
    By the way great mod as usual :D
    1. RavenKZP
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      You have to test that as it's hard to tell how it'll work... 
      Models included here have just the collision adjusted (to disable invisible walls) as if other mods models don't has this Invisable walls it will be working fine.
    2. nextgenveki
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      Allright, thank you for reply.
  8. macnitrolpost
    macnitrolpost
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    In my setup using dyndolod 3.0 , I experienced some anomaly. I tick childspaces in dyndolod setting high. Then dyndolod.esm makes doubles the outer wall of windhelm exterior wall but slightly further out, so covers up the doors of exterior cells 34,8 and 34,9 which is the east empire door and the other storage or sth. Door. I could not click the wall but then figured it got to be something lod related. I found that the esm misinterpretes the outer walls at the dock and doubles them. I deleted those pseudoloaddoor entries in xedit and now all is fine. 
    here is a picture of the entries. Anyways my apologies if this is the wrong destination for the post but I don’t know how to post at dyndolod. Also I have not seen the problem at other outer walls like riften markarth Whiterun. I suspect this happens only when ticking childspaces high in dyndolod.

    https://ibb.co/6JVvT6jZ
    1. AndrealphusVIII
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      You might need to contact the DynDOLOD forums for that. I don't know how to fix this.
  9. OrangeGouTou
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    1. AndrealphusVIII
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      Did you go properly through the pseudoloaddoor? It looks like you got past the pseudoloaddoor inside the unused city worldspace.
    2. OrangeGouTou
      OrangeGouTou
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      I passed Walled Cities. I took this picture outside of White Mansion.
  10. MaarMalur
    MaarMalur
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    I was an Open City fan, then a SR Exterior Cities user. But now, I'm just tired of patching everything, so this mod is the best option right now. Thanks for your work AndrealphusVIII and RavenKZP !
    1. AndrealphusVIII
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      Cheers.