Thanks for the downloads, comments and endorsements!! This mod gathered way more interest than I thought it would.
Please keep in mind that this mod was made for LE - This is a simple port IamHovah was kind to do!
I won't be able to make patches and changes to this mod based on compatability with other SE mods, since I don't have Skyrim SE. You are free to release patches and fixes for Flying Crows, but sadly I can't be of much assistance!
- A LONG requested feature in the form of Real Time Weather Detection! - New requirement(s), powerofthree's Papyrus Extender! Optimized script (will require a new save) - Improved dynamic scheduling!
Real Time Weather Detection
Using the functions offered through powerofthree's incredible Papyrus Extender, crows will now dynamically respond to the type of weather, in addition to the original functionality of reacting to the time of day. When a weather change occurs, a check is performed to verify if the weather is classified as Rain or Snow. If the new weather is indeed inclement a timer is started, and upon completion, the crows will disappear.
Skyrim weathers have a defined "transition" time so that sunny weather doesn't immediately become full-blown storm, and vice versa. When testing, I found that having no delay led to the the crow's disappearance, upon the "trigger" of the weather change event, feeling abrupt and pretty noticeable. With the delay, the timing feels a bit more natural and seems to hit right at/about when the storm begins in earnest. I'm interested in feedback on this though so let me know your thoughts.
(Note: This functionality requires weather records be classified correctly (i.e. rainy weather has to be set as rain in the plugin). Some weather mods have been known to have snowy weather flagged as cloudy, or rain flagged as cloudy, etc. This was tested on NAT III weathers fwiw and I haven't noticed this issue.)
Improved Dynamic Scheduling
Various murder's (getting sick of that yet?) throughout the game have been edited to ebb and flow, in size and impact, throughout the day. This will be most noticeable in areas that a significant amount of crows happen to gather (Think outside of Whiterun, Windhelm, and Dawnstar). Interestingly enough, feedback on whether these large gatherings were a good thing or not has been split pretty evenly since it first went live. With that in mind, I've tried to find a more enjoyable accommodation:
For the majority of the day those areas will see about 50% of the crows that would have been seen previously, but for roughly 2-3 hours the full mur.... (ok, I'll stop) will be visible. I've enjoyed this, personally, as it makes the experience feel different each time I visit, but I'm also open to feedback on this as well.
If there are any areas that you think could be enhanced by this mod and aren't currently included let me know as I'm open to adding more.
Post any location ideas here. Please keep this to location suggestions only, (new areas, feedback on current locations, etc).I'm open to other feedback but please just post under a different comment. Thanks all!
Because. But also, check out the in-game sound/audio settings. A volume slider was added in v 1.2 to adjust to your preference.
* Why do I have to adjust the sound settings each time I start a new game?
I've heard this complaint previously but haven't been able to replicate it. All my audio settings seem to persist when reloading the game, would be interested in feedback if multiple people experience this.
* Why are the wings flapping in unison?
They're not. All joking aside, there are likely a few that flap at the same time in the larger murders but it won't be all of them.
* Do I REALLY NEED DynDolod!?!?
If you want suitable LOD for the crows, then yes. This mod will 100% function without it, but its SOOO much better with DynDolod.
* When/Where should I see crows?
Depending on the crow and location, they can be seen at various times between 6 AM and 9 PM. And as of v2.0 crows will not appear during inclement weather.(rain/snow). The most prominent places to verify would be outside the entrance to Windhelm and/or Whiterun.
* I Don't see any Crows ANYWHERE!?!?!
First, test with just this mod and its requirements loaded and verify if you see crows. If they don't appear:
you're either missing PO3's Papyrus Extender, the mod isn't actually enabled (assets & ESP), or the mod was corrupted during download and you should redownload.
If they do appear:
Test with the rest of your modlist, and presumably DynDolod. If they don't show up, make sure you're on the latest version of DynDolod. If you are already on the newest version, go to the DynDolod support forums and notify Sheson, its likely a bug has occurred.
* I have a bug that isn't listed here
Please submit a "Bug Report" with:
- Game Version - Mod Manager - PO3 Papyrus Extender Version - Description of the issue - Any other technical info
Serious question, have being starting with this mod on a few vanilla runs (that's where I check for CTDS in my modlist lmao) and once crash report decoder told me it was likely related to this mod. I'm asking not to get rid of this mod, obviously, I'm not insane. I'm asking because maybe I should get rid of vanilla start because in no f*#@ing way i'm gonna disable this mod. But, really, it's that possible? Or just decoder talking BS? Thanks for this gorgeous mod.
I'm happy to hear you enjoy the mod! As far as this mod causing CTD's I'd say the only way it could cause them would be if the meshes/nif files were corrupted during download. Which, even that would be highly unlikely.
As far as Vanilla starts go, it is quite script-heavy, in that a lot of sequences occur in relatively quick succession, but there's not much there that would innately cause you to crash.
CTD's that occur once you start a new game are almost always related to either bad (corrupted/broken) meshes or deleted references in plugins.
If you're ctding when you try to launch the game from your desktop/mod manager it's usually an issue with incorrect game version matching with SKSE or related .dll file.
Not sure how big of a modlist you have but the best method to verify the cause would be to repeat the scenario that you experienced (in this scenario, the vanilla start) with no mods enabled and verify if you crash.
If it works, enable a block of mods (10-20) and test again. Repeat that process until you get the crash again and once you do you've narrowed it to one of the mods you last enabled, and can try that same process with enabling those mods one at a time.
I haven't used crash log decoder so I can't speak to how effective/reliable it's reporting is.
Yep, having some broken mesh and/or script may be the culprit because 0 issues after the start, is in that particular moment so after your answer i'm positive this is not the one causing the ctd but decoder is just clueless about what's missing.
I'm around 1300 mods or so, 800ish plugins aswell so it's a bit hard to find the issue. But meshes are the one conflicting, most likely, since I was playing with the order of those lately.
I think this mod needs a complete remake to turn it into an SKSE mod, because destroying a complet save with baked srcipts is not realy a good thing, another choice,new MCM menu with option to stop the script, again, a new game for updating a mod, only for crows is realy realy a bad thing and not worth it.
Now my question, can i stick with older version, or is it a long time risk for my save game ?
"I think this mod needs a complete remake to turn it into an SKSE mod, because destroying a complet save with baked srcipts is not realy a good thing"
- This mod doesn't "Destroy" a save in any way. This mod calls on SKSE scripts, namely the "weather.pex" script, through Papyrus Extender SSE. And willing to be wrong on this but I'm fairly certain that SKSE scripts are still baked into a save. SKSE, on its own, provides additional functionality that wouldn't otherwise be available in the native engine... like Functions that get the current weather type and Events that recognize when a weather change occurs.
"new MCM menu with option to stop the script"
- Can you explain what benefit "stopping" the script will serve? It isn't actively "running" at all times, it registers for events then performs its actions based on two in-game hour events and weather type.
"a new game for updating a mod, only for crows is realy realy a bad thing and not worth it."
- Then... don't update yet?
"Now my question, can i stick with older version, or is it a long time risk for my save game ?"
- How would not changing anything present a long-term risk for your save?
Prior to this newest version, this mod hadn't been updated for a full calendar year, and I don't expect to be radically changing the script in the near future, so if you don't want to risk your current save then just don't use the new version yet. The availability of an update on Nexus does not pose an existential risk to the save file currently residing on your hard drive.
The option to stop the script, allows to upgrade the mod in mid games, SKSE scripts mostly are not baked into the save game, thats why you can install and uninstall SKSE based Perk Mods or EVLAS , or upgrading DynDoLOD at any time, and many other SKSE mods.
My Post was in no way an offense, sorry when i have write it to rude, crows is a fantastic mod, and its great you have portet over ;)
All good and thanks for the clarification. If it helps, moving forward I see no reason to edit or change the script as of the 2.0 version.
If any additional functionality is introduced in the future it would be a separate script.
Additionally, since only the ESPFE version is being updated further the FORM ID'S shouldn't be changing, so future updates *shouldn't* require a new game.
Hmm, must be something in the rules set up within LOOT, whether the built in ones or custom I couldn't say. I don't happen to use LOOT for load order, but did you re-run DynDolod yet? Could be that re-running it would resolve the cyclic interaction error.
But also I would absolutely suggest a new game if your current save is using older versions of this mod. =)
I'll keep an eye out for any other reports of this happening, though.
**Update. Fix is to flag as ESM, easy fix on your end if you know how and don't feel like redownloading.. I would assume that would clear this error. Mistakenly uploaded the wrong version, just uploaded a fixed version but its taking a sec. Thanks for the report!
But given the errors I assume anyone getting that hasn't re-run DynDolod with the update, which will definitely need to be done to recognize the changes. I'll add that to the description, but as a general practice you should always rerun DynDolod if you change mods that affect exteriors.
And again, my suggestion and the only scenario I can support is a new game if your current save is using a previous version of this mod.
The comment below has a link to Resaver, which is a utility that can be used to clear orphaned scripts in your save and could potentially allow you to update to the new version within your new save. Since I've never used it I can't attest to how well it works, but it is an option.
Yeahhh, it's the first time again for a month or so I seen crows again. Haha you may recall my report of missing crows only after running Dyndolod ..
I play in VR.
It was weird, worked for ages but then Dyndolod got updated a few times and along the way it stopped working . I found that if I didn't run Dyndolod it would work for me.
Anyways I will rerun it and as you redid the scripts it may be okay now. I keep you posted Mr Crow. ...
Hope it works! Think I'm a few versions behind on DynDolod, myself.
With DynDolod, each time it runs it will actually replace the crows with versions of its own.
With this update a number of crows have been updated with new parent markers to govern their schedule, which if you allow a DynDolod, that was run with older versions of this mod, to overwrite it won't have those updated schedules and thus you won't see those changes.
As well, with the script update and name change, I doubt that script would be associated with them so it's a toss up as to whether they would recognize the weather detection.
Sorry bud, confirmed working on my end on DynDolod 3.0 version(s) 173 and 180. I dont have VR to test so can't confirm what vr version looks like.
Have you reported this issue on DynDolod's support forum? I haven't seen any other similar reports for this issue with VR, but I would check your dependencies as a precaution, PapyrusUtil, DynDOLOD DLL NG, etc. Could be that one of those has fallen behind.
If/when you run DynDolod, do you see any errors related to this mod or any other? Could be something useful there. I've found a lot of bugs to fix that way in my own load order.
Well least we know its specific to my set up with Dyndolod. I had started a bug report over there but I gave up as I never seem to have enough info for the mod Author.
Its tricky to get stuff sometimes in VR but probably its down to me to be more thorough with my data. Will have to have another attempt, as that's the only course of action I have left.
OR
I just not compile Dyndolod LOD with Crows activated and skip it altogether, as then least it works that way.
I have found oddly I see crows at the Whiterun market area, they are in the sky. Outside of whiterun though nothing at all..
So out of the city cell only is when they stopped working.... :o/
There was a similar issue that DynDolod had before, where the crows were visible within child world cells (Whiterun, Windhelm, etc). I think DynDolod was moving the exterior world crows to -30000 Z (basically a method of hiding items/models, etc or was accidentally disabling them.)
I'd say your best bet is to go on the DynDolod forums and describe the exact behavior you're seeing. It was a quick fix when it came up before for non-vr. The behavior is similar at least, can't say for a fact that is whats happening.
I thought before I start up a report I check my side again at every angle and corner to see if I am doing things right. Now I have noticed with reference to the Mesh and Reference rules, that the Flying Crows LOD level 4 /8 /16 are labelled NONE.
Those settings are indeed correct. If you're ever unsure, you can check the ini file in any mod that has a "DynDOLOD" folder to see the config the author intends. In this case, those fields are intentionally left blank so they appear as "none" when in the GUI. Either way, you've likely already identified the issue in your previous post. The issue is that after running DynDolod you are able to see crows in child cells (Whiterun, Windhelm, etc) but are unable to see any that are placed in the parent cell, or "Tamriel" worldspace, unless that has changed since your earlier post.
This exact same behavior occurred previously with the non-vr configuration of DynDolod, so likely the same fix needs to be performed for the VR config. Given that DynDolod 3.0 is still technically in Alpha, its common for these kinds of bugs to occur. You can see my comment here as a reference.
With the example behavior from my first paragraph, prepare a post on DynDolod 3.0 Alpha Support Forums and be sure to supply the pertinent logs (if applicable). Click here for the official article that details what logs need to be provided.
I would post myself, but I can not provide any logs or error info that would be needed to help diagnose. Sheson is typically very direct, which they should be given the technical nature of everything involved, but I've always found them to be quite helpful when troubleshooting.
Unfortunately I can't provide much more assistance beyond that. The issue seems to be with DynDolod, or something specific to your setup and will require more assistance from them.
After a massive undertaking to gather as much as I could resource wise to help with my odd issue with this mod and Dyndolod VR, I can safely say its .................................. possibly pinned and may be looked at.
Left it with the author of Dyndolod and well, kind of waiting for maybe a fix but this was some months ago now... :(
Why do i need dyndolod bruh. I dont like that mod nor the author. Ive had problems with it in the past bruhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh. For the love of akatosh anything including dyndolod. IS there a way? That author is the definition of apathetic. Really odd guy gng
Given your account is a grand 'ol 3 days old and the language used, I'm gonna assume this is an odd troll.
But on the off chance it isn't, the answer as to why and/or if it's required can be found in two places on the description page. 10 points to Gryffindor if you can find it.
Lol, are we really posturing on the Nexus forums? Sorry if I offended, but I couldn't understand what you were looking for. If I can answer a question or point you in the right direction, please clearly state how, thanks.
Stop playing w me fam. This ain't even nexus forums, this the comment section of ur own mod. And bro said i'm "posturing". Just cuz a mf enjoy adding mods in a game don't mean he fake. But if you want, i can help u find out who really posturing rq.
Alright man, I'm gonna go out on a limb and assume I misread your initial comment. My apologies if so.
How exactly can I help? DynDolod is not needed for this mod to function, but is needed for LOD. There is no alternative. Does that address your comment or is there something im misunderstanding?
All good. U got me burnt up gng but lets put that aside. I just dont like using dyndolod and I thought there was a way I could perhaps make this mod work without that sissy's mod. But since you said this won't work as mentioned without dyndolod i guess it can't be helped.
Newest Anniversary edition. Running a ridiculously greedy, modified Wabbajack list...and this mod works perfectly. Ran Dyndolod Textgen and Dyndolod after install, and everything is working as intended.
Yes, I forgot to put that in the description *smacks forehead* thanks for the reminder. You can always try a tool to clean the scripts from the save, resaver I think? Haven't actually done it myself.
Correct, also listed in the FAQ. You just won't get crow LOD. Only 100% requirement is po3s Papyrus Extender.
That being said, I would wholeheartedly suggest using it. The process is far more user friendly than it used to be and being able to see crows from inside/outside the city as well as far in the distance makes this mod all the better.
355 comments
Please keep in mind that this mod was made for LE - This is a simple port IamHovah was kind to do!
I won't be able to make patches and changes to this mod based on compatability with other SE mods, since I don't have Skyrim SE. You are free to release patches and fixes for Flying Crows, but sadly I can't be of much assistance!
What's new?
- New requirement(s), powerofthree's Papyrus Extender!
Optimized script (will require a new save)
- Improved dynamic scheduling!
Using the functions offered through powerofthree's incredible Papyrus Extender, crows will now dynamically respond to the type of weather, in addition to the original functionality of reacting to the time of day. When a weather change occurs, a check is performed to verify if the weather is classified as Rain or Snow. If the new weather is indeed inclement a timer is started, and upon completion, the crows will disappear.
Skyrim weathers have a defined "transition" time so that sunny weather doesn't immediately become full-blown storm, and vice versa. When testing, I found that having no delay led to the the crow's disappearance, upon the "trigger" of the weather change event, feeling abrupt and pretty noticeable. With the delay, the timing feels a bit more natural and seems to hit right at/about when the storm begins in earnest. I'm interested in feedback on this though so let me know your thoughts.
(Note: This functionality requires weather records be classified correctly (i.e. rainy weather has to be set as rain in the plugin). Some weather mods have been known to have snowy weather flagged as cloudy, or rain flagged as cloudy, etc. This was tested on NAT III weathers fwiw and I haven't noticed this issue.)
Various murder's (getting sick of that yet?) throughout the game have been edited to ebb and flow, in size and impact, throughout the day. This will be most noticeable in areas that a significant amount of crows happen to gather (Think outside of Whiterun, Windhelm, and Dawnstar). Interestingly enough, feedback on whether these large gatherings were a good thing or not has been split pretty evenly since it first went live. With that in mind, I've tried to find a more enjoyable accommodation:
For the majority of the day those areas will see about 50% of the crows that would have been seen previously, but for roughly 2-3 hours the full mur.... (ok, I'll stop) will be visible. I've enjoyed this, personally, as it makes the experience feel different each time I visit, but I'm also open to feedback on this as well.
Post any location ideas here. Please keep this to location suggestions only, (new areas, feedback on current locations, etc).I'm open to other feedback but please just post under a different comment. Thanks all!
* Why are the crows so F#&*ING LOUD?
Because. But also, check out the in-game sound/audio settings. A volume slider was added in v 1.2 to adjust to your preference.
* Why do I have to adjust the sound settings each time I start a new game?
I've heard this complaint previously but haven't been able to replicate it. All my audio settings seem to persist when reloading the game, would be interested in feedback if multiple people experience this.
* Why are the wings flapping in unison?
They're not. All joking aside, there are likely a few that flap at the same time in the larger murders but it won't be all of them.
* Do I REALLY NEED DynDolod!?!?
If you want suitable LOD for the crows, then yes. This mod will 100% function without it, but its SOOO much better with DynDolod.
* When/Where should I see crows?
Depending on the crow and location, they can be seen at various times between 6 AM and 9 PM. And as of v2.0 crows will not appear during inclement weather.(rain/snow). The most prominent places to verify would be outside the entrance to Windhelm and/or Whiterun.
* I Don't see any Crows ANYWHERE!?!?!
First, test with just this mod and its requirements loaded and verify if you see crows.
If they don't appear:
you're either missing PO3's Papyrus Extender, the mod isn't actually enabled (assets & ESP), or the mod was corrupted during download and you should redownload.
If they do appear:
Test with the rest of your modlist, and presumably DynDolod. If they don't show up, make sure you're on the latest version of DynDolod. If you are already on the newest version, go to the DynDolod support forums and notify Sheson, its likely a bug has occurred.
* I have a bug that isn't listed here
Please submit a "Bug Report" with:
- Game Version
- Mod Manager
- PO3 Papyrus Extender Version
- Description of the issue
- Any other technical info
I'm asking not to get rid of this mod, obviously, I'm not insane. I'm asking because maybe I should get rid of vanilla start because in no f*#@ing way i'm gonna disable this mod.
But, really, it's that possible? Or just decoder talking BS? Thanks for this gorgeous mod.
As far as Vanilla starts go, it is quite script-heavy, in that a lot of sequences occur in relatively quick succession, but there's not much there that would innately cause you to crash.
CTD's that occur once you start a new game are almost always related to either bad (corrupted/broken) meshes or deleted references in plugins.
If you're ctding when you try to launch the game from your desktop/mod manager it's usually an issue with incorrect game version matching with SKSE or related .dll file.
Not sure how big of a modlist you have but the best method to verify the cause would be to repeat the scenario that you experienced (in this scenario, the vanilla start) with no mods enabled and verify if you crash.
If it works, enable a block of mods (10-20) and test again. Repeat that process until you get the crash again and once you do you've narrowed it to one of the mods you last enabled, and can try that same process with enabling those mods one at a time.
I haven't used crash log decoder so I can't speak to how effective/reliable it's reporting is.
I'm around 1300 mods or so, 800ish plugins aswell so it's a bit hard to find the issue. But meshes are the one conflicting, most likely, since I was playing with the order of those lately.
Thanks a lot and have a nice day!
Now my question, can i stick with older version, or is it a long time risk for my save game ?
- This mod doesn't "Destroy" a save in any way. This mod calls on SKSE scripts, namely the "weather.pex" script, through Papyrus Extender SSE. And willing to be wrong on this but I'm fairly certain that SKSE scripts are still baked into a save. SKSE, on its own, provides additional functionality that wouldn't otherwise be available in the native engine... like Functions that get the current weather type and Events that recognize when a weather change occurs.
"new MCM menu with option to stop the script"
- Can you explain what benefit "stopping" the script will serve? It isn't actively "running" at all times, it registers for events then performs its actions based on two in-game hour events and weather type.
"a new game for updating a mod, only for crows is realy realy a bad thing and not worth it."
- Then... don't update yet?
"Now my question, can i stick with older version, or is it a long time risk for my save game ?"
- How would not changing anything present a long-term risk for your save?
Prior to this newest version, this mod hadn't been updated for a full calendar year, and I don't expect to be radically changing the script in the near future, so if you don't want to risk your current save then just don't use the new version yet. The availability of an update on Nexus does not pose an existential risk to the save file currently residing on your hard drive.
My Post was in no way an offense, sorry when i have write it to rude, crows is a fantastic mod, and its great you have portet over ;)
If any additional functionality is introduced in the future it would be a separate script.
Additionally, since only the ESPFE version is being updated further the FORM ID'S shouldn't be changing, so future updates *shouldn't* require a new game.
LOOT brings this up :
[error] Cyclic interaction detected: FlyingCrowsSSE.esp --[Master]-> DynDOLOD.esm --[Master Flag]-> FlyingCrowsSSE.esp
Very much probably my side and my shenanigans that I didn't start a new game (maybe) ... :p
But also I would absolutely suggest a new game if your current save is using older versions of this mod. =)
I'll keep an eye out for any other reports of this happening, though.
**Update. Fix is to flag as ESM, easy fix on your end if you know how and don't feel like redownloading.. I would assume that would clear this error. Mistakenly uploaded the wrong version, just uploaded a fixed version but its taking a sec. Thanks for the report!
But given the errors I assume anyone getting that hasn't re-run DynDolod with the update, which will definitely need to be done to recognize the changes. I'll add that to the description, but as a general practice you should always rerun DynDolod if you change mods that affect exteriors.
And again, my suggestion and the only scenario I can support is a new game if your current save is using a previous version of this mod.
The comment below has a link to Resaver, which is a utility that can be used to clear orphaned scripts in your save and could potentially allow you to update to the new version within your new save. Since I've never used it I can't attest to how well it works, but it is an option.
I play in VR.
It was weird, worked for ages but then Dyndolod got updated a few times and along the way it stopped working . I found that if I didn't run Dyndolod it would work for me.
Anyways I will rerun it and as you redid the scripts it may be okay now. I keep you posted Mr Crow. ...
With DynDolod, each time it runs it will actually replace the crows with versions of its own.
With this update a number of crows have been updated with new parent markers to govern their schedule, which if you allow a DynDolod, that was run with older versions of this mod, to overwrite it won't have those updated schedules and thus you won't see those changes.
As well, with the script update and name change, I doubt that script would be associated with them so it's a toss up as to whether they would recognize the weather detection.
No crows now. There something quirky going on with the latest builds and your mod.
Please try yourself can not just be me surely ..
Unless it's a VR thing. 😐
Have you reported this issue on DynDolod's support forum? I haven't seen any other similar reports for this issue with VR, but I would check your dependencies as a precaution, PapyrusUtil, DynDOLOD DLL NG, etc. Could be that one of those has fallen behind.
If/when you run DynDolod, do you see any errors related to this mod or any other? Could be something useful there. I've found a lot of bugs to fix that way in my own load order.
I had started a bug report over there but I gave up as I never seem to have enough info for the mod Author.
Its tricky to get stuff sometimes in VR but probably its down to me to be more thorough with my data.
Will have to have another attempt, as that's the only course of action I have left.
OR
I just not compile Dyndolod LOD with Crows activated and skip it altogether, as then least it works that way.
I have found oddly I see crows at the Whiterun market area, they are in the sky.
Outside of whiterun though nothing at all..
So out of the city cell only is when they stopped working.... :o/
Thanks.
I'd say your best bet is to go on the DynDolod forums and describe the exact behavior you're seeing. It was a quick fix when it came up before for non-vr. The behavior is similar at least, can't say for a fact that is whats happening.
Now I have noticed with reference to the Mesh and Reference rules, that the Flying Crows LOD level 4 /8 /16 are labelled NONE.
That can not be right can it ?
This exact same behavior occurred previously with the non-vr configuration of DynDolod, so likely the same fix needs to be performed for the VR config. Given that DynDolod 3.0 is still technically in Alpha, its common for these kinds of bugs to occur. You can see my comment here as a reference.
With the example behavior from my first paragraph, prepare a post on DynDolod 3.0 Alpha Support Forums and be sure to supply the pertinent logs (if applicable). Click here for the official article that details what logs need to be provided.
I would post myself, but I can not provide any logs or error info that would be needed to help diagnose. Sheson is typically very direct, which they should be given the technical nature of everything involved, but I've always found them to be quite helpful when troubleshooting.
Unfortunately I can't provide much more assistance beyond that. The issue seems to be with DynDolod, or something specific to your setup and will require more assistance from them.
Will keep you posted (will send a crow)...
After a massive undertaking to gather as much as I could resource wise to help with my odd issue with this mod and Dyndolod VR, I can safely say its .................................. possibly pinned and may be looked at.
Left it with the author of Dyndolod and well, kind of waiting for maybe a fix but this was some months ago now... :(
I haven't seen any other reports of issues with running this mod in VR with DynDolod but will keep an eye out.
Wish I could be of more help, hope it gets fixed for ya.
But on the off chance it isn't, the answer as to why and/or if it's required can be found in two places on the description page. 10 points to Gryffindor if you can find it.
Lol, are we really posturing on the Nexus forums? Sorry if I offended, but I couldn't understand what you were looking for. If I can answer a question or point you in the right direction, please clearly state how, thanks.
How exactly can I help? DynDolod is not needed for this mod to function, but is needed for LOD. There is no alternative. Does that address your comment or is there something im misunderstanding?
Thanks for making this!
That being said, I would wholeheartedly suggest using it. The process is far more user friendly than it used to be and being able to see crows from inside/outside the city as well as far in the distance makes this mod all the better.
i've downloaded the new updated file 4 times and the system says that the file is corrupted so i cant install it
or maybe i have a bad laptop (but i can install other mod except this)
** Update **
Ok, tested downloading that and it appears to not be corrupted but if others could confirm fixed I'd appreciate it.
And hope you enjoy!