Don't bother the LOTD team with this, this mod is doing stuff the base mod never intended.
Also, it's possible that in the midst of the past few days of testing and tweaking, I accidentally grabbed the wrong file somewhere. Let me know if you hit anything weird (for example, my initial upload was an older version of the plugin which actually prevented the script from running on it. WHOOPS).
I've finally bothered to make a public-facing discord to try to help field questions for this, for those so inclined: https://discord.gg/MwUJf6pQhF
PSA: Currently broken on latest version of xEdit (looking at 4.1.5, but 4.1.4 was also broken).
Last known working version was 4.0.4, I'm not sure what intermediary one introduced this, but the issue is related to the MODT changes.
Understanding MODT Subrecords
The MODT subrecords, along with other subrecords sharing the same format, are now fully decoded. These subrecords primarily contain model-related information extracted from the .nif files. While the presence of this information doesn't appear to be critical for the game's operation—meaning that missing or incorrect MODT data doesn't seem to cause in-game issues—it is believed to serve optimization and read-ahead purposes.
These fields used to be a string, and now it's an array, which requires different script stuff to copy. I'll try to remember how to do all this s#*! and update sometime this holiday, but in the meantime, if you want to use this, you'll have to go back to an earlier version of xEdit. Sorry for the trouble.
I mean, bigger issue is that it doesn't work with latest xEdit :P
Now that I've actually got some stuff installed again for my latest shitpost I'm going to see if I can get myself motivated to actually verify/update stuff.
Honestly, given the changes in the xbox version of lotd, even if you were to duplicate your load order on your PC, run the script, upload your personal esp to bethesda.net, and download it there, i have no idea if it would work.
I will not be adding this mod to my load order as it is beyond insane, and my mod list is insane as it is. I did want to drop by and tell you that even though I personally won't be using it I am beyond impressed that you even accomplished making a mod like this.
I think it would be cool to change this from using a trap door in the safe house to allowing it to work with hall of forgotten and add this as one of the portals in the portal room. Just a thought.
"while I was making this and testing things out, I discovered things like that if you have a sufficient number of references in an internal cell, collision fails. Like, I literally would be running around and all of a sudden would just fall through the floor."
Okay, so you made the Skyrim equivalent of Minecraft's far lands
@Conansboy Just shows you how we are reaching the limit of what gamebryo is capable of. Another example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.
Just shows you how we are reaching the limit of what gamebryo is capable of. Another example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.
@Janquel lol this is f*#@ing hilarious. XD Not to mention it shows how we are reaching the limit of what gamebryo is capable of. Another example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.
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Also, it's possible that in the midst of the past few days of testing and tweaking, I accidentally grabbed the wrong file somewhere. Let me know if you hit anything weird (for example, my initial upload was an older version of the plugin which actually prevented the script from running on it. WHOOPS).
I've finally bothered to make a public-facing discord to try to help field questions for this, for those so inclined: https://discord.gg/MwUJf6pQhF
TODO is on my personal patch page, but it's slightly out of sync atm: https://www.nexusmods.com/skyrimspecialedition/mods/57365
Last known working version was 4.0.4, I'm not sure what intermediary one introduced this, but the issue is related to the MODT changes.
These fields used to be a string, and now it's an array, which requires different script stuff to copy. I'll try to remember how to do all this s#*! and update sometime this holiday, but in the meantime, if you want to use this, you'll have to go back to an earlier version of xEdit. Sorry for the trouble.
Now that I've actually got some stuff installed again for my latest shitpost I'm going to see if I can get myself motivated to actually verify/update stuff.
Honestly, given the changes in the xbox version of lotd, even if you were to duplicate your load order on your PC, run the script, upload your personal esp to bethesda.net, and download it there, i have no idea if it would work.
Okay, so you made the Skyrim equivalent of Minecraft's far lands
Incredible
Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No
limitations at all with that.
example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.