Skyrim Special Edition

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Janquel

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Janquel

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  1. Janquel
    Janquel
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    Shouting it once more for the back:

    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

    TODO is on my personal patch page, but it's slightly out of sync atm: https://www.nexusmods.com/skyrimspecialedition/mods/57365
  2. Janquel
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    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.
  3. AbsolutePhoenyx
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    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. 
  4. Conansboy
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    "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

    Incredible


    1. VearCon64
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      @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.
    2. Kruziikrel13
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      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.
  5. VearCon64
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    @Janquel lol this is fucking 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.

  6. lilmetal
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    Any possibility of having the script skipping anything that's from a template?
    This would automatically skip the thousands of items that are just enchanted variants of 1 base item.
    Thanks!

    EDIT: Went ahead and edited the script myself, using your explanation article.
    Will test to see if it's working properly, and I'll just post it here.

    EDIT again: Alright, it works. Can grab it here:
    https://drive.google.com/file/d/1usdCQn4YRXLQqWEOQU5C2XedE60skY7K/view?usp=drive_link
  7. szasstamdelthay
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    Hi, can this add displays for mods already covered by lotd, or even from the base game? For example some vanilla items are not displayed by the base lotd, can this add those? Or another example are some of the armors of immersive armors that currently don’t have a display?
    Thank you in advance for your answer.
    1. Janquel
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      Yes and no.

      So this can do displays for any mod that LOTD has a display for if you remove the plugin from the filter. But that would make a spot for EVERY armor in immersive armors, not just those which didn't previously have one. So if you go that route, you'd want to disable the LOTD immersive armor display, otherwise you'll have duplicates.
  8. Pokelad
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    EDIT: Ignore this, I was using the wrong file location.

    Hiya, for some reason, although I have 'Skyrim Extended Cut - Saints and Seducers.esp' on the ignored plugins list, the script is adding it anyway. Any idea why this could be?
  9. RaynMaykr
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    This looks really cool.  About to try and work it in to my load order I'm building right now.

    Suggestion: This would be amazing if it was packaged to work with the Synthesis Patcher
    1. Domek97
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      +1 to synthesis, would be absolutely amazing
    2. Janquel
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      I think someone is working on one, actually >_>
    3. monyarm
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      I've mentioned the idea on the LOTD and Lexy's discord, but i've not gotten around to it yet. I'll start working on it, after I finish MutagenMerge.
  10. monyarm
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    I've got a request, could you add a record whitelist option?
    So rather than doing every weapon and armor in every plugin, it can just do the specific weapons in the specific plugins mentioned.
    Maybe something `0x00080f:MyCoolWeapon.esp` on each line.
  11. Pokelad
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    Hiya, as Vilja, Remiel, Xelzaz and Lucien now have LOTD patches, I would suggest adding the following to the 'ignored plugins' list.

    EMCompViljaSkyrim.esp
    EMViljaInSolstheimAddOn.esp
    HLIORemi.esp
    HLIIRemiLOTD.esp
    BPUFXelzazFollower.esp
    BPUFXelzazFollowerAE.esp
    BPUFXelzazFollowerWyrmstooth.esp
    Lucien.esp
  12. Draltin992000
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    You Should add a video showing the install process. some people have a easier time seeing it done than trying to comprened writen words