0 of 0

File information

Last updated

Original upload

Created by

MikeCanion

Uploaded by

MikeCanion

Virus scan

Safe to use

Tags for this mod

89 comments

  1. Shredxt
    Shredxt
    • premium
    • 3 kudos
    So close to getting the LODs to actually work thanks to Golgomathum & StoneColdScout. The only outstanding issue is a double statue which seems to be caused by NSUTR.

    I've used xEdit to remove overwrites to 00033DCB & xx06EBD3 from Prometheus_No_snow_Under_the_roof.esp which will finally (hopefully) get the LODs working correctly!

    Edit: It worked! WLmPImG.png (1072×947) (imgur.com)
    1. Thanks for the links
  2. Wadelz
    Wadelz
    • supporter
    • 20 kudos
    Hey I'm just creating a thread in case it benefits anyone else while I figure this out.

    So I got the backwards vanilla statue glitch (USSEP Version) but that seemed to go away once I dumped it to the bottom of the load order just above dyndolod (3.0). however, the mid range lods were non existent and as a result if moved far enough away the statue would just disappear entirely, but if I kept moving even farther away eventually the statue would return.

    When I turned off dyndolod the statue would appear at a distance and at the mid range correctly with no issues but this came at the cost of dyndolod obviously lol.

    I then tried placing "Daedric Shrines - Azura Replacer.esp" BELOW dyndolod and that fixed the problem of the mid range lods disappearing but came with the problem of the distant lods shimmering wildly

    I've already tried the method outlined by ulanbaatar69 just to be met with the same issue of the mid range statue disappearing entirely but I think i'll try it again in case i messed up somewhere. 
    1. Wadelz
      Wadelz
      • supporter
      • 20 kudos
      After trying again It seems to have the exact same issue but I think i've gained some insight: 

      I still get the flickering but after observing upclose using free cam I think i know why. It seems like the full resolution model and a lower resolution model are in the exact same position and are fighting each other. this happens without adding the rule via dyndolod (just the medium preset) as well.

      Low Resolution

      High Resolution

      Somewhere In Between

      I would prefer having the high resolution version being the one to win out but ill do some experimenting to see what happens. 
    2. Wadelz
      Wadelz
      • supporter
      • 20 kudos
      Ok so I've sorta given up on account of me sorta starting to feel like the statue doesn't look as nice as a stone one in this setting, but to anyone else dealing with this I can somewhat safely say that it seems like a large reference bug with dyndolod. and my ideas on how to fix it are to either A. exclude the statue of azura from LOD generation drawback being you wont get to see this statue on your world map. or B. delete the LOD from this mod and let dyndolod generate one itself. that's probably a better solution. I tried flagging the .esp as a .esm to see if that would work but it didnt work for me. Good luck to anyone coming across this. 
    3. maybakhbereh
      maybakhbereh
      • premium
      • 16 kudos
      don't add the azura statue a mesh mask rule in dyndolod as this plugin already has an lod flag for dynamic lod
    4. Golgomathum
      Golgomathum
      • supporter
      • 0 kudos
      So i had a hard time getting the lods to work, but here is what worked for me: I deleted the lod model this mod comes with and created full lods as described in StoneColdScout's comment. letting this mod handle the lods resulted in the snow texture being applied to the full lod model some crazy how so the statue was white past 80 metres and looked god aweful. 

      btw this looks amazing with majestic mountains installed as the statue has the same colours as the rocks which make it look as if it was carved right out of the mountain 
  3. sinshock555
    sinshock555
    • supporter
    • 0 kudos
    My Azura is facing wrong way, and the author said to manually rotate the statue in creation kit, but I've never used creation kit before and don't know how to do that. If someone can kindly show me how to do that it would be very appreciated.
  4. StoneColdScout
    StoneColdScout
    • premium
    • 2 kudos
    DyDOLOD 3.0 users can use these settings. It does disappear near the Sightless Pit exterior area so I'm thinking of experimenting with LODGen to see what happens.



    As seen from the peak east of the Thalmor Embassy.




    If you use A Clear Map of Skyrim and Other Worlds and have LOD32 enabled in the DynDOLOD .ini, you can see it on the map as well.



    EDIT: Solved the medium LOD disappearance issue by flagging the original mod as an ESM to prevent DynDOLOD from disabling large references, forwarded the LOD records from USSEP into this mod as described here without any of the extra steps, and then ran DynDOLOD with the settings I posted above. I hope this helps others out that may have experienced the same problem.
    1. Toasty1453
      Toasty1453
      • member
      • 0 kudos
      This may not be the place to ask this but since I'm at a loss with this myself I am shooting my shot. In your edit you mention that you managed to fix this issue by flagging it as an ESM and forwarding the lod records from ussep into this, how exactly did you do that? I am not too too familiar with the specifics of SSEEdit but I have figured out how to flag it as an ESM, but I don't know how to forward those changed you described, do you think you could tell me the steps of what you did to achieve your end result here? For me, the statue appears from a moderate distance, only to disappear when I get closer, but then it reappears again when I get even closer to it. It persists from some distance away as well, but nothing like the distance you show from the Thalmor Embassy. I have run DynDOLOD with these settings, and I think I my only option left to fix this is the stuff within SSEEdit you're describing here, and I would be really greatful for any help with how you got this to work. Thanks!
  5. warriorpoetex
    warriorpoetex
    • premium
    • 117 kudos
    This works fine with the new AIO, all you need to do is load this into xedit and clean masters. Then add the AIO as a master and boom, done. 
    1. TheWynd
      TheWynd
      • premium
      • 6 kudos
      Just curious how you did this since xEdit won't load the plugin due to the missing master.
    2. puffballsunited49
      puffballsunited49
      • supporter
      • 1 kudos
      You have to have the Azura shrine mod installed so you can load it in xedit
  6. diskdevl
    diskdevl
    • premium
    • 25 kudos
    Any chance of a version using the new Daedric Shrines AIO mod ? Figured it was worth an ask. =)
    1. UlfricsRevenge
      UlfricsRevenge
      • premium
      • 17 kudos
      I came here to find this out too. For now I'm just going to keep Mandragorasprouts' separate mods so I can still use this one. They're all esl's anyway so it doesn't really mater, I think.
    2. Chlamydia1
      Chlamydia1
      • member
      • 17 kudos
      +1

      I tried updating the patch for my own use, but I failed. :P
    3. Fe4therstone
      Fe4therstone
      • premium
      • 202 kudos
      +2
    4. dragonrykr
      dragonrykr
      • member
      • 11 kudos
      +3 , Xtudo's patch doesn't seem to work
    5. golivie
      golivie
      • premium
      • 68 kudos
      dragonrykr Xtudo patch works just fine, are you sure you are not using Azura Temple patch instead of the replacer one? 
  7. xfilesman
    xfilesman
    • member
    • 10 kudos
    I'll try and see if I can use both the AiO and then replace Azura part with original and add this one.

    Fingers crossed...

    EDIT: yes, works to have both AiO + Azura installed at same time. Just overwrite AiO with Azura standalone.
    1. Alexiel26
      Alexiel26
      • premium
      • 57 kudos
      Thannks you <3
  8. PyroMello
    PyroMello
    • supporter
    • 0 kudos
    This mod is amazing, wanted to replace the vanilla statue. Unfortunately, the mod conflicts with Season of Skyrim. The statue is facing the opposite direction, and the  texture is still vanilla even when I fix the rotation in CK.
  9. drowsyprince
    drowsyprince
    • member
    • 6 kudos
    elizabeth's tower patch?
    1. MikeCanion
      MikeCanion
      • member
      • 17 kudos
      I will only provide patches either for popular mods or the ones that I use myself. 
      But either way, could you link the mod you're talking about? Nothing comes up on nexus for me 
    2. Cor27
      Cor27
      • member
      • 0 kudos
      This is from a while ago, but this is the mod they're talking about:   Elizabeths Tower - Azura Shrine SSE
      Not sure if it needs a patch, I haven't tested any of these mods yet, but I do plan on using them so it'd be great if there was one :)
    3. MikeCanion
      MikeCanion
      • member
      • 17 kudos
      I'll have a look
    4. UsernameMustBe1and10
      UsernameMustBe1and10
      • supporter
      • 0 kudos
      the changes from Elizabeth's tower is literally 1 value. if your playing on PC, just make the changes using ssedit (Please make a backup in case you want to revert back to normal size)

    5. Cor27
      Cor27
      • member
      • 0 kudos
      Okay, to start off, I would like to say I am very inexperienced when it comes to this portion on modding. I've only ever downloaded files and made sure they didn't hate each other, I've never messed around in SSEEdit, so take what I say with a grain of salt... (Also, I do have a cold at the time of writing this, so if I make little sense, I apologize)

      Elizabeth's Tower does only change one value, and if that's all you want to change that's fine. However, it does end up leaving you with an interesting problem. The original Azura's Statue was made to be put into this mountain, so changing the scale doesn't present any problems. Mandragorasprouts' Statue, on the other hand, was not made to go in this mountain, and actually has it's own little rock formation built around its feet - as seen here (please excuse my textureless NifScope):

      When I first ?scaled this up, it was actually a pretty funny surprise (the bottom of the rock formation was dangling off the edge of the mountain), but also a challenging one, mainly because I've never dealt with this before; I'm fairly new to modding and I'm only just getting into the technical aspects of it, so I don't want to touch anything like Blender to change the model. So the way I've decided to go about this is change the position records in SSEEdit. 
      This is where I am with that thus far:

      As you can see, I made my own patch for the two to mess around in, so if I mess up too hard I can just delete it and try again. I took both the Rotation and Position records from this mod, then just played around with the numbers until it looked good in game. I did have the backwards rotation glitch when I first started but I didn't pay attention to it, focusing only on the scale and position and figured I'd get to the glitch later, but as of right now it seems to have fixed itself? I must say though, don't change the higher numbers from say 78939 to 68939 - it'll be floating in the air many feet from the mountain after that XD The lower numbers seem to be fine to change though! 
      I think it looks good in this position (which I don't have screenshots for yet), but some of the back still pokes out, I may try to lower it a bit in the future and make it look like it's part of the mountain, but I don't feel like it right now XP

      I hope this was able to help someone! Even you Mike, though I'm sure you have way more experience than I do!
    6. UsernameMustBe1and10
      UsernameMustBe1and10
      • supporter
      • 0 kudos
      @Cor27 i didn't noticed that until you pointed it out actually. if you're really want the statue to blend perfectly then yes a patch is definitely required for the mesh. from my gameplay however, specially after i finished the star of azura quest, the base of the status wouldn't be seen since most of the time only the torso is visible around skyrim.

      it's really up to you if you want to wait for someone to patch the mesh or just compromise with some imperfection. as long as it make you enjoy the game really.

      here are some screenshots when looking at the base of the status. you'd definitely notice it.

      Spoiler:  
      Show


      you'd really notice it on the base of the statue.

  10. inesibir
    inesibir
    • supporter
    • 9 kudos
    Just a heads up, the USSEP version reverts some region changes USSEP forwards from Dawnguard in [CELL:00000D74].
    1. MikeCanion
      MikeCanion
      • member
      • 17 kudos
      Fixed now!