Skyrim Special Edition

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TechAngel85

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  1. TechAngel85
    TechAngel85
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    Sticky
    This sticky post will be used as a means to collect requests for addons. If there is a mod you'd like to see Farmhouse Chimneys SE support, then please post a reply to this sticky. In your reply please include:
    - Name of mod
    - URL to mod page


    ALL OTHER POSTS WILL BE DELETED!

    Any mod support added in future updates will be included at random. Larger scale mods will likely be low on the list to be completed due to the extended time it would take to support.
    1. JacobSA1030
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      Would love to see compatibility with The Great Cities - Minor Cities and Towns, https://www.nexusmods.com/skyrimspecialedition/mods/20272. Noticed a lone chimney in Winterhold and a few others that are slightly out of place. Appreciate the existing compatibility options for The Great City of Dawnstar and Dragon Bridge.
  2. Hi. Great town of Mixwater mill needs a patch for FHC.
  3. In Stonehills there is no chimney near the house of Gestur Rockbreaker.
    These are mod assets Cutting Room Floor

    I could be wrong.
  4. xbk123
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    New version add a farmhouse to the left of Dawnstar museum. Tested using coc dawnstarexterior01, with chimneys enabled/disabled and ussep patch and without. Definitely this mod. No problem with 4.1.1.
    Spoiler:  
    Show


    1. TechAngel85
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      There was a chimney added around there for a specific mod. I will double check to make sure it's disabled properly. Make sure you don't have the new option ticked for it in the MCM. No trees are touched by this mod. Can you provide a reference (https://www.nexusmods.com/skyrimspecialedition/mods/19250)?
    2. xbk123
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      Sure. 
      Spoiler:  
      Show



      Checked MCM, only vanilla options. I dont use any villages/towns/cities overhauls/extras. No prob with 4.1.1.
    3. TechAngel85
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      I apologize. I wasn't clear. I meant the reference for the tree, though that farmhouse reference will lead me to the right cell. This had to have happened when saving with the CK as it adds a ton of crap it shouldn't when working with other mods and saving. I'll look into this over the next week or two. I'm really hoping CK 2.0 fixes a lot of its issues.
    4. xbk123
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      Spoiler:  
      Show


    5. Suinier
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      Can confirm this occurring.

      With Farmhouse Chimneys disabled:

      With Farmhouse Chimneys enabled:


      Fresh install produces same issue. Purely installed with no additional options selected.
      Going through the MCM, only vanilla options enabled, and with even everything deselected, the house remains.
    6. TechAngel85
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      Thanks. This was a leftover from making a patch. It will be fixed shortly.
    7. vomitot
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      Do we need update if we use the Arthmoor's Dawnstar mod ?

      thank you !
    8. TechAngel85
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      You should update. I removed the added house, so if you don't update you will likely have double houses stacked on top of one another when using Arthmoor's Dawnstar.
    9. vomitot
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      OK !
  5. xanderz04
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    Sorry to ask but is it safe to update anytime or a new game is needed?

    Thank you very much
    1. TechAngel85
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      Yes, it's safe to update mid-game.
    2. xanderz04
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      Great and thank you very much for the quick reply and for this update
  6. promitroy
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    The Wyrmstooth patch was removed because that mod contains its own chimneys, is that correct?
    1. TechAngel85
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      Correct
  7. deleted155364533
    deleted155364533
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    is the USSEP patch outdated?
    1. TechAngel85
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      No. It doesn't need any updates...unless they removed that Chimney. I honestly didn't look at it for the latest update, as I assumed their chimney is still present.
  8. mooit
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    Please add Skyking2020's Granite Hill.

    Granite Hill

    THANKS
    1. mooit
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      After posting this, I moved on and I'm now using Schlitzohr's Granite Hill Village

      Can you please add this version to the mod instead of Skyking2020's version?

      THANKS
  9. deleted42194125
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    Hello! DYNDOLOD doesn't recognise chimneys even if i choose options in MCM and after this run DYNDOLOD. Because of they adding by scripts, i suppose. Is there way to make them work together?
    1. andyatcrux
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      Just an update for anyone reading this, Sheson did update the rules to the latest Dyndolod to include the chimneys in the LOD. There. Less google traffic. Them servers burn coal.
    2. GorillaSam
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      Not working with Dyndolod 3 for me
    3. Auge1
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      @GorillaSam: I solved it by making my own LOD files:
      Spoiler:  
      Show
      1) copy the mesh files from Farmhouse Chimneys/meshes (ChimneyExt.nif, ChimneyExtRiften.nif, and the rest...) to a place of your convenience
      2) rename these meshes using following rule: e.g.: "ChimneyTallExtSnow.nif" to "ChimneyTallExtSnow_lod.nif", meaning adding "_lod" right to the end of the name, just before the extention point.
      3) Pack it into a folder structure with its original names as it was before: meshes\FarmhouseChimneys\your renamed mesh files
      4) zip the folder and install it like any other mod
      5) Rerun DynDOLOD

      I had to do this with many of JK's mods too like Windhelm Outskirts, or normally you would get pop ins from his newly added buildings.


      EDIT: Thanks, TechAngel 85! I can confirm, that this a little lenghty procedure is indeed unnecessary since Sheson has implemented a new rule called "DynDOLOD_SSE_farmhousechimneysesp.ini". I just tested it without my own solution using DynDOLOD 3.0 Alpha v 128 and the chimneys DO HAVE LOD!!  
    4. TechAngel85
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      Works fine with DynDOLOD. Sheson has rules for them. You will need to regen, if it's been a while. 
    5. Auge1
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      Thank you TechAngel85, you are right. It works with Dyndolod 3.0 Alpha 128 with the rule alone.
  10. 7531Leonidas
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    Thank you for the addition of Let the Silver Flow.  I am using the MCM settings loader ( https://www.nexusmods.com/skyrimspecialedition/mods/58036 ), along with The Silver Anvil and the Burial Ground addons, and the BUVARP SE RE and USSEP patches, and I do not see any additional MCM items for your new addition(s) in 4.2.0, with or without the settings loader installed.  In fact, the MCM is a bit scrambled w/o the settings loader.  What am I doing wrong?
    1. TechAngel85
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      That mod likely will have to update to reflect the new MCM changes. I tested and it worked on my end without that mod.
  11. Zanderat
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    Thanks for the update.