SSEDIT won't allow me to save as an ESL. Believe it has to do with making a worldspace edit and placing this in the Tamriel cell exterior although not 100% sure if there is a workaround.
The new IDs probably just need to be compacted from working in CK. Has nothing to do with what cells or worldspaces stuff's placed in, just that placing it creates new refs in the range outside of ESL.
Also the 'new' CELLs in MarkarthWorld are wild CK edits and should be deleted by hand in xEdit, as they're empty/unnecessary. (Block -1,0 and Block -1,-1)
Could do with running through Quick Auto Clean on latest version. A number of ITMs that cause unnecessary conflicts.
Edit: Also, did you mean to not copy the objects to Tamriel at the exact x,y,z locations? I did this on my own patches using some xedit hackery and I can send you an update file moving the official refs to the correct position instead of slightly offset. This will make things a bit better for DynDOLOD etc.
Edit 2: Due to the new objects, this will be a bit trickier.. the slight change isn't a problem, except there may be lod clipping if dyndolod copies objects from the child worldspace, and now the big facades are set to basically full lod so there will be full model z-fighting if they're not at the same exact positions. D:
Yes, I had forgotten to clean this plugin again. Uploaded anew version with this done as well as the co-ordinates corrected completely. Thanks for pointing out. :D
In my testing so far this will give basically full lod to the aqueduct and the important parts of the cliffside houses. When someone clicks 'High' in DynDOLOD this will automatically be loaded as mesh rules.
Did a patch for 1.3 and OC, is uploaded on my Mod Page, 1.2 still available. Quick test seemed fine, had no time and energy for generating dyndolod. have fun :)
I can't believe I'm only now discovering this gem! This is what I thought Sky City would look like when I read the description for that mod. This is the Markarth overhaul I've always wanted. Superb work!
This may be something to do with your LOD settings rather than this mod. I just released a new update on this so try and have a go with that and see if it does the trick. Thanks
My current patch for Open Cities and the latest Version of M-COS is probably not working, because of the change from esl to esp and the addons. I will look into it and provide a patch in time.
On my Upload Site ist stated, which Versions are needed for the patch to work.
I really want to use this mod, but for some reason it's not working for me. It's like MO doesn't even recognise the ESP. Is anyone else having this problem? I tried every file, and even installing this manually it's not working. Any ideas?
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Please do report on any further issues you have and I'll look into it.
Link
i compacted the latest Version and flagged it as "light" in Vortex (is this ESL or ESPFE ?, i don't know).
I built a patch for this constallation and Open Cities and uploaded it on my page.
Edit: Also, did you mean to not copy the objects to Tamriel at the exact x,y,z locations? I did this on my own patches using some xedit hackery and I can send you an update file moving the official refs to the correct position instead of slightly offset. This will make things a bit better for DynDOLOD etc.
Edit 2: Due to the new objects, this will be a bit trickier.. the slight change isn't a problem, except there may be lod clipping if dyndolod copies objects from the child worldspace, and now the big facades are set to basically full lod so there will be full model z-fighting if they're not at the same exact positions. D:
Create a text file in your mod named \DynDOLOD\DynDOLOD_SSE_markarthcityofstoneesp_high.ini with the following contents:
[Skyrim LODGen]
LODGen1=Architecture\Markarth\MrkDwemerRuinsColms01.nif,Full,Level0,Level1,None,None,Unchanged,1,
LODGen2=Architecture\Markarth\MrkKeepCollonadeColmA01.nif,Full,Level0,Level1,None,None,Unchanged,1,
LODGen3=Architecture\Markarth\MrkKeepKingHead01.nif,Full,Level0,Level1,None,None,Unchanged,1,
LODGen4=Architecture\Markarth\MrkKeepFacade05.nif,Full,Level0,Level1,None,None,Unchanged,1,
LODGen5=Architecture\Markarth\MrkKeepFacade02.nif,Full,Level0,Level1,None,None,Unchanged,1,
LODGen6=Architecture\Markarth\MrkKeepFacade03.nif,Full,Level0,Level1,None,None,Unchanged,1,
LODGen7=Architecture\Markarth\MrkFrontWALLintBldg02a.nif,Full,Full,Level1,None,None,Unchanged,0,
LODGen8=Architecture\Markarth\MrkHousingBridgeMid01.nif,Full,Level0,Level1,None,None,Unchanged,1,
LODGen9=Architecture\Markarth\MrkWallSm01.nif,Full,Level1,Level1,None,None,Unchanged,0,
In my testing so far this will give basically full lod to the aqueduct and the important parts of the cliffside houses.
When someone clicks 'High' in DynDOLOD this will automatically be loaded as mesh rules.
have fun :)
My current patch for Open Cities and the latest Version of M-COS is probably not working, because of the change from esl to esp and the addons.
I will look into it and provide a patch in time.
On my Upload Site ist stated, which Versions are needed for the patch to work.
Markarth -City of Stone with Open Cities Patch at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Have fun and happy modding
You can always use TESEDIT to change the esp flag.