Very cool ... is it normal that the one ruins closest to whiterun are sitting right on top of a little water stream and water is hitting the back of it going nowhere ?
i will when i get around and have a little more time. But the structures from the mod are directly on top of the Lady of the lake ... it cuts the water stream and the lake itself ... i looked for something i might installed there ... but there is nothing really since i'm using step mod guide for base and never really bother modding the whole tundra ... i see only oblivion gates mod that put stuff here and there.
You can if you use Creation Kit. Once deleted, don't forget to clean the plugin using SSE Edits QAC so that the deleted references become initialy disabled.
You'll surely find a more instructive answer in the dyndolod forum.
My "trick" is to generate my LOD using Dyndolod, and then enable Northern Scenery - Whiterun's Tundra plugin. You'll see that the added objects are flagged as Never Fade.
Safe to assume this isn't compatible with Enhanced Landscapes? I think I'd rather use your series but at this point EL is so entrenched in my load order idk how easily I can remove it
I also have Enhanced Landscapes and Trees Of Feallan. I had to manually delete the nirn root that was inside the ruins and was made sounds, as well as two trees. One tree is definitely from Trees Of Feallan, and the rest (nirn root and the second tree) - I'm not sure. This is easy to do by finding out the ID through the game console extension and searching in SEEDIT for the same ID. Set the flag to initially disabled. The conflicts themselves are nothing critical - just trees pushing through stone dust and bricks. The same thing in real life, but it pisses me off XD
The Great Forest of Whiterun Hold is it compatible with the mod or is there any patch I can find? Thank you. I know I can remove trees with BOS but I'm still trying to figure it out.
hello there ! :) i'm not sure in fact, but there is a way to fix clipping. Either with BOS, or you can open CK and delete the trees you want. Then, use SSEEdits Quick Auto Clean to clean the deleted references to "initialy disabled" in case another mod needs the trees you removed. This avoids conflicts and in fine crashes
hello, i have never noticed dragons clipping through the structures added by northern scenery, but surely might happen. Dragons tend to clip through geometry in vanilla sometimes, so might be a vanilla "bug".
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My "trick" is to generate my LOD using Dyndolod, and then enable Northern Scenery - Whiterun's Tundra plugin. You'll see that the added objects are flagged as Never Fade.
Should be, i don't use schlitzohrs mods, but if you find any conflict i'd be happy to make a patch.
I had to manually delete the nirn root that was inside the ruins and was made sounds, as well as two trees. One tree is definitely from Trees Of Feallan, and the rest (nirn root and the second tree) - I'm not sure.
This is easy to do by finding out the ID through the game console extension and searching in SEEDIT for the same ID. Set the flag to initially disabled.
The conflicts themselves are nothing critical - just trees pushing through stone dust and bricks. The same thing in real life, but it pisses me off XD