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Ga-Knomboe Boy

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  1. seasons would be great but as far as I am aware it is impossible with large trees in an area like the skyrim exterior due to the Tree LOD's. The trees themselves can be set up with seasons in certain respects without requiring much scripting. This can be done by having an invisible tree with a non-harvestable ingredient as the actual tree model with a different model for each season, but it won't swap in / swap out a different model or texture to be utilised by the Tree LOD atlas. The seasonal foliage system that had been developed for the 2012 game jam seems use only one model for all seasons with slowly animated textures applied to the leaves which are set up in the video to change in time with the seasons. I imagine they would have developed a system for swapping other LOD models as they would have otherwise encountered the same problem.
  2. yeah that looks like a mod which has added static LOD's using my system and then the modder forgot to regenerate or get rid of previously generated lods, my suggestion, go to folder C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Meshes\Terrain\Tamriel\Objects and delete the bto files which are the custom generated static lods. This will make skyrim run the default static lods. This will get rid of ghost lod's but it will also get rid of lod's associated to custom meshes from mod's. I can't tell you which mod it is, but you could probably work it out if you look at which mods add bto files (one of them will be the culprit).
  3. Make sure these tga files are in C:\Program Files (x86)\Steam\SteamApps\common\Source\TGATextures\lod mountainpeak01lod mountainpeak01lod_n mountainslablod mountainslablod_n mountaintrimalphalod mountaintrimalphalod_n If you are using custom tga textures make sure they fit on the texture atlas correctly, they must be the correct dimensions to be generated to tile correctly when converted to the dds file.
  4. The Tudor houses are looking awesome. I'd love to see some with red bricks since one of the main features of that style in both its original 15th century inception and revival is clay red bricks.
  5. I find LOD's also tend to screw up if you have actually loaded the scene. As in, to do the LOD's, i'll edit an area, place static trees, save, then close the editor, and re open it without bringing up the viewport. This means there is much less information loaded and running, which seems to be the best means of preventing improper LOD's or the editor crashing.
  6. More than happy to sign the petition, MERP is of the highest quality and every skyrim nexus user should sign this petition.
  7. awesome work, the plains of sorrow have a very nice ocarina of time / twilight princess green meadow feel to them. I'd lose my sh*t if you managed to get mounted AI combatants on that field so I could play out my zelda / skyrim dreams.
  8. Even though this mod isn't lore friendly, I absolutely love the idea. Roman history is one of my favourite things, although I'm not very well versed in the happenings of the Byzantine / Eastern Roman Empire. I hope you are a modeller or have a modeller on board because it would be brilliant to see the architecture come to life in Skyrim. One thing of note, if you model the Hagia Sophia, remember that the Islamic features such as the mihrab, minbar, and four minarets were added later in the 15th century when it was converted from a Cathedral into a Mosque. Similarly since Constantinople has changed possession so many times it might be hard to find info on the proper Byzantine architecture your looking for (I'm guessing from the map your basing it off 6th century Justininan era rather than 4th century Constantine era).
  9. Check out the Lord of the rings mod: MERP, they are making a landmass they propose to be 9 times the area of skyrim. I'm not involved with the project at all, I was just blown away by the scale. http://www.moddb.com/mods/merp-middle-earth-roleplaying-project/images/rohan#imagebox http://media.moddb.com/images/mods/1/20/19696/PanoramaLabelled.jpg
  10. Does this problem occur in the render window, or just when you load the mod? I got errors that crashed the creation kit when the render window was loading areas with particularly high texture counts. I found it was possible to load up the cell next to it, and then slowly pan / zoom into the cell and this would load the textures slower and not kill the creation kit. this would totally suck if you lost your work, I've been looking forward to your mod since its inception
  11. Heya, I've been working on a foliage pack as a modders resource and have been going through making LOD's of the models but encountered an annoying issue. It seems the lod texture for the region you are editing is always "yourworldspace"treelod.dds For example the one for the main area is tamrieltreelod.dds, now I have seen some modders get custom tree lods to work without replacing the skyrim tree atlas, but these LODs only worked in new world spaces. Indeed I have tested this made up a small island and got my custom LODS to work in the new world space. However, I am wondering if anyone knows how to get extra texture atlases for the new tree lod objects in the existing skyrim world space. Essentially I want to add more different kinds of trees to the skyrim game map, but it will only work off one texture atlas for the lod trees. For example, even though my custom object lod has texture paths pointing to tamrieltreelod2.dds It always loads the texture from tamrieltreelod.dds. Does anyone know how to fix this? If it is at all possible to have multiple tree texture atlases for the same world space. As it seems very limiting at the moment.
  12. yeah side on instead, but really it makes no difference, I'm just thinking of how in medieval family crests the general style was to have the element side on. But seriously, this is a brilliant mod.
  13. Sure man, thats why I've provided the files in folder format. :)
  14. This is so awesome, my only suggestion would be to have the eagle / hawk head on profile instead of portrait in the banners and armour - the symbol looks a bit modern. ps. thats my only suggestion, I think this is totally amazing.
  15. They are made as a modders resource so please go ahead. I'll be adding more, but there are already 49 objects which should be plenty to get you started.
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