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Ro84

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    Skyrim (Special Edition)
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    Skyrim

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  1. In response to post #44003465. Fixed by myself - uninstalled&reinstalled the entire Skyrim SE, now it works. May be it was kind of a file corruption somewhere.
  2. I've deeply uninstalled Bethesda.net and reinstalled it, then downloaded CK. It installs the CK and Visual C++ 2012. But when I launch the CK for the first time through Bethesda.net, I still get the Application Error 0xc0000142. I'm on Windows 7 64bit.
  3. I have installed and uninstalled the CK many times using Bethesda.net, but I still get the Application Error 0xc0000142. No way to have it working. The first time it was trying to install also vcredist2012 (which is already installed), but my Bethesda.net crashed along with my GPU driver.
  4. Nope. I didn't ever install mods that alter the meshes or the textures of butterflies or other bugs. I heard about this "ReAnimate - Broken Animation Fix" http://www.nexusmods.com/skyrim/mods/56856/? but I don't know if it works for bugs too.
  5. Hello there, I'm experiencing a very odd bug since 2-3 weeks, and this looks strange because I didn't install any new mod recently, nor I have mods adding new critters or changing the existing ones. Butterflies simply have stopped flapping their wings, and so they are moving on the air in a very innatural way. I didn't find anything on the web concerning this bug. This doesn't affect other creatures nor other critters (bees are flying normally, this bug only affects butterflies). Does anyone have any idea? Please :smile: :wallbash: :wallbash:
  6. From RND page So before doing any customization, you do need to activate it at first. If you don't activate it before, the mod won't work. See this image from the RND page http://staticdelivery.nexusmods.com/mods/110/images/26228-1-1361341562.jpg
  7. Did you remember to activate RND before everything? It needs to be activated through MCM menu, then quit MCM and reopen it for customizations.
  8. That's it. Since it was really impossible to use his mod as a master leaving it untouched and avoiding the LOD issue he got. So the only way was to create a new .esp and taking inspiration from that mod. Thank you for your reply! :thumbsup:
  9. Yes, I did. :wink: Thank you for this, I understand that sometime the most obvious things are the easiest and the underestimated ones. Anyway, as I said above, I started a completely new mod, and the only thing in common with the other is a green texture for the tundra ground, token from another already existing texture. The mod's name will be different, too.
  10. Hello, and sorry if I come here talking about the widely-debated tree LOD bug (not the "floating tree-wall" one). As we know, for some reasons some tree LODs will not disappear when approaching them, overlapping the tree texture. When I edited trees, I found that causes can be oversized trees and also removed trees, and this is written almost everywhere. But I didn't find any step-by-step solution that not involve some exotic (for me) passages. So, this is my solution for this bug. For the first one, the only solution that I got is to load the cell, remove the bugged tree and re-creating the LODs. Then close CK e open TES5Edit for patching. Then, re-open CK and load again the same cell, adding at least one more tree, then re-creating LODs, then closing CK and finally fixing again with TES5Edit. Tedious, but for me it seems to work nice. If I load the game before the second CK edit, I got the tree LOD bug. For the second case, the process is similar, I need to re-load the cell, make new tree edit, then close and TES5Edit fix. Sorry if this has been already explained somewhere else, but I wasn't able to find it.
  11. No, probably I found a way not to overwrite his .esp.
  12. Ok, thanks. :sad: Sadly, there is no way to do anything without overwrite his .esp, because of the particular tree LOD issue (that is not the well-known "tree-wall bug").
  13. Hello, I have a really apparently stupid question, but indeed I still need a definitive answer to it. :ermm: I have seen some discussion about it, but I didn't find a clear answer for this case. This is my question. I found a 2012 mod that now is completely abandoned, and it is still incomplete. It's an overhaul of the Tundra region, that transforms it into a forest. The original modder's idea was to create a forest covering the entire area between Whiterun and Rorikstead, and more. To do it, the author changed all the tundra ground with a forest ground, so to make it green. He started to develop the forest from Whiterun, but he stopped a bit over Fort Greymoor, probably because he was not able to fix a bad LOD tree bug (not the "tree wall bug"). This mod is composed by a .esp and a .bsa. Since I liked his idea, I started to develop his work, just for myself. I found a solution for the LOD bug and I kept extending the forest. Now that I have forested all the original tundra region, I'm enjoying it. I have put into the forest also some lost ruins, lost watchtowers and hidden clearings/groves guarded by spriggans and predators. So the journey through my forest can be dangerous, if you decide to leave the road. Since I've seen there are some people that would like to see a forest like this, I would be happy to share my work, giving most of the credits to the original modder. But this is the problem: he is inactive, and it's hard to contact him, since I need his permission before publish my modified .esp + .bsa as a stand-alone mod. So, can I upload my .esp (+ loose LOD tree files) as a sort of "patch" for his mod? My .esp will overwrite his .esp, but my mod will still remain mod-dependant. Thank you for any answer!
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