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BlubboDE

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About BlubboDE

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    Skyrim SE
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  1. Here is the guide in screenshots, for example how to convert a beautiful tree from the Tool Tree IT (free) with Nifskope and Nif Optimizer to Skyrim. https://mega.nz/file/2GQXFKBB#jYmLvqMvQ539L10dZ4LXX9lIq7Sea2uhXNyDer3cX70 Trees for ALL greetings BlubboDE
  2. Hi. Currently I've uploaded many small add-on mods on Nexus again and get the request again and again, if I can do ESL variants, so that the loading limit of mods is not affected. But I always get a bug with every mod that prevents any object from saving somewhere in an ESL. In the game, these objects are set without error impact and work fine. Since I still do not know much about the deeper working of SSEEdit, I come with this thing to no solution. Can somebody help me with it. It concerns for example the Fun with Flags Mods of mine and also the new Addons for my Fantasy Forest Overhaul, which bring even more density into some forests. greeting Denis (BlubboDE)
  3. Hello. So far I have always solved any problem with the Lods on my mod, but this time I need help. I generate my lods with dyndolod, which generates the tree atlas and the btt files for the lods. Exactly one tree makes problems at once. At some positions both the model of the tree and in the same position the Lod graphic is displayed when standing in front of this tree in the game. However, the same tree is correctly displayed in a position next to it. For the test, I changed the tree model once, so the Nif file and the two billboard files, have cleaned up my Skyrim completely from all Lods, also deleted the Dyndolod Mod Files and the cache and every tree Atlas and then when I added new Tree Lods Dyndolod create, I model this problem synonymous with the exchanged tree. I have no idea what this mistake is and would be grateful for any help, because I spent a lot of time on the whole change I made for the next version of the Fantasy Forest Overhaul. In SSEEdit, I also see no obvious error in an affected cell. Greetings BlubboDE. I just tried a lot with the creation kit. If I delete these models by hand and then set a new one by hand, the Lods are correct after the regeneration. But I make a change of object from all the trees of this model another, then I have this problem again. So the error must be at the positioning points. If all else fails, then I'll have to delete nearly 60 trees by hand and place new ones. Oh damn.
  4. I have it. I have to activate FullLod on every tree.
  5. There must be another way. In the Mod Perfect Whiterun the tall trees are also automatically displayed from the outside.
  6. Hello. I've just completed my first city mod for Whiterun, but now I have a small problem. What do I have to do, so that the trees from the inside of the city are also visible from the outside?
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