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johanlh

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Everything posted by johanlh

  1. Ok, I just uploaded a preview of how my build is going: https://youtu.be/H1Bj0F7tlJE I hope I can finish it tonight :_)
  2. Hehe, a very little fix: the folder is called behaviors XD
  3. I am in my way too, 386/526 mods installed. Testing now if it is stable so far and I didn't make any mistakes. By the way @Darth_mathias, your mod list has a very little misspelling in the separator: 94.+++++Legacy of The Drgaonborn++++;)
  4. Question, in the guide: It says we should merge the meshes in the original mod, however @Darth_mathias has them in separate mods in his modlist: 411.+Dawnguard Arsenal412.+Dawnguard Arsenal - CCOR Patch413.+Dawnguard Arsenal - DSR Patch
  5. Small Fix: Version used is actually 1.7 [ Here it is 1.3.1
  6. Hello everyone, I have a question about merging plugins. For this case: After I do the merge, I should be able to deactivate the original mod. But because it still contains BetterQuestObjectives.esp I can't do it. What I did was that I moved the BetterQuestObjectives.esp to the new created BetterQuestObjectives - Patches.esp, or should I move the other ones to the optional in the original mod? Thanks in advance
  7. In the BethINI section: The following lines need to be updated: The tab in the Bethini interface is called Visuals in the current version:
  8. Hello guys, I am doing the prerequisites section, and I found this in the Clean the Bethesda ESM's section: I'am not an expert, but the tick for backup shouldn't be checked the first time instead of the second time? I let steam to verify the files and it replaced the Dawnguard.esm. It seems the vanilla one shoult have a size of 24,470kb but if we check the backup plugins the second time (as it is described in the guide), the file would have a size of 23,910kb I know this have nothing to do with the LotD version after all, but for the intention to keep a pristine vanilla state to run the game from steam. Regards
  9. Ok, this is a suggestion. I just finished preparing my "prerequisites" files but I noticed that in the new guide there is no reference about the SUM program Skyproc Unified Manager (SUM). I checked in the prerequisites sub-page and also in the main guide, but I was not able to find it. is it because we will run de ASIS and Dual Sheater patches in secuence and not in parallel? Also in: [The Choice is Yours] CORE The Choice is Yours - 1.0 - by kryptopyrFiles to download : MAIN FILES - The Choice is Yours - Legendary Per neovales's guide version is: 1.6 but in the author page the latest is 2.0.
  10. I will be doing the whole guide again from scratch, so I will be notifying you about what I find.
  11. This one too: it should be: Atlas Map Markers - 1.7 - by Kronixx [Atlas Map Markers for Skyrim, Blackreach, Dawnguard and Dragonborn]CORE Atlas Map Markers - 1.0 - by KronixxFiles to download : MAIN FILES - Atlas Map Markers v1-7 Complete
  12. Thanks @DarkladyLexy, there is other one: [Enchantment Reload Fix] CORE Enchantment Reload Fix - 1.3 - by egocaribFiles to download : MAIN FILES - Enchantment Reload Fix The mod version is version 1.2
  13. Hello everyone, I am preparing everything to start building the new standalone version. Because I am trying to reutilize my previous downloads from the locked guide and SRLE base, I found this detail in serious hd retexture, the version is 3.0beta but the file required is the OLD version, which is 2.0: [serious HD Retexture Skyrim] CORE Serious HD Retexture Skyrim - 3.0beta - Z4G4Files to download : OLD VERSIONS - Serious HD Retexture Skyrim LANDSCAPE 2048px I didn't know what else to report that, so I am using this thread. Please let me know where should I post this if I find other details like this. Regards
  14. I am using the 1.42 as stated in the locked version, I also downloaded the 1.44 but I didn't use it because that's for the standalone guide. I also had a problem with the SRLE Extended LOTD - NPC Retextures - Conflict Resolution - 1.29 - by paul666root , if I activate it, then my game starts but no menu is shown. It keeps in the spinning logo all the time... at the end, I decided to droped it out and keep the build without it. Any suggestion? If I weren't so eager to start playing the game, I would wait until the standalone to be ready and then start to building again... XD But I will definitely build the standalone to be in the same page as you guys :)
  15. @Dark_mathias, but for me the problem was that I did the recommendation in my first build, but then I got the error twice when I ran DynDOLOD in the SLRE Base and then in the LotD: My guess is the Conflict Resolutin Patches were made using the unmodified ELE_Legendary_Lite.esp , because that happened to me also in th SRLE base installation. But at the end I was able to run DynDOLO without modifing the ELE_Legendary_Lite.esp as per SRLE guide. That's what worked for me, so I think one of the guys who already have the standalone version should test it. Also maybe @paul666root could verify if the CR Patchs he has made were with the ELE_Legendary_Lite.esp modified or original.
  16. Ok, I was able to fix it. It seems the recommendation in the SRLE about Enhanced Lighting for ENB was the root of the problem: I reinstalled the mod, rebuilt the merged patch and ran DynDOLOD again with zero issues. I checked the new standalone guide and that "cleaning" is not mentioned, so it should work as it is. Thanks
  17. Hello, I am getting this error: When running the DynDOLOD. As far as I remember, I got the same error when building the SRLE Base. My solution will be delete the record using TE5dit. But if you have experience with this kind of error, please let me know. Regards
  18. Hello guys, I am almost finishing the extended over the base version (locked), I am in the process of merging plugins! There will be significant differences between that locked version and the new standalone one? Because I am planning to start a formal playthrough. I will be building the new standalone as soon as becomes golden, but I really want to start actually playing the game XD Enviado desde mi Pixel XL mediante Tapatalk
  19. Oh, I already knew the locked version was going to become outdated in the short time, so I already took a snapshot of that guide for my reference. But I didn't want to wait so I have been doing all the way from the Vanilla to the SRLE and now to the Extended LODB... I am very glad to hear about the standalone version being relased in the short time. So I will be able to test it and see how it goes. If you need help with the numbering of the headlines, I could do it, because that would also help me during the buildinf of the standalone version. I also want to say I have enjoyed very much modding Skyrim XD, I never thought it would be so fun and regarding. So I am planing to stick to this community in the years to come :) @ Johanlh you not want to hear this but the locked guide is like to be gone come the weekend and we're pretty ready to say the Standalone version is finished so i suggest to book mark that page before it disappears as for your suggestion regarding numbering that will be a bit a pain at this stage cos it will mean going yet again through the whole guide. Yes it will only be a add numbers to the headings but still a pain maybe Lord Nozzer will do it or someone else like to volunteer to do that (shure Lord Nozzer wouldn't mind).
  20. Hello, I started to build the "locked" version of the guide a few days ago over the SRLE base. So far I have not had any troubles, besides some mods that were updated at the time I tried to downloaded them. I have a sugestion for the guide that could make things easier for the people. I noticed that the SRLE guide as the LODB as well, both have the table of contents with numbering of every mod and section. This makes the process of downloading or looking for a specific mod very easy. However, in the actual body of the guide, there is not numbering. What I have been doing is to keep two windows for the guide open and I use one of them to follow the instructions and the other in the table of content to know what is the numbering of the mod I am installing. I wonder if it is possible to keep the numbering also in the body of the guide, as well. Thanks in advance.
  21. I will keep an eye on this topic, because it seems I am facing a similar situation.
  22. Hello everyone, I started this guide a week ago and I am almost finishing it. However, as all you know, some of the mods have been taken out from Nexus and others have been updated to new versions and the ones used on the guide are not available anymore. I will start the end of the guide (Conflict Resolution) this afternoon, and I expect to finish it tonigh so I would be able to play the game (finally XD) this weekend. Does any of you have some tips for me, knowing that some mods will be missing in my load order? also I have replaced the mods that I couldn't get the exact version, with the new version. Thanks in advance.
  23. Hello there! I just wanted to thank you for all the amazing work you have done so far in this project, also to thanks everyone who have been involved. I just knew about this project last week and I started to build the base SRLE, in order to test later the Extended build using the locked guide. English isn not my native Language, but I would be glad to help in anything you guys need. Thanks again.
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