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Everything posted by Decopauge123
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If you're looking for something to improve the Soul Cairn, there's two recent NexusSE uploads: LH's Soul Cairn HD - COMPLETE Overhaul and Soul Cairn HD from which to make a selection. LupusHegemonia's 'LH's Soul Cairn HD' (1) all 45 vanilla textures in 4K (2K version is planned, but there's isn't much in the SC to cause vram limit problems) and (2) no ESP. LoD7995's 'Soul Caird HD' (1) comes with/without an ESP; (2) uses only 20 textures. Another recent upload to NexusSE is luxor8071's Raven Rock HD: (1) A complete, lore friendly (following the default Bethesda Textures) 2k HD Overhaul of Raven Rock taht includes additional new textures.; (2) no ESP. I'm about to re-run DynDOLOD and will be testing 'LH's Soul Cairn HD' and 'Raven Rock HD', which have no texture conflicts with anything in my current Build.
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Ah, the rub is to figure out which is the least suspicious, isn't it? "Glück im Unglück" sounds a lot like the saying "Every cloud has a silver lining.": meaning that it's possible for something good to come out of a bad situation, and refers to the idea that a silver lining on a dark cloud is an indication that the sun is behind it.
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DarkladyLexy, I think you made a cut-n-paste error when you updated the Change Log Entries for yesterday (12/03/18): Main Guide - Realistic Water Two - v1.4.4Main Guide - Immersive KS Hairdos - v1.4.4Realistic Water Two's version number is correct, but Immersive KS Hairdos' current version number is 2.1
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No problem. I agree with your initial comment, BuddyKidd, BSA Auto Extractor is (IMO) definitely easier to use than BAE: (1) biggest improvement is that it defaults to extracting BSAs in the directory where they need to be put, (2) it defaults to 'Moving' the BSAs to an optional, select-able directory (deleting the BSAs is an easily select-able option); (3) it is able to process more than one BSA at a time, making extraction of multiple BSAs for a mod much easier. ... and it seems to remember your last extraction.
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I haven't, but it seems that you're not the only one that's had this problem. One of the the mod's Bug Reports {"Drinking from water sources sometimes teleports the player"}, which sounds a lot like what you experienced, has been reported 4 times. One user reported that a clean save, and mod re-installation, corrected it for them.
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I extracted 6 Archives (Ask Innkeepers To Show Room SE v1.0-5990-1-0.7z/Gildergreen Regrown-348-2-0.7z/Go On Ahead-4779-1-0-0-.7z/High Resolution Texture Pack-11802-3-3.7z/Horns Are Forever SE-1139-1-1.rar/Terrain Lod Redone-9135-1-3.7z) using BSA Auto Extract and compared the results to BAE's output made during Build installation. Testing was performed on a different HD than Build installation. Output (number of files/number of folders/size) for the first 5 archives was exactly the same for BAE and BSA Auto Extractor. BAE's output for Terrain Lod Redone-9135-1-3.7z was 1 file (686,256 bytes) smaller than the output for BSA Auto Extractor. BAE was used to extract the BSA on the testing HD, and the results were the same as for BSA Auto Extractor. A re-extraction using BSA Auto Extractor produced the same results as the 1st extraction.
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From the Posts on the mod's page, it appears there were some undocumented script features in the alpha version. This would explain the new version's short description (Recreated from scratch, because the previous fix doesn't work at all. LOL). I'll give this new BSA extractor a try. Mod's short Description: "This application will extract all the files from BSA or BA2 files into the same folder as the BSA. The folder hierarchy of the files from the archive is maintained. After all files have been extracted the BSA or BA2 file will either be moved or deleted depending on the option you choose."
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DarkladyLexy, your DynDOLOD - Dynamic Distant LOD Generation Ultra Trees setup directions tell us to delete all files in "<DynDOLOD 2.36 Beta 8 Path>\Edit Scripts\DynDOLOD\cache" except "becauseofreasons.txt", a 1-byte file that has no content. The 1st step of Sheson's directions for generating 3d Tree Static Object LOD is to to either (1) delete DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_[GAMEMODE]_skyrim-tamriel_trees.txt or (2) just delete all files in ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\.
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Has anyone else tried to install the latest version of [immersive KS Hairdos]? Merge Plugins and SSEEdit both say it has 4 FormID errors. [00:00] Checking for Errors in [05] KS Hairdo's.esp [00:00] KS Hairdo'sForms [FLST:0507BB96] [00:00] FLST \ FormIDs \ LNAM - FormID -> [05065E01] < Error: Could not be resolved > [00:00] FLST \ FormIDs \ LNAM - FormID -> [05065E02] < Error: Could not be resolved > [00:00] FLST \ FormIDs \ LNAM - FormID -> [0507205F] < Error: Could not be resolved > [00:00] FLST \ FormIDs \ LNAM - FormID -> [05072060] < Error: Could not be resolved >
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I just Form 44'd the AIM/UIExtensions ESPs. UIE was no problem (as before). The CK spit out 3 FaceGen files when I saved the AIM ESP. overwrite\Meshes\Actors\Character\FaceGenData\FaceGeom\AddItemMenu2.esp\00005E44.NIF overwrite\Textures\Actors\Character\FaceGenData\FaceTint\AddItemMenu2.esp\00005E44.dds 00005E44.tga I again ignored them, and again was able to use my constructed AIM-SE mod.
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Which means I just went off and tried to do something (which didn't work) on my own. I just followed these exact directions, the 'package' with the 4 AIM items was put in my PC's inventory in-game, my PC was able to open the package/learn the 2 spells (which worked) and gain the 2 items in inventory (which worked). The only 2 caveats I know of at this time are (1) the mouse interface doesn't seem to be available. I was able to use the arrow keys to move up and down to highlight items and select them using the 'Enter' key. , and (2) WB complains about form 43 for the AIM and UIExtension .ESPs. I haven't converted them (Tzefira has) yet but will. EFF for LE requires UIExtensions. There's some postings on the EFF-SE mod page about this, but I didn't see any indication that EFF-SE includes UIExtensions functionality. The fist time I Form 44'd AIM the CK spit out some facegen files (which I ignored). I'll convert my new AIM-SE ESPs and see what happens.

