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Everything posted by Decopauge123
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I've wanted to try new things (I've never played LoTD or Undeath), but I want to do so with guidance,learn more about installing a large, complicated Build, andexpand my knowledge of modding. These are just some of the reasons I've followed this Build almost from the beginning. I've deviated from recommendations on some things, but for now I have a complete Build installed. DarkladyLexy and Darth_Mathias have done an excellent job of putting together Builds for SLE and SSE that appeal to a wide variety of players. Each modder can decide whether to follow the exact Build, deviate a little from it, or go off on their own.
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[sacrosanct - Vampires of Skyrim] is now at [spoiler= Version 5.10SSE] Vampire Ranks - Is now officially called "ranks" instead of "age" (some rocket brain decided age as a mechanic didn't make sense and therefore I was "retarded" even though it is literally in Vampire: The Masquerade. ¯\_(ツ)_/¯). - Mytherceria: implemented workaround for Skyrim script bug that would cause it to randomly disappear on feeding. - Sense Vitae: no longer erroneously works on corpses. - Summon to Molag's Court: now also counts as a Calm effect. - Vicissitude: reward description is now correct. Vampire Abilities - Wassail: now correctly ends when leaving combat while Sated; removed HelpMessage. Vampire Spells - Vampiric Drain: damage is now correct at thirst stage 2. Hemomancy - Blood Scourge: to fix a rare crash, the explosion no longer reapplies the damage to targets that are already affected; removed annoying visual effect. Blue Blood - Masquerade: now immediately removes aggro, not just the next time you become Blood Starved. Vampire Racials - Lavish Brutality: no longer uses an invalid magic effect. (Not retroactive.) Vampire Mechanics - Renamed the Sanguinare Vampiris ability that keeps track of thirst -> Vampire. - Fixed Vampire not being removed when cured. Vampire Lord - Now always heals 100 points when reverting to mortal form so you (hopefully) don't instantly die. - Conjure Gargoyle: no longer affected by spell absorb on self; NPC version now summons the correct gargoyle. Vampire Lord Perks - Embrace the Beast: fixed description to reflect that it buffs Flaywind. - Foster Childe: no longer forces a race change, but just changes the target's eyes; visual effects are no longer lost when the target actor's 3D is reloaded. Misc - Preparations for Hunter Hunted to be added in 6.00.
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I loaded my "Weather Systems Meged" mod in SSEdit and also found 5 ITMs. [spoiler=SSEEdit Output from 'Removing ITMs"] [Filtering done] Processed Records: 1555491 Elapsed Time: 00:24 Removing: DLC1_SkyrimClearFV_A [WTHR:02010E10] Removing: DLC1_SkyrimCloudyFV [WTHR:02010E0E] Removing: DLC1_SkyrimCloudyFV_A [WTHR:02010E0B] Removing: DLC1MagicAurielBowCloudyWeather [WTHR:0200F89D] Removing: DLC1AurielsBowClearWeather [WTHR:0200F89C] [Removing "Identical to Master" records done] Processed Records: 2087, Removed Records: 5, Elapsed Time: 00:00 [undeleting and Disabling References done] Processed Records: 2082, Undeleted Records: 0, Elapsed Time: 00:00
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DarkladyLexy, running DynDOLOD against your Build causes DynDOLOD to tell us "Missing models were ignored by DynDOLOD.", a message generated near the end of a run because DynDOLOD can't find the files referenced by the plugins in the provided BSAs. [spoiler=Missing models were ignored by DynDOLOD.][00:21:44.799] Missing models were ignored by DynDOLOD. [00:21:44.810] [00:21:44.833] References using base records with missing models can cause CTD. [00:21:44.843] Below is a list of base records with missing models which are used by references: [00:21:44.866] [00:21:44.876] BSAssets.esm BSKGKBjungletreenew12v2 [TREE:08600966] [00:21:44.899] BSAssets.esm BSKGKBjungletreenew12v2maple [TREE:0860096B] [00:21:44.916] BSAssets.esm BSKGKBjungletreenew13v2 [TREE:08600971] [00:21:44.926] BSAssets.esm BSKGKBjungletreenew13v2red [TREE:08600979] [00:21:44.944] BSAssets.esm BSKGKBjungletreenew14v2maple [TREE:08600981] [00:21:44.954] BSAssets.esm BSKGKBjungletreenew14v2red [TREE:08600984] [00:21:44.964] BSAssets.esm BSKGKBjungletreenew15v2 [TREE:086009D3] [00:21:44.975] BSAssets.esm BSKGKBjungletreenew15v2maple [TREE:086009D8] [00:21:44.985] BSAssets.esm BSKGKBjungletreenew16v2 [TREE:086009DE] [00:21:44.996] BSAssets.esm BSKGKBjungletreenew16v2maple [TREE:086009E3] [00:21:45.008] BSAssets.esm BSKGKBjungletreenew17v2 [TREE:086009E9] [00:21:45.018] BSAssets.esm BSKGKBjungletreenew17v2maple [TREE:086009EE] [00:21:45.029] BSAssets.esm BSKGKBjungletreenew18v2maple [TREE:086009F9] [00:21:45.039] BSAssets.esm BSKGKBjungletreenew19v2 [TREE:086009FF] [00:21:45.049] BSAssets.esm BSKGKBjungletreenew20v2maple [TREE:08600A0F] [00:21:45.059] BSAssets.esm BSKGKBjungletreenew21red [TREE:08600A1A] [00:21:45.069] BSAssets.esm BSKGKBjungletreenew10v2maple [TREE:08600A74] [00:21:45.080] BSAssets.esm BSKGKBtreeaspenlog1 [TREE:08600ABA] [00:21:45.091] BSAssets.esm BSKTreeOakAncientForest01 [TREE:08600AE6] [00:21:45.101] BSHeartland.esm CYRDirtCliffsAnimalDen02HeartlandsGrass01 [sTAT:09063AB3] [00:21:45.111] BSAssets.esm BSKTreeWhiteOakForest01 [TREE:08601086] [00:21:45.121] BSAssets.esm bskgkbPine2 [TREE:086011CE] [00:21:45.131] BSHeartland.esm CYRTreeMaple04 [TREE:09068BAA] [00:21:45.142] BSHeartland.esm CYRTreeSeaBuckthorn01 [TREE:09071A7B] [00:21:45.152] BSHeartland.esm CYRTreeCrowsWoodTree01 [TREE:0907F2DD] [00:21:45.163] BSHeartland.esm CYRTreeCrowsWoodTree02 [TREE:0907F2DE] [00:21:45.174] BSHeartland.esm CYRTreeCrowsWoodTree03 [TREE:0907F2DF] [00:21:45.185] BSHeartland.esm CYRTreeCrowsWoodTree04 [TREE:0907F2E0] [00:21:45.196] BSHeartland.esm CYRTreeCrowsWoodTree05 [TREE:0907F2E1] [00:21:45.208] BSHeartland.esm CYRTreeCrowsWoodTree06 [TREE:0907F2E2] [00:21:45.219] BSHeartland.esm CYRTreeCrowsWoodTree07 [TREE:0907F2E3] [00:21:45.229] BS_DLC_patch.esp BSKBYOHTreeFloraColumbine01 "Columbine" [TREE:0A00B995] [00:21:45.241] BS_DLC_patch.esp BSBYOHEdjefloracabbagered01 "Red Cabbage" [TREE:0A00B997] [00:21:45.251] BS_DLC_patch.esp BSKBYOHTreeFloraFlaxYellow01 "Yellow Flax" [TREE:0A00B9C8] [00:21:45.263] [00:21:45.275] [00:21:45.286] (1) Verify that all required BSA files are loaded. [00:21:45.297] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe. [00:21:45.309] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename. [00:21:45.320] [00:21:45.332] (2) Install the missing nif and generate LOD again if LOD for this object is desired. I extracted the BSAs for these plugins and found that the .NIF files referenced by the records listed do not exist in the BSAs. I posted a forum topic about this on the mod's webpage.
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DarkladyLexy, I deleted the offending z=0 record from 'Obsidian Mountain Fogs.esp', checked it for UDRs and ITMs (none), rebuilt my "Weather Systems Merged" mod/Bashed Patch/DynDOLOD, and DynDOLOD no longer tells me that "References with z height = 0.0 were ignored by DynDOLOD." The problem was deleted with the wildedit record. I scanned the log and you can see where DynDOLOD processed "Weather Systems Merged". I also went to the Mod page, found your comment about the wildedit, and added my comment about it.
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Follow Lexy's Build Guide and the instructions/Guide for creating a separate MO2 profile for each merge. Your attempt to simplify the process (though laudable) will (I think) greatly increases the probability that any mistakes made will be more difficult to find and correct because you didn't following an established process.
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Your post makes it sound like you didn't follow Lexy's directions for setting up MO2 and creating the Merges. Your attempt to simplify the process is (I think) doomed to fail. LOOT auto disables amd ignores any plugins past 255. Your re-enabling them after using LOOT (as you describe) will only result in an unstable game (if it runs at all).
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Running LOOT (with the correct LOOT metadata applied to mods) against your mod list puts all active .ESM/.ESP files in an acceptable order in MO2's Right Pane. Moving the .ESPs involved in a merge to the bottom of the Right Pane in the order posted in a Merge's directions prepares them for merging. There are no directions to extract the "Skyrim Immersive Creatures Special Edition.bsa" file. MO2 is able to process/handle BSA using it's 'BSA Extractor' plugin. The pictures showing how to setup Merge Plugins say to check 'Copy General Assets' on the Integration Tab, which means that all mod assets will become part of the Merge.
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MO2's Notes are very useful for a lot of different reasons, including adding a note for each Merge .esp listing all the mods merged into it. The problem with Notes is that you can't tell which mods go with which Merge by glancing at MO2's Left Pane. You must mouse over the Merge .esp to read the note. My method allows me to see only the Merge .esp and the mods that have been merged into it in MO2's Left Pane,and switch between our Primary Profile and any Merge profile without losing that visual separation. I know my method is extra work to setup, and I accept that, because the end result is (for me) better management of the entire Merge process.
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I followed the Merge directions, creating a separate profile for each Merge, and all other Merge directions, but had trouble keeping the different merges separate. After I merged my method with Lexy's, I no longer had any problems keeping the 22 Merges separated. Only the mods for each Merge are displayed in MO'2 Left Pane. The Check-mark indicating an active mod wasn't enough, and neither were the 'Checked" and "Unchecked" filters.

