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Decopauge123

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Everything posted by Decopauge123

  1. OK. Thanks. I just need to wrap my head around these new instructions.
  2. Thank you for your response, Kneph13. You see nothing wrong with moving all those unchecked mods to the bottom of the load order every time we want to run the tools on the Finishing Line page? And how are we expected to move these mods and run the tools each successive time? I don't see how it will work.
  3. DarkladyLexy, is the last step of the new Wrye Bash instaructions correct? Start Mod Organizer 2. Select Wrye Bash in the executable selection box and click [Run]. The Wrye Bash main interface should appear. Scroll down the mod list and right-click Bashed Patch, 0.esp and select "Rebuild Patch". A popup asking to deactivate mods prior to patching may appear. If a mod is marked "NoMerge", simply uncheck the box next to it then click [Ok]. This will deactivate the mod files not marked "NoMerge" and they will be merged into the bashed patch. Now you can exit Wrye Bash. Navigate to the Skyrim SE DATA Folder and remove Bashed Patch, 0.esp. Next move all the unchecked esps to the bottom of the load order making sure to maintain the proper load order. That seems like a LOT of moving mods to the bottom of the load order that will be easy to get wrong every time we want to run the tools on the Finishing Line page.
  4. I accidentally deleted OCDCoder's name and I'm not able to add it back. When something is labeled "BSA Extracted," is that just informational (as in, something that happens during the mod install) or does that mean we have to extract the BSA ourselves using MO2 and then delete the files after the mod is installed? "This tag represents mods whose BSA(s) is/are extracted into the mod's folder after mod installation, and then deleted after extraction" isn't parsing correctly in my brain. (And I feel like this may be a really stupid question, so if it is, I'm going to blame my needing more caffeine...) OCDCoder, does this make more sense? This tag indicates mods whose BSA(s) is/are extracted into the mod's folder using MO2's BSA extractor, and then deleted after extraction. Take a look at the Legend to see it in-place. Let us know if you find any other items that don't make sense.
  5. CC's Enhanced Ore Veins SSE Edition is now @ version 6.2: Fixed cubemap glitch (maybe) Underground - a dungeon texture overhaul is now @ [spoiler=Version 1.1] added vanilla door meshes for a better compatibility with Ruins Clutter Improved increased saturation of certain imperial textures Nordic stairs fit better with wall textures now created a new cave roots texture Bring Out Your Dead is now @ version 4.0.3: Logrolf the Willful should not have been provided with an alias for body cleanup due to him being placed in the no cleanup faction and never getting removed from it. SkyTEST - Realistic Animals and Predators is now @ [spoiler=Version 1.62] * Fixed Goats Attacking other Prey Animals. * Reduced Mammoth Cloak Radius by 15% (I think... it might need more Testing) * Mammoths will no longer attack Other Smaller Prey Animals such as Foxes and Hares. * Fixed MagicCharmFaction from spamming the papyrus log, it should also force Fleeing animals to deaggro themselves Audio Overhaul Skyrim All-In-One Installer-12466-2-6-1 is currently hidden for update to version 2.9 Flower Girls SE and VR is now @ [spoiler=Version 2.0.1] Added excellent new furniture animations by Billyy - Alchemy Tables and Enchanting Tables just became more entertaining. Added Tribbing animation by SirNibbles, this got missed before. For FF scenes. Fixed missing kissing sounds. Fixed un-reliable re-dressing on NPCs. Fixed misleading messages during seduction with gatherers. Fixed several scene end timings. API improvements. Added a UUNP Bodyslide for the Strap-On kindly provided by Shiva. It must be Update Weekend.
  6. Wrye Bash can be used to reduce the number of ESPs/ESMs as you move through the Build. With the full vanilla Build installed, the Bashed Patch replaces 39 ESPs with 1 in my load order. There seemed to be a fair amount of stuff listed.
  7. Looks good. I have a Mod Picker account but haven't done much with it.
  8. ThieuxTaffer is correct: as long as you keep track of your actions and follow the Change Log for any updates/changes to merged files/merges, you can do the merges as you follow the Build, or all of them when yo u reach the Merge Plugins Standalone - Lexy's Legacy of The Dragonborn Special Edition Profile section of the Build. Your choice is based on your preferences and which method 'feels' more comfortable (and less confusing) to you. I did the merges when I reached that section of the Build. Another thing to consider is whether you like to make 'test runs' as you work your way along the Build from start to finish. If you don't do the merges until you reach that section of the Build, you won't be able to properly run LOOT because at some point (I don't remember where) you'll have more than 255 ESPs/ESMs active in your load order. Building the merges as you move along the Build will help you avoid the 255 ESPs/ESMs limit imposed by the game engine.
  9. DarkladyLexy, I started a new PC using the "camping in the woods" start and walked toward the Bandit Camp. I found a lot of corpses during the walk (there was one on the edge of the camp and many along the roads and trails on the way to the camp), but none of them were floating.
  10. DarkladyLexy, in the 11/5/2018 ChangeLog you tell us to remove iNeed Bruma Water Patch , but it is still listed in Miscellaneous Merged, and I Need Bruma Patch is not listed.
  11. zEdit v0.4.0 worked flawlessly the first time I used it, and I saw the previously mentioned WSoD every time after that,so I'm back to using zEdit 0.2.0 until the dust settles.
  12. I have no useful answer, godescalus. I don't know how many channels the SSE sound system uses (or if it even uses channels), or any other details.
  13. Myania has also posted SSE High Quality Music, who posted that This mod will replace the vanilla music files with new ones, in much higher quality (192kbps), made with audio records from my PS4 playthrough.
  14. I installed "Legacy of the Dragonborn SSE-11802-4-0" (which I know has a BSA & saw the BSA extraction dialogue).
  15. I unzipped the "High Resolution Textures-11802-4-0-4" archive and there is no BSA: only interface and textures folders.
  16. OK, I fiddle with it. If I remember correctly, I initially told MO2 to not extract BSAs. Wait, I didn't tell MO2 anything about BSAs. I keep fiddling.
  17. Is anyone else having problems with MO2 v2.1.3 unpacking BSAs automatically? I installed "High Resolution Textures-11802-4-0-4" without setting the BSA extraction plugin to "yes", and the BSA was extracted. I set the BSA extraction plugin to "yes", but don't get any BSA extraction dialogue. Checking on mod page.
  18. Mod Organizer 2 is now at [spoiler=Version 2.1.3] Improvements ------------------- * Added ability to download mods from additional nexus pages (like oldrim for SSE or FO3 for TTW) * New mod column for source game * Info window allows changing the source game * Download query info will request source game * Flag and optional warning for mods from alternate sources * NOTE: You may need to re-register the NXM handler to capture all supported games. * Added support for translating python plugins (thanks AnyOldName3) * Add "Sort Mechanism" flag which currently disables the sort button for unsupported games but may allow additional sort integrations later * Shortcuts * Added Ctrl + Enter / Return keyboard shortcuts to the main window modlist that will open the selected mod(s) in Explorer * Added Ctrl + Enter / Return keyboard shortcuts to the plugin list that will open the first associated mod containing the selected plugin in Explorer * Added F5 shortcut to the main window to trigger a profile refresh * Fixing inactive links in the about dialog, mod info dialog, etc. * Mod Info Dialog * Changed the Mod Information Dialog to always open the first enabled tab from the left * Users can choose what tab to open by default by dragging the tabs * Added "Open Mod in Explorer" button over the file listing in the Mod Information Dialog * Changed Mod Information Dialog "Next" and "Previous" buttons to remember what tab is currently opened * Added "Delete" keyboard shortcut support, in the Mod Information dialog file listing and Overwrite Information view, to delete files and folders * Keep the window(s) on top when launching and switching games (more often) * Installation * Extraction threading has been improved to handle the latest 7zip 18.05 release * FOMOD XML requirement failures will now provide more useful error messages * Archive type detection has been improved and will prefer file signatures over extensions * Downloads * Removed an old error check which was causing download failures due to the Nexus CDN reporting the wrong file type (error 299) * Added download speed to the download progress bars Fixes ------- * Corrected language files so the vast majority of the UI will now be translated correctly * Skyrim SE * Supports downloads from LE * Skyrim VR * Added SkyrimVR.ini support to local settings * Fixed potential issue enabling local saves * Removed built-in sorting until provided by the LOOT release * Supports downloads from LE * Fallout 4 * MCM mods will be flagged as valid Data contents * Fallout 4 VR * Fixed potential issue with texture BA2 extraction * Removed script extender code until it’s supported * Updated settings INI file handling for local settings * Morrowind * Added numerous directories as valid Data contents * TTW * Supports downloads from FNV and FO3 * Fixes for virtualized exe launchers starting in the correct locations * Redownloading a mod archive will no longer cause failures if it finishes downloading before answering the rename prompt * You will not be able to download the same archive multiple times simultaneously * Mod index generation has been corrected for ESLs and sorts quickly and correctly * VFS * Fixed WB folder in use error under specific conditions * Avoid some extraneous mapping of files outside of the virtual folder * Will now remember when files are deleted (during the current application run) rather than grabbing the next version of the file in the VFS * Fix potential problem in GetModuleFileNameW hook with inadequate buffer size Other Changes --------------------- * Removed all traces of old QScript classes * Upgrading the boost library to 1.67 * Disabled "Hide inactive plugins" checkbox in settings as it does not work with the new vfs * Updates to the Nexus API to use https only and migrating to the legacy-api subdomain * Reworked the load order parsing to no longer move inactive plugins to the bottom for old games * Skyrim LE may still do this if a tool changes the plugins.txt but not the loadorder.txt * The C# fomod installer utility has been updated to be compatible with the latest NMM code on the Nexusmods SkyrimSpecialEdition. As a safety precaution, remember to back your MO2 directory before updating automatically or manually: Mod Organizer v2.1 - Upgrading and Installation
  19. I'll be a good little Smasher if DarkladyLexy decides to add it to her Build. It will be another tool I've learned how to use, and that's a good thing.
  20. Having said that, I think Smash has the potential to do what you described, but I don't see how automatic CR can completely replace manual CR. You'll still want to check the output, especially if you have specific tweaks to the CR you want.
  21. My only experience with Smash was back in February when it was still at Hotfix Release v0.4.1 and we were trying to decide if we wanted to use Wrye Bash or Smash. I played with Smash and got it to work, but I really didn't know what I was doing, as I'd never played with it before. DarkladyLexy decided to use Wrye Bash instead of Smash and I stopped playing with it. Smash (btw) has seen two hotfix updates in the last 4 days. [spoiler=Hotfix Release v1.0.2 (7 May 2018)]Changes Made a few more tweaks to get ForceAll working cleanly Added Preserve ITPOs setting Now using UTF8 string encoding Fixed bug with skipping first override [spoiler=Hotfix Release v1.0.1 (3 May 2018)]Changes Improved language loading failure message Fixed issue with patch name on plugin selection form truncating at space Made name of the Quick patch button more consistent Quick Patch button now doesn't change setting for plugins set to Smash.* Fixed issue with Smash.ForceAll
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