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Everything posted by godescalcus
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The way I use ENB Manager is to install manually to each slot folder, not to the main game. I copy all binaries and config files to the slot folder as if I were installing to the main game folder, then label the slot in ENB Manager, then click "load" to activate. The buttons are actually confusing. If you click "save" it will open the slot's folder. If you click "load" it will replace whatever you have in your game folder with that slot, if you click remove it will clean the game folder of any ENB/reshade files. It's a really basic tool. Wow, never saw that one. Are you using a Frozen mod? I think I can see reindeer dribble ;)
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For reasons I fail to understand, vanilla lighting of the Hearthfires homes is completely bugged, especially the chandelier that gives out no light at all. None of our lighting mods corrects this, which is also beyond my understanding. The mod Improved Hearthfire Lighting SE was the solution I dug up. Here's a couple of screenshots for comparison. Default lighting with this build: and with Imp. Hearth. Lighting:
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Thanks for the reminder. I've just realized that, since Traps Make Noise's assets are packed in bsa, iAFT's script should win. I extracted Improved Traps's scripts and that one script is really the only one that conflicts with iAFT. Besides that, other scripts conflict with Lethal Traps which is to be expected. No other asset conflicts, apparently. So in my case I'm removing the Follower Trap Safety patch as long as I have iAFT, since krypto suggests placing it before, it would be redundant. Leaving Improved Traps packed in its bsa resolves the conflict in favour of iAFT wherever it's placed in the install order.
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From a quick assessment, I'm using this along with Lethal traps to compare them in xEdit. In general, due to levelling, kryptopyr's traps are less harmful to much more harmful than Lethal Traps. krypropyr's mechanical traps aren't as deadly as Lethal Traps' but still 3x as deadly as vanilla, and scale damage with player level up to 70 (Lethal traps just adds a whopping amount of damage to all levels). Poison darts and flames are WAY more deadly in krypto's. Maybe up to 4x as deadly as Lethal and 8x as deadly as vanilla. Gas traps are slightly more harmful in Lethal. Falmer ballista seems to wreak more havoc in Lethal as well. Some CR is needed with Audio Overhaul especially in explosions.
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I can't answer there, as I said my optional mesh is UNP based and I have no issues with WICO, not sure about CBBE. I know there's a CBBE version of WICO for LE (maybe port using NIFopt on meshes?. I have no idea how that will work with the NPC and Character Merge, don't know if the facegen is compatible with CBBE. It might not be as simple as I thought.
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If you want you can use BSArch to repack all the assets to a bsa after merging. Just make sure you copy all the assets from the mods you merged to a new folder. Download BSArch from its page in FNV Nexus and copy the executable to its own folder anywhere. It will make things easier if you add that folder to your windows path, so you can run the command from anywhere. Now open the folder where you copied the assets you're going to archive; copy its path, open a command line window, type "cd [paste copied path]" (without the double commas) then switch to the drive letter that folder's in. You should now be in that folder, so type "bsarch pack . EXACT_NAME_OF_THE_MERGED_ESP.bsa -sse". It will generate an uncompressed bsa with the filename you specified. It should match the merged plugin's name so the assets are loaded by it. Uncompressed bsa's are ok with all assets that match those that come with the game. Most notable exception are SKSE files, you should never have the skse folder inside a bsa as it won't be loaded. I think .ini files aren't loaded either. If you're packing only textures and meshes, it's generally ok to use compression (add -z to the command). If you do pack in a bsa, pay extra attention to the load order of the plugin you're attaching the bsa to. It will determine the priority of the assets contained in the bsa, relative to other bsa's, and loose files are always given preference realtive to any bsa.
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I didn't roleplay much... Until someone here pointed me to Gopher's new SSE series... I'm hooked! And I'm playing Skyrim the way I've never played before... No more power-gaming, lot's of RP'ing, having supper and a nap at the local inn every night. Loving it! And 3dNPC is such a great mod for that. My current character started as a horker hunter at the Solitude docks... Raised a few levels hunting horkers, made some cash selling their meat and other spoils (Hunterborn). At some point he went after deer... Let a lot of them run, hunted down a few. At the end of the day he'd return to Solitude to sell and chat. Now thanks to Lenny he's slipped into the low life of a thief, too. Took a carriage to Riften and joined a band of like-minded individuals. If only Aureyn cared to check where those relics he's displaying at the museum come from eheheh
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Hey, no hostility here, but for my part I use the mod that has been published based on the very high probablility that it was indeed Jonx0r who published it. I don't need him to show me an ID proving that it's him. For what I know, any account over there may be fake. It's simpler to assume that if no-one has contested neither the mod's publication, nor Jonx0r's account at archive.org, it's his own account. Occam's razor. He doesn't owe us any further explanation if he prefers to just allow us to use his work but offer no support for it. If I recall correctly, that was the reason he closed his accounts and removed his mods in the first place - the pressure for support being too demanding (and, possibly, not always polite). Mind that I'm with you, I respect everybody's stance on this, the legacy team's, Lexy's and Jonx0r's own, who removed the mod but never asked those who already had it to stop using it. Then, he comes back and updates the mod - to me, it's legit to assume that he's authorizing people to download and use it, even if it's not on Nexus. 3dNPC is no longer hosted on nexus, either. If you do want to try it, it's such a pleasure to play. A perfect blend between Skyrim's openness and more scripted games like TW. You feel like you're adventuring but also like you're led through a story. Great mod.
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The first upload of Wyrmstooth 1.16.2 to archive.org was done by plonk420 on May, 13 2016. More recently, the uploader edited the description: "UPDATE: Seemingly, the author uploaded their absolute final version here (note: as stated, it's unsupported): https://archive.org/details/Wyrmstooth1.17A" - that was version 1.17A for Skyrim LE and was uploaded on May, 1 2017 by Jonx0r. Much more recently, on April 8, 2017 he released version 1.17B for LE. News: TODAY he released his own SSE port. No questions about the LOTD team's decision, but why must it be on the Nexus? If this were a fake account on archive.org, it would be a long standing fraud that could have already been exposed. Again, this is not to insist that Wyrmstooth should be added back to LOTD support or to this guide, I respect both your decision and Lexy's. Just to make sure we're all talking about the same published mod. What a damned good mod! I do have it on my build and take responsibility for any issues derived therefrom. None, as far as I've seen. Even the author says he hasn't nailed down the water flows properly for SSE - that sure sounds like a perfectionist, as Jonx0r was known to be and as can be appreciated by playing WT.
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If you use the option to redirect output files (4th box ticked), you need to have the folder you're outputting to present in the VFS or it will just give you an error saying that. If you deactivate the FNIS_Output mod in mod organizer, that folder won't be visible to FNIS so you get an error. You can always use FNIS without redirecting files (the way I've always used it before the recent changes to MO2) but you'll be replacing files in your mod folders. It works, but you're tampering with the original files. So Fore, by request, added the file redirection feature which is a simple way to have FNIS never overwrite mods: it will just send them to the folder you point to in the ini file instead. I think Save Game Script Cleaner doesn't work with SSE. You can use Fallrim Tools' Resaver instead.
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Use this process with the description you'll find down at the bottom of the guide: create a dummy master with wrye bash, load the CR in xedit, use the script "list records referencing a specific plugin" (works better for me than report masters...) typing in the index (first two digits) of the dummy Prometheus_No_snow_Under_the_roof.esp. Here is what my build yields, only three references. When you do this with your dummy master, those referenced records will contain "unresolved reference" errors. You'll want to consider the references [REFR:04017B67], [REFR:000C734B] and [REFR:000EEF79]. Copy each of the 8 digit numbers into the top left box in xEdit (that reads FormID) and check that they're merely forwarding the NSUTR replacers for the snow statics (which will show as unresolved references). You can delete the record FROM Lexy's LOTD SE - Conflict Resolution.esp ONLY. To do that, right-click the top cell of the column on the right that reads "Lexy's LOTD SE - Conflict Resolution.esp" and choose "jump to". It will highlight that plugin's reference on the left tree, that you can right-click and select "remove". Careful not to delete anything from either the base game, or USSEP or any other plugin that mentions it... Do this for all the references you found. Then scroll up the left-hand list and right-click on the top index for "Lexy's LOTD SE - Conflict Resolution.esp" and select "clean masters". It should remove the plugin if no references are left. When exiting xEdit check to save only "Lexy's LOTD SE - Conflict Resolution.esp".
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I've just finished an brand new laptop build up to date (well, with everything but smash :P) and I'm still playing my desktop build from April. Once I finish the new one I'll get the different combat combos :D I actually tampered with the up-to-date build I mentioned above to try and implement a port of CCOR... couldn't help it! ;) The funny thing is, every CR file that depended on Cloaks.esp for SSE will work if redirected to the ported CCOR esp. All the cloaks have their overrides unbroken in CCOR (that is, if you merely change the mod index (first two digits) in the reference, from Cloaks to CCOR, you get a valid reference to the CCOR version of the cloak. I think something has to be done to link mod-added forges to CCOR's experience system, but haven't figured that out yet. That being said, I hope krypto does manage to publish her updates soon.
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Please disregard my previous post. Thanks to Sheson's answer in the other thread, by checking vanilla bsas I confirmed that lodsettings is a base game folder so it should be ok to load it from within a bsa and should not be the cause of any issues with Vigilant.
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Thanks for that, I was silly not to check the vanilla bsas.
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Vigilant comes with a lodsettings folder in its bsa containing one .lod file per world. Is this used by xLODGen? Could xLODGen be unable to read it while it's packed in the bsa? I've also posted this question in the DynDOLOD thread following the subject of packing other file types in bsa (specifically .json files) and Sheson's answer was pretty clear (don't pack them if I understand correctly), now I'm trying to figure out which other files should equally not be packed to avoid breaking stuff. It might be that the problem with Vigilant here derives from lodgen not reading those files while they're packed?
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I'll check, but it makes sense. Could you tell me if the lodsettings folder, nested in the root data folder in some mods like Wyrmstooth and Vigilant, and apparently containing one file per world with the extension .lod, can be stored in bsa as well? It does come like that in both mods. I don't know if this question belongs here on in the lodgen thread, sorry... Is it a base game thing, or used only by lod generators?
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I agree, some scripts might be left orphaned and conflict with the same scripts popping from the merged plugin? Maybe the same procedure for updating certain mods - removing the original plugins, cleaning scripts from the save, then installing the new plugin - could work, but I'd avoid putting my ongoing game through that. I'm still stubbornly using my bashed patch and 3 out of 5 of the conflict resolution files are already merged in there, so I don't do the CR merge either, to facilitate future updates (needless to say, updating your load order and rebuilding the bashed patch in the middle of a playthrough is also not advisable).
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I finally got around to packing dyndolod's output in bsa. Had to use DynDOLOD.bsa, DynDOLOD - Textures.bsa and DynDOLOD_Dummy.bsa (with its extra dummy plugin) to keep every archive below 2Gb. This time I didn't crash, which means at least the meshes are loaded. However, when starting the game I get constant "DynDOLOD can not find master data in DynDOLOD_None.json" errors popping in-game. My feeling is that either the whole skse folder, because it isn't a base-game standard folder, or its contents (namely json containers) because they aren't standard game files, are not loaded from the bsa. To test that, I ran the game with only the skse folder as loose files, and bingo! No errors popping. Could someone confirm or deny that? If that's the case, I'll have some digging to do in my build to find other files I may have packed that I shouldn't have, but at least I'll know what needs fixing.
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Just when I thought I had my build finished, I realize (because of DynDOLOD popping a lot of in-game error messages) that skse folders are probably not read from bsa files... I packed everything I could into bsa's this run and if this is true, there's a lot of digging to do to find what I may have "mispacked".
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This is what got me to keep Moonlight Tales - especially the texturing, don't we have another mod taking care of werewolf sounds? Heart of The Beast, I think. And the MCM helped as well. I wish Claralux had one. Really, I can't be bothered to be running around the test cell activating and deactivating stuff ON TOP of all the MCM configurations... Besides I usually start in Solitude and play a while before I even get near Riverwood. I'm testing the configuration esp this time.

