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Posts
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Everything posted by godescalcus
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Shouldn't we take heed of this warning from LOOT: BSHeartland.esmActors.ACBS, Actors.CombatStyle, Actors.DeathItem, Actors.Stats, C.Light, C.RecordFlags, C.Regions, Delev, Factions, Graphics, Invent, Names You seem to be using Convenient Horses, but you haven't enabled the Convenient Horses patch for this plugin: Bruma patch for Convenient Horses You seem to be using Flora Respawn Fix, but you haven't enabled the Flora Respawn Fix patch for this plugin: Flora Respawn Fix SE for Beyond Skyrim You seem to be using Ordinator - Perks of Skyrim, but you haven't enabled the Ordinator - Perks of Skyrim patch for this plugin: Ordinator Beyond Skyrim Bruma Patch I've added all three patches to my right pane after RS Children Compendium.
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This looks like an interesting refurbish of all standard bows vanilla: Better Shaped Bows of the Heavens This one is interesing but more parted from vanilla looks: Real Bows by DecimusMaximus. There is a standalone version with leveled lists, if you like these but want to keep the vanilla bows closer to their original look.
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Dr_Bandolier, Cloaks Dawnguard and 1nivWICCloaks have no dependencies and aren't needed for legacy (unlike Cloaks.esp that has multiple depenencies). So I assume the former 3 are good to merge into the weapons and armour merge? The patch for cloaks - USSEP could be merged as well but Wrye Bash merges it anyway).
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I meant that my problem was "fixed" or that it was no problem at all: the animation mods installed in the guide between Cinematic Dragon Soul Absorption and XPSME don't require FNIS to be run, probably only DSR or some later installed files do require it. OR those first animations simply don't trigger FNIS (I read that some mods need to be "made compatible" with FNIS by editing/removing a behaviour file), but that doesn't seem to be the case. I've checked in game and the 360 movement is working without FNIS. I also tested fnis with the FG mod and it registered over 1000 animations. So, in short, I need to have more patience, maybe read less! (The whole rant was because after seeing FNIS not registering animations I started back-reading this forum and googling and assumed I had the same problem some people were reporting. Well, if that was the case, then a lot of people don't really have a problem with FNIS, they're just running it before adding to their build any mods that require it to be run).
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Oh dear, what a pointless rant. I guess all animations that are installed after FNIS and before the XPSME skeleton don't require FNIS at all, and I was running it at that point for testing. Just made a test with a more "flowery" mod LOL now that gave FNIS something to chew on, over 1000 animations. Time to breathe deep, uninstall said mod LOL and go on with giving MO2 another chance.
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Decopauge123, that web.archive site is a wonder! I've just recovered most of the content of my very first, long lost website from 1997 in an archived version of 2002! But right now FNIS is getting to my nerves. If I can't get it to work I'm taking this whole build back to wrye bash and putting MO2 away (yet again). I do try, but weird things just don't happen when you're modding without a Virtual File System in between.
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I see there was a long discussion about FNIS last month. What was the conclusion? FNIS is definitely NOT working for me... It generates 0 animations. I have MO2 installed in the common directory, not inside the Skyrim Special Edition, as instructed by the guide and contrary to what I had always done before, and I followed the instructions for installing both FNIS and the animation mods. I added FNIS as an executable from the data tab in the right pane of MO2. Should I go back and move MO2 inside the game folder and correct any broken links thereby?
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I was checking "The Brotherhood of Old"'s compatibility note and wasn't sure whether the "incompatibility with any mods that make major story changes to the Dark Brotherhood after the main Dark Brotherhood questline" applies to the "Dark Brotherhood Forever to Miscellaneous Quests" mod. Sure it's not a major change, but being quite far in the playthrough, have you guys checked it for possible conflicts?
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Second that question. I still don't know if SSE still has the limitation of 325 esp+bsa that both Oblivion and classic Skyrim had. I'm conviced that leaving bsa's alone is the way to go except when you need to merge, optimize, remove dummy or in case the referred limit is present, meaning if you approach the 256 esp limit you can only have about 70 bsa's around. I'm not sure I remember correctly, but wasn't it Classical Lichdom that did away with the need to install Race Compatibility? And about Immersive Lichdom itself, is it required by the CR or any of Undeath's patches?
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
You should run loot prior to making the merges, because Merge Plugins Standalone will need to load masters ir order to build the merge. Sometimes a master plugin is, in its turn, a child of another plugin and having them in the wrong order will cause Merge Plugins to output an error message and it won't let you merge before you fix the plugin order, so it's better to have that fixed beforehand. That being said, my procedure is to drag all the plugins to be merged to the bottom of the right pane and order them as in the guide's merge page - that way you make sure that no masters will be loaded between the esp's to be merged, which would again prevent you from merging. So, in short: 1) run loot and fix your load order; 2) place the plugins to merge last and in the order you'll want them to take in the merge; 3) check for errors and build the merge. The instructions on the main page refer to a different "merge" than the ones on the merges page. The latter are about merging plugins, the former are about keeping the mod's files all in one folder in Mod Organizer. In the Improved Closedfaced Helmets mod, the Apophysis meshes are located inside a folder (50 Apophysis) that isn't installed by the FOMOD run by Mod Organizer. The whole mod comes in a BAIN folder structure, meaning each of the numbered folders contains files correctly organized to be read by the game. If you installed them with a BAIN-ready program like Wrye Bash, selecting the folders you want will have their contents copied to the Data folder. In Mod Organizer this is possible with some mods, but since this one also has a FOMOD installer, that takes precedence and the installer overlooks the apophysis meshes for some reason, so you install that manually by installing again the same mod (ICH patches) but, instead of running the FOMOD, you tell Mod Organizer to install files manually and select the folder 50 Apophysis as your data folder. If you leave the mod name exactly the same as on the first install, when you ran the fomod, MO will then ask you if you want to merge the mods, or replace, etc... Replacing will erase the previous files and place the new ones there instead - that is NOT what you want. Merging, in this case, means simply that MO will copy the files into the mod's folder without touching what's already there. If there are files with the same filenames, though, they will be overwritten, which is useful, for example, if you want to install a hotfix - just give the same mod name, choose merge and let the hotfix files overwrite the original ones. In this case, I think it will simply add the missing Apophysis meshes to the ICH mod folder. It's just as if you manually copied the '50 Apophysis' folder's contents into the ICH folder located inside 'Mod Organizer/mods'. I always do my own merge because of some changes I make to the mods I install, and I add the five tags. I don't really know, then, what's the case with the original merge, but I'd trust the "idiot's check" towards the bottom of the guide, before building the bashed patch, to have the correct bash tags. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
For those who got spoilt by SSE and *need* DoF working, mine wasn't, even if I tried the Normal preset for Vividian ENB instead of Performance. Couldn't fix it in any way till I found this discussion and this, too. Turns out Vividian was last updated before ENB v.3.15 and, apparently, DoF is handled differently since that version. The solution presented in both discussions is to "rename old enbeffectprepass.fx to enbdepthoffield.fx" (in Boris' own words). That I did, and DoF is working like a charm. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Two notes on Relinker: you may want to add the "this merge requires you to run Relinker" on the miscellaneous merge section (because Dynamic Things has a whole lot of scripts that call the main wizDynamicThings.esp plugin) and, if you want, also on the DBM patches merge on the main page, referring that including DBM_MAS_Patch.esp on a custom merge will also require you to run relinker since it's called by dbm_mcmscript.pex. These are the only two changes I noticed with my build, besides the treasures merge. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
ELE_Legendary_Fs_Lite's records are being overridden by the bashed patch. It doesn't show in the picture below, but the settings that are carried into the bashed patch are first set by USLEEP, and used sbsequently by all the other mods. But ELE makes changes to these settings and I'd like to have those carried instead of USLEEP's. USLEEP has a ton of bash tags... Can we set some tags on ELE to make its records override USLEEP's? I don't know how to choose the necessary tags. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Has anyone tried to use WICO as a character base in the same way as in Lexy's SE guide? Would that break the NPC retextures CR? I've always been happy with the current mix for existing NPC improvement but generic NPCs and those added by mods that have not received any special attention just use a dull default face that still looks ugly even with better textures. New base character face meshes needed... -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hey guys, just had an issue with Relinker. It said it was missing msvcp110.dll. I'm using Windows 10 and it turned out that Relinker needed Visual C++ Redistributable for Visual Studio 2012 to be installed (I installed the 32 bit version). I checked the guide and it isn't mentioned, but I'm pretty sure I had it in one of my previous builds because the visual c installer was in my other pc's downloaded files, so I must have got the solution then as well (can't remember, haven't used MO in a long time ;). Just thought I should mention it in case someone else has the same problem. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
The uncapper for ordinator's ini file, having the same filename as the community uncapper's, is the one that gets carried by MO because it's lower in your left pane. You can change that or, if you want, do without that mod altogether and just make the changes you want directly in the community uncapper's ini file. I played extensively with the custom uncapper and it wasn't until level 50 that I felt I really needed to change something. That was because of the dynamic rate that's written in the ini settings that makes for a slower start, then faster gains, then a long slower mid game, then slightly faster towards endgame, or something like that. I was in the long midgame slow gain phase. I did my changes, but then I realized that I suddenly went from 50 to 80 in no time, and before I even completed most of the extensive gameplay that this guide includes (plus some I added myself). So, if you have fun building your character instead of quickly powergaming to maximum, maybe give this guide's uncapper a chance ;) I think I came to agree with it, at least partly, in that I have the most fun in early-to-mid game and not so much being the all-mighty superhero towards endgame. P.S. I think you DO have to modify each value if you want to go from "uncapper for ordinator"'s ini and make some adjustments, because it's heavily customized. Not necessarily if you go from the community uncapper's because its values are mostly 1, meaning something like vanilla rate. There you may change only what you want, and leave the rest vanilla. Can't tell you what to change right now for those skills but mind that there are several parameters that can change the levelling rate, some deal with the experience gained from skill use, some with experience necessary to level up, etc... That's why I said the config is a little extensive ;) And that's why, after trying my own custom edits to vanilla values, I think I'm now just going with the custom uncapper because it's changes are more subtle and it would take an incredible amount of time to perfect them in the same level of detail (think about at least one full playthrough to go through all the gain rates that change dynamically from level 0 to level 150 or thereabouts... -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
The custom uncapper contains an ini file that you can tweak to your liking. It's extensive, but pretty self-explanatory. -
What that brings back to me is Ultima Online! Played recently in a free server, In Por Ylem, that did NOT outlaw unattended macroing (oh I had such good steam macros for fishing, mining, lumberjacking, even carto'ing including selling everything to npc's for a profit). It was also T2A so macroers were fair game for pk's anywhere. Fun to sit among the fisher macroers pretending to be macroing as well and pull a nasty combo on the pk's when they came to kill and plunder. Of course, thou wouldst let them murder thy neighbour so their names would turn murderous red and thou couldst yell for the guards to come insta-killing them in a blinding flash of great shock and awe, but they could do none of the same thing unto thee (sorry! I'm no Richard Garriott LOL)

