-
Posts
755 -
Joined
-
Last visited
-
Days Won
10
Everything posted by godescalcus
-
LOL Damn, I spent a while yesterday porting that myself. But I guess I won't trash my port yet ;) It's SSE, ya never know. Same here, have you tried Haven Bag? Kind of "immersion breaking" unless you have a powerful imagination, but I can't play without it. If I don't have it, I start typing "player setav.carryweight 9999" in an instant. Oh but on my last big run, I had such a nice and tidy haven bag! Everything had its proper place, weapons, light armors, heavies, clothes, shields, ingredients, potions, fate cards LOL even food and booze... you name it. I kept a collection of every individual item I looted in the safehouse PLUS a second collection in the Haven Bag. My purpose was to dress up all the available mannequins and fill all the empty racks in the customizable parts of the museum. Also kept a copy of every book besides the rare ones that displayed in the library, with the purpose of filling the extensive bookshelves in Six6Star Studios Breezehome with Basement. What a fun playthrough. Now I'm also trying out the Dhovakhiin Hideout, similar idea as the Haven bag but roomier.
-
I don't think I have any of those mods :P My reasoning is that I prefer an extended exploration build and extensive exploration becomes impossible if combat takes too long. Skyrim Underground alone is impossible to explore if you can't tank through enemies. No, I'm not a "woossy" like some modder puts it on their page. Just think Skyrim and Mortal Kombat are two different games ;) Having said that, I never had problems with brawling so thank you Lexy for leaving the fix in the guide.
-
Just remembered that a few mods have patches for LOTD but are also natively recognized by Legacy. Amulets of Skyrim is one, and now Cloaks, MoQ, Jaysus Swords (since we don't have CCOR's official port) and probably more, their original esp needs to be active in order for Legacy to detect them, regardless of their patches being merged or not.
-
Hi berndaroy, I did also try that in classic but gave up on the number of esmifications needed, so I dumped the navmesh and didn't do anything at all with the CK, and was getting away with it. But I used mainly Sofia and she didn't get lost very easily due to the teleport feature... So I'm bot sure I had all my navmesh working, namely in the Skyway. The displays all seemed to work, though. I suppose I'll inspect the files more closely to see which cause navmesh conflicts. I have done that in the past, if only one mod in the merge has navmesh edits, they won't break in the merge. Maybe I can get away with a couple of merges instead of only one... And @SirJesto, do you remember exactly what's edited in the Skyway patch? Surely the boulders in the arch below the museum that just barely block the passage, but anything else? I also use Solitude Expansion which adds so much to those outskirts, have it nailed down with Better Docks and its own patch for the Skyway, so if I could just replicate the changes made in the DBM-Skyway patch it would make things simpler. I can check in xEdit but navmesh and height maps, if present, are beyond my range.
-
Sorry for bringing this back SirJesto but have you tried to merge ALL of LOTD patches as one? I have about 90% of the supported content in my build. Practically only left out a mod or two, and conflicting ones like Zim's vs Unique Uniques. When I merge them all there are the dratted navmesh conflicts. Is it safe to simply delete the navmesh form from the merge?
-
CR is fun. And tedious ;) If you want to actually play the game soon, better stick with the guide! Having said that, I also go my own way here and there. If you want to do your own CR, watch this intro video by Sharlikran: https://www.youtube.com/watch?v=rqAvJKGdPbU Not a GamerPoets tutorial, but very to the point. Bear his "jokes" in mind, the guy's one of the devs for xEdit and knows the stuff. Then you can refer to the classic guide's CR sub-guide here: https://wiki.step-project.com/index.php?title=User:Paul666root/Subguide_CR_SRLE_LOTD&oldid=81511 Use it merely as reference as a lot of stuff will be different, but it may give you an idea of what you need to fix. Just inspect your load order thoroughly for conflicts and carry on to the patch the records you want. It'll be really time consuming. Neovalen's original CR guide may be a useful reference as well https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition/Conflict_Resolution You can always use the provided CR and mini-CR files, remove the masters you don't use (add dummy plugins in Wrye Bash, load CR in xEdit, fix any broken records, remove masters). From my experience this isn't enough to have it fully fixed and you still have to resolve conflicts specific to your build, so you'll end up going through the records one by one as well. Won't save you time but it may well keep you from overlooking stuff.
-
One more thing, I think I also remember realizing that MO2's bsa extractor might be broken because the loose file versions of some mods took up LESS DRIVE SPACE than the bsa archived one. And that might well have been with Falskaar. It crashed everytime I went to dawnstar - fast travel, normal travel or even using Alternate Start. Not a mesh thing, it was Falskaar 100%. It could have been a corrupt extraction using MO's bsa extractor, that's why I ask you did you extract with BAE? If my problem derived from extracting within MO2, then it should be ok to extract (properly) and optimize.
-
Did you try travelling to Dawnstar after unpacking Falskaar? I had a CTD in Dawnstar that I completely rebuilt from scratch to get rid of only to see it come back. After uninstalling mods 1 by 1 I nailed it down to Falskaar. Still, I tested it against a number of different mod combinations and inspected it against my load order in xEdit to see if it were some conflict. Finally I realized I had unpacked its bsa and tried to reinstall the original downloaded mod with its bsa... No more CTD in Dawnstar. First time ever this happened to me and also didn't happen in classic, but it might be replicable. I didn't try unpacked Falskaar against vanilla and still think the CTD could only have one of two origins, either a mod conflict (falskaar loads pretty early) or something I messed with in the loose files, although unwittingly (for example, it might be reminiscent of when I started to mod the SE, before this guide and before taking heed of the very necessary advise to NOT USE MO's BSA EXTRACTOR which completely messes things up, better leave it permanently off and manually extract with BAE). Still, I choose to leave it alone in its BSA and won't be trying to optimize unless you guys confirm it does it without crashing.
-
Sorry sirjesto, didn't mean to be rude, I was half joking around ;) We actually need some folks to die if we want any chance to enjoy Bring Out The Dead. Otherwise I'll just switch it for some other monty inspired mod! But Tzefira did say above that the Guild folks died a couple of times. Edit: BTW above mod NEEDS to be in the museum LOL Awfully good recriation of the original. Very lore-friendly.
-
Vanilla SSE is just like vanilla classic, only a few spiders around. It's probably Immersive Creatures indeed, aggravated by Skytest and AAE. Probably not the best idea to have them deactivated at start, so tweaking difficulty down in the MCM while in the Abandoned Prison and back up after that quest is finished could be a good solution. I hate to learn that the archaeology team aren't Protected. They should be. All unique NPC's should be except those that are meant to be assassinated by other NPCs. Guards and respawning farmers and nobles are enough as critter-fodder.
-
Has anybody tried to extract the bsa's from Falskaar? Turns out that was the cause of my CTD at Dawnstar. Go figure (but probably Arthmoor is right, yet it's only the first time doing so ever broke my game). To figure this out I had to do a complete reinstall of my build, slowly adding mods, then the CTD started to happen, take mods back in small batches, narrow it down to Falskaar, look for conflicts in xEdit, try different combinations of mods with Falskaar to look for some direct conflict, THEN I remembered to try reinstalling Falskaar without touching its bsa archives. Bingo. Yet, none of the assets from Falskaar was being overwritten or overwriting anything else. Loose files "should" be the same as a bsa in those conditions, but there you go, they're not. Some mods will be ok (I'd say most, so far), but others won't. Does anybody know if there's still a "soft" limit on the total number of plugins+archives inside the data folder? In Oblivion, apart from the 255 limit for esm+esp, there's a "soft" limit where having more than somewhere over 300 total files (counting esm+esp+bsa) will cause a number of performance issues. If this is true for SSE, then we have a probem, as most mods now pack textures in their own independent bsa, meaning something close to twince the number of bsa's expectable inside data and maybe even exceeding the plugin count.
-
I count similar episodes as part of the reason I tried wrye bash solo... Now WB for me has the reliability advantage comparable to a low level programming language. However, I still use MO precisely to avoid messing with my precious data folder when porting mods, for example. I run the CK through MO and every single time it has saved the plugins in overwrites - but, also, every single time it removed the originals from data. Not to worry if it's only the plugins because I have the installers ready for an easy fix, but I'm actually worried it may fetch and remove also other files when, for example, the CK decides to convert navmeshes and facegen parts. So I guess I should leave conversions to another install altogether, which I fortunately have.
-
I use Free Commander whenever I run MO or MO2 as my main mod manager. Also found a good fix for the windows quick-access folders getting corrupted (which only happens when using MO2, in my case): Create a new text file anywhere in your PC and name it something like QuickAccessFix.bat. Edit and paste the following in the batch file you've just created: del /F /Q %APPDATA%\Microsoft\Windows\Recent\AutomaticDestinations\* Run it whenever you lose access to Quick Access. I found that this not only restores Quick Access functionality, it also restores the shortcuts you had previously saved to it.
-
I agree ;) Yet I tried to do exactly that and NOT use Ponurymazepa's workaround but it turns out said workaround has another merit for stubborn me (besides allowing Steam Overlay to be used with SKSE64 which I don't use anyway) - it also allows Wrye Bash to launch SKSE instead of the game loader without SKSE, as auto-switching to SKSE is still not implemented in the latest WB release and is said to be pretty low priority in the to-do list...
-
What about hairs? Those are never in the facegen folder, instead they're place wherever the mod author decided to place them. Eyes, it seems, are also head parts and I don't know whether they go in the facegen folder or not. Here's my latest source on this messy subject: https://www.afkmods.com/index.php?/topic/5149-sse-nif-optimizer/ (unrelated) Seems like there's something else to worry about: SKSE64 still leaves leftovers in savegames that can be cleaned with the script provided in this link: https://forums.nexusmods.com/index.php?/topic/6095248-skse64-leaving-save-fragments-in-save-folder/&do=findComment&comment=54626808

