Jump to content

godescalcus

Citizen
  • Posts

    755
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by godescalcus

  1. I resave all the plugins Wrye Bash indicates as having old version records, and also reprocess the meshes and havok animations. That was the subject of the discussion you linked, some plugins are altogether form version 43, some are reportedly form version 44 but have some records in old format. Since you're not sure how the conversion was made (even if by the author) the advise there was to reconvert them just to make it safe. I confirmed that when you run meshed that have already been optimized with nif optimizer, the app will ignore them, so there's no risk there. BTW, I also got the same error message for those specific plugins you mentioned.
  2. I agree with the ENB and no ENB option, although implementing it would require some attention to several sections of the guide - Bethini and ini setup, GPU tweaks and several mods, of which SMIM and RW2 are two that come to mind. Just for fun, as you say, I'd challenge Nvidia users to fiddle with the new Nvidia Freestyle, an experimental post-processing overlay that can add from about a dozen shaders with sliders for easy adjustment of settings. I don't mean it's as complete as Reshade but it can do tricks and maybe with a lower framerate footprint. It's also completely independent from the game, can be used or not, toggled on and of at any time, no game executable hacks and no files to copy anywhere. For my part I'll stick with ENB for the water ripple effects only. When I tried playing without it the drag ripples were a basic v-shape following my character that didn't even bend when I changed direction, instead they'd "magically" follow me allways as a straight V, completely irrealistic, unimmersive... Ugly :P
  3. Well, no issues whatsoever for me with the latest build 307.201801021732. Beta 2 should be ok too - but I can't test if it works fine with MO because I'm using Wrye Bash alone. I strongly encourage someone who's using MO and wants to get involved to test run the version linked at afkmods, since it's usually a lot of commits ahead of the one on the nexus. Utumno only releases extensively tried and tested versions to nexus but in the mean time a lot of bug corrections and other adjustments are always features of the latest build.
  4. Version 3.07beta1 is likely the cause of the bashed patch being in form version 43. I've heard about conflicts with MO2 but I've actually used the latest bleeding edge python code with MO2 and it worked flawlessly. Again, pointing to afkmods instead would be my first choice. The link for the standalone is at the bottom of the second post of that thread and it's frequently updated. Current version is 307.201801021732 (updated less than two weeks ago).
  5. I didn't have that problem but I'm using the latest dev wrye bash from Utumno's branch. Checked the guide and the version of WB mentioned in the pre-requisites is 3.07beta1 (from Dec.2016), yet there's already a beta2 on the same nexus page from late Dec.2017. Are you using any of the latest versions? I'd say the latest beta2 from nexus is preferable as WB has been hugely developed over the last year. But even better to stay on top of the latest developments would be to link this page instead. The links at the end of the second post of the thread are always up to date with the latest versions. The thread itself contains a lot of what's going on of late with wrye bash for all games. I was going to make a small edit to the wiki so that it mentioned beta2 from nexus but I noticed the text specifically referred the old files beta1, why? Anyway, pointing to afkmods instead would be my first choice.
  6. Could you guys try to intercalate the merges in the main guide, instead of having them in a separate page? The reason I'm asking is two-fold. For one, most merges deal with mods placed more or less closely in the installer order (left pane MO), therefore one can get to the merge sooner than the end of the guide and save those spare slots to keep building and testing. Two, while the guide is WIP we can all stay in tune regarding merges that are stable (and even help testing those that aren't yet). I've been using the classic skyrim guide to sort out the merges, and on all of my recent installs of the classic guide itself, I always kept the merges page open. Having one less tab in the browser, believe it or not, would be a relief :P Also about merges, do you merge all of the Claralux patches together? Any ideas for bash tags and loot rules? And RS Children: most of the patches save one, I believe it's MaS, get merged into the bashed patch. Any reason to prefer merging them with MP Standalone?
  7. I read the discussion and would agree that many of the ports that are currently available on the nexus seem to have either form version 43 or records with older version. Wrye Bash would pop alerts for mods that were showing as form version 44, regarding specific records that were using an old version. So I'd be extra careful about using those ports. Many, I've noticed, are ports from late 2016 and early 2017 and I'd imagine some might have been rushed to be made ready for the new edition. The later ports are usually ok. On those grounds, the only way to be sure of having the mod properly ported is to process it yourself when you see warnings about older versions - resave the esp in the ck, optimizing meshes, using the havok conversion tool on animations, whichever is necessary. Unoptimized meshes don't trigger any alarms and I'm not sure if the HKX test option in FNIS (which I now always use) is working, since it never gave me a positive, so best be sure and process them. I imagine neither the nif optimizer nor the havok converter will break anything if run on already optimized/converted files?
  8. I did esmify the masters (only master was Legacy of the Dragonborn, all others were included in the merge). But somehow the process didn't work as expected, because after I re-saved it in the CK the merge no longer had Legacy listed as a master. So I dumped that save and reloaded the original merge esp, deleted navmesh again but this time I did NOT resave it in the CK. In all cases, having the merge on or off doesn't make any difference at the moment. My fear is that in the process of re-saving the with the CK I messed up with other files than the merge esp.
  9. Unless Neo gets tired of TW3 and comes back to check on SSE ;)
  10. Here you go. Active Mod Files: (Edit: as I said the mentioned weapons and armor merge is currently off, contains the following esp's:
  11. Immersive KS does remove a few hairs. I'm still not really happy with any hairs pack for Skyrim. Most have a huge choice of "un-imersive" scalps that you have to load your game with for just maybe 2 or 3 that you really would use. If only the vanilla ones were any good, but they aren't (think vanilla Delphine). I wish there were a simple vanilla replacer that applied to both the PC and all npc's with vanilla hairs, making enough of a change but not too much. Add maybe ponytails at most. I hate to walk into Whiterun and feel like I'm it's a fashion show backstage...
  12. I've confirmed that it's not coming from having the merge present in my load order, as removing it (and rebuilding bash and everything else needed) doesn't fix the problem. However the cause may still be the merge, but with trickier contours - after I made the merge and deleted the navmesh, I loaded it with the CK and re-saved it. Could I have caused the CK to make changes to my data files? Does the CK only edit the active esp or sometimes others as well? I know for one that the CK does spam assets all over at times, I knew about facegen files, now navmeshes. This is beginning to seem like I'll have to rebuild from scratch. +1 for mod organizer (at least it lets you tinker more safely when using the CK).
  13. I have broken navmesh in Riverwood... Pretty sure it's not ETaC since I've tested it and before it was working. No other mods changing riverwood that I can think of. Not sure this is the causem, but my weapons and armors merge had broken navmesh - why the hell do weapons and armour mods have navmesh in the first place?! - so I deleted the navmesh from the esp, assuming that at least the navmesh that was in place before would be used. I know this must be coming out of my own personal tinkering but if someone with experience in navmeshes could help me troubleshoot this...
  14. Bodyslide does support UUNP (just look at all the UUNP refits available for the SE), although the authors don't. You need to fetch the sliders from the classic version and optimize the meshes with NIF optimizer. Nothing else to it, really, works just like the classic version. The SE version also doesn't come bundled with Texblend, but you can use the one from the classic. Easy process is to install both versions, then copy only the texblend folder and the four slider folders from the classic version (along with any conversion sets you want to keep) into the SE version. Don't forget to process nifs with nif optimizer.
  15. How did you point to the new merge, did you go through the records one by one or is there a script to automate the process?
  16. Due to the availability of DBM patches I'm using Zim's Immersive Artifacts instead of Unique Uniques (both are available for the SE)
  17. As I wrote above, I'm going for an agressive weapons and armors merge, that means I'm trying to include esp's that were not included in the old guide's patch because they were masters of DBM patches. Such as Immersive Weapons, Immersive Armors, Heavy and Royal Armory etc. The caveat is that I have to include the legacy patches for those mods in the weapons merge, not in the separate LOTD patches merge.
  18. BadGremlin is pretty active porting his mods to the SE :D Just didn't start with the treasures&jars&fairies.
  19. Thanks, I asked this because I'm trying to make an aggressive weapons and armors merge, to reduce esp count and I plan to include the Legacy supported weapons and armors (HA, RA, IW, IA etc...) and the respective patches for Legacy. So before I merge them I wanted to have a look at the leveled lists and make a patch to include last in the merge, adding all relevant records to the leveled lists. After the merge is done I'd let wrye bash do its stuff. I'd only leave out - Thane Weapons Reborn - Artifacts of Skyrim - Aetherium Weapons and Armor because they have built-in support and if I understand it, the esp needs to be active in your load order when starting a new game for Legacy to add them (I can't use relinker). By the way, if I use a ported version of CCOR and don't use the Cloaks of Skyrim esp, do I lose DBM support for those in the current version of Legacy?
  20. Lexy, how do you guys manage leveled lists in the merged plugins section? For example, weapons and armors merge. If I'm not mistaken, merge plugins standalone doesn't handle leveled lists, so only the last plugin in the merge gets its leveled lists carried? After all the merges are done Wrye Bash does handle merging the leveled lists, but those that don't make it through merge plugins standalone are gone, unless you make a patch to go with the merge manually copying all records into the leveled lists?...
  21. I'm trying this combo: https://www.nexusmods.com/skyrimspecialedition/mods/8394/ https://www.nexusmods.com/skyrimspecialedition/mods/2163/ With the aesthetic mods (some of which actually came primarily from SSE): https://www.nexusmods.com/skyrimspecialedition/mods/695/ https://www.nexusmods.com/skyrimspecialedition/mods/9670/? https://www.nexusmods.com/skyrimspecialedition/mods/2636/ Add a comment: I really hate mods that add insta-kill perks, insta-kill moves, insta-kill spells. Deadly doesn't have to mean don't let it touch you, maybe don't let it touch you *again* ;) Another comment: mods that simply add health point to enemies aren't all bad (especially if combined with better AI). For one, it makes for interesting situations with other NPC's that don't fight as well as the tactical expert dragonborns in this forum :P I hate it when a dragon kills ten soldiers in a few seconds and I'm left fighting it alone anyway. So, for me, give them much tougher skin and *moderately* tougher skills and attack. We all know who ends up the winner, let's not pretend otherwise (unless you're a fan of this mod) so to make the best of it is to force you to adjust combat tactics to be effective, while not making the outcome be always that everybody else is minced meat....
  22. quoting myself here... LOL What I did was the CR thing and what THAT did was fix my water LODs!
  23. Following your previous feedback I also removed project optimization but I think the best approach to resolving conflicts with the lighting mods would be via CR patch, instead of messing with their placement (other conflicts might arise afterwards?). About load order, using the rules in the guide CLARALUX SSE - LAL.esp loads after Realistic Water Two.esp and overrides NAM3 LOD Water Type for worldspace 0000003C (Tamriel). Should I heed my own advice and fix that in the CR patch, make RW2 load after Claralux or do nothing at all? And also, should I do anything about mods in my load order that make changes to MHDT - Max Height Data? The final value I carry in my CR is that of USSEP but some mods like 3dNPCs and some village mods like Northern Towns have their changes overridden.
  24. Hey guys, I know that followers is not the focus of this guide, but if anyone has played around with multiple follower mods, can you answer this: some mods add changes to the game's races. For example, hisor's Gandalf adds white hair color as an option to the nord males. Same author's Katniss follower adds red hair to nord females. Both mods conflict and only the last wins unless I patch them. Seems like a simple patch until you start adding more followers and trying to resolve all conflicts (I'm trying to add ported versions of this author's GOT mods). Could it be that the race edits are reminiscent of the way the follower was created (maybe from a racemenu preset) and aren't needed at all if you don't want those features available in your character creation menu, but the follower still works as intended? I say this because those race records seem completely orphaned, not being referred to at all in the mod. Would save a lot of work if it were possible to just delete them...
  25. You may want to check Darth and Lexy's guide for the Legedary Edition if you haven't already: https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended_Legacy_of_The_Dragonborn#.5BExtended_UI.5D There you can look up if patches and things that are still not in this guide will be in the future (although it's not intended that this guide be an exact port of the one above, but the main structure remains and many mods are in common). You can also use it as a reference in terms of load order, merges, conflict resolutions etc... if you want to go ahead and experiment further while this guide is being updated.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.