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godescalcus

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Everything posted by godescalcus

  1. Forget all of it. I tested it and it failed completely. Instead of fixing missing dialogue, it was itself causing even more dialogue lines to go missing. Back to Better Dialogue Controls.
  2. I'm such a pixel junky that I had to go back and run BethINI again and start with ultra settings! :P But I did cut back on my beloved flora. I still think the atmosphere of Skyrim Bigger Trees (not Simply Bigger Trees) is unbeatable, especially around Falkreath/Helgen/Riverwood and in the marshes. But I'm trying to go by the guide this time LOL that way if my fps drops I can pin the blame on you guys :P Nope, not with ultra settings.
  3. The Men of Winter - is the patch for the Gray Cowl of Nocturnal unnecesary or is it included somewhere else like in the NPC retextures CR?
  4. There shoudn't be any folders: when you merge, you start with a list of plugins in the same order as in xEdit (load order). That's the order shown in the RIGHT pane of mod organizer, whereas I assume the folders you mention are those inside mod organizer's mods folder, which are the mods as shown in the LEFT pane of mo's window. You can ignore the left pane altogether. What you need to do, before the merge, is to drag the plugins in the RIGHT pane so they're all consecutive and in the order indicated in the guide. Then you fire Merge Plugins and you find them listed together in the same order. Esm files should hardly ever be merged, since they're considered masters to multiple plugins. Masters should only be merged if you include in that merge ALL of the plugins that depend on them. Errors are sometimes found by merge plugins but they can usually be corrected by that same app (there's an option if you right click on a plugin that's been flagged with errors). If you want you can instead exit Merge Plugins and load the bugged plugin in xEdit, scan for errors and manually correct them, to be safe.
  5. Googled for an answer and found this. It might be related to mods you have that dyndolod can't crunch. I assume that you disabled the bashed patch before running dyndolod as per the instructions, so maybe something else is causing this?
  6. They should work out of the box if they're UNP compatible, unless you also changed your body mesh. Watch the file size and watch your memory usage! I fiddled quite a lot with body textures and tried some with higher resolution than those in the guide (got as far as 8k). That was bad business. I eventually tried lower resolution textures than those in the guide and settled for Urshi's for men (face and body) and AnTiWoMaAgNoT's textures for women (look them up, not linking because of adult content in their pages). They're both quite old but they look great and are much lighter than Vitruvia and Mature. I noticed a significant improvement in my game (understandable since body textures are applied to every non-modded human actor in the game). Coverkajiits and FAR are already the lightest I've seen for kajiits and argonians respectively.
  7. Been there, stuck with mature skin until I decided to go ahead and edit the CR. Not just for mature skin but for a number of mods I removed to try and improve performance. It's a daunting task but well worth it if you've never done it before, it was my xEdit 101. I think you need to generate a dummy esp for each master that you remove before loading the CR in xEdit, because if the master is missing it won't load. I use wrye bash for that dummy esp, dunno if there's another app that can do the same. Then load the CR into xEdit, scan it for errors and manually correct them one by one. You'll mostly find null references. Basic rule, don't remove records, instead copy the value from the esp immediately to the left in the view pane. If there are no values to the left, delete the value, not the record. If the record becomes empty, it will delete itself and you won't risk deleting a record that might contain other important values by mistake. Do it for all errors, than exit and save, then load it up again and use the clean masters context menu option on the CR esp. It should remove all unnecessary masters. Exit and save and remove the dummy esp's. Usually takes me about 1 hour to clean having about 10 missing masters.
  8. That's how you do it. Don't forget to save the metadata edit before and re-run the file sorting to apply your change immediately. This is because you can run loot at any point during your install to test the build as you go. After installing new mods always run loot before running the game. If you want to test-run before finishing the guide, remember to deselect any mods that have missing masters (that will be installed later) or the game will crash. Also bear in mind that after you reach the 256 plugin limit, you won't be able to run the game (without deselecting something) until you go through the mergers section and bring that esp count back below 256.
  9. This mod, EZ2C Dialogue Menu, claims to correct a known skyrim issue whereby if you have mods adding too many dialogue lines to an NPC, not all will be visible/selectable. Well, I've had this problem extensively on my last build and this might be a solution. It seems pointless to have this AND better dialogue controls installed, and I've read the latter's description and it states nothing about addressing the missing dialogue bug. So, I'm giving EZ2C a try on this run and tell you about it. Both are pretty old but EZ2C actually has been updated until a later date. Have you guys tried it and discarded it for a reason that should save me the trouble of trying it out?
  10. Addendum to the previous post: I just tested this Load Game CTD Fix with my old build, with savegames that I would never have been able to load directly due to footik crashes and it loads consistently from the main menu. Tried skyrim worldspace, solitude, whiterun, riften, all of which are places I would fatally crash before and had no issues. I'm in awe.
  11. Has anyone tested this mod: Load Game CTD Fix by Utopium. It's a recent resurrection by The Caretaker at nexus which means it was probably around for a while before its author quit. It's said to reduce CTD on load due to footik and similar issues caused by racing between multiple CPU cores. Footik was my nemesis on the previous build, meaning I was reduced to start a new game before loading any savegame because loading from the main menu almost always led to a crash. The fact that sometimes it didn't (like loading saves made in non-navmeshed cells, like the Haven Bag or Blacksmith's Basement) makes me believe that it's cause is not so much memory busting but could be what the mod author is pointing to, script racing between cores and cores trying to load stuff that other cores haven't yet had the time to crunch. The mod works around this by simply allowing only one core to work on loading savegames, which will probably mean longer load times - but that's preferable to crashing and having to double-load next.
  12. Regarding bashed tags, in Essarbee's guide to fallout NV there's this section about generating bashed tags with xEdit for each and every mod. Is this procedure worth considering in this guide? Will it lead to any improvement? Do the tags suggested in this guide already come from this, meaning you guys have done the "long, tedious process" and only present the cases where you need to actually add tags? If I do this, will the tags generated by xEdit override the ones I may have previously set, or just add to them?
  13. There is one further action required, you need to make sure that the only thing in your overwrite folder is that which was generated by FNIS. Being the case, you right click on the "overwrite" gray line down at the bottom of your left pane list in mod organizer and select "create mod", name it something like "FNIS output", leave it down at the bottom of the list and activate it. That is what is meant with "for inclusion in the game" ;) After that, every time you run FNIS with mod organizer, new files will be put into your overwrites folder. Just double-click the "overwrite" gray line to open its contents and drag them into the "FNIS output" mod that you created with the first run. Allow them to overwrite the existing files. If you weren't using mod organizer, FNIS would just put its files into the game's Data folder. By using the procedure above, you're replicating this in mod organizer's virtual file system (because the mods listed in your left pane are actually folders inside mod organizer and the files contained in those folders will populate the virtual Data folder). Again, if not using mod organizer, FNIS would simply overwrite the previous files each time you ran it. Using mod organizer, all files changed or generated during the run of any program inside MO are sent to the overwrites folder, allowing you to move them in such a way as to keep things organized (even if it's just to overwrite the previous files, you're given the choice of what to do). You could just leave the files in the overwrites folder forever, they WILL be used in the game, but if you do so you won't prevent them being overwritten the next time you run the application from mod organizer. If you want to maintain control over what's included in your game, you need to keep the overwrites folder empty and that's why mod organizer flashes a warning if you have files inside it. Sorry I can't add much to the bash tags question.
  14. With pleasure LOL And I agree that gamewise this build IS huge already. It's really LOTD and its building/adding features that make you still want to go to a completely new place and fetch more relics even well over 100 hours of play. With respect to Bruma, the thing is comparable to Falskaar and not at all as large as the Dragonborn dlc, yet (but it's a work in progress, so who knows where it will stop?). I'm anxious to see LOTD taking advantage of new ancient cultures like the ayleid... They might send you after the lost journals of Umbacanno the Collector and a trail of treasures thereafter.
  15. They haven't, my bad because to this day I always thought MaS was Arth's. Why? I don't know! So forget all about the bsa's, it's a closed subject to me as well. I'm testing a lot of those LOTD patches and integrated quests that are not in the guide, if you want I can leave some feedback. Already mentioned that BS:Bruma worked like a charm in my previous playthrough, zero crashes, stable fps, quests are well integrated, looks a lot like an official DLC. As for Undeath, I agree and I will eventually "kill" the hanging quests that way (but the black book will always be absent from my museum, even though it's not really a part of the quest line that I chose not to follow - unless of course I COC to the barrow and see if I can fetch it LOL. I am a console guy, no shame to admit it)... Regarding the updates, I won't bring those up either because they are piling up, seems like people have come back en masse to modding oldrim this summer, and mentioning every instance does get repetitive and probably won't help much.
  16. Again, sorry about bringing it up, it's just one of those subjects. I'm doing exactly as the guide says, keep them when you mention it, unpack as a general rule. I know undeath has legions of fans, and it must be fun and all but lichdom doesn't really make my thing (whereas shell picking and fossil mining does LOL), so I gained some room for more gameplay ;) and replaced it with BS: Bruma and Beyond Reach, both of which are integrated into Legacy. I've tested BS: Bruma extensively without a single issue in my previous build. Great mod, no matter the whopping 2.6 Gb. Beyond Reach did give me some trouble with Dyndolod, so I didn't have it in my previous build but I'll give it another shot. I'm going to try and put in everything that Legacy can integrate. If some of those mods have been tested by you guys and found lacking of interest or buggy, I welcome any advise.
  17. LAL and CRF have been updated to versions 3.1.7 and 2.0.6 respectively.
  18. If you guys allow me a few lines of "hate speech", I'm hugely frustrated with undeath and the way it's built. The fact that I chose not to kill the priest of Arkay means that I now have THREE bloody quests forever hanging in my journal, "Arkay the Enemy" itself which halts instead of completing, "Lost Knowledge" because I need the damned priest's heart to proceed (which, by the way, I know because I read some spoilers because no clue is given and if you don't get the guy's heart, you'll be wondering forever where the barrow is) and an associated quest in the miscellaneous section that also requires me to find the black book. This is no way to tie things up... I also don't like the way the Lost Knowledge quest is proposed by Neloth but no clue is given as to how to find the book's location, you don't even know it's related to undeath (unless you look for it using xedit). The quest just hangs there until you progess with undeath's main quest line... Or not, in which case you'll be forever wondering where the damned barrow is. Kinda irritating. The reason I post this here is because undeath stands out as less tied up than all other quests included in this guide and given the sheer amount of patches it needs, I wonder if the gameplay and legacy items are worth the bother. At the moment I'm wondering whether to install it or not on my next playthrough. It's true, even the main game has this kind of thing (like you need to kill grelod the kind first, then have a sudden burst of conscience and decide to finish off the dark brotherhood, otherwise you'll have the quest hanging in your journal forever). Still, it's irritating!
  19. I'm sorry for stirring this subject, but I remember at some point all of Arthmoor's mods had a warning about not unpacking their bsa's. Since I've known him to defend leaving bsa's alone in the past, I imagined there was some ongoing discussion with him on this subject. If so, I'm assuming that the outcome was that it's ok to unpack those bsa's since the warning has been removed.
  20. Vigilant - voiced addon has been updated to version 1.13. Can you explain why you recommend using the uncompressed version, is the quality drop very noticeable in the compressed version? Which one is the standard for sound files in other mods?
  21. Bug Fixes - anything bad to expect if I use version 2 beta 2 instead of 1.0? The mods forum mentions something about horse camera ini settings and I always used to think the camera went too far back, maybe that's what it addresses? Might give it a try. Disable Quick Save - was updated to version 1.0.1 on Jul 16, changelog doesn't seem to do much of a difference but still, is there any reason not to take the update?
  22. USLEEP has been updated yesterday to version 3.0.10, should it be safe to use that version instead of 3.0.9? Since I'm making a fresh install and my previous downloaded version was 3.0.8, and since Arthmoor doesn't leave older versions on the nexus, using the latest seems like the best option. Here's the changelog for version 3.0.10, seems extensive compared to previous updates.
  23. I was about to report here a bug I experienced with BadGremlins' mods and their integration with Legacy but instead I posted it on the Legacy forum and the guys quickly pointed me to the right fix. So here it goes, problem and solution: all 4 badgremlins' mods were working fine but the respective displays in the museum were always missing throughout my game. Turns out I had them merged into the bashed patch, not with merge plugins (because I'm a smart ass and thought why should I go through the trouble if wrye bash does its magic for me). But Legacy needs to detect each esp from the supported mods in order to integrate them, or have them pointed to by relinker. Here's where my build differs from most: I used wrye bash, not mod organizer and thus couldn't use relinker. I even discussed relinker here and someone referred that relinker was specifically mentioned regarding the treasure hunt mods. But I ASSUMED that not merging them with merge plugins standalone, instead letting wrye bash do its merger as it does, by default, the link wouldn't be lost... But it's pretty obvious it is lost, so, if anyone is using wb and not mo like me, those mods have to be tagged NOMERGE. You just have to live with the extra esp's because I don't know of any way to run relinker except with mo.
  24. Will do, as soon as I land home tomorrow. Despite some issues, this has been one of the most fun playthroughs ever. Legacy adds a whole new dimension to the game.
  25. Just dropping a quick note via phone. Been playing for over a month and got to level 80, most of the museum related quests are finished but i had a few bumps that i'd like to share as feedback. Should i post as a single message here or create separate posts in the bugs forum? Most common issue was certain quests not triggering, dialogs not available. As a short example in the civil war quest line i approached rikke and no dialog was available to begin the quest. Then after playing for an extensive period in solstheim or falskaar, the civil war quest caught up and rikke had the needed dialog lines. Happened in the pale and reach missions. Another one is the messages from the elf in the unearthed quest (dragonborn dlc) never reaching me (waited over 15 gsme days). But aureyn's always did.
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