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Everything posted by godescalcus
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Are we running any mods that alter the way factions react to your actions? I have the Thalmor and certain imperial soldiers instantly attacking me on sight. Dogs, too! Also Talsgar the Wanderer... While other NPC's don't do anything, including guards. All I can think of is that I "accidentally" killed a thalmor officer - I actually guided the patrol to a couple of badass skeletons that were guarding the Wolfskull Cave and the skeletons finished them all save one, then I finished the last skeleton and the last Thalmor was on the ground, clearly injured beyond hope so I gave her the "coup de grace" and looted the whole crowd. There were no witnesses. I have no bounty (I do have that one assault counted on my crime list). Another thing I can relate it to is that I have the Immortal Coil quest active, I have a couple of Talos letters to deliver in Markarth, but I've done it before and I don't remember that making anybody hostile against me. So, what's up? Thalmor, some imperials but not all, dogs and now that wandering bard. How do I fix it? Can't go back to before the assault as that happened way back, might as well start a new game... There should be a way to reset all factions... (edited) I have been attacking horkers and mudcrabs unprovoked for sword practice... But that shouldn't influence dogs I think! Could ICAIO, Skytest have done something to my factions?
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I disabled Rustic Windows altogether. Those blue windows on wooden/plastered houses look out of place IMHO. All other mods we use have decent alternatives. The problem is the same (blue) windows are used all over Solitude. They do look better against Noble's textures, but I actually like SHD's rough plaster, and its rough pavement too... Then I'm(using the Noble wooden beams and the fortification walls are actually SRO. Total mash'up. Even loaded a mod only for the manhole :P
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Only thing is, my first approach to Darth's guide for LE was to strip it down to bare bones and not install most of the stuff. Turns out I always had problems, even though I could still play till I got bored. Guess what, the full guide was more stable! Even fps was better, although a heavier build. Since I realized that, I've tried to remove as little as possible. Usually a few of the most script intensive mods get the axe on my build. I go with the rest and only have to worry about what I add, not so much what I leave out. This build expects a certain load order, loot won't deviate much if there's only a few different mods but it can give you a wildly different LO if there are many differences. Some mods you remove may be supporting loot rules for other mods and you may not remember it when you remove them. Then loot will not have that reference and may place the other mod much earlier.
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My advice, never be in a hurry with this build. The day before yesterday I completed it and did all the MCM menu configs, chose a LAL start and thought I was finally going to play... Only to find that not one NPC responded when I talked to them. Tried to remove the most obvious suspects, no luck. Was so frustrated I had to give it a rest for a day. When I came back I had this feeling I might have merged something I shouldn't so I removed my extra "miscellaneous 2" merge, tested and everything was fine... Turns out I had included the new Blocksteal in that merge despite the fact that it does have a dll and it's generally ill-advised to merge those. Rebuilt the merge without blocksteal, it works. Sounds simple but in the end it delayed me at least two days from actually playing, and I'll have to do the MCM config all over again. And I'm almost sure something else will happen because, like you, I'm customizing a lot (even though I feel this is the closest I've ever come to the full guide). Build the full guide, you'll probably be another happy player with an extremely heavy AND STABLE build. Change stuff and you're probably in for a lot of conflict resolving on your own. People here are usually happy to help you even though, really, we should thing our support would be forfeited by doing things our own way. But even with help, it's a lot of going back, rebuilding things, testing, rinse and repeat a lot of times. When I came back to Skyrim today and before trying that particular merge, I was ready to start removing packs of mods until I found the culprit, I just got lucky with the first one I removed being the actual problem. Welcome to modding HELL! :D On a more serious note, I'm not SURE that you won't have any problems with not generating lods again, but you might not always get away with it. Especially if your mod makes terrain edits, dyndolod will probably "un-make" them because it's loading last. Buildable home mods, like Tel Nalta or the Blackthorn village, even need new dyndolod after you build them. Even the hearthfires homes may need it. I really wouldn't worry too much about 30 minutes with dyndolod and I'd even run xLODGen again if there are terrain edits involved (although xLODGen deals with meshes and mod terrain edits are handled by the plugin, I have no idea how the two interact and would prefer not to wast time realizing that they conflict, so I'd simply run it all when adding new stuff.
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You should try ;) pickpocketing powerful poisons into unaware bandits is a hugely fun way to do a stealthy dungeon crawling. Wouldn't know about it if it weren't for gopher, but now I know you can play a stealthy character without ever using a bow. I am using that mod and it doesn't seem to have any major conflict, but I haven't played far enough this last build to actually see if it progresses as it should. Gopher does use Ordinator so it should be OK there, don't see any other obvious conflict other than perhaps the uncapper because the mod works by scaling the success chance cap between 90 and 99 as you level up, have no idea if it can go all the way to 100 or even more (and bug out) if you uncap the max skill.
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I can confirm it was playing nicely in April when I last used it. As I told you in my previous message, even though I levelled up to 80 I couldn't complete everything I'd installed, and QQ was one of the packs I didn't finish, I think I didn't finish a single one of its quest lines (maybe the little valley in the mountain). And because of all that content I didn't even touch any of the DLC questlines.
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The only way to know what the CR does is to check it in xEdit. The LE guide had for a long time a full CR manual, like Neo's original SRLE did, but it was a crazy amount of work to maintain. Still, you have it all there in the file itself, just need to check it carefully when you make your changes. I'd start by checking the CR dependencies, that'll give you a general, yet not complete idea. If you realize you plan to remove much or even most of the CR masters, then I'd seriously think of not using it at all and doing my own testing and CR. I've mentioned here before that I was, for a time, like you, looking to pack my build with new gameplay, huge mods like the Questorium, Beyond Reach, Rigmor, big landmasses like Nyhus, Folkstead and Haafstad, but I realized that every playthrough I've done in the past two years I got bored after level 80 without completing even half of the content I had. No point in having everything in one build if you're not playing it all, you'll likely have a more stable build if you keep it to what you actually think you'll play in that playthrough. For me, it's better to take this guide for what it is, SRLE heritage + LOTD and associated content. It's doesn't aim at giving you a stable base to build upon - that's STEP. This isn't it. Although you certainly can do a lot of tinkering with it if you know what you're doing.
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Here's another texture comparison, ice in the marshes. I noticed how crudely cut those ice floes in the marsh seem and nailed the problem down to HD Landscape Overhaul's meshes, which are all concerning ice. So I hid them, as well as the ice textures, and tested successively (Luxor's first, then...) Noble Skyrim (second), Just Ice (third) and lastly SRO. I think I'd go with Noble Skyrim (second picture) on this one, although I also really like SRO's slab texture, Noble blends better. Pics are with Vivid Weathers, I'm swapping to and fro between Vivid, Obsidian and NAT, sorry about that.
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I only say that way it works. If you decide to do things differently, like running the game for testing as you build, you can do it as long as you can fill in the necessary troubleshooting. My take is to keep the merge page open and build each merge as I install all the required mods, which also helps keeping the plugin count lower. But the safest way for a new user is really to just follow the guide precisely.
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Cycle redundancy happens whenever you have conflicting rules, that is, one rule or set of rules telling mod A to load after mod B, while another forces mod B to load after mod A (for example, if mod B has to load after mod C and mod C has to load after mod A, then mod B would also have to load after mod A, which contradicts the first rule). Any combination of rules, including master file dependencies, can lead to cyclic redundancy. This is exactly what happens with files that are merged by the guide, because in some cases no custom rules are provided for the files that are supposed to be merged. Lexy's actually provided rules for a bunch of those, but there should really be no need to do that IMHO. Googling the cyclic redundancy error will lead anyone to the root cause and hint at what needs to be checked in order to make things work. I hate to bring this up, but some basic troubleshooting ability is a requirement for this guide if one wants to build and test every few sections. If you build the whole guide first and only run loot after the merge section, you'll never encounter that error.