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Everything posted by godescalcus
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Lexy, the new DynDOLOD has added bsheartland.esm to the exclusion list (DynDOLOD_SSE_worldspace_ignore.txt, copied below): To generate the trees for Bruma like we want, we have to delete the whole line 'BSHeartland (Tamriel) - bsheartland.esm' from the file, then run DynDOLOD and delete the objects folder as the guide says. The Vigilant ravine is well excluded as it was causing crashes and distant LOD isn't needed there.
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I know I must have done something wrong... I ran DynDOLOD on my whole load order, including the bashed patch - I usually took it out because it would crash DynDOLOD but this time all went well and the program finished. Yet, Tamriel becomes global-warming-flooded if I activate the output! Starting at Solitude docks with DynDOLOD and everything's under water and a mile deep, can't even see the surface before I drown. Start without, and no issue. This is not the fist time such has happened to me, I just can't find the way around it. Should I try to generate without the bashed patch? Is there a way to find which mod might be causing DynDO to do this? Possibly relevant information, I'm running DynDOLOD after xLODGen 18 and when running the latter, I forgot to add SSE-Terrain-Tamriel.esm. Don't thing this is the issue, but there. I was going to re-do it later after ironing out my build. I do remember that the last time I had this flooding problem was way before I ever tried xLODGen.
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Lexy, will there be a way in the new Loot to force a plugin into a specific position? I pack my texture replacers in bsa and use a dummy plugin to load them, it's nice to be able to force the base replacers plugin to sort at the very top; sorting after is covered, but sorting BEFORE isn't, although it would make things easier. At the moment I use global priority -125 to force my base textures to load first, so how would achieve the same with the new loot?
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Really? For Skyrim Legendary? I don't see it here... The most recent archive is from November. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
It was a recent addition and never made it into the guide. I just merge it into the NSUTR merge, before or after Whistling Mine NSUTR patch. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have a temporary link a few posts back. Mind that these are all still untested. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Updated patch for Snazzy - Immersive College of Winterhold. The new version 5.0 of ICOW does no longer contain weather (Region) definitions, so I removed them (as they were broken) in the patch. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Snazzy done, bloody tricky one. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
NSUTR Patches to the new arthville merge: need to find in the new merge plugin the records that place the snow statics affected by the patch, then change the vanilla statics to Prometheus statics, remove the records that override the individual village esp's, clean masters. Now, to test if all of this crap actually worked ;) -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Not yet Lexy, will be getting there as soon as I'm done with NSUTR. Just went through Farmhouse Chimneys. In FarmhouseChimneysHellarchenCreek.esp I dragged the XLCN Location values from the new merge to the patch, cleaned masters. In FamrhoseChimneysArthmoorVillagesMerged.esp there are no references to the individual village master plugins, so I assume it's safe to clean masters (just to keep it clean, I added Arthmoor's new merge as a "soft" master in xEdit). Here's a link to the patches I've updated so far, if you want to check if they're ok: https://drive.google.com/drive/folders/1fxOXoF_6u_CpKFkboBLX5f2-GnAfE37m?usp=sharing -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Not as straightforward as it would seem - I'm trying to retrace things because I no longer have the individual patches installed. Open both files in xEdit, along with the new merged village file (you need to install the old masters, too). In Inigo's patch and 3dNPC's patch you find the placed NPC's 00019932, 0001B08D and 0001B084, in each you need to drag the top cell from the merged Arthmoor plugin to the patch, replacing the one from the individual villages. Do the same with XLRL - Location Reference. It will ask you to add the merge as a master to the patch the first time you do it. When you've done it, you'll still have the old cell records from the individual villages (but now with no children) on the patch files, that's why you can't clean the masters. They're just ITM's that you can clean automatically or individually - just remove them. After that, clean masters and you're ok. The USLEEP patch seems to not be needed and the BFT patch you can simply clean masters as it doesn't really contain references to those plugins. To clean masters, right click the plugin on the left list in xEdit and choose "clean masters". Check the File Header to make sure they're removed, save and exit. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Inigo and 3DNPC patches need to point to the correct records in the new merged file and the BFT patch doesn't need the masters at all (I double-checked for references and it had no reference whatsoever to either Darkwater Crossing or Kynesgrove, so I simply removed the masters in xEdit. Apparently, the new merge already includes all of the forwards in the USLEEP patch so that should no longer be necessary. Haven't checked Farmhouse Chimneys, NSUTR or Snazzy patches yet... -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Dunno... Maybe loot keeps them in its metadata records? Better remove them there, too, if that's what you need to do. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
I'm puzzled as well. You might want to ask the WB devs at afkmods: https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/ If you do, mention the version you're using. Could be that those tags were removed for some reason in that version or that they were dropped altogether. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
That screenshot must have be blocked. Anyway, to add tags load Wrye Bash from MO, click (highlight) the mod you want to add tags to, then right-click on the lower-right rectangle that reads "Bash Tags", that will bring a drop-down list of bash tags that you can activate or deactivate at will. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
New toy! :D That's Skyrim Reloaded, aka SKGE, just updated to version 3.0. Still not as good as Morrowind, but getting close! -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Immersive College of Winterhold has been updated very recently, it could be that some formids changed and the patch no longer references them correctly. Might be worth it to either install the previous version og Immersive College, or at least check those records in xEdit against the previous version. If the errors are gone, note down the Editor Id labels of those recods in the old version, then load the newer version and try to find them, replace the broken references in the Snazzy patch with the correct ones... Don't have it at hand now for testing, but this could fix it if it's an update issue, unless those records were actually removed from the updated version. It could be that the author eliminated them for compatibility with Snazzy and you can safely delete them from the patch, that way you'll be able to merge it as well. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
If you configured Merge Plugins as per the guide, it should spawn a folder named "RS Children Merged - SRLE Extended LOTD" inside your mod organizer/mods folder. If you refresh your mod list in MO, it should show down at the bottm, then you can move it where you need it to be and activate. The blue color in Merge Plugins Standalone means the merge has been built. If it's not in your mod organizer/mods/ folder you don't have the correct MO integration detected in Merge Plugins, or you specified an alternative location for the mergers. No need for that, either way is ok. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Sorry about a late answer, I hope you've figured it out by now, but, here goes... You can change the bashed patch in Loot (there's a tab for it when you click "Edit Metadata" for any plugin) but the easiest way to do it is with Wrye Bash (run WB from within MO, when you select any plugin you have a big box on the lower right side of the WB window that says "Bash Tags", you right-click there to select/unselect bash tags). -
I just dump any xEdit scripts that use the extension .pas into the Edits Scripts directory, unless the archive contains a folder that is NOT called Edit Scripts, in which case that folder should normally go into Edit Scripts. Some authors may provide an archive containing an Edit Scripts folder nested inside another folder, I just assume that anything inside that Edit Scritps goes into SSEEdit/Edit Scripts. I have both SSE and legendary installed. Have you tried Darth's guide for leg? Both guides differ now in a number of mods but the core structure is the same and a lot of mods, too. For my part, I like SSE because you can throw so much more at it. My playing version of this guide is pretty outated (two months old) but solid as a rock. I do have random CTDs that I haven't been able to elimitate, yet (and won't, I'll invest the time on an updated build) but pretty rare compared with what I usually got in legendary. Altogether a very playable build. That being said, there are a few things I still prefer about the older version, one of them being the much more polished visuals. SSE is getting there fast and has a few perks of its own, but it still isn't the same... Just the fact that there are no ENB weathers makes a lot of things inconsistent. Also, there's Skyrim Graphics Extender (SKGE) or Skyrim Reloaded that Alenet has announced is coming with version 3.0 soon, I'm looking forward to testing that - only works with legendary. Edit: Now I'll make myself a mug of tea and go play my outdated SSE :D Gotta haul all the daedric equipment I acquired in Icicle Valley (QQ mod). I wonder what morrowloot would make of that. Luckily, I've already found the Phantasmal Chest!

