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Everything posted by Yippee38
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Skyrim Revisited Pre-Release Feedback
Yippee38 replied to Neovalen's topic in Skyrim Revisited (retired)
I've gotten to the Mod Merge section. In the Vividian Extended Merge, there is a new .esp; TS Vivid Patch.esp. I think there should be some guidance on where to put this .esp. I'm going to put it inside of Vivid Clouds and Fog. Perhaps, it should be the last step of installing Vivid Clouds and Fog. For example: After installation, navigate to <Mod Organizer Path>/Mods/Vivd Clouds and Fog and copy the TS Vivid Patch.esp (Download here. Patch by Neovalen.) into that location. -
I originally posted this in the Skyrim Nexus forum, but this seems like a better place for it, so I deleted that post and moved it here. I've run into something strange. I don't know if it's just something I'm misunderstanding, or if it is actually a problem. I'm installing SR:LE. I'm at the point of merging .esps. I've done the first six successfully using Merge Plugins (great tool BTW). Now I'm trying to merge the Realistic Water Two .esps for Skyrim. They are (in order): Realistic Water Two.esp Realistic Water Two - Legendary.esp Realistic Water Two - Falskaar.esp Realistic Water Two - Waves - Falskaar.esp Realistic Water Two - Wyrmstooth.esp Realistic Water Two - Waves - Wyrmstooth.esp. I put those .esps at the bottom of my load order in MO, and run Merge Plugins. The Plugins Selection shows them in that order at the bottom of the load order. In that window, if I select Realistic Water Two.esp, it shows Skyrim.esm and Update.esm as masters, and Realistic Water Two - Legendary.esp, Realistic Water Two - Falskaar.esp, Realistic Water Two - Wyrmstooth.esp as dependencies. Here's the first weird thing, though. When I click on RBB - SR Merge.esp (Realistic Boat Bobbing installed .esp for use with Skyrim Revisited) in the Plugins Selection window (which it is selected automatically in the Plugin Selection window), it shows Realistic Water Two.esp as a master, which it is. Why didn't it show up as a dependency for Realistic Water Two.esp? Is that because it was above Realistic Water Two.esp in the load order? The thing that has me really confused occurs after I click OK, and go to the main Merge Plugins window. At the bottom of the list of plugins, I have: Realistic Water Two.esp Realistic Water Two - Waves - Falskaar.esp Realistic Water Two - Waves - Wyrmstooth.esp. Realistic Water Two - Legendary.esp, Realistic Water Two - Falskaar.esp, and Realistic Water Two - Wyrmstooth.esp are missing. If I look at the log, I see this: [10:54:48] (ERROR) Load: Exception loading RBB - SR Merge.esp [10:54:48] (ERROR) Load: "RBB - SR Merge.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. [10:54:49] (ERROR) Load: Exception loading RealisticWaterTwo - Legendary.esp [10:54:49] (ERROR) Load: "RealisticWaterTwo - Legendary.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. [10:54:49] (ERROR) Load: Exception loading RealisticWaterTwo - Falskaar.esp [10:54:49] (ERROR) Load: "RealisticWaterTwo - Falskaar.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. [10:54:49] (ERROR) Load: Exception loading RealisticWaterTwo - Wyrmstooth.esp [10:54:49] (ERROR) Load: "RealisticWaterTwo - Wyrmstooth.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. That makes sense that RBB - SR Merge.esp would throw an error. Why do the others? After I saw that, I unchecked RBB - SR Merge.esp in the Plugin Selection window, and all of the RWT .esps showed up in the Merge Plugins window. RBB - SR Merge.esp is a dependency of Realistic Water Two.esp, not a master. So if RBB - SR Merge.esp fails to load (because it requires Realistic Water Two.esp to be loaded before it, and I don't have it loading that way), Realistic Water Two.esp still shows up in Merge Plugins, but it's dependencies do not. In fact, those dependencies don't show up because Merge Plugins doesn't see that Realistic Water Two.esp is loaded, even though it is showing to be loaded. I'm totally confused. Is that correct behavior and I just don't understand something critical, or is that weird behavior? (Original post in the SR:LE Support forum is here: https://forum.step-project.com/topic/9849-realistic-waters-two-merge/) Oh yeah. I went through the documentation (skimmed through it), but didn't see anything related to this.
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Realistic Waters Two Merge
Yippee38 replied to Yippee38's question in Guide Support & Bug Reports (retired)
Thanks. I had posted in the Skyrim Nexus forum about it. After reading your post, I deleted it, and I'll post it in the STEP forum. -
Realistic Waters Two Merge
Yippee38 replied to Yippee38's question in Guide Support & Bug Reports (retired)
Now I'm really confused. Based on the error log above, I tried Merge Plugins again, but in the Plugins Selection screen, I de-selected RBB-SR Merge.esp. All of the Realistic Water Two .esps show up. That doesn't make any sense to me. It makes sense that if Realistic Water Two required RBB - SR Merge.esp, and that failed to load, that the rest of the RWT .esps wouldn't load. But RBB - SR Merge.esp requires Realistic Water Two.esp. So if RWT isn't loaded, RBB - SR Merge.esp won't load. That makes sense. Why does that impact which RWT .esps load? I'm going to go ahead and make the merge with RBB - SR Merge.esp de-selected in the Plugins Selection. I guess this is solved. -
Realistic Waters Two Merge
Yippee38 replied to Yippee38's question in Guide Support & Bug Reports (retired)
MO looks like this: In Merge Plugins, the Plugins Selection screen looks like this (I've tried it with the Merges selected and not selected): Merge Plugins looks like this: The log tab in Merge Plugins is showing this: [09:53:09] (GENERAL) Dictionary: Using TES5Dictionary.txt [09:53:09] (GENERAL) Definitions: Using TES5Edit Definitions [09:53:09] (GENERAL) Load Order: Using I:\Game Utilities\Skyrim\Mod Organizer\profiles\Skyrim Revisited\ [09:53:19] (ERROR) Load: Exception loading RBB - SR Merge.esp [09:53:19] (ERROR) Load: "RBB - SR Merge.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. [09:53:20] (ERROR) Load: Exception loading RealisticWaterTwo - Legendary.esp [09:53:20] (ERROR) Load: "RealisticWaterTwo - Legendary.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. [09:53:20] (ERROR) Load: Exception loading RealisticWaterTwo - Falskaar.esp [09:53:20] (ERROR) Load: "RealisticWaterTwo - Falskaar.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. [09:53:20] (ERROR) Load: Exception loading RealisticWaterTwo - Wyrmstooth.esp [09:53:20] (ERROR) Load: "RealisticWaterTwo - Wyrmstooth.esp" requires master "RealisticWaterTwo.esp" to be loaded before it. I'm confused. I'm doing something wrong, but can't figure out what. -
I'm attempting to merge Realistic Waters Two per the guide. I've got the following .esps at the bottom of the load order on the right pane of MO: RealisticWaterTwo.esp (Realistic Water Two)RealisticWaterTwo - Legendary.esp (Realistic Water Two)RealisticWaterTwo - Falskaar.esp (Realistic Water Two)RealisticWaterTwo - Waves - Falskaar.esp (Realistic Water Two)RealisticWaterTwo - Wyrmstooth.esp (Realistic Water Two)RealisticWaterTwo - Waves - Wyrmstooth.esp (Realistic Water Two)When I run Merge Plugins Standalone, it only shows, RealisticWaterTwo.esp (Realistic Water Two)RealisticWaterTwo - Waves - Falskaar.esp (Realistic Water Two)RealisticWaterTwo - Waves - Wyrmstooth.esp (Realistic Water Two)Any idea why this would be happening?
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Don't run it until it's done completely. Look at the notes on mods. A lot of them state that the mod requires a later mod to be loaded. Specifically, XP32 Maximum Skeleton Extended requires FNIS. FNIS needs to be configured at the end of the guide. Don't "test" it part way through. Just finish the install completely, THEN test it.
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Bring out your dead merging problem
Yippee38 replied to Yippee38's question in Guide Support & Bug Reports (retired)
Ah. Thanks. It seems pretty silly that the mod author would go from 3.0 to 3.0 Legendary without changing the number. I was just looking at the version numbers in the file names. -
Bring out your dead merging problem
Yippee38 posted a question in Guide Support & Bug Reports (retired)
I just finished installing all of the mods in SR:LE. I started on the merges, and I noticed that in Merge Plugins Standalone, Bring Out Your Dead.esp is not checked. I cancelled out and looked at MO's list of .esp files. Bring Out Your Dead.esp is checked, however, it's got the little triangular icon on it's line. When I hover over that, it says that Unofficial Skyrim Patch.esp is a missing master. Of course, Unofficial Skyrim Patch.esp is missing. It's now called Unofficial Skyrim Legendary Edition Patch.esp. I check the version of both files, and verified that I installed both of them correctly. Does anybody know why this would be showing up as a problem, or what I can do about it? BTW, the reason I discovered this is because when I run Merge Plugins Standalone and tried to merge the Bathing in Skyrim .esps, the OK button is greyed out. I don't know if that's related or not, so I thought I'd mention it. -
As I'm doing another install of SR:LE, I'm blown away. Really, I'm in awe. You know when you're doing the install, and you install a mod and it says, "Do not install the following files"? Did you ever read the explanation of why not to install those files? Many times they says something like, "Preserve Subliminal Traps 2 Meshes". It blows my mind that Neovalen has figured out which meshes/textures, for individual components many times, are the best. I can't imaging how much time that must have taken. This guide is amazing.
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click on Mipmaps and select Set data directory and you should end up with this: Ah. That's the part that was missing. Thanks!
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The instructions say: Install only the contents of Alternates/Default BBP/Mipmaps Mod Organizer gives this warning: This mod was probably NOT set up correctly, most likely it will NOT work. You should first correct the directory layout using the content-tree. If I select Ignore and install it anyway, there is a red error box that says, "No valid game data". Is that correct, or am I doing it wrong?
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Optional Textures
Yippee38 replied to Silverwind's question in Guide Support & Bug Reports (retired)
I use a different skin texture on mine. I use Sporty Sexy normals and SG textures. What I would suggest is to first install SR:LE as listed, then copy that profile to another one. Make your modifications to the new profile. One thing to watch out for, I believe that the Conflict Resolution patch that Neo provides includes a resolution that has to do with Mature Skin (I checked. There are actually two of them, both in the Race section). So you will have to disable the conflict resolution in the new profile and re-create it. BTW, any differences between the two profiles will have to be named differently. For example, in the normal SR:LE you would have Conflict Resolution. In your new one (I call my profile SRLE-PrettyWomen), name it something like Conflict Resolution (SRLE-PrettyWomen). That way, in SR:LE, you can still have the vanilla SR:LE install to fall back on, but your new profile will only use the new conflict resolution. You will also probably need re-do all the steps after the Conflict Resolution step, and remember to name the "mods" created differently. -
The guide does not tell people to link Merge Plugins Standalone in Mod Organizer. It might not be a bad idea to move all the merges to the end of the guide, since none of them can be completed using Merge Plugins Standalone until the end. If you try to perform a merge earlier, it will error out on the ones that are missing dependancies.
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I never worried about that when it happened. I think that only some of the stuff that needs optimizing (maybe the official DLCs that now come in a MO installable file) uses those files. To keep the instructions/guide consistent, he put that in as a step. If one mod doesn't use those files, it's no big deal. If you do that step though, you won't miss those file in the case where it is needed.
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Cleaning Bethesda ESMs
Yippee38 replied to Yippee38's question in Guide Support & Bug Reports (retired)
Oops. Sorry about the double post. I edited this post, and somehow it made it a second post. :( Glad it helped. I had a hard time with that too, that's why I wanted to help out other people. There are a couple of steps in the guide, where if you make one tiny mistake, it will screw up the whole thing. For example, if you start installing your mods, and have the Vanilla Skyrim profile selected, it screws things up. I did that yesterday, and had to start over. Ugh. The DDSopt thing is another. -
Cleaning Bethesda ESMs
Yippee38 replied to Yippee38's question in Guide Support & Bug Reports (retired)
Then where can I find the backups? <edit>Maybe in the TES5Edit Backups directory inside the overwrite directory? (feeling stupid)</edit> -
In the guide, it says: When I go to Skyrim/Data, the only .esm file is Skyrim.esm. In ModOrganizer/Overwrite, there are .esm for all the files I cleaned. I assume those are the original files. Am I doing something wrong?
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In the guide, it says: [quote]Close Mod Organizer.Navigate to Skyrim/Data and move the newly cleaned Bethesda ESM files to <Mod Organizer Path>/Mods/Cleaned Vanilla ESMs.Navigate to <Mod Organizer Path>/overwrite/TES5Edit Backups and move all of the backup files to the Skyrim/Data folder.Rename the .backup* files to their original name such as Update.esm, Dawnguard.esm and so on.Remove the TES5Edit Backups folder from <Mod Organizer Path>/overwrite.[/quote]When I go to Skyrim/Data, the only .esm file is Skyrim.esm. In ModOrganizer/Overwrite, there are .esm for all the files I cleaned. I assume those are the original files. Am I doing something wrong?
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Well, I re-installed OBiS and re-ran the compatibility patches. My game is all screwed up. Time for a fresh install. When I mentioned it to my wife, she said, "You know my theory of you and that game?" I sighed, and said, "Yeah. I don't like to play Skyrim. I like to mod Skyrim." She laughed.
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Actually, I don't have Immersive NPCs in the Dark installed. I had it downloaded, but when I checked MO, it isn't installed.
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I suspected that too. However, it was full daylight, outside when this happened. That doesn't mean it couldn't be causing the problem. I've used it before though, and never had this problem. I hate to abandon that mod though. It's such a great, immersive idea. Since I last posted, I got a replacement drive for my failing 4TB drive that holds my User directory and Games directory. It takes forever to clone a 4TB drive. However, I've now got the replacment drive running and my PC is running well again. I hope to get my mods updated and do some testing today.
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I've done the conflict resolution, but I'll re-install OBIS+patches and do it again. Thanks! I'll let you know if it works.
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I installed SR:LE on July 17/18 (so you know which mods I've got). I've installed some additional/different mods to change looks of the people. The changes are: ApachiiSkyHair mods (all of them) Inhabitants of Skyrim (character presets, NPC overhaul, and USKP patch) Dimonized UNP (instead of UNPBB) Sport Sexy normals SG Textures Renewal Bella's Eyebrows Coverwomen HD Teeth Mature Better Lips RAN's Eye Reflection Extender Women of Skyrim body normalmaps Some armor replacers that work with Dimonized Immersive NPC in the dark It's running great except I've noticed that the bandits at Bleakfalls Barrow are completely passive to me. They act aggressive and run up to me. They taunt me. The music switches to battle music. They just don't attack. They just move around me, acting all tough and taunting me, but they're all bluster. Citizens of Riverwood will attack me if I do something bad. Animals attack me normally. Even some random bandits that I ran into on the way from Riverwood to Bleakfalls Barrow attacked me. It's just the bandits outside (that I've found so far) that do not attack. Any suggestions on where I should look for the problem? Immersive NPCs in the Dark is the only mod that would impact scripts. My initial thought was that it is Immersive Citzens, but that isn't supposed to impact the bad guys, only "civilians".

