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Everything posted by darabp
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Great! everything is built and stable. No CTD. FPS 50-60. all my textures (so far) have been displaying. checking the revision history page daily and keeping current. The only deviation I made from the guide was I used never nude versions of "Vitruvia - Skin texture overhaul for males" and "UNP Blessed Body SE" and added "AddItemMenu - Ultimate Mod Explorer" (for testing)
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You're not supposed to esmfiy "Better Dynamic Snow - NSUTR Patch.esp" ever Instead esmify ONLY "Better Dynamic Snow.esp" and "Prometheus_No_snow_Under_the_roof.esp" THEN load and save Better Dynamic Snow - NSUTR Patch.esp in CK Afterwards esmify "Better Dynamic Snow.esp" and "Prometheus_No_snow_Under_the_roof.esp" back to normal. Maybe this is what you understood but I was unsure when I read this and the following responses so I wanted to chime in!
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Yes, see my post at the bottom of Page 101. I opened and saved in CK and those are the only masters those plugins now have. I must now re-install those mods, esmify the masters I want them to keep then open and save in CK. EDIT: well for Better Dynamic Snow - NSUTR Patch.esp and UniqueBorderGates-All-PointTheWay.esp
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FYI to everyone. I have been keeping a little Excel document that helps me keep track of all the changes/merges and thought I'd share it. It is not SO useful and it could be so much more but one thing that it has is a list of masters needed in each merge. Lexy does a great job telling you what files (and mod folders) are being merged but leaves it up to us to activate the respective masters. Anyways this is how I bridge the gap and it may help others keep track if they don't currently "have a system". https://www.dropbox.com/s/whrdo6ukz30hgv4/Lexys_LOTD_SE.xlsx?dl=0
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OKAY. I admit I read about this on the Forums before but as I was not at that stage of the guide at the time I put it in the back of my mind and forgot about it. Below is a list of plugins that were Opened and Saved in the Creation Kit then Sorted and Cleaned in SEEdit: IcePenguinWorldMap.esp (A Quality World Map)Enabled Masters: Dragonborn.esm, Skyrim.esm, Update.esm Better Dynamic Snow - NSUTR Patch.esp (Better Dynamic Snow SE)Enabled Masters: Dawnguard.esm, Dragonborn.esm, HearthFires.esm, Skyrim.esm, Unofficial Skyrim Special Edition Patch.esp, Update.esm SRG Enhanced Trees Activator.esp (Enhanced Vanilla Trees SSE)Enabled Masters: Skyrim.esm UniqueBorderGates-All-PointTheWay.esp (Unique Border Gates SE)Enabled Masters: Dawnguard.esm, Dragonborn.esm, HearthFires.esm, Skyrim.esm, Update.esm RogueArmorHD.esp (UNP Rogue Armor for SE)Enabled Masters: Skyrim.esm NOTE: "SRG Enhanced Trees Activator.esp" and "RogueArmorHD.esp" don't exist in the final profile plugin list but these were the masters they had prior to merge. MY QUESTION: Which if any of these plugins have missing masters now? The instructions in "A Note about Converting Old Plugins" did not mention I had to "esmify" plugins prior to using the CK so I never even looked at the original plugin masters prior to using it.
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You're correct Lexy, my eyes skipped over the L. Anyone seeing missing textures on Ralof. I think he is wearing Stormcloak officer armour but I checked and I have all 10 texture files installed from aMidianBorn Stormcloak Officer Armor. I clicked around in other armour mods and Immersive Armours but saw nothing out of place... I also saw someone in the distance wearing what I though was a hood to keep the rain off but the hood was also that weird blue texture.
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Error when checking Prometheus_No_snow_Under_the_roof.esp in SSEEdit: [00:00] Checking for Errors in [04] Prometheus_No_snow_Under_the_roof.esp[00:00] [REFR:000D6822] (places WalkwayC01 [sTAT:0004D7C6] in GRUP Cell Temporary Children of Dawnstar03Exterior [CELL:00008EB5] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,25))[00:00] REFR -> Record marked as deleted but contains: Base[00:00] [REFR:00062E9D] (places FarmInn01Snow [sTAT:0009307D] in GRUP Cell Temporary Children of NightgateInnExterior01 [CELL:0000905D] (in Tamriel "Skyrim" [WRLD:0000003C] at 17,11))[00:00] REFR -> Record marked as deleted but contains: Base[00:00] [REFR:00077E31] (places FarmhouseSmith01Snow [sTAT:00077E90] in GRUP Cell Temporary Children of MorthalExterior02 [CELL:000093BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,15))[00:00] REFR -> Record marked as deleted but contains: Base[00:00] [REFR:000DC1C3] (places NorDwelling03ExtBaseASnow [sTAT:0002521E] in GRUP Cell Temporary Children of POITundra18 [CELL:000093DD] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,14))[00:00] REFR -> Record marked as deleted but contains: Base[00:00] [REFR:000BFDBA] (places DweFacadeTowerRoof01Snow [sTAT:0006DD67] in GRUP Cell Temporary Children of [CELL:00009310] (in Tamriel "Skyrim" [WRLD:0000003C] at -1,20))[00:00] REFR -> Record marked as deleted but contains: Base[00:00] All Done!
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Lexy, I am think you sated my OCD. If you could take a quick look at this and tell me if I'm lost or not I would appreciate it! https://www.dropbox.com/s/2y56uoqtr9u3n77/Capture2.PNG?dl=0 Its my MO2 profile for "Animals Merged" I have a similar profile for the 22 merges all following the same idea. Thanks!
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I do not disagree with you. I had no problems following the "Merge Plugins Standalone - Lexy's Legacy of The Dragonborn Special Edition Profile" instructions in the main guide (they were short and really only directed you to: "Lexys_LOTD_SE_Merge_Page") On the merge page the only instruction on creating profiles for merges are: * Click the [Configure Profiles] icon at the top of the main Mod Organizer window. The icon looks like an id card. * Select "Legacy Of The Dragonborn - Special Edition" then click [Copy]. * Type "<Insert Name of Merge>" in the text box and hit [OK]. After the creation of this profile do you deactivate any mods? keep in mind that at this time your .esp count exceeds 255 because its merely a copy of your modded profile. Or do you simply reorder the mod folders and .esps to be merged so that they are contiguous while ignoring the exceeded .esp count? If so, any advice on location of mod folders? (ex: top, bottom, kinda where they are, doesn't matter) NOTE: I am not trying to find shortcuts, I strive to follow instruction no matter how tedious it may be. FYI this is a screen shot of my "Animals Merged" profile: https://www.dropbox.com/s/fbn82iuxbxunol7/Capture.PNG?dl=0
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I completely agree, I am in the weeds and would love to follow the guide. I went astray when I "copied" the "Legacy Of The Dragonborn - Special Edition" profile. I disabled everything on the left and only checked the folders with the .esps to be merged (and moved them to the top). This resulted in only: SkyTEST Integration Project SE - Main 1 SkyTEST Integration Project SE - Main 3 Critters Ain't Snitches - Main Critters Ain't Snitches - Optional being checked. The issue I then ran into was that none of the .esp files could be selected in "Merge Plugins" because "Skyrim Immersive Creatures Special Edition.esp" and "SkyTEST-RealisticAnimals&Predators.esp" were not active. I fixed this by activating the mod folders "Skyrim Immersive Creatures Special Edition" and " SkyTEST Integration Project SE - Main 2" after doing this my head was spinning because this was not spelled out in the guide and I was wondering "what other folders should be checked?" "she never told us to uncheck anything... but if I left them all checked my .esp count exceeds 255..." Please advise. Edit: if activating the mod folders "Skyrim Immersive Creatures Special Edition" and " SkyTEST Integration Project SE - Main 2" in order to proceed with the merge was the correct thing to do does it matter the location of those folders or plugins with respect to the plugins to be merged or is it only important to keep them outside (bottom) of the .esps to be merged?
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Can anyone tell me is this is a smart (or wrong) way of managing my merges: Copy my modded MO2 profile and name it something like "Merges Profile" In the Merges Profile do not touch the left side of MO2 (keep everything checked) and sort with LOOT. Next move all the .esp files to be merged to the bottom of the Plugin list (in the order they need to be). Essentially you will have a MO2 profile with the left side that is identical to the main Modded Profile and a plugin list that has 300 .esp files total with the last 113 .esp files being the following list: This way I should be able to use 1 MO2 profile to easily merge all of my Plugins? What am I not seeing here guys? NOTE: LOOT auto disables any plugins past 255. After using LOOT I simply Enable All of them. After merges and hiding all merged .esp this will not be necessary. Please use spoiler tags when including long lists of text.
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I have done everything up to the Merge section. I created a new profile for every merge and checked only the folders in the left pane that are mentioned in the merge and sorted the plugins appropriately. I then noticed that when I launch Merge Plugins all/some of the .esp files are grayed out. I know this is because those .eps files have missing masters. I am about to go through and activate all the necessary masters for the mods to be merged so that they can be selected in Merge Plugins. Is this the correct method? If so, other than the plugin order for the .esp files to be merged does the order of the other .esp (masters I had to activate to select the .esps to merge) files need to be in any particular order? Also, were we supposed to extract "Skyrim Immersive Creatures Special Edition.bsa" as it is in an folderr with an .esp to be merged? Do I need to be concerned with activating any mesh or texture folders in these "mo2 merge profiles"? some of the mods active during the merge do have mesh/texture folders but I am unsure if/how they factor in to Merge Plugins. Thanks! BTW last time I tested everything was running 58 fps and looked amazing! (GTX 1080 Max-Q) My eyes were missing colors but i'll revisit that when I get to the end (mo2 makes things easy!)
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Stupid Question: Do you delete the BSA files after extracting when told to do so? I was just curious because some mods like the [unofficial Skyrim Special Edition Patch] have BSA files but are not extracted so the files must be used by the game... BTW great guide, I followed Darths a couple years ago and again a year ago, glad to see this guide now! I have been reading this forum every day since mid January and am finally getting around to building it. Thank you everyone for the amazing effort put into this.
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SRLE Extended: Legacy of The Dragonborn
darabp replied to Darth_mathias's topic in Skyrim Revisited (retired)
Wondering if anyone has any experience on running SRLE Extended: Legacy of The Dragonborn on Nvidia Quadro cards. I am asking because I just got a new mobile workstation that is pretty powerful but not a desktop... I used to mod SRLE in 2015 on my GTX 980 desktop and wanted to get back into it but on a more portable platform... Can anyone give me an idea of the performance I'd be looking at before I sink 80 hours into configuring the game? The 980 had no issues with a 2k monitor, the laptop will only be running 1080p. Thank you much, Brian The specs are as follows: Dell Mobile Precision 5520Intel Core i7-7820HQNVIDIA Quadro M1200 w/4GB32GB (2x16GB) 2400MHz DDR4 Non-ECC SDRAM256GB M.2 PCIe Solid State Drive Class 40