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titanbass1

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Everything posted by titanbass1

  1. My apologies. The way it was phrased was not overly obvious to me. In any case, I tried the x64 version and it turned out alright. Thanks.
  2. You mean go to the x64 version of Skyrim or DynDOLOD? I've been using LE just because so many mods I like aren't on SE yet.
  3. I get an error that prevents DynDLOD from generating its files whenever Enhanced Landscapes for LE is installed. i used the Enhanced Landscapes, Solstheim, and DLC fix esps. tried it merged and by itself and I get the same errors. I have attached the log files required. Thank you for any assistance you can provide. DynDOLOD Logs.7z
  4. So if the mods and or compatibility patches get merged, have navmesh conflicts, but don't have a NAVI record, what do you do to stop the conflicts that show up in TES5Edit?
  5. OK. So I checked the patches in TES5Edit and apparently none of them have NAVI records, which to me begs the question why am I getting navmesh conflicts that need resolved? And when you say "multiple masters and multiple plugins being merged with NAVI records," what exactly do you mean? If I am merging a bunch of weapon mods with navi conflicts that don't have other mods treating them as master files, do I just load up the merge in CK and don't worry about esmifying the plugins the weapons depend on? I'm not merging plugins that have others depending on them, so does that mean I am simply just merging plugins and not masters? Again, please forgive me for my constant questions. I'm just trying to get this as completely clarified as possible for myself since I am so new to this type of modding. Thanks so much for your quick replies and patience!
  6. Hello and thank you for the reply! I did not get a message notifying your reply so sorry for the delay. I have looked at that guide in quite depth, but the issue for me is that the instructions are hard to see as the pictures require a photobucket subscription, so I can't see the photos the author put up. What also didn't help me out is that the guide is for the old Merge Plugins TES5Edit addon, not the new standalone application. Forgive me if I am repeating what you might already know, but it might just be easier to start from the beginning. So here is the scenario. I use Open Cities of Skyrim. Open Cities has a list of compatibility patches, found here: https://www.nexusmods.com/skyrim/mods/59937/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D59937&pUp=1 The ones I downloaded and installed, as I also have these files installed too, are the 3DNPC (Interesting NPCs), Legendary, Cutting Room Floor, Falskaar, and Quest Pitfighter patches. I use the updated standalone application of Merge Plugins, not the older TES5Edit extension. I load up all the required files, use LOOT, open Merge Plugins, make a merge, and I get the "there are conflicting Navmesh errors" warning from Merge Plugins. Not knowing how to solve this, I find this tutorial and the link you sent me. It says I have to delete the navigation mesh info map found within the merged mod I made in TES5Edit. So I go and open it up and sure enough there is no navigation mesh info map found. Deciding to skip this step, as I found no info map, I found the post on page 169 of this guide that states that I have to ESMify the master files of my merged mod. The files I needed to ESMify are 3DNPC, Cutting Room Floor, Quest Pitfighter, and Open Cities of Skyrim. So I open Wyre Bash and do that to those files. After doing that, I load open Creation Kit and am torn. Do I need to also activate the all of the merged mod's master files? If so, do I also need to activate the master files of my merged mod's master files? If by your recent explanation, I guess I don't need to activate the master files. The other thing that I don't know is when/if I need to add the BSA files into the editor ini. so that they are unpacked. Do I need to add BSA files if I am merging weapon/armor mods, which I plan on doing too? Again, I am so sorry for not totally following these instructions. I am very new to the more advanced mechanics of Skyrim modding. I was kinda surprised there was no video on this topic to make it easier for us inexperienced modders. Thank you so much for your assistance.
  7. I apologize for not understanding this, but when I load the merged mod in CK, do I set it as the active file and then also check the boxes/load the Parent Masters of my merged mod that are stated on the right? If yes, do I also need to check the master files of the already checked master files? For example, I use Open Cities of Skyrim, and I was merging some compatibility patches. When I made the merge, one of the parent master files for my merge was Cutting Room Floor. The thing is, Cutting Room Floor includes it's own set of master files, which include all DLC, Update.esm, and The Unofficial Skyrim Legendary Patch. Should I also load up those files too? Again I'm sorry if I am missing something, but thanks so much for your assistance!
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