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bmccarti

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Everything posted by bmccarti

  1. If I decide to later add any follower mods, change skin textures or add additional armors/clothing textures, do I need to rerun any of the patchers/executables (i.e. Conflict Resolution, ASIS, Dual sheath redux, Relinker, Wrye bash)?
  2. I love you all. As for having the guide set up towards an experienced modder, I wouldn't have it any other way. This guide has forced me out of my comfort zone and made me feel like a more experienced modder (though I know there is still so much to learn). No longer will I be simply tossing in some mods and hoping for the best. Finished the guide last night and looking forward to a short test run tonight!
  3. So I believe this is normal, but just to confirm, after running Wrye Bash and created the bashed patch, a bunch of the .esps on the plugins menu will shut off, yes?
  4. Thanks Nozzer! I'm all the way to the "Finishing up" section of the guide, and I gotta say, I have learned so much! It's been an incredible journey, and I know that I will make the game that much more enjoyable. I can't thank you all enough for all the help you have given throughout.
  5. Is the wrye bash bashed patch the skyproc patcher that this mod is referring to? If not, how do I complete the installation of ASIS? [ASIS] CORE ASIS - 1.42.5.H - by The ASIS TeamFiles to download : MAIN FILES - ASIS Patcher 1-42-5 HackedSpecial Installation: Do not install the following file(s) and/or folder(s): Docs folderMod Notes: This mod is designed to modify NPCs for additional perks, spells, etc. Currently, for the purposes of this guide it is only used to fix enchantments not working for NPCs. NPCs can only get the effects from some armor enchantments by default. This is because some enchantments require a specific perk to be effective and only the player has the perk. This adds the required perk to every NPC in the game so they can get full benefit from enchanted items. Notice:This mod is not fully installed until the SkyProc Patcher is executed in the final section of the guide.
  6. How do I apply bash tags to these? "[Dreadflopps Leveled Lists - SRLE Extended] CORE Dreadflopps Leveled Lists - SRLE Extended - 12/10/16 - by DreadfloppFiles to download : MAIN FILES - Dreadflopps Leveled Lists - SRLE ExtendedMod Notes: This the collection leveled lists for various mods used in this guide. Bash Tag Update Required: DELEV RELEV Set these bash tags in Wrye Bash when you create the Bashed Patch to all 3 esps in this archive." Since they are part of the merge - "CACO - Patches.esp"? am I able to assign bash tags to the whole merge created by MergePlugins, as shown here: Complete Alchemy And Cooking Overhaul Files to merge: CACO_AOS_Patch.esp (Complete Alchemy and Cooking Overhaul - Patches)CACO_CRF.esp (Complete Alchemy and Cooking Overhaul - Patches)CACO_CoinReplacer_Patch.esp (Complete Alchemy and Cooking Overhaul - Patches)FrostFall_CACO - Patch.esp (CACO - iNeed and Frostfall Patches)CACO_GrayCowl_Patch.esp (Complete Alchemy and Cooking Overhaul - Patches)CACO_GrayCowl_Patch_lvl list.esp (Dreadflopps Leveled Lists - SRLE Extended)iNeed_CACO - Patch.esp (CACO - iNeed and Frostfall Patches)CACO_3DNPC.esp (More Patches for CACO)CACO_3DNPC_Patch_lvl list.esp (Dreadflopps Leveled Lists - SRLE Extended)CACO_konahrik_acc.esp (More Patches for CACO)CACO-Ordinatored.esp (CACO - Ordinatored)CACO_SkyTEST_lvl list.esp (Dreadflopps Leveled Lists - SRLE Extended)SRLE Extended LOTD - CACO - SkyUI.esp (SRLE Extended LOTD - CACO - SkyUI)CACO - Undeath patch.esp (Extra CACO Compatibility Patches)CACO_USLEEP_Patch.esp (Complete Alchemy and Cooking Overhaul - Patches)CACO_SkyrimImmersiveCreatures+DLC2_Patch.esp (Complete Alchemy and Cooking Overhaul - Patches)Merge name: --- CACO Patches Merged - SRLE Extended LOTDFilename: CACO - Patches.espLeft Pane Placement: Directly After Ordinator - Perks of SkyrimBash Tag Updated Required: DELEV INVENT NAMES RELEV but not the individual files. Do I need to disassemble the merge, bash all Dreadflopps patches, and then remerge using Merge Plugins?
  7. Looking back at the posts yesterday, it looks like we should just use the LOTD Merged Patch on the patch central page since SirJesto reverted to v1.2 of CACO. That answers that! So for the "Optional Mod Patches for Legacy", do i use v18 then?
  8. So to be clear, for Legacy, I should use the following files: MAIN FILES - Legacy of the Dragonborn V18 Final CoreMAIN FILES - DBM_UnofficialFix_Patch v1.16.5That's fine, but what about the patch central patches? It says to use: MISCELLANEOUS - LOTD Patches MergedOPTIONAL FILES - Optional Mod Patches for LegacyBut there is no LOTD Patches Merged file for version 18. It says on the site: "Merged patch specifically made for SRLE Extended: Legacy of The Dragonborn. Guide is HERE v19 compatible." Is this one ok to use? And do I use the version 18 "Optional Mod Patches for Legacy"? Thanks again.
  9. For the mod Lucidity Sound FX, version 1z is no longer available on the provided nexus link. Which version should I use?
  10. Sorry, accidental double post
  11. So I'm getting near to completion of the guide. I have followed it to a T. With the reputation the guide has for being very stable, what type of testing (if any) do I need to do before playing? And if testing is needed, how would one go about doing that? How do I identify problems? My system is extremely up to date, so hardware should not be a barrier. I haven't been able to find a great answer on a reliable method of testing a new game. Thanks again, bmccarti
  12. Nevermind I was able to figure it out thanks!
  13. Thanks! Also, I'm sure this is a silly question to ask, but how exactly do I remove Bash tags from a mod before the merge step in the guide? For example: Bash Tag Update Required: All Bash Tags for Faction Crossbows.esp need to be removed using Wrye Bash before merging this mod. Please forgive my newbness Thanks
  14. For the Skytest Realistic Animals and Predators mod, do I delete the esp inside the main mod if I want to use the Skytest - No spawns (domestic version)? Or do I just install the domestic version after the main mod?
  15. Once again another prompt and extremely helpful response from the authors of this awesome guide! I just want to take this moment to thank the mod authors for doing a phenomenal job. Very grateful to have something like this. Takes so much of the stress off of modding Skyrim on your own! (been there, done that!)
  16. Under the mod for Realistic Animation Project - Movement, does it matter if I choose the feminine styles instead of the neutral styles for the npcs and player only movements?
  17. Thanks again everyone for the help! DarkladyLexy, I'm guessing that these are the instructions you mentioned: Report Masters Script (Use this Method if you have the esp plugin downloaded) This is a very useful little script that will help find all the Form Id's for a mod if you wish to remove a particular mod from this Conflict Resolution. Open TES5Edit. Select Only SRLE Extended Conflict Resolution. Right Click SRLE Extended Conflict Resolution. Apply Script. Select Report Masters the Click OK. In popup window chose the esp you want to remove. Then Click ApplyThis should now show you all form ids that are still linked to esp in question. Wyre Bash Create Dummies (Uses this method if you do not have the esp plugin downloaded)Use this method to create dummies of plugins you wish to remove from the premade Conflcit Resolution. Load Wrye Bash click on the CR and select File->Create dummy esps (this will create fake esps for what you are missing and place them into the overwrite folder). Load TES5edit with only SRLE Extended LOTD - Conflict Resolution.esp Selected wait until backgound loader has finished. Right click on SRLE Extended LOTD - Conflict Resolution.esp and check for errors. Remove the records that are broken from SRLE Extended LOTD - Conflict Resolution.esp (they will show after checking for errors). Save and Exit. Load SRLE Extended LOTD - Conflict Resolution.esp again in TES5Edit and then clean masters once done save and exit. Remove Fake plugins fron the overwrite folder. So when I add a different skin after following these instructions to remove Mature Skins, is there anything else I need to do to make the new skin work with the guide?
  18. Thanks all! So Nozzer66, does that mean it is an easy change to use a different skin, or are there still issues that arise in the guide if I choose not to go with Mature Skin?
  19. Also, does anyone know if this has been completed: Posted by Nozzer66 on 12 March 2017 - 11:43 PM in Skyrim Revisited (Skyrim) I believe I have removed the references to Mature Skin from the CR patch. I'll just do a double, triple, Quad check on that and post it. Essentially it was race records that were just adding Mature Skin to the non beast races. Will drop the same fixes in the NPC CR. Both should be done today. I have self delivered an uppercut. I even bit my tongue. EDIT: 1.44 version checked for errors. None found. Meaning are the references to Mature Skin no longer in the CR? I was hoping to use a different skin, but if I have to try to edit my own CR (seems daunting!), I may just stick with Mature Skin. Thanks
  20. Hello again, Another quick question: So I am assuming that all of the LOOT metadata updates required throughout the guide are to be handled at the LOOT stage of the guide, correct? Can someone possibly give me a quick rundown on how exactly to do a metadata update? My understanding is that after applying the LOOT load order that it generates, I go and click on the right side of the mod mentioned and "Edit metadata", select "load after", and then choose the mentioned mod. For example, under the SRLE Extended LOTD - NPC Retextures - Conflict Resolution mod, Loot Metadata Update Required: SRLE Extended LOTD - NPC Retextures - Conflict Resolution.esp - Load After SRLE Extended LOTD - Conflict Resolution.esp This is asking me to set the SRLE Extended LOTD - NPC Retextures - Conflict Resolution.esp to run after the SRLE Extended LOTD - Conflict Resolution.esp, correct? Thanks again. -bmccarti
  21. Thanks so much DarkladyLexy!!
  22. Hello, I am working through the guide and have two questions regarding this step for the mod "Unique Flowers & Plants": "Then run the Hishy_Remove_LAND_Record script on Unique Flowers & Plants.esp: Land edits need to be removed: Open TES5Edit and load only Unique Flowers & Plants.esp Once loaded Right click and apply script Locate Hishy_Remove_LAND_Records From the drop down menu select Unique Flowers & Plants.esp Press CRTL+S to save Next we need to Clean the ITMs Right Click on the esp and Apply Filter for Cleaning and wait until finished processing Right Click and Select "Remove Identical to Master Records" Exit and Save." After the completion of these steps, a file is sent to the overwrite folder titled "Unique Flowers & Plants.esp.save(timestamp)" 1. Do I need this file that generated in the overwrite folder, or is it a backup of the .esp before running the Hishy script? Also, is it ok to merge the ".esp file" mod with the main "Unique Flowers & Plants" mod shown here: MAIN FILES - Unique Flowers and Plants 1.3OPTIONAL FILES - esp file - Do not use both esm and esp Or should these be separate mods? Thanks and loving the guide thus far. Can't wait to play! -bmccarti
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