
Shabdez
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Everything posted by Shabdez
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Hey everybody I am not following the guide 100% (actually it's about 50% only) and therefore can not use the conflict resolution patches provided by Lexy. So far I did not install Immersive Citizens because of all the conflicts that come with it and the common recommendation to not use it together with major city overhauls. Neverthelsess I would really like to have it in my load order. So, if I create my own CR patch, what would be absolutly necessary to resolve to make IC go along well with the rest of the mods? Or would it be OK to just ignore the conflicts? I wouldn't mind if some minor NPCs bang their heads against walls because of messed up Navmeshes, but I certainly wouldn't want to have quest or even game breaking bugs in my game. I skipped most of the stronger and more enemies mods of this guide and everything that alters enamy AI or combat behavior. I mostly use the graphical improvements and content adding parts. Any hint would be appreciated. And a second question: Did anyone find some of the fixes from the USSEP not be working in their playthrough? I have the Quentin Cipius appearance bug or the Froki's Bow conversation bug just to name 2. And I am sure that nothing is overring the changes from USSEP.
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I know, just wanted to point this out for people who have systems running with more GPU power. My 1070 8 GB does so and I am using the 2K option. Although I extracted the LOD part from the mod and moved it to a new folder so I can place it independently from the main mod wherever I want it in the left pane. Edit: I must have mixed up someting. MM's Lod is already a seperate mod, I excluded the LOD part from an other mod.
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I once had an issue with the shadow-casting torch added by Dragonborn. Once i got one in my inventory, all further saves would leed to a CTD when I was trying to load them. Maybe you also picked up an item in Falkreath that got bugged somehow. Replay that part of the game and observe what's added to your inventory.
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Hearthfire homes: Is it worth it? Sure not if you use your favorite playerhome mod anyway - as I do. I always build the three homes however just for completeness, but it is actually not worth the trouble IMO. Takes a ton of ressources to build, even more so if you also take care for the funiture yourself. And if you have the housecarl buy the stuff for you, it takes him an eternity to fill the home. You can speed up the process by finding the border of the home cell and repetedly walk in and out, but that is quite a chore.
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I think you are mixing things up. There is a difference in WB's warning about form 43 plugins and messed up master orders. You need the CK to change form 43 plugins to form 44. To sort the masters of a plugin you can use xEdit as you said, but that is already a part of this guide: Quote from the Finishing Line section: Open SSEEdit in Mod Organizer 2 and click [OK].Select all ESMs/ESPs and select "Sort Masters".
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Is there an easy way to exclude certain NPC from radiant quests? Farkas just gave me Black Owl from the Vigilant's debug room for Hired Muscle. It's no fun, she is level 200 and my punches do nothing. I know, I can skip the quest with SetStage CR04 20, and I did, but better to avoid this in the first place.
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Oblivion Artifact Pact adds 4 skill books to the COW Arcanaeum. Due to the location changes made by Immersive College of Winterhold, those books can't be retrieved - they're stuck inside the furniture or dropped under the floor. I don't use the full guide and can't tell if this has been already adressed by the CR patches. If not, you might want to move the books to save places (like on top of the 2 small bookshelves added by LotD).
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When progressing my game, sooner or later I find a SKSE\Plugins\StorageUtilData\noname.json file in the MO2 override folder. The content looks like this in a text editor: { "formList" : { "itemdisplays" : [ "2194577|LegacyoftheDragonborn.esm" ] } } Anyone know what it is for? Better to keep it or save to delete?
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OK, with a little help from sheson I could fix this. This might be of interest for anyone using LotD and DynDOLOD, so I quote from Sheson's answer: For Legcay there are already rules included in DynDOLOD and the mod itself. If you are using the new 4.x version which uses an ESM instead of an ESP, copy the rules files in DynDOLOD\Edit Scripts\DynDOLOD\rules\ from old "esp" to new "esm" name convention like: DynDOLOD_SSE_legacyofthedragonbornesp_high.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_high.ini DynDOLOD_SSE_legacyofthedragonbornesp_low.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_low.ini DynDOLOD_SSE_legacyofthedragonbornesp_medium.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_medium.ini Open the new *esm* ini files in a text editor and replace all legacyofthedragonborn.esp; with legacyofthedragonborn.esm; Make sure the new rules are loaded when clicking Low, Medium, High by checking the log for "Loaded x mesh rules for Legcay ..."
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Shabdez replied to sheson's topic in DynDOLOD & xLODGen
Fixed! Thank you very much.- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Shabdez replied to sheson's topic in DynDOLOD & xLODGen
I will try that. The interesting part here is, that I am using the esm verion of LotD for quite some time already and didn't have this problem before. I only upgraded from 4.0.3 to 4.0.4 recently.- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Shabdez replied to sheson's topic in DynDOLOD & xLODGen
OK, I exited Solitude (from LotD museum entrance area) to Hot Springs and toggled clipping. Then I moved to the entrance area of the museum and got the ID of the two trees. Both are from LotD esm plugin and don't get overridden by anything. What now? This happens with re-generated TexGen and DynDOLOD outputs on a new game.- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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