
spartanflame
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Everything posted by spartanflame
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SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
For Followers, Hirelings and Housecarls the guide tells us not to install "FHH_LEGENDARY_VE_USLEEP.esp". Is that only for the main file or the optional one "....USLEEP_SS", too? Just asking, since both have the same esp included, and the guide is ambiguous there. Also, do we really need the optional (SS) file, since we are not using the SkySights Skins mod in the build? -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Quick question: I found a mod/plugin list of you build on Modwat.ch, which dates back to February. Why is my mod list (right panel in MO) far from similar after having LOOT run through it? (e.g. having Alternate start somehwer in the middle of the list or the merged patches all bunched at the end still) I checked an double checked every manual metarules entry. Still my list looks completely different. Any ideas on that? Could something have gone wrong while installing/initializing LOOT? I tried to redownload LOOT's masterlist with no apparent difference. Eventually I edited my load order manually to match yours, as far as that's possible. Still I can't get over the fact that my LOOT order should look so different from yours. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Ok. I found it. I had forgotten to delete too meshes from the Revamped Assets mod. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
THank you. If that is true though, you should check the instruction guide. Because it clearly states that we should not install the dungeon folder. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have missing textures for the arcane enchanters in dungeons (e.g. in Kilkreath Ruins or in Anise's cabin's cellar). Does anyone know which mod is providing the textures for the enchanting tables in dungeons? For "Rustic Alchemy and Enchanting tables" we are supposed not to install the dungeons folder. I'd just like to check if I forgot something or my load order is incorrect. Everything else is currently running fairly smoothly. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thank you for the reply. I understand and know that this is a different type of merging in the two parts of the guides. I rather meant this: The second file for ICH (ICH patches) is marked as UPDATE, which means, following the instructions at the beginning of the guide, this update is merged into the main file. But when we build the merged file (in the other merge plugins section) later, we only need the esps and files that are added by the patch file, not the main one. Therefore it might be easier to keep it a seperate mod file, which can be unmarked after merging (again: in the merge plugins section) more easily. When I do the merges, I usually place the masters at the top of the list manually and then the to-be-merged files last (without running LOOT). The merges work properly all the time, I never get any error messages. Do you think I should still redo them with running LOOT first for each one? -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
The guide mentions that we don't have to change the bash tags for the LOTD patches merged file, provided we use the original one and don't ake one of our own. In Wrye Bash this file has only a RELEV tag. Yet in the "idiots guide" you mention we need 5 tags in total. Which one is now the correct setting? -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
You should also mention that the Update file for "Improved closedfaced helmets - Patches" should not be merged into the main file, but it should be installed in a seperate mod. Unlike in your general installation rules stating at the beginning. Otherwise the instructions on the merged page are slightly confusing and might require a reinstall of the aforementioned mods. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
For the Merges: Is it enough to put the master esps in front of the merges, or should I run the list through LOOT all the time beforehand? Sometimes LOOT puts the to-be-merged esps in different orders again. Also, I believe the placement for the PYP merge isn't completely straight-forward: It says "Left pane placement: PyP - Interesting NPCs" PyP isn't named anything like that and doesn't have an Intersting People patch or such. And Interesting People is a completely different mod and somewhere else in the mod order. Where should the PYP-merge placed? -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Nevermind. I just saw the esp is included in a merge file later on. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
I'm currently reinstalling this build from scratch. One question on an esp I have to delete/not install: For "Followers, Hirelings and Housecarls" it says to delete the esp (FHH_LEGENDARY_VE_USLEEP.esp). Should I do that just for the main file or the optional file (FHH_LEGENDARY_VE_USLEEP_SS) as well? Because there's exactly the same esp included. Currently I have left the second one from the optional file undeleted. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
After playing with this build for a while now and CTDs aside that I'm stilling trying to figure out, I was wondering how difficult it would be to leave out mods like iNeed, you Hunger, Frostfall and such, cause I'm not a big fan of these types of reality mods. I actually enjoy the levelling in cooking and alchemy with CACO, but I hate that I have to look for a place to sleep or eat or drink all the time, even if I lower the settings in MCM to as low as possible. I simply haven't enables Frostfall in MCM, so that was easy. Are there similar options for the other mods? (see above) Any suggestions or insights, which merges would have to be changed, or which patches might become moot? Would it be possible, that I just disable these mods and the build still works? -
Is there a rough ETA for this SE edition of the project? I'm just trying to figure out if I continue to try to figure out the kinks in my legendary mod list or start with this one. As far as I have seen from the "planned" modlist, there are various differences in the builds, too. I don't mean any disrespect or want to put pressure on anyone. Just trying to get a feeling on how I'm going to proceed witht he two game versions. Thank you in advance.
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SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
I rechecked those entries, they are all properly named. Douple s in the folder name included. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
I repeatedly (not always) have this ExceptionAdress in my crash logs: ExceptionAddress: 006aacb0 (TESV+0x002aacb0) I tried to find solutions to it, found it mentioned in another blog somewhere, but no tipps how to solve it. I opened xEdit and looked for the formID (2aacb0), but it can't be found. I started to go through the merged mods, looking for the formID, but no luck so far. I'd appreciate any help. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Completely unrelated question to my last post: I used to play a lot with the Vilja follower in the past. Any issues with her for this build? -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
A few questions on Error messages and problems: 1. For most enchanted rings or amulets I get an error description instead of their enchantment (Error: lstring ID should be Int32 value...). Any ideas what could cause this? 2. When I look through my papyrus logs, I have hundreds of entries for the following script: WAO_NPCArmorScript (which is part of the Weapons and Armors Attributes mod). They are all trying to call something (keyword, weight, armorrating etc.) and get a none object and have to abort. (Might that be related to the previous problem?) 3. But the last entries in the logs are usually about CACO_AltFloraScript (obviously from the CACO mod), so I guess something in that scrips might break the game eventually? It's usually a call on an invalid object. 4. I just played the Moonpath to Elsweyr quest line completely through without one single CTD (close to 3.5 hours), only to return to Skyrim and have it crash within 10 minutes or so. It seems that my crashes are definitely linked to the main game/areas not any addon regions I have installed. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Is there an easy way to remove or replace the ENB? I don't like the looks of it at all, the classic look without it is much more life-like, at least imho. Once I'm in-game, I turn off ENB with Shift-F12. Do I thereby disable the Memory function as well, which would help prevent CTDs? There are some ENB-related files merged, do I have to undo that merge before installing a different ENB or turn it off completely? Besides the visual aspect, I have had now several CTD with Crash Fix stating "Skyrim has failed to allocate memory! ...". I have followed those steps suggested with not too much success. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thank you for your help. It seems to run much more stable now. So far no CTDs. But I noticed while playing by the way the game is displayed, it hurts my eyes (becoming watery, too). Does that have anything to do with the ENB maybe? Or a too wide field of vision? It seems I didn't have that problem the last time I got the game to work before I made the changes with your help. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
So just to make it clear: If I do as you said and finish the Bashed Patch, afterwards those Plugins that are in the top list won't be ticked/activated anymore, right? (Since they are part of the bashed patch) -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
I additionally noticed that after finishing the Bashed Patch some of those plugins are reactivated (e.g. Vivid weathers.esp) despite used in merged patches and deactivated beforehand. -
SRLE Extended: Legacy of The Dragonborn
spartanflame replied to Darth_mathias's topic in Skyrim Revisited (retired)
Maybe I'm just tired after installing all the mods and doing the patches for three days. But I'm struggling with the bashed patch (Lame, I know!) Everything is fine when I open Wrye Bash and click on rebuild the patch. I even disable manually the patches tagged with "nomerge" instead of letting the program handle the files. In the next window, I'm supposed to keep the merge plugins option ticked. That's fine. But when I look through the list of the mods that are to be merged, there are pretty much all of them listed, even those that are deactivated esp included in merged files I did before in the process with Merge Plugins standalone. Is it correct that Wrye Bash is listing them to be merged, depite not being enabled? Should I untick those which are already in merged patches? (Which would be insane, tedious work, considering that they are not in order or sortable). Is there a step I'm missing to set it up correctly? I only noticed it all after my first bashed patch led to "Missing Masters" for the bashed patch. The second one worked fine, but I got the spinning logo and no menu problem. That's when I started to look closer at things. I have also doublechecked the necessary bash tags for the files. I'm usually pretty good with following instructions and figuring stuff out, but right now I'm just p..... and freakin tired. I just want to play finally. I tried to switch to Wrye Bash beta 1, but I get now a message I have too many mods (400+) which would cause problems, albeit I only have 247 active plugins. I should consider ghosting (which I have no clue about tbh). Any help is deeply appreciated