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filiusDei

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Everything posted by filiusDei

  1. Ok, I'll give it a try then. Thanks Lexy! I assume that the pex file has to be deleted when using the BSA version as well?
  2. I'm currently not using those: Point The Way Unique Border Gates SE --> Point The Way.esp - Load After UniqueBorderGates-All.esp Weather Systems Merged --> IcePenguinWorldMap.esp - Load After Weather Systems Merged.esp Darkwater Crossing Dawnstar Dragon Bridge Helarchen Creek Ivarstead Karthwasten Keld-Nar Kynesgrove Shor's Stone Soljund's Sinkhole Whistling Mine --> Load After Immersive Citizens - AI Overhaul.esp Expanded Towns and Cities (SSE) ETaC - Riverwood.esp - Load After Immersive Citizens - AI Overhaul.esp ETaC - Riverwood.esp - Load After 3DNPCs.esp ETaC - Riverwood.esp - Load After Landscape Fixes For Grass Mods.esp Hunterborn --> MrissiTailOfTroubles.esp - Load After Hunterborn.esp Undeath Remastered - Classical Lichdom --> Immersive Sounds - Compendium.esp - Load After UndeathClassicalLichdom SSE.esp Vigor --> Wildcat - Combat of Skyrim.esp - Load After Vigor - Combat and Injuries (SE).esp I'll compare my load order with Lexy's, thanks for the advice!
  3. I have, but only some small mods like Quick Loot, Blacksmith Forge Water Fix or People are Strangers. TK Dodge is the biggest mod I've added, but all those are not overwriting any files in the mod order and there is no conflict in SSEEdit (I've checked via show conflict losers). And yes, I was exactley following the instructions of Report Masters Script at the bottom of the guide and have found out all all form ids that are still linked to Sofia's esp. I've removed all of them in Sofia's esp, but when I click on Apply script and report masters, I can still select Sofia. Is it normal? This here is the current result of the script: Selected masters are required by the following records and elements: [Apply Script done] Processed Records: 68, Elapsed Time: 00:03 Edit: There's still the flag that Followers and NPCs - Conflict Resolution is missing Sofia's master, as soon as I deactivate the mod (Sofia)
  4. I am using Sofia's Loose version and I've deleted the pex files in the scripts, as recommended in this guide.
  5. It's definitely Sofia in my case. Don't ask me why, the mod has not caused any issues before... but there are no more CTDs as soon as I deactivate it
  6. Sorry, but I'm not sure if I understand correctly... When I'm searching FormID 0C001827 SEEdit is finding an entry for SofiaFollower.esp - could that be right? I thought that I have to remove the unwanted entries from Followers and NPCs - Conflict Resolution.esp? And another question: what's the second enty with her name? I can only see those, but it's the same enty, isn't it? [ACHR:0C001827] (places JJSofiaFollower "Sofia" [NPC_:0C0012C4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3) [ACHR:0C001827] (places JJSofiaFollower "Sofia" [NPC_:0C0012C4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3) \ NAME - Base I would love to have her as a follower, but the mod is causing CTDs around the area of Whiterun Stables and I have no clue why... so I'm planning to remove Sofia to avoid CTDs as soon as I fast travel to Whiterun Stables or Pelagia Farm or take a walk to that area
  7. I am very happy to hear that and really looking forward to it :) Do you already know how long the new update for Skyrim Revamped and KYE could take? Are you considering the complementary Skyrim Revamped Loot and Encounter Zones as well?
  8. Ok, so I've been using the Report Masters Script and this is the result: Applying script... Selected masters are required by the following records and elements: [iNFO:0002A7AD] ('I hope you're looking at me like that because you want to buy something?' in GRUP Topic Children of [DIAL:0002707A]) \ VMAD - Virtual Machine Adapter [iNFO:0002AB8F] ('Do you get to the Cloud District very often? Oh, what am I saying - of course you don't.' in GRUP Topic Children of [DIAL:0002707A]) \ VMAD - Virtual Machine Adapter [REFR:0C0285BB] (places BedrollGround "Bed Roll Ground" [FURN:000B8371] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3) [ACHR:0C001827] (places JJSofiaFollower "Sofia" [NPC_:0C0012C4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3) [ACHR:0C001827] (places JJSofiaFollower "Sofia" [NPC_:0C0012C4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3) \ NAME - Base [Apply Script done] Processed Records: 72, Elapsed Time: 00:03 What do I have to do now?
  9. I'm lost with all those SSEEdit blocks and sub-blocks and honestly don't know how to find the correct references to remove No, I didn't. I don't use any skleton mod, nor do I use any animations. But Sofia is standalone anyway.
  10. Strange... Sofia is causing the CTD issues in the area of Whiterun Stables. I've never had any troubles with this mod. Can't simply deactivate it though because the Followers and NPC - Conflict Resolution is missing it's master then
  11. What do you think of the Skyrim Revamped + KYE combo so far? How do you like it?
  12. Makes sense. Thank you. I've rebuilt all the Merges with folders this way, but the CTD issue when fast travelling to Whiterun Stables still exists, even after starting a new game. Any ideas how I can figure out what's causing this CTD? I'll start the whole process with deactivating mods again, hope that helps.
  13. Ok, thanks again. Just to be sure: did you mean to uncheck "batch copy assets" in the Merging tab, or uncheck "copy general assets" in the Integration tab, or both? I was trying to rebuild the Landscape Environment and Clutter Merged, but with only the batch copy assets option unchecked I still get all the folders for meshes, scripts and textures. So I'm assuming that it could be a good idea to uncheck the copy general assets option as well? And is it safe just to hide the merged plugins, instead of moving them into the optional plugins tab? I don't think that there will in practice be any difference, right?
  14. ...or with Skyrim Revamped - Loot and Encounter Zones, which is really awesome, especially when combined with Skyrim Revamped - Complete Enemy Overhaul :)
  15. Ok, the good news is that the graphical issues are resolved. Although I do not understand why it's working now and did not in case of the merged file, where all the textures was included. The only issue left is the CTD as soon as I fast travel to Whiterun stables. But I think that could be because of the other merges I've created the same way as the Weather Systems merge. So what's the "best" and safest way to merge all those files again please? What should I pay special attention to concerning the textures issue? And one more question: Any experiences with H.P.P. (High Poly Project) and this guide?
  16. Thanks for the hint! Batch copy assets is checked and as far as I've seen all the texture-bsas as well as the texture folder is complete in the Weather Systems merge. What's the advantage of your procedure NOT to copy all assets into the merge? Tbh I don't have much experience with merging mods, because it was never necessary and I've only started with it now because some of the merge files are needed for Lexy's CR. In case of the Weather Systems merge I'll deactivate it and give it a try with the single mods only. We'll see what happens :D
  17. Sure. I've just found out, that the rain is not the only issue: https://imgur.com/a/ukubtOo And after the first CTD in the area of Whiterun while fast traveling, which was the main reason for me to completely reinstall SSE from scratch, it's definitely time to go to sleep now :D
  18. Thanks for pointing that out to me. I've checked the mod order for conflicting files and I've applied filters to show conflict losers via SSEEdit as well. There weren't any conflicts for the mentioned mods, so it should be safe (more or less) to use them in addition to this guide right? And thanks for the hint with Simply Knock, I'll better avoid it then. That sounds too compicated for me, especially if I have to repeat the whole process for every updated CR version. that sounds plausible to me. I'll check the weather section, especially the Weather Systems Merged. Thanks!
  19. I was not planning to install any ENB because of it's performance impact.
  20. it is not intended that the rain looks like this, is it? https://imgur.com/a/LZygnRL
  21. Good point! I was planning not to use the BadGremlins Collection, but it looks like that BGCollectables.esp is mandatory for Lexy's LoTD SE - Conflict Resolution so I can't avoid it, can I? PS: It's the same with CFTO and iNeed for Lexy's LoTD SE - Conflict Resolution CR Update for 1.06.1 (TESTING), isn't it? Is it safe to skip the update? :D
  22. I'm happy to hear that :) And how about Wild World and Know Your Enemy? These are the ones I will miss most in addition to Skyrim Revamped Complete Enemy Overhaul and the Loot and Encounter Zones. Apart from that I'm preferring NAT and Diversity, but I'm sure that there's a good reason why you have chosen the mods in this guide and I can easily live without those two :D
  23. Thanks, that makes sense. I would use XP32, but I don't like FNIS and it's listed as a requirement for XP32. Any experiences with these mods? I think they should be safe to use additionaly to this mod TK Dodge Blacksmith Forge Water Fix People Are Strangers SkyComplete Unread Books Glow SSE Simply Knock SE Fast Travel Speed Fix
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