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Posts
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Everything posted by AthlonAI
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Thanks everybody for the clarification on my questions on textures and Dyndolod. And I apologize for my numerous questions about the kye_srceo_patch.esp on the ssedit! I just forgot that I played with it last time and it's your screenshot that reminds me that I might have change what was displayed on the view pane... Part of the learning curve! On another note you might be pleased to know that I've seen PapyrusUtil is out tonight for 1.5.50.
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Oki I checked number one above and I had " No conflict rows" activated on right pane of ssedit... That's why I counldn't find it ! loll... Thank you LadyLexys for the screenshot! Back into business! There is only my cradh exiting Hall of countenance now that bugs me!!! even tho I continue my play...
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Yesteday I played and I had a CDT as described below (that was just before the last update that I did this morning). So I started playing same point with the new updates and still have this CDT. I have a CTD exiting College of Winterhold Hall of Countenance. I'm not sure what cause this as there is no papyrus log (its enable in my skyrim.ini). Here's the description of what happened: I'm at the point of getting the Staff of Magnus and I should talk to Mirabelle Ervine which is in the Hall of Countenance. I enter the Hall, talk to her and she said to go explore M.... It CDT as soon as I exit the Hall to Skyrim and I try the exit at entry level and at the top of the stairs. I found a workaround as I waited 1 hour outside the hall in the courtyard and then she moved inside the Arcaneum, where I could talk to her and continue the quest to M... I'm puzzle by that... I still have the save to reproduce the error if someone can tell me how can I find out what happened.
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I'm quite happy because I completed the update successfully but I have 2 questions: I don't know but when I take the kye_srceo_patch.esp from kye 6.2.0 there is no tint layer in ssedit just the perk layer... So' I can't remove Tint Layer 51 from records 070519A8 and 070DF734 (and it does not pass the merge successfully) ... But I made it work anyway with this esp from my backup that has the tint layer + the perk layer)... Anyone seen this? (depending on replies on this one I will have a second look at it) Now if I unclick "kye patch merged.esp" it becomes a missing master for "conflict resolution merged.esp" I'm I right to think it should be completed first or it doesn't matter ?Thank for your insights! Now time to play
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Lexys I saw that in the changelog you do the conflict resolution before the kye merge... (following the guide its the inverse : kye first than confilict resolution) conflict resolution merge depends on kye merge patch... I reinstalled kye and the kye_srceo_patch.esp has noting inside except the perks in the right pane of ssedit for the two actors... I restored my old kye_srceo_patch.esp and then they were there so I could complete the KYE merge BEFORE the Conflict resolution merge... Its just bizarre loll. As a tip, when I loaded the esp in ssedit and check on the right pane there was only two columns : one for Complete enemy overhaul and the affected patch... In my backup one there is more columns...
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Thanks Lexys I will redo it, was just waiting for your input... For the kye-srceo in kye merge it seems on the right pane on view tab in ssedit I just have perks nothing else for both actor (last time I had all the rest including the tint that i fixed) ... maybe your last update will fix that, I'll come back to you after I update the rest of your mods... and see if that change... Thank for your hard work! very appreciated!
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Have another error in Kye merge but there is no reference in the file to these, look like missing. If I remember the last update I had to change the values to these but now I can't just find theses references in the srceo file : From ssedit checking error : 00:00] Checking for Errors in [08] kye_srceo_patch.esp [00:00] SSOApocConjureDremoraAssassinActor "Dremora Assassin" [NPC_:070519A8] [00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 51 not found in DremoraRace "Dremora" [RACE:000131F0]> [00:00] SSOApocConjureDremoraMageActor "Dremora Mage" [NPC_:070DF734] [00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 51 not found in DremoraRace "Dremora" [RACE:000131F0]> [00:00] All Done!
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I got the same error and edit it in ssedit (I just delete both references) : Checking for errors in MLU - NPC Retexture Conflict Resolution.esp CWBattleRikke "Legate Rikke" [NPC_:000D0573] NPC_ \ Head Parts \ PNAM - Head Part -> Found a ARMA reference, expected: HDPT Rikke "Legate Rikke" [NPC_:000132A1] NPC_ \ Head Parts \ PNAM - Head Part -> Found a ARMA reference, expected: HDPT Checking for errors in KYE - Conflict Resolution.esp Now it work in merge plugins... Hopefully it's not breaking anything Can anyone confirm ? As I don't know from where those reference comes ? Thanks Lexys!
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Can I be curious and ask what you mean by a profile per merge ? As I know, all of you just move merges esp in the optional tab, which I don't (I just deactivate mods because all the content is merged anyway)... And I found it not very convenient when updating merge: Actually, that to me means reactivating the mod is 1 step; compare to opening the properties, then clicking the Optional esp and then moving the esp down = 3 steps... I thought at first that all the optional esp would be listed in the tab, but that seems that it's not the case and they are only for the clicked one. (That would be awesome if they were all there!)... On another topic, when we update textures like windelm HD or other, do we have to run dyndolod again ?
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Maybe this will help you or maybe not because there is different ways of doing things, but this is how I do it : From the merge page listing you go down after each successful merge. Start with Animal merge. Sort "alphabetically" your mods on the right instead of "on priority". That will make the process easier to find esp and when you are all finished you should sort back on "priority". Then click on the first mod included in the merge. In that case, that will be : Skytest Immersive Creatures.esp. When you click on it on the right pane, there will be a "blue or violet or purple" bar on the scroll bar of the left pane. You position the cursor of the scrollbar over it and then the corresponding mod will be highlighted the same color. You deactivate it. Be sure there is only this .esp inside, but that will be the case if you followed the guide. Then you continue to next merged mod. How I managed my mods for updates : When I started building my setup I append a number at the beginning of each zipped mod as I installed them, because I saw how many mods there is and how many there could be. Let's say : 01 Cleaned Vanilla ESMs.rar as an example. I make sure the number will appear in the mod name on the left pane. When there is a modification to the guide it's than easier to know where the change occur... I keep a copy of all compressed mods on my backup drive in a mod folder "LOTD Lexys mods " and then in numbered section folder... like "08 World Encounters". Let's say there is an update on the Falskaar mod. I do a search for "falsk" in the search filed of the main folder. "49 Falskaar V2_1-2057-2-1.7z" will appear. I right click "open file location", I just delete the old one and replace with the new one and then installed it in mod organizer and it is very easy to place it on the left pane. When there is an in-between mod that comes in I just put a "a", "b", "c" after the number... If there is a merge to be updated later it easier too to reactivate only those mods (esp) as I know that way which mod I should reactive by searching name in the main folder of my backup, that gives me the number I should reactivate... When there is updates with many mods that you should add, delete, overwrite, etc, it make the whole process very straightforward and you don't loose time in guessing where the change might be. But that only my own way of doing it ...
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I updated my setup to the last guide update (everything working now but I had to do a save without Dyndolod because it crashed and then reactivate the Dyndolod...) and also I cleaned the new esm files that I compressed to use them when the new skse will be out... So I'm prepared. Now what would be the procedure to do when this happens ? I assumed that we will have to do loot and then sort the master with the new esms and then go down the list of the finishing line... Am I right ?

