Jump to content

Baubledorst

Citizen
  • Posts

    86
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Baubledorst

  1. I'm REALLY baffled about this one: Interesting NPC's character Korrilan, who gets his own new place in Riften The House of Garments, has spawned naked and half-embedded in the floor in my game. No mods are affecting his records in xEdit whatsoever, he's purely there (and his cell is purely there) via Interesting NPCs by itself. First time I've seen something like this particular chestnut, I have no idea how to begin troubleshooting this one.
  2. Since we're making the stride to include Immersive College of Winterhold + Cutting Room Floor, for the sake of completeness it may be worth considering also tapping in College of Winterhold The Missing Apprentices Quest Fix ; it's a relatively benign tweak, but works in cohesion with Cutting Room Floor to tidy up the in-game connecting of dots between the fates of the apprentices in this particular quest and has over 600 endorsements. It should be easy peasy to merge / fold in.
  3. I've got some general questions for folks savvy with xEdit CR and record-wrangling, from curiosity and wanting to learn how some less familiar aspects work. I know this guide doesn't do anything with edits to the soundtrack per se, but I'd appreciate anyone with xEdit chops who can help for this one in particular: pictured are Beyond Skyrim: Bruma and Beyond Reach both weighing in on the the MUSCombat01 record under the Music Track category. At first blush, this flags the record as a having conflicts--but are these entries actually conflicts with how the Conditions hierarchy functions (if they were merged in the same record, that is?) As near as I can tell, both sets of mod additions have distinct keywords from one another to call for their own soundtrack entries in those instances. It -seems- to me like none of Beyond Reach's music is actually tampling over vanilla or Bruma tracks. Where I'm less clear is whether or not Bruma is elbowing in on vanilla's dragon tracks in this instance. Finally, is it correct to presume that I ultimately need both mods to forward all of their conditions packages to something later in the load order so that they're actually fulfilled? Because with just the two side by side, I would imagine that Beyond Reach is preventing Bruma's conditions from being recognized by the game since it's later in the load order. Edit: to clarify, I'm just asking if I can forward e.g. Beyond Reach's version of the track record, add two conditions and drag over Bruma's two new condition triggers to get them to all coexist. On a broader level, however, is under the Music Type category instead--where the MUSCombat record has apparent 'conflict' that I've endeavored to resolve with record-forwarding. With what I've done below, does this allow both sets of track additions to coexist in a copacetic fashion? Is the function of Music Type records to pre-inform the engine which tracks it has on-hand? Does the sequencing of the tracks listed matter? Inquiring mind(s) are curious! NPC records are easily up there for 'most conflict resolution necessary' with the guide's packed load-out. In my obsessive-compulsive fastidiousness mucking around in xEdit, I am always puzzling over which records should ultimately make it to the 'finish line' when all is said and done. In this regard, it feels like the Immersive College of Winterhold mod has by far the most jigsaw-jumbled motley assortment of conflicting records among any NPC edits in this mod loadout. Here is Urag gro-Shub as a random example: Presumably all of the CWI packages should win out, since it would stand to reason that the edited college needs him to play ball with its own records so he's not trying to burrow into walls or read books underneath the bridge or whatnot. Should he also prioritize the CWI mage class established for him? Should he be using CWI's outfit settings? If I have multiple mods all wanting to give him different perks, should they blend together (e.g. if one's giving him new Ordinator perks, presumably it's cool to give him those in addition to another mod's selection of revised vanilla perk choices, etc.) Error-checking: what should be done about missing / erroneous entries such as tiny layers? Even with the NPC Retexture Merge esp, I get errors when checking it:
  4. I really don't know what the deal is but after re-launching Skyrim a few times it all re-appeared without me messing with anything.
  5. I am at a loss, but it's pretty crushing. If I TCL and float over, the doors still go to the interior; I can't find any conflicting records in xEdit, for the life of me I have no idea how far back this occurred in-game as I've been away from the museum for a long while. I just recently finished the second big museum quest where there are a few days needed to tidy up afterwards, but belatedly did a double-take out back to notice this issue. If anyone has a possible fix I would be hugely appreciative.
  6. I'm not sure what happened or when, but when I went to go to the guild house for the LotD museum it was missing save for some floating lights and banners out in the hot springs area--no steps up to the walkway, no way to reach it. Argh. :(
  7. Version 0.17 of the Skyrim Immersive Creatures - Official Patch seems to have stumbled into fixing a very long-standing elusive crash issue with SIC re: a bogus slaughterfish spawn entry, so I suggest folks using SIC + the patch update to this swiftly!
  8. Huh! Somehow my zPatch.esp is what's giving me the infinite loads. In fairness, I made manual record forwards to zPatch periodically since it's at the tail end of my load order and I hadn't planned on needing to re-generate it. I can't recall the most recent edits prior to this happening, so unfortunately it looks like I'm going to be scrapping all those manual forwards for a fresh copy. Edit: Wow I'm an idiot; I updated some of the LotD plugins without rebuilding my zPatch and at some point it became riddled with bad references to changes that were no longer present in predecessors.
  9. I'm surprised there isn't anything in Mod Organizer throwing off a warning about a missing dependency in that case; the only thing I can think of is that in the process of updating an existing mod to a newer version it inherited some new dependency that MO isn't notifying me about.
  10. If you're referring to providing a master so that the components will load, it doesn't particularly matter which version you fire up--merge plugins is just prompting that the masters are there, I don't believe (correct me if I'm wrong) that merge plugins actually references anything -in- the master files you load when merging their subordinates.
  11. Still having issues getting the game to load to the menu, argh. I didn't make any changes to my mod load order or anything, so I have a feeling this is going to be a road of grueling cross-checking if I can't sort it out; very frustrating. Belatedly though, I discovered prior to all this that for whatever reason the Provincial Courier had apparently been holding out on me. I wandered into the Provincial Courier office by Whiterun for the first time in 70 hours and when I spoke to them they handed me six different letters and deliveries. Really not sure what the deal is there, but apparently they're not actually making the deliveries in my game. Edit: Looks like my zPatch somehow ended up giving the Courier bogus AI packages--no wonder he never delivered my Safehouse key for LotD this playthrough. All three packages are just listed as 'Error could not be resolved.' I can't believe I never noticed this in my xEdit check-ups.
  12. Well this is worrying, the game just loads forever at the main menu now, never actually prompting to start a new game, continue, etc.
  13. That's basically where I'm at with books--there's tons of them I'd never gotten around to reading in previous playthroughs, so I am trying to make a point to save them for the library at the museum or occasionally out with Frostfall camping setups. Graphical rendering issue of some sort that is frustrating, I'm curious if anyone has encountered this / resolved it: I'm getting 'banding' effects on my shadows, most noticeably on snowy surfaces. Here's a screenshot demonstrating it pretty visibly.
  14. Are you stopping to read every book as you pick them up? YMMV and personal preference and all that of course, I just thought I'd bring the mod up because at least for me, half the point of having a 'you've read this book' indicator is knowing if I've actually read it, and if I'm picking up 5 new books in a dungeon run out of hundreds I'm not typically stopping in the middle of a necromancer's lair to read through them. For that reason, I found that mod helpful, and it being an esl file that doesn't count towards the mod limit is just icing to me. On a different note, I was curious what folks thought about the various added music mods available for Skyrim and whether or not you just stick to the vanilla soundtrack or expand the tracklist through any number of those mods.
  15. That is what I said. I was suggesting Freshly Picked because it functions similarly for Alchemy.
  16. Some more suggested mods: Solitude and Temple Frescoes SSE - Incorporates nicely done fresco paintings into otherwise unadorned niches at the temple of divines and other temples. Freshly Picked SSE - We have the mod that gives bits of Speech experience via reading books, this is a straightforward mod that gives bits of Alchemy experience from harvesting alchemy ingredients. Pick up books simple SE-VR - I personally really like this in tandem with LotD because I find it very helpful when tracking read books--it's a lightweight .esl file that simply makes it so you can pick up books without reading them when you have your weapons sheathed, or read them there they lay by having your weapons out. I appreciate being able to have a way to ID later that I haven't read something yet when I sit down in LotD's library. Skyrim SE Improved Puddles - I was surprised this wasn't in the list already. Easily mergeable mod, it's most prominently noticeable in Windhelm. I'm not sure why the SE port doesn't have more visible images, but if you'd like to see more clear examples of how much of an improvement this is, check out the images in the Oldrim version here.
  17. D'oh, so it is! Sorry. On a different note, even with the closedfaced helmets patch, Helgen Reborn has a second issue with improved closedfaced helmets--but it's such a brief singular instance that I don't know that anyone will ultimately care. There's a sequence in Helgen Reborn where you do pit fighting, and one of the opponents has a custom copy of Ebony armor that isn't lootable--and the instance of the ebony helmet Helgen Reborn assigned to just this single NPC leaves him headless due to improved closedfaced helmets. You can't loot it / wear it yourself as a player, and it's one of like eight opponents you take on in a brief vignette in the mod, but it's worth noting just for the sake of awareness if nothing else. It is probably correctable by simply editing the slots used for his helmet, also; it's one of three helmets Helgen Reborn addresses at all, so it's easy to find the record.
  18. Belatedly out of curiosity, I've consistently had these crop up every time I've fired up SSEEdit for work and was curious if it was benign or something already addressed with the new weather packs, etc: <Warning: Unused data in: \ [F1] Weather Systems Merged.esp \ [13] GRUP Top "SPGD" \ [5] RainStormParticles [sPGD:0010780F] \ [2] DATA - Data><Warning: Unused data in: \ [F1] Weather Systems Merged.esp \ [13] GRUP Top "SPGD" \ [4] FXmRainParticles [sPGD:000E4CB4] \ [2] DATA - Data><Warning: Unused data in: \ [F1] Weather Systems Merged.esp \ [13] GRUP Top "SPGD" \ [3] SnowParticlesStorm [sPGD:000D299C] \ [2] DATA - Data><Warning: Unused data in: \ [F1] Weather Systems Merged.esp \ [13] GRUP Top "SPGD" \ [2] SnowParticlesLite [sPGD:0009EE7D] \ [2] DATA - Data><Warning: Unused data in: \ [F1] Weather Systems Merged.esp \ [13] GRUP Top "SPGD" \ [1] SnowParticlesMed [sPGD:00023C49] \ [2] DATA - Data><Warning: Unused data in: \ [F1] Weather Systems Merged.esp \ [13] GRUP Top "SPGD" \ [0] RainParticles [sPGD:00023C48] \ [2] DATA - Data>
  19. I'm very occasionally getting a weird, annoying bug--where it won't actually let me proceed with dialogue with a character. It will get to dialogue options, but clicking / hitting enter / anything on the keyboard won't register the option. If I save and reload it works, but that's what it takes to jostle it. Any ideas what the culprit might be / how I could troubleshoot this?
  20. Can't say that I've had much experience with SRO, but that Riften example with the leaf coverage + the roofs both looked pretty nice. I would certainly be interested in + appreciative of if folks decided to go campaigning on the hunt for the most copacetic meeting of the mods for these texture packs. That eternal pie in the sky Skyrim goal of 'mod it to where everything is close to perfect and then just dive headlong into it for the foreseeable future' is ever the thing. Self-idiot re-check: Even if theoretically keeping the original merge order the same or whatnot, rebuilding the weapon and armor merge file mid-playthrough to add new additions to the pack is going to cast everything off and re-assign REFIDs all over the place, lead to vanishing gear, etc., right?
  21. Same individual who modded a custom soundtrack for Moonpath now released the patch to give Moonpath a proper skybox + day/night cycle, lighting, etc. Moonpath to Elsweyr Sky and Lighting Fix There is a version that merges this + the custom soundtrack mod. I wish everything with MCM options supported FISS so I wouldn't have to go through and re-stage so many any time I tooled around with a new character.
  22. Since we're using Interesting NPCs, this mod I stumbled on seems to be fairly recent and well-received by folks: Interesting NPCs Zora Fairchild's Voice Boosted. Normalizes the audio files for this particular character, which a number of people in the comments were grateful for citing having a hard time hearing / understanding this character. This mod is just the .fuz files, so it's a simple drop and activate to patch things up.
  23. Yeah it's a very minor CR edit, I ended up folding it back into my ICH file too. I swear Improved Closedfaced Helmets has the highest number of CR fixes needed of any Skyrim mod, ha.
  24. FYI whoever had the crazy spooky gore eyes in their helmet earlier in the thread, the Skyrim Immersive Creatures - Official Patch and Patch Central released an additional Improved Closedfaced Helmets patch that corrects for the 'Aged' helmets SIC introduces, fixing that eye issue. Personally I just added those records to my copy of Improved Closedfaced Helmets, since I don't expect that mod will ever actually need to be updated / modified again anyways and I never plan on removing Skyrim Immersive Creatures from my core setup.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.