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adrianoz

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Everything posted by adrianoz

  1. Unless the author updated Qaxe it has gamebreaking bugs by causing CTDs all over (specifically in Whiterun Hold) because it is missing facegen files. You have to to do some manual fixing with an older version to get it working.
  2. I assume we wait until you give greenlight until we use CACO? The author linked this page on his page: https://www.nexusmods.com/skyrimspecialedition/mods/19518 Are any of the patches needed for Lexys?
  3. It installed that way for all my games, MO2 created a subfolder for each game with the profiles, downloads etc for each game. Never occurred to me that was the issue, that SSE needed to be in MO2>mods and not MO2>SkyrimSE>mods.
  4. The above seems to have resolved the issue Merge Plugins had with copying assets, rebuilding my merges now also copies assets into the merges.
  5. Alright, it's solved. Praise be jeebus. If anyone else has Relinker issues check if this was your problem. You could probably just copy paste the image from previous page into your prerequisites page for Relinker. If mods are installed in a separate subfolder (like MO2>Fallout 3>mods) instead of MO2>mods Relinker doesn't work. After copy-pasting the portable directory for SSE into the base install folder, and moving the base MO2 folder into the root of E/-drive it's working. https://imgur.com/a/voO1wAu EDIT: Might be an issue for other games, I don't know if Fallout 4 needs Relinker for its step guide for example, since the mods need to be in the base mods folder, not a subfolder.
  6. So I put it this way, looks like the same as yours now? Except you seem to have your mods installed in the base mods folder of MO2, not in a sub-game folder. https://imgur.com/a/QMI0zz9 Giving me zerodivisionerror instead now.
  7. Do you happen to know how to solve this error with Relinker? If I point MO2 to where the actual program is it tells me no such file exists cause the profiles are on another drive, but then it gives me the below error when I point to where the SSE mods are. I need to know Mod Organizer's root folder [E:\Program Files (x86)\ModOrganizer] ---> I need to know Mod Organizer's Mods folder [E:\Program Files (x86)\ModOrganizer\mods] ---> Alright, let's get started. First, search the Mods folder for merged plugins. File "<string>", line 222, in <module> File "configparser.py", line 778, in get File "configparser.py", line 1138, in _unify_values <class 'configparser.NoSectionError'>: No section: 'General' Press Enter to exit...
  8. So if I understand correctly, assets not copying aren't a problem cause I can just keep the original mods active? And therefore won't need to run Relinker?
  9. Hmm that's how I've done it so far, the original mods are active when assets are available, the ESPs are put in optional. Only issue is I can't run Relinker cause there are no assets in the merged folder. Enabling debug in MP gave me this though: "Failed to merge Audio Patches Merged, Access violation at address 008FB2A0 in module 'MergePlugins.exe'. Read of address 00000000".
  10. So is there an alternative for merging plugins in the guide? Merge Plugins Standalone doesn't copy assets and no one knows why so I'm sort of stuck. EDIT: I was randomly trying out debugging to see if that could help and produced this error that might explain it: "Failed to merge Audio Patches Merged, Access violation at address 008FB2A0 in module 'MergePlugins.exe'. Read of address 00000000".
  11. I have the exavt same issue, no clue how to resolve it and couldn’t find any help other than 2016 thread on the issue
  12. So I'm at a loss on what to do with merge plugins, it refuses to copy assets for merged plugins. I was the one writing on Discord earlier about this. I'm using 2.1.5 MO2. MO2 is not in program files folder. Any ideas on how to proceed? Can I just copy-paste the assets from each merged mod into the merged folder of each merge patch that merge plugins produces? Here's a log from my audio merge for instance: Building merge: Audio Patches Merged Merge is using plugin: Audio Patches Merged.esp Adding masters... Done adding masters Renumbering Conflicting FormIDs Renumbering FormIDs in Audio Overhaul Skyrim - Obsidian Weathers Patch.esp Renumbering FormIDs in Audio Overhaul Skyrim - Realistic Water Two Patch.esp Renumbering FormIDs in Audio Overhaul Skyrim - Immersive Weapons Patch.esp Renumbering FormIDs in Audio Overhaul Skyrim - Legacy of the Dragonborn Patch.esp Renumbering FormIDs in Audio Overhaul Skyrim - Immersive Sounds Patch.esp Renumbering FormIDs in Smashed Patch Audio Patches Merged.esp Copying records Copying records from Smashed Patch Audio Patches Merged.esp Copying records from Audio Overhaul Skyrim - Immersive Sounds Patch.esp Copying records from Audio Overhaul Skyrim - Legacy of the Dragonborn Patch.esp Copying records from Audio Overhaul Skyrim - Immersive Weapons Patch.esp Copying records from Audio Overhaul Skyrim - Realistic Water Two Patch.esp Copying records from Audio Overhaul Skyrim - Obsidian Weathers Patch.esp Handling assets Handling assets for Audio Overhaul Skyrim - Obsidian Weathers Patch.esp Handling assets for Audio Overhaul Skyrim - Realistic Water Two Patch.esp Handling assets for Audio Overhaul Skyrim - Immersive Weapons Patch.esp Handling assets for Audio Overhaul Skyrim - Legacy of the Dragonborn Patch.esp Handling assets for Audio Overhaul Skyrim - Immersive Sounds Patch.esp Handling assets for Smashed Patch Audio Patches Merged.esp Decompiling scripts No files found matching E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Merge Plugins\temp\generalPex\*.pex No files found matching E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Merge Plugins\temp\pex\*.pex Remapping FormIDs in scripts No files found matching E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Merge Plugins\temp\psc\*.psc Compiling scripts No files found matching E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Merge Plugins\temp\psc\*.psc Copying modified scripts Removing unncessary masters Removing master Smashed Patch Audio Patches Merged.esp Removing master Audio Overhaul Skyrim - Immersive Sounds Patch.esp Removing master Audio Overhaul Skyrim - Legacy of the Dragonborn Patch.esp Removing master Audio Overhaul Skyrim - Immersive Weapons Patch.esp Removing master Audio Overhaul Skyrim - Realistic Water Two Patch.esp Removing master Audio Overhaul Skyrim - Obsidian Weathers Patch.esp Saving: C:\Games\ModOrganizer\mods\Audio Patches Merged\Audio Patches Merged.esp.save Done merging Audio Patches Merged (2.536s) All done!
  13. I have a gaming rig from 2015-2016 (can't remember) and I can play flawlessly at very high settings. Leaving this guide from Reddit here, 3 key things improved my fps (I had stutters and like 30-35 fps before this); follow Lexy's BethINI steps, use nVidia inspector for V-Sync (disable it ingame, in ENB and in INI, I don't know why but V-Sync through inspector yielded extremely good results) and tweak settings using this guide (for me it was enough to double-check shadow resolution and lower godrays): https://www.reddit.com/r/skyrimmods/comments/5a20vn/sse_performance_guide_stutter_microstutter_fps/
  14. Hi, are there any major updates incoming this month? Or just updates for SKSE?
  15. I have a question about INIs and MO2, when I change my ini settings in the documents folder, I also copy-paste all the changes everytime into MO2's INI editor for my profile because the INI is the vanilla Skyrim one by default, and editing it is a pain because you can't search etc. I didn't find any info about this in the guide, do I need to edit both sets of INI-files everytime I change something, or just one or the other, and is there a simpler way of doing it?
  16. Any thoughts? https://www.nexusmods.com/skyrimspecialedition/mods/19876
  17. Just a thing, is there any reason to remove tint layers? I have had those errors in other plugins in the guide too, but I just ignored them. You can merge the KYE patches if you set to ignore errors > reset errors > check for errors > errors ignored.
  18. Hi, I saw that OMEGA was accepted to be added to guide, but he posted an update yesterday so I'm curious because in his article he writes that OMEGA is now WIP, he's removing lots of patches etcetera. Can I just keep using pre-2018-09-09 version of OMEGA and its patches with Lexy? Or which version do you recommend?
  19. Not one of the modders, but I didn't have this error, so I would assume you opted not to install one of the masters/mods that KYE - Conflict Resolution.esp is reliant upon? I didn't get these errors when merging. You have 2 options, one is to check if you have all the masters. If you do, reinstall the .esp and check if the errors are still present. If they are, wait for Lexy. If you didn't install all the masters, and don't want to, load up the .esp in Wrye Bash > right-click > File > Create dummy masters. Load up the .esp in SSEdit, search for the records that are referenced "e.g. "Glass Armor [ARMO:00013939]" in the FormID box to the top-left, check for which row the error is in, and either remove the record, or copy-paste a line from another .esp into that row. Repeat for all records producing errors. Then save and exit SSEdit, restart SSEdit with the .esp > right-click > Clean masters. Close and save. Remove the dummy plugins Wrye Bash created in your overwrite folder, and then proceed with the merge.
  20. Had a question, in the changelog you mentioned need for regenerating DyndoLOD. Does this mean we need to run xLODGen again too or just Dyndolod? Can you write if both are needed from now on? Thanks!
  21. Hi, I'm using OMEGA so I can't use the LOTD Patches Merged from the Legacy site, since OMEGA has its own versions. Is it possible to make my own merge patch by just merging all LOTD plugins? Or will that not work and require manual stuff? I have like 20+ DBM plugins now...
  22. Hi, Would you mind posting a load order to be used when following the guide?
  23. Hi, I reverted my .exe to 1.5.39, but what about the master files and 2 BSAs that were downloaded? Is it OK that they belong to 1.5.50?
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