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sirjesto

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Everything posted by sirjesto

  1. The Melee Skeletons record is 000BCCC7 if that helps you to track down what is editing it. Probably AAE though if you use it, yes. In which case they will have decent resists.
  2. LOTD Patches Merged updated on the Legacy SE page.
  3. Farlan is protected. Perhaps we will need to make him essential though if he is dying for you. You're sure he was being killed by enemies? Also, are you sure you are using the newest version of Relic Hunter? Older versions some NPC's weren't protected.
  4. All the archaeology team members are either protected or essential.
  5. Just run it from the data directory itself. I use MO as well, but If I use the CK, I copy all the stuff I need to work on and do it from there, then move it where it belongs afterwards. never had an issue doing it this way.
  6. Give this WoL .esp a try. https://www.mediafire.com/file/8srp7rocozxxb4j/WheelsOfLull.rar
  7. Hmm strange. I'm pretty sure I never got an error with the WoL .esp, but I think I tinkered with it a bit a while back though. New version? Hmm, I better check that out.
  8. What is happening with Wheel of Lull for you? BTW, I think Picky re-posted a fixed BGCollectables.esp
  9. Do you guys want to try something for me? Can you load BGCollectables.esp in xEdit , Edit the Null Reference in DNAM, put "0" (the number zero) and hit enter. It should show Null Reference again, but save it and see if that fixes the bash issue.
  10. We are in the process of creating a merged plugin for the BG mods that will work with Legacy. Also, We would like you guys to test the Moonpaths/Bruma synergy patch with the Latest version of Legacy to see if it works now.
  11. Those that are having a problem (like Lexy) shouldn't have one anymore with the file I sent.
  12. Actually I had a look at Tech's NSUTR patch and indeed there is an issue. The first 2 records in the "Static" heading have form 39, which is likely causing the problem. Here is a fixed .esp for you to try and see if it works in Wrye: https://www.mediafire.com/file/8ddyd4tu8jgkrb4/Better_Dynamic_Snow_-_NSUTR_Patch.rar
  13. IMO it's easier to edit scripts one time than multiple potential patches and possible future patches, but to each their own.
  14. Or renaming the mod name in the script to LightngDuringStorm.esp ;)
  15. The idea is good, but right now it and the JR's Immersion patch on the Moonpaths page mess with how Legacy handles the Moonpaths quest so we can't recommend them at this time. We are working on a fix that will make that mod usable but it hasn't been released yet.
  16. The NAVI record will not be your issue. You are looking for a conflict with navmesh in a worldspace record. In this case, in Riverwood.
  17. Can you post your load order somewhere so we can have a look?
  18. creating patches in the ck makes a navmesh sometimes it seems. As far as I can tell if there are no worldspace edits, it can be deleted as you did.
  19. Picky would know for sure, but I believe the answer is yes. He MIGHT have left the code in to look for the CCOR .esp, but I'm not 100% sure.
  20. Personally, I always edit my merges in xEdit after to ensure the records I want forwarded are ending up in the merge correctly.
  21. Yes I do Lights/Weather/Water at the bottom of my load order, in that order, but the order doesn't really matter as long as they are all at the bottom and you resolve conflicts after.
  22. Yeah my rule is always to have Light mods near the bottom of the load order and water mods after them and then build a custom LightsWater patch that ensures compatibility with my entire load order.
  23. I'm pretty sure the .dll needs to be recompiled.
  24. Hey guys. Posted LOTD Patches Merged for SE. It is in the optional file section. Not sure if you have a dedicated forum page for SE or not, so I'm posting here. Been a while, good to see everyone. ;)
  25. OK, the LOTD Patches Merged file is back in the MISCELLANEOUS file section where it belongs.
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