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Ogham

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Everything posted by Ogham

  1. Hello Darklady, concerning Skyrim Skill Interface Re-Texture ^^ Compatibility This mod is not compatible with other mods which change the mesh or texture for any of the skill interface files. If you are wondering if X mod works. It is likely that it does. A short list of mods that are completely compatible are: - ACE - Royal Bloodline - Extended UI - Requiem Overhaul - Enai's Ordinator
  2. Hello Neo, I know Smart Souls has been in the load order for a long time but I thought I'd redirect a message from the Acquisitive Soul Gems Mod author to hear your thoughts about his new approach and if it might be a replacer candidate for Smart Souls now. Compatibility for Acguisitive Soul Gems: As of 3.0.0, patches for other mods that modify soul trap spells should no longer be necessary, as the "Acquisitive Soul Gems.esp" now only modifies two GMST forms, and nothing else. Provided another mod uses magicSoulTrapFXScript in the usual way, even for new soul trap spells or effects, it is compatible. As this version duplicates and expands upon the functionality of Smart Souls (without requiring SKSE), it should not be used in conjunction with it.
  3. Two options I suppose, Neo has been busy enjoying some of the latest games releases* and has not gotten around to changing it. (* Witcher 3 and Star Wars Battlefront) He patientely waits for Mangaclub to update Vividian ENB to go along with the latest ENB release. Not sure though if that is in anyway a factor, but possible I guess.
  4. Just the animation Package yes. No do not install the vanilla version - since the guide is using Skyrim Realistc overhaul the PP SRO is tailored for that.
  5. Not sure Greg, didn't get around to test. And my understanding of the issue is limited. It was just giving me troubles during sort masters in TES5.
  6. Checked some more in Wrye Bash and noticed a scrambled loadorder in the masterlist for this mod. The master loadorder in the mod is: Skyrim.esm Update.esm Hearthfire.esm Dragonborn.esm Dawnguard.esm I changed the masterlist loadorder in the fileheader via TES5 to: Skyrim.esm Update.esm Dawnguard.esm Hearthfire.esm Dragonborn.esm And now the issue is gone. Hope this is a valid approach for this issue. And if so, one that should be mentioned in the STEP guide for this mod maybe ?
  7. Hello, As soon as I get to my Wrye Bash bit of my mod installation it shows me that I need to sort the masters for Hearthfire Extended. The moment I do this in TES5 I get the error message shown below. from then on TES5 will end the loading of mods and end at Hearthfire ext. whereas before this time or after a clean install TES5 has no issues with the mod. [00:56] Background Loader: [hearthfireextended.esp] Building reference info. [00:56] Background Loader: Parent of a NVNM is not identified as a CELL [00:56] Background Loader: Fatal: <EAssertionFailed: Assertion failure (D:\Projects\TES5Edit\wbDefinitionsTES5.pas, line 2207)> Hope someone can help me out in how to fix this.
  8. Final Update: after resolving the above mentioned issues the merge plugins results are back in line with what I saw with the beta version. All folders and scripts are moved along and complete in the newly created merged folder.
  9. First thing that would come to my mind at this point is. If you have added mods of your own, is to check in TES5 the form ID's in the conflict resolution page that start with an XX and see if they match up with your load order.
  10. Quick update, Since I wasn't sure things where working correctly I opted to re-install the Merge Plugins. Now for some reason I cannot find the tesv papyrus flags file anymore at the location where it is supposed to be... I have followed online instructions and extracted the Scripts.rar file again and as per instructions re-installed SKSE. So the tesv papyrus flags.flg file has re-emerged. Had to manually add it in the Merge Plugin since the .flg isn't recognized. Gonna do another test later tonight
  11. I checked, the batch copy assets was also enabled during my tests.
  12. Appreciate the feedback and support Hishutup. I have selected "Copy General Assets" of course (Checked before I wrote the post, double checked again just now ^^) and I did go through Mator's documentation. Things are just seemingly off with how I perceived things to go during the latest beta version and the current release on Nexus. I remember SKSE and Texture and Meshes folder to be moved due to having "Copy General Assets" selected. And I didn't check Scripts files back then because I assumed it was being handled by the Merge Plugin :) I'll test some more...
  13. If anyone could verify please, I'm not sure if the output for Merge Plugins is correct since I get no error messages and the merge is successful. Following the Bathing in Skyrim merge instructions: I still need to move the SKSE, Meshes and Texture folders to the newly merged folder. The interface folder is missing the logo for bathing in Skyrim so that needs to be moved as well. The Scripts > Source folder is missing all PSC files except the succesfully merged ones below. Bathing in Skyrim Merged\scripts\source\mzin_TIF_BiS_0001E2D1.psc Bathing in Skyrim Merged\scripts\source\mzin_TIF_BiS_0001E2D3.psc Bathing in Skyrim Merged\scripts\source\mzin_TIF_BiS_0001E2D5.psc Bathing in Skyrim Merged\scripts\source\mzin_TIF_BiS_0001E2D7.psc Bathing in Skyrim Merged\scripts\source\mzin_TIF_BiS_0001E850.psc I believe the other .psc are needed, so I need to move these manually as well ? Same goes for the scripts folder itself ? Only the below two successfully merged scripts were moved the the merged folder. Bathing in Skyrim Merged\scripts\mzin_TIF_BiS_0001E2D1.pex Bathing in Skyrim Merged\scripts\mzin_TIF_BiS_0001E2D3.pex all other scripts are missing. I cannot believe things to work without the 48kb > mzinBatheMCMMenu.pex file. (and the others btw). So move these as well ? That still seems like a lot to double check so I'm not comfortable with the results without verifying here that it is correct and the Merge Plugin is just to merge the .esp's and scripts it can handle? And yes, everything is set up as per the instructions available, including the "Handle Seq Files" feedback in this thread.
  14. Dear Sheson. I moved this comment by me on another thread concerning ILS and an expected association with DynDolod. I really do want to go and play the game now ^^ so it is not a request for support. But I thought I'd leave this feedback just in case it is useful in anyway. "Alright, another 4 hours of testing. So in addition to trying all options from Low to High for Dyndolod and setting the DefaultHeapInitialAllocMB= from 768 to 1280 in increments of 128 I only get lucky every now and then (8 out of 10 is ILS) If I do get an area to load after choosing in the cell from LAL I can play around with no issues. However, restarting Skyrim to load that save, ILS again. I disable DynDolod and try to load that save... it all works. Knowing it is all working solid except for DynDolod (not working for me that is) I will revert back to SkyFalls and Mills along with S.D.O for the time being and enjoy the game for a while now ^^" Findings: Leaving the LAL cell via (I want to leave this cell) works most of the time. via (I'm camping in the woods) mostly failure. via Thieves Guild route - I forgot the title, sorry - it works. Haven't left the cell. via (I got shipwrecked) worked -> just not the best idea with Frostfall installed ^^ via (I was ambushed) works most of the time. If an area does get loaded I cannot reload it later from a save due to ILS. Except as mentioned by dropping DynDolod.
  15. If I remember correctly from the entries seen in TES5 it is because Neo handles those conflicts himself via the SR-LE Conflict resolution.
  16. ---entry moved to Sheson's DynDolod thread.
  17. Thank you Greg, I will give that a go and update on the results.
  18. So... nice to see this thread already here for me to chime in. After two days of troubleshooting I would like to add that I am also facing the infinite loading screens with DynDolod. I don't think it is an issue with any of my settings nor my system. But to be on the save side I even went and set Vividian to Performance and re-ran DynDolod (after checking all info and threads and installing everything associated with it fresh and clean) on Low after having tried Medium before. All is going well, no error messages from the DynDolod Patch, all done in accordance with SR-LE guidelines. Infinite loading screens 8 out of 10 times. Drop Dyndolod and all is running rock solid...
  19. Thank you very much for taking the time Neo, please don't apologize, it makes me feel uncomfortable :) Concerning 04014294 and 04016E2A KSIZ Keyword ‘DLC2_LocSolstheim [KYWD:66022EDE]’ is missing. Not needed then I guess ? A few more for whenever you feel like it ? just small edits I noted. 0006230C - forward the SNDD footstep sound from USLEEP 0007BC17 - forward the MOD4 Model Filename from USLEEP 000E0DCF - forward the MOD4 Model Filename from USLEEP 020023E - forward the Weight slider female from USLEEP. Then there is a very long list for the Stalhrim armor. I changed them but I can understand if it is considered a personal choice over something that needs to be done. The Heavy armor is set as heavy armor but the light armor is set as just armor. USLEEP has changed all these entries to Light armor. But Weapon and Armor fixes doesn't match... And last one I am unsure about because it concerns a 'package' - 0003AF65 should The Choice is yours or Immersive Citizens win this entry. Thanks again.
  20. Thank you for the feedback Tech, Was following SR-LE instructions... Open TES5Edit in Mod Organizer and click [OK].Select all ESMs/ESPs and select "Sort Masters".Appreciate the detailed reply.
  21. I can't get Hearthfire Extended to run - could this be of the 1 dirty ITM ? When arriving at the last bits of modding and I need to sort my masters in TES5 I keep getting a "Line 2207 NVMN does not exist" error from the Heartfire Extended. So I think I should clean that 1 ITM ? Thank you for any feedback :)
  22. Could someone perhaps help with the following ? Instruction from the guide concerning TES5 and Scripts. Before executing any scripts, it is required to set a default output directory for TES5Edit. Modify the TES5Edit executable entry in Mod Organizer to add a -o:"<Path>" to the argument field replacing <Path> with a folder such as "C:/TES5Edit Output" that is outside of the Mod Organizer folder structure and click [Modify]. Nevermind... figured it out.
  23. Hello Neo, Was going through a Conflict Resolution and was wondering about the following entries Books: Form ID: 00085FE3 Form ID: 000C2987 Book Covers overwrites the text edits from Even Better Quest Objectives. Should the text entries from EBQO prevail ? Quest: Form ID: 00041FD2 CACO overwrites EBQO text entry. Let EBQO prevail ? Form ID: 0004B2D9 AmidianbornContentAddon overwrites both the USLEEP and EBQO entries. This one has too many edits for me to change anything with confidence. Form ID: 0006136B Both USLEEP and EBQO reference a marker for a Draugr = USLEEPDraugrEnableMarker But the Choice is Yours is the winning entry which still references a USKPDraugrEnableMarker Location: Form ID: 04014294 Form ID: 04016E2A Alternate Start overwrites the entries from the Notice Board Dragonborn patch. Sorry if these are all obvious to you...
  24. Hello Neo, Thank you for the reply. I had removed all old references prior to asking for a suggestion (merged files from the load order in M.O. and also all the old references in the merge plugin tool concerning previous merges) One way or another, seems there was a connection to/with RBB which was producing the error. I disabled RBB for the merge run and no errors, merged the files, and enabled RBB again after. All good now.
  25. I have done the merge section before, but it was a while back and had no trouble at the time. I thought I'd do a new run because I made some changes to my list of mods. Now I can't get it to work for Realistic Water Two. The load order in the right pane of MO is as specified in the guide. Any suggestions are more than welcome.
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