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Gyro

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Gyro last won the day on May 4 2015

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  1. When in doubt, start from scratch with an unmolested file.
  2. I learned the basics back with Neovalen's original guide: https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition/Conflict_Resolution That won't be as helpful, since that guide is out of date, but it may start to give you an idea of what to look for. Be sure to watch this video that is included in the guide. Here is another good post with some resources: https://www.reddit.com/r/skyrimmods/comments/3ejcfx/tes5edit_modgroups_advice_and_examples/ Basically, you find the conflicts, and you forward the records that you want to win into a new plugin using TES5 edit. This will likely be a time consuming process; doubly so as you are just beginning.
  3. Oof, yeah. I can definitely see where telling a mod it didn't need a master but leaving dependencies in it would bork things up. If you have time, you can always make your own custom CRPatch. That's pretty close to what I was going to do before I figured I should just wait for Requiem 2.00 on the chance this guide might get a redo. Or, at least, I could go ahead with the latest Requeim if I had to do it myself (and I'll have more time in a couple months). One trick you might try (which is still somewhat time intensive, but maybe a little less so) is instead of trying to scrub all the stuff from the CRPatch, you just copy everything that doesn't reference the stuff you don't want into a brand new CR Patch.
  4. Eh, unfortunately, after looking at my schedule, don't think I'll be able to do anything with CR, or even a new build soon. Here's to waiting until Requiem 2.00.....
  5. Or, if nobody does, does anyone have an idea of what was getting patched for consistency?
  6. Took a quick look at your mod list-nothing jumps out at me immediately (though it was just a quick look). If something didn't have its master, I don't think you would get that fail condition-it should just quit out. Sounds like you might be well served through just starting at the bottom of your load order and disabling mods until things actually start. Then you'll want to work back from there. I've been doing this since STEP came out, and I still mess things up and encounter bizarre, inexplicable issues. It's a massive learning curve, and this particular guide as it stands requires a bit more work on our side since the guide authors are taking some well-deserved rest. It's almost a full-time job staying on top of mod updates, conflict resolution AND finding new things to add and working out CR with them.
  7. No sweat. If I come up with what appears to be a decent updated CR I'll post about it here. Thanks!
  8. Any insight on how much work updating the CR patch for V19 of LOTD would be? I'm itching to get a new build in and I'm not super concerned about getting Requiem 2.0. I figure if it's not more than a couple days work I could go ahead and do it since I'm trying to put all this together anyway. Jdsmith, is there any kind of special sauce to your method, or is it just rolling through TES5 with "apply filter looking at conflicts" and seeing what's wacky between the old CR patch and the latest LOTD?
  9. That's weird-just noticed my full mod load didn't post. Here it is again.
  10. OK, so here we are. Loading clean save: https://imgur.com/a/p3lAV New game, first get Pip Boy: https://imgur.com/a/yG09M New game, gotten out of the Vault and faffed around a bit: https://imgur.com/a/jeFVf Mod Order: I also noticed that it added some holotapes while I was in the bathroom/starting house on a new game. I wonder if they're removed or something through the beginning sequence.
  11. Sure thing, I'll see if I can't do that tonight. Love the guide :D
  12. So I noticed that when I start a clean, very advanced save before the mod I end up with 13 mod setting holodisks. When I start a standard new game from the beginning, I end up with 10 when I exit the vault the first time. Is this supposed to be the case? One of the missing setting holodisks is definitely NAC-and I checked the chem station to create a new one, and I didn't see it listed.
  13. Yeah, going through the process with this is better for folks who want to tweak rather than plug-and-play.
  14. Another odd issue that I've realized fairly late game: it appears Housecarls other than Lydia have the dialog to follow, but do not actually join you. I'll try to get further into why that would be. I'm wondering if there's some issue where the scripts to add or subtract the player from certain factions sometimes get thrown out because of the heavy load. It might explain my intermittent Shoal's Rest unable to sleep/wait in house with others present issue, as well as the fact that after getting rid of my werewolfitis wolves still seem to be happy to have me around.
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