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cybexgames

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Everything posted by cybexgames

  1. Just completing the latest updates from the guide, but the Thane Weapons Reborn - Consistency Patch, is not on the nexus page that is linked. Is anyone else having the same issue? EDIT: Found it, looking in the wrong section, please dis-regard this post.
  2. Thanks for pointing me in the right direction, turned out I had a plugin with errors, that I thought I had cleaned. Knew it has to do with my setup, as the forum was not full of people complaining. Once again thanks.
  3. Got an error when running version 2.47 of DynDOLOD, I am also using the latest Resourses version, 2.45. Attached is the log of the error, hoping for help resolving it. Thanks in advance. DynDOLOD_SSE_log.txt
  4. Can someone tell me why the Keep It Clean merge was removed? EDIT: never mind, just found the answer on discord.
  5. The SKSE team have released 2.0.9, for the latest version for Skyim SE, just need to wait for Race Menu and FISSES to be ported. EDIT: And all other SKSE dll's as well.
  6. Not sure if it is my setup, but it seems that the latest LOOT masterlist has made a change to the group order of Immersive Citizens, which is now after the default group, where as on the Prerequisites page the image shows a different order. I was getting cycle error on mods added to the Arthmoor's Villages group, but resolved it by linking Alternate Start to Arthmoor's Villages. Has anyone else had this issue, hope the above is solution is correct, as I really do not understand the group concept at all.
  7. I was going thru the guide, and was wondering why Timing is Everything, be it a converted esp file, was not included?
  8. I am up to the point in the guide where Immersive Armors is installed, the special instruction say to delete Hothtrooper44_Armor_Ecksstra.esp, but the note about extracting with Mod Organiser are missing. So, I know before the guide was updated, the note for extracting the BSA's was there. There was also a note about using SSE Nif Optimizer.
  9. Thanks, will continue with the rest and maybe start installing mods while waiting for the update.
  10. Just working my way thru the Prerequisites page, and I am at the LOOT section, and am a little stumped by Step 5, I do not have an Alternative Start group, will it be added at some later point when LOOT is run, guessing when the Alternative Start mod is added. Do I just create it and when I add the Alternative Start mod, add it to the Alternative Start group.
  11. Hi, Just noticed that the Legacy of the Dragonborn High Resolution Textures, override aMidianBorn Stormcloak Officer Armor, should the files be removed from Legacy of the Dragonborn High Resolution Textures?
  12. Just working thru the pre Smash Patch section, I have moved the mods that Wrye Bash deactivated, have setup the Pre Smash Patch in Merge Plugins, so do I then select all the deactivated mods that were moved down to the bottom and then create the merge.
  13. This might be a dumb question, by with the Audio Patches Merged, is there a reason why the Audio Overhaul Skyrim - Unique Uniques Patch.esp was left out?
  14. Since Legacy is now an ESM, I think that the LOOT Rule for EnhancedLightsandFX.esp to be load after LegacyoftheDragonborn.esp can be removed. Is that correct?
  15. Hi, Has anyone experienced problems loading the Creation Kit after install ENB 0.325 dll's, as every time I load the CK, i get the error "Creation Kit 2.0 has stopped working." Found what appears to be a fix, seems that the d3d11.dll, causes the crash, upon removing it CK loads OK. Have applied the modifications to the CreationKit.ini. EDIT: Just tried ENB 0.320, and the CK loads.
  16. Maybe be better to add the Bash Tag: NoMerge to Khajiit Ears Show.esp, just to make sure.
  17. Completed checking the mods that are merged in the Bashed Patch, found one other mod, Khajiit Ears Show.esp. As the creation kit kept freezing on me when trying to open it, i could not save it in the creation kit, so at this stage I will not be adding it to the bashed patch.
  18. But SRG Enhanced Trees Activator.esp is part of the Trees and Flora Merged.esp, and is not merged into the Bashed Patch (as far as mine is concerned). Traps Are Dangerous.esp was also mentioned, and upon testing found that it needed to be opened in the creation kit and re-saved, I am slowly working thru each mod that is merged into the Bashed Patch is see if there are any more that need to be saved from the creation kit.
  19. Hi DarkladyLexy, Check whiterun and Riverwood, both drivers had all the locations, so it works.
  20. Seems that the latest version of Immersive Citizens - AI Overhaul conflicts with Better Fast Travel - Carriages and Ships - Overhauled. There is no list of places to catch a carriage to, the only driver that has is the one in Riverwood, and he only lists Whiterun. When I move Better Fast Travel - Carriages and Ships - Overhauled to be below Immersive Citizens - AI Overhaul, all places are available. Has anyone else found this?
  21. FYI, With the cleaning procedure for Undeath, there is a magic effect that that is listed to be removed, SummonDragonPriestNPC, is seems that it should be SummonDragonPriest. I posted the question on the Undeath Classical Lichdom mod site, turns out it was copy/paste slip, author replied as such.
  22. Sorry Lexy, did not see that note in the guide..
  23. In my load order, seems that the Landscape Environment and Clutter Merged - SRLE Extended LoTD merge is making the Design of the Nords -- MARKARTH mod redundant. As the same file is part of Hold Border Banners, so should Design of the Nords -- MARKARTH be moved to be below the Landscape Environment and Clutter Merge.
  24. As the Wiki is now up I wiil be taking this down...
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