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Posts
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Everything posted by Alkira
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Hello Muzinzafrika, I don't remember exactly but the first time you click on the 3 dots in the top right corner of LOOT's interface, you should see pre-created groups (which you cannot delete BTW, the grey ones). The pre-requisites page instructions only tell you to create the groups the plugins will be linked to later in the guide. In the guide for some plugins you will be told to add these to certain groups you've created at this pre-step. I do also remember that the video is only showing you how to create a group and link it to another, not how the beginning of your installation should look like (we can easily guess the guide is done by the mods numbers in the left pane of MO in the video). Hope it helps. Alkira.
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Hello TheOnceler, That might not be the best testing idea to COC to Riverwood directly without letting every mod to first initialize properly, thus explaining the crash not being related to DYNDOLOD nor xLODGen. I have never heard of any issue from these mods. Make sure everything is updated to the last version. Try to launch the game normally, go to the alternate start cell and wait for the mods to run in the background. Then set the MCM as instructed by Lexy and any other you want (nothing to do with the DYNDOLOD MCM). Choose your path and go to bed to start the game. If you choose an outside start DYNDOLOD should initialize automatically I believe. Alkira.
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For your information. I have remade the TGE for the fourth time and have now the Amidianborn_ContentAddon.esp added as a master (I didn't use your replacement plugin, did the changes myself and should be same as yours) with the records ending by "..._AMB" forwarded properly. That statement was wrong although I don't know exactly why it takes so may tries to get it run properly without error (I double checked every loaded plugin in the process, many times). Thanks for answering and acting so fast Lexy, it is always a pleasure to stop by the forum. Alkira. Agreed. That would definitely be a great addition to the guide WRT immersion. Alkira
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Kal, The issue happens before the Pre-smash Patch step, when creating the TGE patch. The first time I made it, spit no error before merging it in the Pre-smash Patch. But the Content Addon was not activated. After activating it and rebuilding the TGE, too many "could not resolved" errors came out from it. I re-converted and cleaned the plugin following what Lexy did on her pre-converted file. I will then rebuild the TGE and see. PS: I don't go to the discord channel, finding that forum helpful enough. Edit 1: No error this time. The "Amidianborn_ContentAddon.esp" file is not integrated into the TGE as a master because it only adds alternate textures (my conclusion). Solved for me. Alkira.
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Hello, You did the right thing. Every time I got weird error after merging I redo it till the error disappears. This below is also safe to do after merging plugins: - go to MO's left pane; - find the merged mod; - double left click on it; - look for "merge/merged name_plugins" under Textfiles tab and click on it; - check all the plugins are present and that the ORDER of these matches the one instructed by the guide. Alkira.
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Were you answering my comment? If so, I was just highlighting that zEdit output patch does not forward the VMAD records (under NPC in the left pane of SSEdit while expanding the zEdit output plugin) from the USEEP and that doing it manually is time consuming (am doing actually). Unless I did something wrong... I was only speaking of zEdit. BTW I would do the same thing for the others minor conflicts . Edit: nevermind. - Alkira.
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Same goes for those two: "DBM_ISC_Patch.esp" (Immersive Sound Compendium) and "DBM_Bruma_Patch.esp". Edit: commented on the related mod page. Edit2: I also noticed that the Apophysis Dragon Priest Masks Patch is not integrated neither. On my last playthrough the mask worn didn't match the new textures (were the vanilla textures) and wondered if that missing patch could have been responsible for that... - Alkira.