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Everything posted by ipmlj
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SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Well, I thought I would update my SRLE with all the new stuff Neo has added since 23 FEB. Dang theres alot of new mods and updated ones too, so its taking me awhile to get ICFH back up and testing. There is one update for Immersive Armors 7.1 that I don't plan to mess with right now. Reading through Xathra's forums it looks like IA7.1 requires some tweaks to stats.xml for it to work properly. So, for now I am leaving Immersive Armors alone. Edit: one person [electridoor] provided a tweaked stats.xml for IA7.1 "as-is"...when I decide to take the leap and update IA to 7.1..I'll dive into the new stats.xml: https://pastebin.com/GsFFcEH9 Edit 2: CCO Remade has been updated to 1.4. Should contain some refinements to melt-down / crafting lists. Edit 3: Ugh, I'll be rebuilding my SR Conflict Resolution Patch tomorrow...added some mods that affect it. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
No problem at all. I haven't gotten motivated yet to re-add ICFH to my build. (I will though, probably tonight). Thanks for the catch about the WAF spreadsheet data. Downloading it now! Edit: Jackpot baby! It looks like everything is in his data! As well as a sheet with all the WAF/SPO material keywords. It also explains/verifies a few things I was seeing in game: scaled armor <cuirass> breaking down into 'leather strips' - (I believe only 1 leather strip at that..something that should be looked into...scaled cuirass has two armor material keywords: hide and scaled which may/may not be causing a conflict?)Dawnbreaker requiring the 'improve magic' perk AND 'daedric' in order to be improved (took me awhile to figure that out in game being that I'm new to many of the mods in SRLE)There are a few things I haven't added to the thread yet. I've been holding out on it until I'm pretty sure I've collected/identified all the armors that won't break down into something but here are some of them: It appears there can be different versions of like type armors - for example: iron armor <cuirass> (not iron armor-* fur types)...some iron armor will break down and some won'twhen I started the Companions quest line and finished "Proving Honor" it became evident when looking at Eorlund Grey-mane's inventory...there were multiple skyforge items that were listed twice.. the items with duplicates can have different 'armor' / 'damage' values.The 'learning' requirement seems to be working BUTI've only been able to learn 'Falmer' gear ... not Falmer Heavy (this may be due to my unfamiliarity with CCOR or I haven't found the right Heavy Falmer gear yet that allows learning)It is working with 'Ancient Nord'I haven't collected any Forsworn gear yet for testingNot sure if Ancient Nord armor is supposed to break down into materials or not. The Ancient Nord 'rags' breaks down into leather strips but all the metal stuff won't melt-down into anything. There are many varieties of this armor as well (old, worn, raddled, etc..)Edit 2: I'm also confused about why some items appear twice in the melt-down lists. For example: Iron Lantern... there is a melt down recipe for 1 Iron Lantern = 1 iron ingot AND 4 Iron Lantern = 1 Iron Ingot. There are many similar cases for other stuff as well. I don't have a list of these put together yet. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
@ Defaulteduser and Gimpyone, This weekend I'll put ICH back into my build and do as both of you suggested about placing the fix after reproccer.esp...don't know why it didn't even occur to me to try that. I couldn't find anything relating to Jon Battle-born's missing boots but for some reason removal of ICFH fixed it. Also, yes once you run SUM and build your reproccer.esp I recommend sorting master's on it via TES5 Edit. (Its in my notes but they need to be cleaned up / explained better as I crammed alot of steps together.) -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
That would be a great help. I'll get the spreadsheet I've started on up on googledocs. Its a compilation of the stats.xml 'armor_materials' and their values. I was planning to add weapon_materials next when I get a chance. *I'm pretty sure the stats.xml I'm looking at (from the - Pre ReProccer WAFR IA7 aMidianSS Content Addon Patch CCOR) is the same one included in his main file now. I'm only borrowing the Falskaar faction patch from the main file anyway. Will take a look at Qotsafan's patches too. I know Xathra says he's included them now in his WAFR IA7 series but it will definitely be good to see what has been brought over from Qotsafan's and compare the two. I don't know why some duplicate entries are in there and why some have different values. Xathra replied to my question about the duplicates: There are tons of items set in the xml, that correspond to multiple versions of mods, by different authors. Placement in the xml, and names may differ slightly, order in which they come, in order to facilitate different esp's. Remember that the xml is a compilation of everything that balbor, and qotsfan have already done, along with everything that I have done. Posted a link in comment #3 to the shared spreadsheet. Near term goals: identify armors & weapons that need post-reproccing tweaking for: armor rating, damage rating, weight and/or material.fix items that don't melt-down/deconstruct properlybalance items to be consistent from all the various mods such as backpacks (weight and carry capacity, guard helmets, cloaks, etc...basically anything that doesn't match up)Long term goals: identify errors that arise from adding Skyre to SRLE such as - starting skill levels, skill level requirements & progression, verify perks working properlydeconflict SRLE mods that SkyRe overlaps (OBIS, BYOD, ??) distribution lists - ASIS may fix some of this possibly -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Hey guys, thanks for checking it out. I've been playing more than debugging stuff. The last time I played with Skyre it was 0.99.23 so I am getting used to 1.3.01. Its all a bit over my head honestly. I only started this to get my notes into some kind of organized chaos. Will definately try out the ICH patch gimpyone shared. I started taking a look at what was in stats.xml trying to understand how the reproccer works. I'm no programmer so all I can make sense of is what is makes sense to me. Right now, in the stats.xml I'm using from Xathra's content addon package has 563 armor materials. I haven't even begun to look at weapons stats or weapon materials. What I haven't figured out is how those materials match up to what I can see in TES5 for materials. Why? When I find something that won't melt-down/deconstruct I want to be able to fix it if possible. There is stuff that won't break-down. The one that is most immediately noticed is "iron armor"...then alot of various Ancient Nord armor's that come in a crap ton of varieties.. i.e..worn/old/etc. I've been collecting gear as I play that doesn't break down at the smelter or tanning rack. I made sure I took all the smithing perks and everytime I get a bag full of junk I head to the smelter/tanning rack and see what breaks down into what. Because 0.99.23 was a slightly different than 1.3.01 I'm getting used to the change as well as looking for things that might need a fix. Eventually I hope to put a conflict resolution guide together at some point. If I was a bit more techno-saavy (right now I'm just hand jammin stuff into an excel spreadsheet when I have the time to do so) I'd figure out a way to export armor values (ratings, materials, weight, and so on) so it could be compared to post-reproccing results. This would be a heck of alot faster to find inconsistancies that either get missed by the reproccer or may have bad values such as material types before the reproccer touches it ..which can result in a weird post-reproccing value. If you really want to dig into this, I highly recommend reading T3nd0's description page for the reproccer. In there you will find the formulas he uses to adjust everything and briefly explains how the stats.xml controls it all. My progress is slower than a tortoise as I don't have many hours a day to dig into it unless its the weekend but my hope is eventually there will be enough notes here for someone like myself to get Skyre running with SRLE. -
I'm encountering the same problem. Haven't had any luck with TES5Edit yet. Searching threads for possible fixes. I'm trying to make my SRLE build work with SkyRe: https://forum.step-project.com/topic/4387-srle-skyre-reproccing-questions-wip/
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Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
Ok, doh...I completely overlooked that while focusing on my other issue. Thanks Neo. -
Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
Question: Is the BUM rule we create during installation of Weapons and Armor Fixes Remade: Improved Closefaced Helmets_Legendary.esp AFTER imp_helm.espa possible typo? During installation of Improved Closefaced Helmets we don't install several esps...including imp_helm.esp since the Improved Closefaced Helmets_Legendary.esp from the ICH WAF and CCF Compatible Version patch removes the need for it. ----------------------------- Just want to double check and verify my userrules & load order are correct for SRLE. I'm trying to debug an issue of missing guard faces (0002161D ArmorGuardHelmetFullWinterhold) in my SRLE + SkyRe reproccer questions WIP thread. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Armor spreadsheet and calculator is done and uploaded. Updated 30 APR: The new spreadsheet is more of a tool than anything. It has been redesigned and expanded so that MOD indexes can be quickly and easily changed based on a user's load order. Also, each .esp that the reproccer pulls data from is now separated/recorded on its own sheet. The formulas and lookup tables are a consolidation of stats.xml values and keywords from TES5Edit. Values for keywords are being assigned as they are identified and matched to values & materials in stats.xml. This spreadsheet is based on xxSSTHxx's v0.9 stats.xml with the added armor_materials that Gimpyone created for OBIS. You can see those above in the RECAP section or check out Gimpyone's github repository. Armor Calculator (both versions uploaded) stats.xml (both versions uploaded with OBIS tweaks) Running List of Post Reproccing Armor rating changes (xxSSTHxx version): Updated 4 MAY: Fixed weights and values for some armors to be more consistant across all mods. Running List of broken melt-down items that need a fix: Updated 6 MAY: The updated melt-down list is up. No major changes. A few items got picked up by the reproccer this go round (meaning they work now) and a few more items made it on to the list. Knock on wood, hopefully I can figure out how to fix them. Updated 28 MAR: Identified Helmets with display problems. Tested Khajiit, Nord, Argonian races. If you want to test the helms: copy this into a text file and save it (note: the first two numbers of the FORM ID may not match what you have loaded in your game; if you look at the Khajiit test below you can see the Name and esp it comes from) make a copy of the text file and rename it <name of file> but remove the file extension. place the newly made file into your overwrite folder launch the game In-game, open the cmd console and type: bat <name of file> and press enter the helmets with bugs will be placed in your inventoryList of Helmets with display issues: -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Debugging notes-to-self: Resolved: Unresolved: -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj posted a question in Guide Support & Bug Reports (retired)
Update - 1 JUL: This may be the last update regarding SkyRe, the reproccer and merging it with SRLE. I've learned a ton, even made my own patches which was decidely fun. Here's the Bottom Line: SkyRe is an ambitious and amazingly good mod. However, in its current (final) state 1.3.01 it is just not compatible. It will run, and run pretty darn well for the most part with SRLE thanks to the many patches by Xathra, Gruffy, Raulfin, and many other mod authors. The crafting issues are just too large for me to continue working on it. To really make things compatible, consistent, predictable and sensible, it will take someone with the knowledge and skills to modify the Reproccer. With SkyRe v2 (Perkus Maximus) in development it does not make sense to continue pursuing fixes for 1.3.01. The reproccer does not handle the many recipes in SRLE and SkyRe properly. Resulting in multiple issues such as duplicate recipes, missing perks/mod features, menu issues, etc.. to provide consistent enough gameplay that I've grown accustomed to via Kryptopyr's superb mods. For crafting geeks like myself, its 90% of the enjoyment. I plan to continue work on my crafting patch for standalone SRLE. Its a much easier task for my current skillset. I'll keep a link here for the standalone patch for those that want to use it. Also, I'll leave these notes up for reference for anyone else that wants to see what they can do with SkyRe and SRLE. A huge thanks to everyone who has contributed help, via patches, guidance, questions along the way. Gimpyone, Thaismule, DanielCoffey, Garfink, Fireundubh (those scripts are a godsend!).. 27 JUNE 2014 crafting patch: –Please note this is not a guide. It is my collection of ramblings and notes as I attempt to get SkyRe integrated into my modified SRLE build. I am a Novice with modding and do not gaurantee results with these notes and shared files. Feel free to make comments/recommendations, especially if you see something I missed or see a better way of doing it. It is a work in Progress.... I have switched from BOSS to LOOT. LOOT can be found here. There are a few minor changes when working with LOOT. BUM is no longer necessary as rules can be added directly to your load order via "Edit Metadata". The changes I made are noted in the PREPARATION section #9. IMPORTANT: Neo's guide is based on BOSS. LOOT does alter the load order and may introduce errors that are not covered by Neo's SR Conflict Resolution file. RECAP: RECOMMENDATIONS WHEN WORKING WITH THE REPROCCER PREPARATION: Create your Blocklist FINISHING INSTALLATION AND EXECUTING SUM My goals: Near term goals (working with the reproccer and fixing item stats): identify armors & weapons that need post-reproccing tweaking for: armor rating, damage rating, weight and/or material. (<-needs updated - 27 Jun)fix items that don't melt-down/deconstruct properly (<- beta patch available - 27 Jun)balance items to be consistent from all the various mods such as backpacks (weight and carry capacity, guard helmets, cloaks, etc...basically anything that doesn't match up)Long term goals (for fixing errors introduced by adding SkyRe and its mechanics..most likely another thread down the road) identify errors that arise from adding Skyre to SRLE such as - starting skill levels, skill level requirements & progression, verify perks working properlydeconflict SRLE mods that SkyRe overlaps (OBIS, BYOD, ??) distribution lists - ASIS may fix some of this possibly -
SKYRIMLE Diseased - diseases system overhaul by Manaflow
ipmlj replied to Octopuss's topic in Skyrim LE Mods
Has anyone tried it out? I like the description and intent. Seems like it should be ok with RND if loaded after. -
I didn't want to post a new thread so hopefully its ok to post some feedback here regarding SPERG. I've gotten to play a good 20 hours or so now with SRLE + SPERG + Apocalypse Magic. I'm still getting used to the design/mechanics of SPERG. The only trouble I've had so far seems to deal with the Brawl Bug patch that is included. To progress through a Brawl quest, the only way I can get things to somewhat work is to ensure any weapon/shield/spell/shout is not equipped. Even then, something seems to mess with the scripting such that the NPC usually fails to fight but NPC's nearby act as though we are fighting. I looked at the SPERG page/forums and found out about unequiping weapons/shield/spell/shout and that seemed to help but its not a 100% solution and sometimes takes 2 or 3 reloads to get the brawl to progress without a bounty. This is my first time using SPERG but compared to the option of debugging SRLE + Skyre it is much more appealing to me. At level 20 I am leaning favorably toward SPERG mechanics so far. At first look I didn't think the added perks would synergize very well (even seemed overpowered to me) but having a chance to get some playtime with it I think I am starting to like it. I had to set game difficulty to -master- to give it some challenge though. I really want to get to level 50 and see how things work before deciding if it fits my game.
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Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
You could try using a different output directory and then manually creating the HRDLC# folders..then cut/paste the contents and see if that fixes the mysterious folder you are seeing. FWIW: I applied the note at the end of that section --> "Notice:If you are running on an SSD and wish to conserve drive space, you may delete HighResTexturePack01.bsa/.esp, HighResTexturePack02.bsa/esp, and HighResTexturePack03.bsa/.esp. To reacquire them at any time use the [Verify integrity of game cache] function from the Steam library options." to get rid of the warnings that were popping up in the archive tab. Edit: what I mean is to output to a directory not in the MO file tree.. something like desktop>hires1,2,etc.. Then create those HRDLC1,2,3 folder in the MO file tree and cut paste contents from hires1,2,3. -
Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks! This looks like a great alternative. I didn't know about Apocalypse Spell Package. Guess its time to try SPERG..:P Excited to see him working on Perkus Maximus. With the memory patch, its a new lease on life for TESV. -
Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
Ojack, I’ve been taking a peak into doing this too. However, I have no serious grasp on how it could realistically be added. Additionally, I don’t have a pristine SRLE install as I left out some mods I don’t use and added a few that I do…(mostly cosmetic stuff..cbbe vs. unp and Natural Lighting and Atmospherics ENB vs. Unreal Cinema ENB)…so I don’t have COT in my current build in favor of NLA. I’ve played with both Requiem and with Skyre but I tend to like Skyre more when I just want to enjoy the game with a different character build and not have to work so hard to do anything and finish the main questline. (A Requiem fight with Alduin is….something only a masochist would enjoy..haha) What I did: • Exported my SRLE mod list to excel. Had to reorganize them by priority—for some reason the csv doesn’t include the priority number..grr. • Started working my way down the list to see what I could find in the way of patches or information from the Nexus. Things didn’t look so daunting until I got to “The Armory of Skyrim†section. In fact, the only mods I found patches for prior to the armory: • Book Covers Skyrim 2.7.1 Legendary – Skyre, CCO remade patches • Skyrim Immersive Creatures – Skyre, Dual Sheath Redux, Enhanced Blood Texture patches • Bring Out Your Dead – Skyre Reproccer Compatibility patches From “The Armory of Skyrim†on…, lots of confusing, convoluted directions (for the uninitiated like myself) involving various different Reproccers and patches to fix stats on armor/equipment. I suppose the mods that add only textures don’t have to be touched but the ones that affect stats or introduce armor/equipment not found in vanilla need the reproccers. SRLE has a lot more than I ever used (but now that I’ve gotten a taste of them I don’t think I could leave them out…but a huge headache sorting it all out). Along with that, the distribution of these armors/equipment on any non-vanilla NPC’s added by Skyre. From there: getting CCO and WAF patches installed for Skyre – which I think means more reprocc’ing. Aside from that, I think I’ll try my hand at building a profile this weekend, leaving out “The Armory†stuff but adding CCO / WAF until I can get my head wrapped around the various patches/reproccers need for them. I looked at some things like SPERG, ACe but I've not used them before. And Skyre brings alot more to the table than just perk overhauls. I especially like the integration of spells/perks from Skyre. -
FNIS Still Detects Animation Mods After Profile Swap
ipmlj replied to UlithiumDragon's question in Mod Organizer Support
Is FNIS installed as a mod in the profile you use it for or in a standalone installation folder? When I installed it as a mod I was able to configure it in MO to run..and the output went to overwrite. Edit: ok bad wording here, I just re-read your op. If you install FNIS as a mod, it should configure to run in MO without any issue (at least for me it did). All the ouput it generates would end up in overwrite. If you want a profile specific overwrite folder, create a folder named and install it as a mod for the profile you want it to work with. This cleans out the MO overwrite folder so when you create a new profile those files won't affect your new setup. -
Alright, I figured out why I had files in data\meshes. During my install of SRLE, I decided to go the route of CBBE rather than UNP. With CBBE, Caliente has the bodyslide and textblend tools packaged in the zip. When I ran bodyslide (inside MO>right clicking on mod>open in explorer....navigating to bodyslide and running) clicking on "Create Bodies" will output the new femalebody_*.nif's to the default skyrim\data directory as programmed by the tool...unless you cntrl+click "Create Bodies" which outputs the files to the directory where the tool is installed) I simply deleted the data\meshes folder from the vanilla skyrim\data and the body texture issue cleared. However, I don't understand why those two files would make the Mature Skins show up in game, especially when they are de-activated and load after CBBE? *Side Note: I noticed in the Mod list pane that under my SRLE profile the mods are listed as they should be by their priority number. However, under the NLA test profile the mods are listed alphabetically. Now, onto the 2nd issue with BOSS: Why are the bashed patch instructions showing up when I run BOSS under the new profile? (Also ran BOSS outside of MO with the same results...bashedpatch instructions showing up under user rules tab) In my BOSS installation folder...XX>BOSS\BOSS v2.1.1 Archive\Steam: I have this file (along with others) userlist.txt Examing userlist.txt shows all the bashed patch instructions. When I move userlist.txt to a "temporary" folder and re-run BOSS the BOSS report no longer shows them. I also found these in the default/vanilla installation folders..i.e. XX>Steam\SteamApps\common\Skyrim\Data\Docs but moving these had no effect on the BOSS report. I found two files - Bashed Patch, 0.html Bashed Patch, 0.txt Looking at the Bashed Patch, 0.txt file shows a listing of all the .esp's and tons of other things I don't know about. In any case though, these files are in the default\vanilla Skyrim>data folder. Is this normal for a proper installation of BOSS? I did not install BOSS as a mod in MO but I did configure it to be run from MO as per the SRLE guide. Only two tools are installed as mods under my SRLE profile: FNIS and SUM One last observation and question: In my default/vanilla installation folder I see a few files that I wasn't expecting to find - CellStabilizer.log Smart Souls.log Smart Souls.log0 Smart Souls.log1 Smart Souls.log2 Smart Souls.log3 Should those be in the vanilla folder? How/why would they end up there? Edited: to fix formating from notepad
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Strange... I see the data\meshes\... files and folders in the clean/vanilla Steam folders. That would explain why the Mature Skin body textures are showing up. I must of borked up the Mature Skins installation somehow. Also there's a data\skyprocpatchers\SUM\SkyProcDebug\Merger folder with 2 empty folders = \Consistency & \Mod Import ....nothing in them though.
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Ok thank you guys. I will do some more investigating. It was late and I was tired. Maybe after moving the overwrite stuff I forgot to create a new game. Will look into free commander or total commander. I've just been using explorer. I do remember something else I saw and I just verified again to be sure: After moving the files out of overwrite to the new folder, I ran BOSS. When it finishes I see this in the User rules tab - Rule Applied Details (if applicable) Insert AOS_RWT Patch.esp at the bottom of Compatibility Patches ✓ Sort SkyFalls + SkyMills + DG + DB + FS + WT.esp after SkyFalls + SkyMills Total edition.esp ✗ SkyFalls + SkyMills + DG + DB + FS + WT.esp is not installed or in the masterlist. Sort SkyFalls DB + FS Small Waterfalls.esp after Skyfalls + SkyMills + DG + DB + FS + WT.esp ✗ SkyFalls DB + FS Small Waterfalls.esp is not installed or in the masterlist. Insert WEBS extended.esp at the bottom of Base W ✗ WEBS extended.esp is not installed or in the masterlist. Insert aMidianBorn_ContentAddon.esp at the bottom of Overrides Late ✗ aMidianBorn_ContentAddon.esp is not installed or in the masterlist. Insert CCO_SIC_Patch.esp at the bottom of Compatibility Patches ✗ CCO_SIC_Patch.esp is not installed or in the masterlist. Insert CCO_Frostfall_Patch.esp at the bottom of Compatibility Patches ✗ CCO_Frostfall_Patch.esp is not installed or in the masterlist. Sort Improved Closefaced Helmets_Legendary.esp after imp_helm.esp ✗ Improved Closefaced Helmets_Legendary.esp is not installed or in the masterlist. Insert SR Conflict Resolution.esp at the bottom of Bashed Patch ✗ SR Conflict Resolution.esp is not installed or in the masterlist. Sort Female Orc Behavior.esp after Bashed Patch, 0.esp ✗ Female Orc Behavior.esp is not installed or in the masterlist. Not knowing why (if the bashed patch file, sum.esp, etc...) are all moved to a new folder => why running BOSS from MO still shows them. Also, the first entry is still active for some reason.
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I just started using MO and I'm trying to create a new profile to test an ENB (Natural Lighting and Atmospherics) in a Vanilla environment. 1. I created the a new profile (a copy of my vanilla profile) and see the the mods from my SR:LE profile in the mods list (they are unchecked--normal right?) 2. I installed the new ENB stuff (minus data folder info) in ENB manager, etc.. 3. Installed the NLA Data folder as a mod. 4. Installed Mindflux's particle patches at a seperate mod. 5. Started TESV via MO 6. Started a new game. As soon as the intro was over (during the wagon ride) I noticed my character was sitting in the driver's position. After exiting and doing some looking around, it seems the items in the Overwrite folder are still in effect with a new profile. After some more googlin' I saw a recommendation to move all the files from the overwrite folder into a so it could be installed as a mod for my SR:LE profile. Long story short: When testing the NLA ENB in a new profile..weird things are happening. De-activated (unchecked) mods in the normal mod list seem to still be having an effect on the game. For example: Mature Skins is still applied for some reason. Females are being rendered with skin/textures from mods that should be deactivated. There may be other stuff going but I haven't identified other mods yet. What am I doing wrong or why would that mod be showing up in-game if it is unchecked in the new profile? Thanks for any help and advice.
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Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
Ok, thanks Neovalen. BTW, somehow I managed to get it working. Each time I tried manipulating the file I'd get a system message saying it was in use. I checked task manager and skyrim executable wasn't running but the system seemed to think it was. So I rebooted. Before opening any instance of MO, I went to the Mod Organizer\folder and was able to delete sum.esp. I launched MO, ran SUM and built a new one. This time I immediately followed with TES5Edit and did a sort masters on sum.esp and suddenly it worked/saved the new copy. Launched the game from MO and everything was working fine. (P.S. I chose your version because you have similar tastes in mod choices and this SR:LE version is absolutely amazing. Eventually I want to add SkyRe and Helgen Reborn but want to make sure this one is running first. Amazing work, I don't know how you guys do it. It took me 6 days to work through the guide and learning all the new tools on the way. Your guide gave me just enough info to get me in trouble with all these new tools! - Sincerely appreciate all the hard work you and those who helped have put into this! Thank you!) -
Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
I'm having trouble doing anything with that file. I'm new to MO so I'm sure its me doing something wrong. Sorry if this has been solved elsewhere but I have the same problem after starting the game from MO. Everything seems fine at first, I see the logo, then the ENB message in top left, but no smoke, no musid and no menu. I thought I may have forgotten to sort masters on the SUM.esp, opened TES5Edit, loaded everything and right clicked > sort masters on sum.esp. When I exit TES5Edit, I get the usual pop up and hit ok but then an error message saying sum.esp can't be deleted. I tried CJ2311's solution without MO and with. Admittedly, I couldn't quite figure out how to do it in MO..but I did manage to crash it when (from inside MO overwrite area) by renaming, drag&drop, removing, etc... MO just refused and then CTD'd. When I run TES5Edit everything seems to load properly so do I need to start uninstalling mods to see where the problem is? win7 sp1 64 bit 32gb ram GTX 770 4gb (evga hydro classified) Edit: oh also, in task manager the executable is running Edit 2: its definately the sum.esp that is causing the issue. I unchecked the sum.esp in plugins and everything loads and runs just fine. -
Ok, I was able to see 0000003C Tamriel > 00000D74 after turning on "Single record" and "Override without conflicts" in Filters. (I'm too new to TES5Edit to know which one would have hidden it).
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Ok, another newb question: When I load everything up in TES5Edit --to start fixing conflicts-- everything shows up checked except for "Bashed Patch, 0.esp" Does it need to be loaded before fixing the conflicts?

