
croc
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DynDOLOD Beta for Skyrim Special Edition, Skyrim VR and Enderal SE 2.98
croc replied to sheson's topic in DynDOLOD & xLODGen
Ignore....- 2,309 replies
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<Error: CYROutfitListCountyGuardCloaksBruma [LVLI:FE020D90] has invalid ObjectID 001D90 in Beyond Skyrim - Bruma - Guard Cloaks.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.> I need a translation guide.... According to LOOT there are no errors in my mods that I have not cleaned So do I have to load up fe020d90 in xedit and delete the reference?
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DynDOLOD Beta for Skyrim Special Edition, Skyrim VR and Enderal SE 2.98
croc replied to sheson's topic in DynDOLOD & xLODGen
Let me re-state the issue. I have installed Dyndolod 2.55 and an running MO2 2.1.6 (release version) I have added texgen64 as a tool with the -sse argument. When I run TexGen I get an error msg. popup that says "An error occured while loading modules. Editing is disabled. Check the message log and correct the error." I cannot find a 'message log'- 2,309 replies
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DynDOLOD Beta for Skyrim Special Edition, Skyrim VR and Enderal SE 2.98
croc replied to sheson's topic in DynDOLOD & xLODGen
I am using DynDOLOD 2.55 and MO2 2.1.6 (release version). My MO2 profiles are set to use profile-specific ini files (and games...) When I run TexGen64 (with the -sse arg.) the log files shows it "Using ini: C:\Users\(me)\Documents\My Games\Skyrim Special Edition\Skyrim.ini" Needless to say TexGen64 did not have a happy day... How do I get DynDOLOD to use MO2's pathing?- 2,309 replies
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(Method # 9925 for cat skinning... If website won't let you edit your own posts, then reply to them...) Edit: Further along in patches for LotD, under 'Additional Patches' shouldn't 'Immersive Needs' be checked? Or is it different to 'iNeeds'... Legacy Book Cover Patches section... the guide doesn't include 'Better Skill and Quest Book Names'.
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In regards the step about installing LotD patches, when the FOMOD(?) gets to 'Overhaul Systems' the guide has 'none'. It should be 'Morrowloot Ultimate'. Which brings up a criticism of mine... their is no logical order of progression. At this point of my install, following the guide pretty closely, if I enable all of the files in the right pane of MO2 I have something like ~70 advisories / warnings when I run loot. SkyrimSE won't load for testing until I un-enable most of those. (Yes, I am a fairly experienced modder... so I know about doing that...) IFF you ever intend for this guide to be accepted by Joe Bloggs as a guide, some thought needs to be given to the organization. Or, again...if this is only ever to be aimed at 'Leet' modders, then why bother? Bragging rights?
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You might suggest to Sheson that he might want to think of changing his box... It is looking like the fat one might lose the latest skirmish and get put on a plane. Dropbox looks like a pretty god choice, other than the fact the US can probably back-door it. A lot of Kiwis have already made just that move, or at least have a DB account.
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I was referring to the driver configurations and the ini configurations... If the intent for this guide is to only cater for the 'leet' modder, then why bother? They don't need it. If the intent is to cater to a wider audience, then do so. If suggestions are not welcome, then why have this forum? Read my sig, mate....
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RaceMenu whinges about wanting SSE ver. 1.5.53 when installed from RaceMenu Special Edition v0-2-6-19080-0-2-6.7z as per guide. I have a query posted in RaceMenu's Nexus page but thought that I should post this weirdness here as well. AAAaannnd while I am here...in the GPU setup section - it would be nice if you gave setups for some (very) high end GPUs and also some lower end GPUs so that the guide covers a wider range of users. It would also be nice if your mods were listed as required, or optional - with alternatives. Things to think about as you move your project along. As to the actual guide itself, very well done, easy enough to follow. Good stuff, mate.... Croc.
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There have been some issues with LOTD in the past. I am starting a new game and want to avoid issues with this mod and DynDoLod. I notice that LOTD is trying to load some .ini files in a skyrim\data\dyndolod folder. Is this correct? Is there a more appropriate place to load these files?
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I have run up against some obstacles... First, I have an installed mod that I now want to modify on-the-fly so to speak. I want to change some of its bits and pieces (nif branch pruning, replacing, texture color shifting...Stuff like that). How best to do this without messing up the original mod? And then there is the CK. I haven't tried this yet, so A: Do I just use it (through MO of course...) and B: If I modify the original esp / esm is it just for that profile, or am I modding the base? And, the worst of all... I am using bodyslide to create profiles for not just bodies, but also for wearables. I typically use two body types, CBBE and UNPB. The UNPB only for my principal follower, CBBE for the rest. So I usually move my CBBE meshes and textures into backup folders, then copy in my UNPB stuff, make my changes on bodies and outfits, then move all of that product to where it should go, copy-pasta back my CBBE stuff, modify it... Hmm. Let me see if I can show the folder structure that I normally use... I'll use textures, meshes is pretty much the same. Data\textures\actors\character\female is the primary folder. Inside that I will have four other folders Primary Follower Primary follower backup NPC's NPC's Backup So, I essentially have two sets of each type of body texture, plus the active set in the \female folder. Make the changes, test in-game, if I am satisfied, copy into the appropriate folder (primary follower or npc). When I am really sure, or perhaps later on in the game I see something that needs changing, I copy the primary follower or npc folder to its backup, clear out the \female folder, copy in the primary follower or npc folder contents, then make my changes, do some testing, then commit the changes back into the follower or npc folder. So my backup folders are always one revision behind. Is that muddy enough? (and then there are the facegendata folders....) So, how do I replicate the above in MO?
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Hmmm... The game is c:\steam\steamapps\common and that is also where MO is. The mods are on d:\blah\skyrim\MO_Mods. So I think that I could make a rather long name before I ran into issues. Still, nice to know about limitations that are rather obscure.
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Thanks all, I think that I am finally getting the 'hang' of the MO. @ Mator: It was your 'change your mind later" idea that was my intended goal. Had the updates or options involved a modified esp / esm, then I think that the 'replace' option (with backup) would have been more appropriate. @GrantSP: Actually, I just appended what they were to the names, as this would make remembering what I had done easier. So, I have 'improved closefaced helmets (22)', 'improved closefaced helmets patches (23)', 'improved closefaced helmets update (24)' and 'improved closefaced helmets optional Chiten with Glass Goggless (25)'. The latter is a bit longish, but very descriptive. I normally keep the left hand pane in 'priority' view mode, unless I an searching, when I might switch to 'filename' view mode. Ultimately, this manager has to make sense to me, but I also need to learn what I can and (most importantly) what I CAN'T do with it. And the most appropriate work-arounds for those things that I most likely SHOULDN'T do...
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I have just run into a mod (Improved closefaced helmets) that has several possible parts. The mod itself, a patcher, an update, and some optional features. The way that I handled it was to install the parts with different names. I had two other options, merge and replace. Given that I did not increase my plugin count, I think that this was the most optimal method. However, I want more experienced opinions.