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Shadriss

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Everything posted by Shadriss

  1. Actually, I'm trying to figure out why you need two installs at all. Maybe this is a gotcha with Vortex, since I'm not familiar with it at all, but as MO/MO2 use a virtual file system that never touches the base directories, you shouldn't need a separate install of the game for differing setups. Does Vortex put mod files directly into the Skyrim directories? I didn't think it did... I was under the impression that the original author of MO was lead designer on Vortex, and I can't see him having abandoned the single most important and valuable aspect of MO for it. Why do you think you even need a second installation of Skyrim to begin with? Maybe if I knew that, I could give better advice.
  2. No. Rebuild your Bashed Patch... TrueStorms shouldn't have even been an issue. If you built your Bashed prior to making your merges, this might have happened, but the guide order should have prevented that.
  3. Many of the people on the Discord who do TG questlines use the Concurrent mod... there's another one that sets the total number of quests required to around 25 or 30 total, as opposed to 120 or whatever the default is. Don't have that info front of me. Anyway, what I'm saying is that most of us are aware of that one, and many of us use it. pulent TG is on the Trello list, and Lexy will get there eventually... or so she tells us. :) I'm running it myself, but wasn't aware of the ELFX patch for it, so thanks for bringing that up, though.
  4. Well, can we start by having the pics you promised? :) Hard to troubleshoot the messages if we can't see them.
  5. Not sure about either/or as an install, but for any given playthrough, yes. I'd almost put them both is just so you still have the option, and are not bound by what you have installed. Interesting idea, and certainly in the same vein as Vigilant... I'm curious how well it was done, and what compatibility issues there may be. Given how often this is brought up, have you considered removing your Modwatch link from the guide? If it's not of use to the main guide users, but only to the dev team or similar, perhaps it may be a good idea to remove the point of confusion.
  6. You aren't the first, nor are you likely to be the last, to make that mistake - you are correct, and ModWatch is constantly in a state of flux as Lexy moves things around and looks at new things for the Guide - it should not be used as any kind of reference. Honestly, I'm surprised it's even shown at the top of the guide... there's nothing really to be gained from looking at it. As for your Cyclic Interaction, that's not new either - those pop up all the time. All you really need to do to fix it is set up a LOOT Rule that prioritizes one mod over the other, and the cycle gets broken and all is well. In the Grand Old Days of the Empire... LOOT breaks YOU. You didn't break it, and it's not screwed up - it needs some guidance to get the LO the rest of the way there. #UlfricIsARacistPig, #RebelScum, #IfUlfricOnlyHadABrain
  7. You didn't quote me enough times in that post. Quote me another six or seven times please... I like the sound of my own typing. :) Maybe put this into the SMASH override to clear it up? Lexy's playing with it, and is still working out the process needed for this guide - it's on it's way, but not ready for prime time just yet, as I understand it.
  8. @Dreamer - Your workaround is how I do it all the time anyway, as I do not use the copy assets function at all. It still operates as it should, and should not cause any additional problems in that configuration. @Burden Carrier - This also works, but is a LOT of additional work for no change in function. Feel free to do this, but it really isn't needed. Well, the first thing I'd recommend is to use Interesting NPCs... but since that seems to be what you are avoiding, the next best thing is to clean both of those files of that Master. The steps for this can be found in the Main Guide's Troubleshooting page - I'd recommend you take a look there.
  9. Ahhh. I stand corrected on my last post - apparently this is a new issue that I don't have because I haven't updated my merges in a few weeks.
  10. Without knowing exactly why this happens, there's no way to state a solution. As I use those files myself and do not have this issue, I can only assume there is a problem somewhere that is a bit more esoteric. Certainly, the SMASH override is fine - Lexy makes this herself, obviously, and it certainly works for her and myself, and I haven't heard that anyone on the Discord has had issues either. Actually, that may be the best idea - head onto Lexy's Discord channel (Link at the top of the main page of the Guide), head into the General Help Desk room, and ask there - there's usually a few people on there that have some idea of how to help you troubleshoot the issue. I know you've found the solution, but to answer the other half of the question, you do need Relinker - it reconnects scripts that are looking for the old file names to the newly renamed merge, which allows the mods contained in those merges to function properly. Lexy is in the middle of testing and working out how to use a new program (zMerge) which will eventually replace Relinker and Merge Plugins both, and will streamline the process for this quite a bit. This is something to take up over in the MO help threads, not here in the T/S for Lexy's Guide.
  11. OK, this is exactly what I expected. Those are both text documents - and the folder (Docs) that they are contained in are NOT read by Skyrim (and hence MO) at all. This is why it reports as an empty mod - they are not ESM, ESP, or ESL files, and the folder itself is not one used by Skyrim - hence, from the data perspective, they are empty. They are not needed and can be safely deleted. The Bashed Patch, 0.ESP is being housed somewhere else in one of your mods. The easiest way to find it is to highlight it on the right pane - the providing mod should be highlighted on the left. I can't say where this happened from here, obviously, but as I mentioned in the first post, WB (when run through MO) will overwrite the original version of the Bashed Patch when you update it. Keep in mind that the video you used was likely made some time ago - WB updates constantly, and the creation of this Docs folder started at least a year or so ago, so may not have been covered. Additionally, if this is not the first time you've run WB (and I'm guessing it isn't, based on what I'm seeing), the video likely does not cover what happens with a recreation of the Patch, as opposed to the initial creation.
  12. Disregard the modwatch... that list is constantly in flux, and changes based on what she's testing and working with, not what a final version of the guide might look like on your end. Stick with the instructions, and don't worry about comparing it to modwatch. If the SSEEdit team released a new version, it's likely safe. You can go ahead, and if anything doesn't work with it you can roll back, or you can wait until Lexy checks it (which is basically just saying "Hey! Look! It's updated!", then updating the guide) before doing it. Either way, there shouldn't be any major issues.
  13. Depending on what was in the overwrite, this is likely normal. WB creates a couple of extra folders that are not needed, and if you already moved the Bashed Patch into it's own mod on a previous run, then the new version would have automatically overwritten the old one. That file is the only thing generated by WB that is useful to Skyrim, and the folders you made into a new mod are likely un-needed, and can be safely deleted. However, to be sure - what folders are in that mod you just created? Screenshot of the mod contents would be helpful here.
  14. 1) Stop parallel posting in two threads with the same info. Just clutters things up. 2) If you haven't already, I'd recommend checking through google for a complete list of console commands. 3) No idea if such a command exists or not - this is not a problem I've seen. 4) Is this SE or LE? 5) Have you checked to see if Realistic Predators is being run (as suggested by a previous poster, and seemingly ignored)?
  15. Rereading your original post, two things leap out. 1) You call it "extra". In what way? 2) If no instructions tell you to merge it or to disable it... would not the logical thing be to leave it alone then? Apologies, I'm doing this from work and don't have my LO in front of me to verify settings and plugin positions.
  16. No. Suggestions must be submitted in triplicate, along with 10cc of your blood and a DNA sample. Upon verification at Lexy's laboratory that the DNA and blood are actually human, you will be required to prove your desire to suggest a mod by submitting form ID-10-T through a dedicated internet link, found at an address that will not be disclosed to anybody, including the staff that is on hand to check those forms. (Yes, you can suggest. Forgive the weird humor.) IIRC, that file IS a part of the merge of the same name, along with all of the patch files that you should also have downloaded. Check that one specifically to ensure you built that merge correctly.
  17. The vanilla versions advocated by the guide are, in essence, the same as the original vanilla designs, with meshes modified to fit the body replacer, nothing more. I use only one of the 'spicy' versions (which I admit up front is not the best solution) as a fix to a problem with the Hide Armors... the cross-chest torso version that, in vanilla, is usually only for the males is also now applied to women. Apart from it being impractical as all get out (not just as armor, but with no padding of any kind, that's raw leather rubbing across... sensitive areas), it also combines with the CBT physics we use (boob droop) to allow those same sensitive areas to be quite visible... so even though the spicy version of Hide is completely impractical in the armoring sense, it still (somehow) makes more sense than the vanilla implementation of it in TMB. Honestly, if there was a way to prevent that particular armor set from showing on women, I'd go back to the vanilla version in a heartbeat... especially since that set is very prevalent on bandit women... at least in my playthroughs.
  18. So far as the TMB side of the house, the install versions are all vanilla style... so not the "spicy" and impractical armors that are showcased on the mod page. As for the UNP... sorry guy, I'm not sure there is another mod list as exhaustive (and exhausting) as this one. You COULD use whatever body replacer you prefer, just keep in mind that any CR'ing that needed to be done or redone would be on you.
  19. Diablrhi (From Discord) has tried a few times in the last week or so, Lexy - he keeps getting 504 errors afterwards. :) And thanks for the placement info.
  20. Sorry, dude. Can't find a thing on this, and I have no more clue now than I did then...
  21. Since I KNOW you intend to put in Luxor's Ratway HD... position in the LO? :)
  22. There's one floating around in there already... can't remember whose it was, but he's made it available to anyone who wants to take a look. Not sure how close to the default it was, but I'm pretty sure it's turned on Kill XP and altered a few other values as well. Regardless, I'll take a good hard look at it when you post a recommendation. Roger that - as I said, just making sure I wasn't missing something here. I'm still running the SKSE 2.0.8 version of the guide and associated mods, and haven't updated Post-STEP Meltdown. :)
  23. You keep bringing up Level Rate Rebalance - did I miss something and this got added to the Guide recently? Or is it somehow integrated into OMEGA? The closest I've seen is a recommendation to add it to the guide, I think - if it's not there, then why are we discussing it as if it were? I'm pretty sure I don't have that in my lineup, and I'm not trying to 'balance' anything against anything else - so far as I'm concerned, it's plug and play, fire and forget, etc. Apart from making sure I have it turned off for initial character gen, I've not seen any need to tweak it apart from my Kill XP change. Baron, to your post specifically, there's no reason to turn on the Kill XP if you don't want to - it's off by default anyhow. At that point, level would be driven purely by exploration and quest completion, which isn't bad either. As myself, CrazyJoe, and Tyrindor have been going around on, it's mostly a question of personal preference. The skill cap option that Joe mentions does not, I think, obviate the Uncapper in Omega - it just changes one aspect, that being that, for any given level, you cannot skill up a skill above (I think) LVL + 28 (by default). I don't think it mandates an upper limit overall, and that would be where the Uncapper comes in (as well as XP/Level rates, as I understand it). Also, with the Omega version of the guide, as I've mentioned previously, the world ISN'T tied to player level anymore - that's kind of the center of the discussion we were having originally. With the world unleveled through OMEGA, your levels untied from skill-ups (thank heavens), and Uncapper setting the leveling rate (IE, XP per Level), the three work together pretty well. I've really enjoyed the experience (pun fully intended), and though the discussion might look pretty evil, it's really us working out a kind of baseline, I think. At this point, it's pretty clear they are looking for a far more difficult game than I am, and that's fine... I'm a more casual player, not one looking for Dark Souls levels of punishment.
  24. I wouldn't call it broken, by any means. It certainly works, and it works decently well. Experience is designed, mostly, to off set one particular aspect of leveling - the part where you go make a million iron daggers and advance 15 levels in the process... while getting nothing worth while done in the realm of combat survivability. There was a comic about this somewhere, which I can't find again, but in essence, it shows the Dragonborn working on Alchemy, Blacksmithing, Enchanting.... while the Draugr are all going to the gym. The net effect is that, even though both are level XX, the Dragur wipes the floor with the Dragonborn because of the lack of skill-ups in the combat department. Experience changes that by removing the XP gain for skill-ups, as in the vanilla system, and tying it to quest completion, exploration, and (if enabled) combat kills, making it more like a classic RPG in that regard. So - again - not broken, but not, perhaps, the best implementation they could have used.
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