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Everything posted by Shadriss
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A) That sounds like an issue in the NPC Retexture area - take a look at the related mods and ensure they were all installed correctly. B) Blue boxes are missing textures - given how complex that Trees and Flora section is now, it's not surprising that something was done wrong. Again, go through all the instructions for that section, and ensure you are deleting/altering the correct files. C) That's another missing texture - there's only one or two mods that alter the enchantment station, so (as with the above two) check the instructions and ensure the correct files are taken care of as directed. He's going about it wrong. Using the "Remove from Framework" doesn't tell followers to stop following. He needs to be looking for the "It's time we separated" kind of option, which will tell them, in essence, to go home.
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MO2 stopped loading RaceCompatibility
Shadriss replied to darkgrudge's question in Mod Organizer Support
It's being read - we just don't have any ideas to share with you at the moment. Normally, I don't reply unless I actually have something useful to say. Also, to expect a reply within 24 hours is somewhat... self-defeating on this forum. Keep in mind that we aren't all in the same time zones. Give it some time, let people think, see what comes of it before you give up. -
Interesting. Pretty-ish. Will never be accepted (only half joking here) because: "Update: Replaced old textures with better textures from LupusHegemonia" LH is... not well thought of by a number of people involved in the guide. I have no real opinion either way (having only hearsay to go on), but it is what it is. *shrug*
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Continue as normal. The first two letters/numbers of the WRLD are related to load order placement, and will change depending on an individuals load order. The rest of the record, you will note, is identical, and so refer to the same objects. I wasn't on Discord yesterday, but knew that it wasn't good. Monza was keeping me informed, as she flew out to see him this one last time on Wednesday or Thursday. My thoughts and prayers with both Monza and Knight's family and friends - as you say, he will be missed.
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Redundant textures in MO2 : delete or not ?
Shadriss replied to hardtroll's question in General Skyrim SE Support
I'm with Greg on this - you might gain a second or two on initial load (IE, from pressing Run to getting to the Main Menu), but there will be no change in-game to justify that amount of work. -
I heard something about that event... as I mentioned, I'd been away for a bit, so I wasn't here to see it. Understand all, and again, thanks for the explanation. Seems to make some measure of good sense.
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That is sorta halfway in progress already. STEP 3.0 for LE is still the priority, as I understand it, but once that's released Tech and company will work on an SE version... Tech has his own quasi-Guide for SE as it it, though it's somewhat incomplete, out of date, and not really ready for full usage, though some are. If you are looking for a challenge, I'd point you over to Lexy's SE guide... it's a bear to set up if you aren't familiar with the tools and usages, but the results are the most solid heavy modded version of Skyrim I've yet seen.
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Yes, I did, and thanks for the link, Greg - I didn't have it handy at the time.
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Skill uncapper not generating ini in overwrite after launch MO2
Shadriss replied to hardtroll's question in General Skyrim SE Support
I'd check to make sure your version of the Uncapper is version compatible with the installed SKSE to start with. -
Creation kit leave files in overwrite folder after unpacking
Shadriss replied to hardtroll's question in Mod Organizer Support
You can get rid of those, as far as I'm aware. I don't think I have either of those folders anywhere in my LO. -
Keep in mind, gentlemen, that the Guide (as it currently is) is built off the LAST version of Skyrim and SKSE, not the current versions... there are a few mods that still have not been updated, and Lexy is waiting for those before she does the next Guide update. Any mod that is Skyrim/SKSE version dependant will cause CTDs until they have all been updated and matched up.
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Unfortunately, that option appears not to be one - I know that the guide (when it updates) will reflect this change. The AutoClean will take care of the same problems, so start from there. For additional clarification, go visit the Discord... there are a number of people there who can give more specific guidance for working with this new method.
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Why are tool authors insisting on making things more difficult than they need to be? Seriously...
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The guide will be updated once all the mods that need to be updated for the new version of SKSE have done so... there is no point in posting a guide update that won't work. So, as Lexy put it... when it's done. Yes, you need to unhide the merged files prior to updating. If you don't, those files will still be overwritten and will show as they normally would if you had unhidden them, but the Merge-Hide tool will throw a bit of a hissy fit and not work for that merge all that well... you'll end up having to unhide the rest of the files manually, which takes significantly longer, before you can rebuild the merge again.
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I've done it manually myself many times prior to the tool becoming available... doable, but a pain. I'd verify you followed all the instructions relating to the tool... it's not totally intuitive, but it does work. Or has for me and the vast majority of others. That being the case, I can only assume that, somehow, you are not taking some specific action that you need to for it to work. Check the instructions again, and see if you missed something. Is it bad that I read this in Cicero's voice?
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By doing what you list in the second paragraph above, you are doing what Hide Merge is supposed to do. So, naturally, it's not going to do what you've already done... which means that it's working exactly as intended. You don't need to move them to the Optional folder by hand... that's the purpose of the plugin.
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I'll check after I make this post - as I noted, I don't post overly often any more, though I will note that many on Lexy's Discord also noted that they had this message as well. I'll edit this post in about 30 seconds with the answer to that question. EDIT: Doesn't look like it... so it must be some odd display setting of some kind, and not an actual limitation. Curious. Thanks for looking into it, Tech.
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I've been away for the last week and a half... maybe a little more... due to Spring Break and illness. I come back to find the legend "You can make x more posts today." While I do not challenge the right of the administrators to limit postings (and, honestly, I never post anything like the 20 that we are apparently limited to), I am curious why no explanation of this change has been given (as far as my limited search abilities were able to locate). Perhaps I missed some major event on the forums that prompted this limitation? I am curious as to the reasons for this.
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The greatest of mod gurus will tell you that if you change your load order (specifically, removing any mods from the load order), then a new game should be started. There are times when a cleaner may help you to salvage a game, but you're still screwing with the game files, and chances are that eventually, it's going to go sideways. Give it a shot if you wish... it's not like there's a Game Police that's going to swoop in and try to stop you.
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1. After installing the correct version of zEdit (per Lexy's reply), try to rebuild this merge again - it may also get fixed. 2. Are you trying to say that RealisticWaterTwo is cyclic... with itself? Not likely... I think it's more likely that you still have the original RealisticWaterTwo from before creating the new merge, and never hid that file as you are directed to do in the merge instructions. After renaming the Merge as RealisticWaterTwo (which you are directed to do), that leaves you with two files... with the same name. You MUST hide the original one for LOOT to be able to do it's thing. 3. As Lexy indicated, you are using the wrong version of zEdit. Back it up, CAREFULLY check instructions for the mod (which definately inlcudes version numbers to help you avoid this kind of problem), and rebuild the merge again.
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@CVKiller - First... CVKiller? As in carrier killer? Makes me wonder if you might be wearing SS Quals? (If that meant nothing to you, don't worry about it.) Second - there are some things with CC&R that I note in my own quote to be aware of. Just informational, but it's become more and more of a noted issue in recent weeks. @Lexy - It may be worth mentioning that issue in the guide (assuming people read it) so that it is more generally known.
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As Memoso says, it depends on settings, which parts of the guide you have, if you've added stuff in, etc. Mine, for example, (at least when I'm moving it back and forth between folders *shudder*) measures in around 3.1 GB. If you have doubts about your outputs, recheck the directions and run it again. After all... it's ONLY another two or three hours of your life. :) If set up in accordance with the recommended MCM settings, you'll have set the display method to "Alpha-Color Based" IIRC... which means that at any level below mid-point, it's going to be completely clear and not show. I'm *assuming* that you've changed this setting to something else to check, but in case you haven't, that's the first place I'd look. Second, if that still doesn't have them show up, I'd look at re-downloading an installing again. Since the MCM menu is there, we know the ESP was turned on. Third would be what Lexy mentions... if you have your iHUD widgets all linked (as the MCM for THAT mod recommends) then if you have the HUD turned off most of the time, iNeed would be as well (though I'd assume you've switched your HUD off and on a few times in the course of your troubleshooting). If you've looked at all of those and still can't get it working, I'd suggest dropping into the General Help Desk on Lexy's Discord and getting the big boys in on this one... there's a lot of experience and talent on there most of the time, and it certainly can't hurt to try.