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Everything posted by Vorians
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That just means you need to rebuild your Smash Patch as you have changed your load order. Though having the ESM/Ps out of order doesn't matter to the Smash Patch, so the game will be fine, however you had them in a different order when you last built the Smash Patch, so there may be other changes you have made which require resmashing. EDIT And, delete the SKSE plugin for Audio Overhaul Skyrim, you don't need it.
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For your problem 1) this was caused by a 3DNPC banter patch which came with the mod Song of the Green (Auri Follower). The patch had some accidental edits, one of which prevented Daenlyn from spawning in-game. The author of Song of the Green has removed this patch for now due to lack of available time to fix. I suggest that if you are planning to take a break anyway, that you wait until Legacy of the Dragonborn v5 has been released and this guide updated to use v5, then reinstall the guide from scratch and start afresh.
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Hoth is only meant to use his custom equipment. I believe the author says somewhere that trying to give him other gear causes Hoth to appear naked. Personally I found Hoth rather dull, he only has around 3 idle comments which he repeats over and over, and he never offered any bounty quests at all, so I dropped him.
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Yes I remember you couldn't reproduce the problem when it first appeared, I can only assume that there is some difference in how zEdit is setup/installed or about MO2 - it could be as simple as you having extracted updates to zEdit on top of older versions which had a file no longer included in zEdit, and that file negates the problem for you, but those of us who didn't have a zEdit install that old (or deleted and replaced the zEdit folder with an update) lack that file. That's just an example of a possible reason. Another possibility is that you and your team have edited one or more of the affected ESP files at some point in the past and forgotten, and that edit is the reason you don't have problems now. Or some config file from the game or from zEdit or from MO2 etc. is forcing zEdit to read your masters in the correct order, but is not for other people. Many possible reasons.
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That's because zEdit messes up the load order for the masters. Instead of loading the masters in order as the game reads it, zEdit (zMerge) loads the masters only as each new entry in the order requires them. You can see my earlier post identifying the problem here. Updating YAWTO Aspens.esp masters list is the workaround if using the clobber method (which is the method the guide says to use). So if the improved method doesn't have this issue, then the zEdit author must have fixed it for the improved method but not the old method - in which case all merges should be using the improved method instead. It is afterall, apparently "improved" which is something of a promotion for the new method in itself.
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I see, and is there a reason why you choose the old clobber method? I use the old method only because the guide says to, assuming there must be a reason. So is it actually failing? Or is it ultimately succeeding with various warnings about missing meshes which it then skipped all references to? Manually extracting the archive into the correct mods folder should resolve it, if MO2 is somehow failing to extract all the files.
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The new Resources SE v2.63 is missing a folder, "04 DLC2 Vvardenfell 3D Plume\DynDOLOD" which contained "DynDOLOD_SSE_DragonbornEsm_DLC2SolstheimWorld.patch" in previous versions. The FOMOD script is still attempting to install this folder, was this intentionally removed but the FOMOD script wasn't updated, or was it left out by mistake?
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Yes, in theory. An ESP patch could revert the edits which add certain hairs, and then the face meshes for all NPCs using those hairs would need to be identified and excluded. Or more tidily, all face meshes could be regenerated after making the ESP patch, which would do away with the need to work out which of VHR's patch meshes were needed and in what install order too. That would also remove the concern of the game crashing with certain meshes (but do others experience those crashes with VHR's meshes? Is that crashing due to a conflict with another mod, in which case generating new ones may still cause crashes for some people, or due to bad data in those mesh files, in which case generating new ones should prevent that?). EDIT Should be noted that I stopped using VHR before the vanilla patch v1.1 was released - my crashes may have been resolved in that release.
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I would suggest not adding this in, at least not without a thorough testing. I added VHR into my game, figured out the appropriate install order (MO priorities) but found several NPCs had the dark face bug. So I regenerated ALL NPC face meshes, but still some had the dark face bug so I removed my own generated meshes. I also found that certain face meshes from VHR's base game replacers caused my game to crash when I approached the NPC, so I removed it again. For a setup with very few mods it's a good idea (aside from the meshes which caused crashes) but when you're looking at a setup on the scale Lexy's guide offers, it gets complicated very fast. Also, some of the male hairs look quite out of place.
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BTS, which says: ReShade and ENB can be used together. If your favourite ENB handles things like colours and lighting well, but you feel the textures are still too soft, you can add this ReShade preset to sharpen things up. Toggle the Vibrance and LevelsPlus shaders off in the ReShade GUI and your performance hit will be next to nothing on top of the ENB. I don't know anything about ReShade, so I'm assuming that leaving Vibrance and LevelsPlus shaders enabled would cause a conflict with ENB.
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Having restored the loose script files again, the Interesting NPCs which are my followers no longer reset their dialogue with each load, so I recommend updating the instructions to exclude the scripts folder from the BSA creation (and possibly the seq folder too). You can see in the mod's Comments thread that the author has removed it, as it contains some bugs and wild edits which she doesn't have time right now to fix.
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Since the last update to the guide, any followers I have from Interesting NPCs have their dialogue reset frequently (possibly every time I load a save, haven't investigated deeply). Over the past few days of play, each day when I have spoken with Rumarin, Zora, or Anum-La they greet me as if for the first time (Rumarin thanks me for helping him fight, Zora asks me to close the cage etc.) even though all three of them have been my followers for around 200 hours of game time. I'm wondering if perhaps putting the resources into those BSAs was a mistake, perhaps some scripts are no longer being handled correctly due to being in the BSA for 3DNPC1.esp instead of 3DNPC.esp. I have extracted the scripts and seq folders again and will see if that makes any difference.
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Lexy, in your file "Lexy's LoTD SE Omega - Conflict Resolution.esp" you delete records ##14Cf31 and ##14CF32 which are Statics from EnhancedLightsandFX.esp - the purpose of deleting these is to remove the pale glow from underneath doors in interiors. This does not actually work. Because the Static objects are referenced, the game loads the original record data anyway. Instead of deleting these records, remove the Model content from the records, that way the game will not have a mesh to display.

