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SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
You should be using the 32 bit version, since Mod Organizer itself is 32 bit, and you're launching those from within MO. Are you asking how to run them, or what options to choose when you do run them? -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
Make sure all your settings are correct, there are multiple places which can control fullscreen and vsync. Having it enabled in multiple places can cause issues. OneTweak.ini should have: [Global] BorderlessWindow = true DoubleCursorFix = true enblocal.ini should have: [ENGINE] EnableVSync=false [WINDOW] ForceBorderless=false ForceBorderlessFullscreen=false Skyrim.ini should have: [Display] iPresentInterval=0 SkyrimPrefs.ini should have: [Display] bFullScreen=0 NvidiaProfileInspector should have: Frame Rate Limiter - 58 FPS Vertical Sync - Force on -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
Just a heads up: looking at the posts on this one, it appears there's a conflict with CACO. CACO uses the bear claw mesh along with a custom texture for an item named Daedroth Teeth. Since this mod modifies /Clutter/Ingredients/BearClaws.nif, the Daedroth Tooth is messed up. Even mesh/texture only mods can have conflicts, if other mods are using the vanilla meshes. -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
Not sure what's happening then, it works fine for me. I don't actually use Sofia in my playthrough, but I still have her installed. Here's what I just did to verify: 1. Travel to Whiterun stables and recruit her 2. Use the "trade some things" dialog option 3. Switch to my inventory in the SkyUI panel that opens 4. Give her 100 septims 5. Exit out, then re-open her inventory with "trade some things" 6. She still has the 100 septims I gave her -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
Use the first dialog option, "I would like to trade some things with you." -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
You're going to get conflicting answers on this. There do appear to be some bugs with the automatic load feature, which cause things that happened *after* the save to stick around when reloading. For example, here's one I've experienced several times: create a save, go to a merchant and sell stuff until he's nearly out of gold. Go out and die, causing the save from before you visited the merchant to load. Instead of resetting back to before you sold anything, the merchant's gold is missing, even though you don't have it and all your items are still in your inventory. That said, I agree with you - it takes ~2 minutes to load the game from the desktop, so if I actually practiced the 'quit to desktop and start fresh' process, I wouldn't even bother playing. I feel like I'm taking a calculated risk of some minor bugs in my game for the benefit of actually being able to play. You'll have to make the same call yourself. Here are some other takes on this from earlier in this thread: Berndaroy saying you must follow this process or you will break your save. Lexy saying she doesn't do it, and hasn't seen any real problems. Sirjesto saying that hard saves don't have the same issue as autosaves (and since we don't use autosaves in the guide, we should be okay) -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
It's much easier to just install the patches as a separate mod, despite the normal process which calls for merging main files and updates. For whatever reason the patch fomod is under Update Files on Nexus instead of Optional Files. Alternatively, you can move the patch .esps that you have merged to optional and leave the main mod active. -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
Since you don't create the Bashed patch until the second-to-last step in the guide, it doesn't really make any difference when you do it. You can add tags as you go, but they won't have any effect until you actually execute the step headlined "Wrye Bash." I think the guide just has the tagging steps alongside the mods to make sure you don't miss any, since there didn't use to be the "idiot check" sections with the full list. -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
After you run Merge Plugins you'll get down in the range of ~230, and then after the bashed patch is made you'll merge another 20-30 esps. However, it should not really matter that Wrye Bash complains on startup, because all it's doing is deactivating everything in your load order above and beyond 255. You can still edit bash tags on deactivated mods. Alternatively, you can also just wait and do all the tag updates for all mods in one step at the end of the guide, right before making the bashed patch. There's an "idiot check" section right there that lists all the tag updates you need to do. -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
This is already in the guide, added recently. That bit me a few times as well when using console commands. -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
You're welcome. I actually didn't do it myself, since creating all those profiles just seemed like too much work. Instead I came up with an alternative solution which works nearly as well, but only requires one profile. I renamed all the mods I deactivated after a merge with the name of the merge at the beginning in brackets, so I can just sort by name and then know exactly what to reactivate. The only drawback to this method is you do need to manually edit the load order before doing the rebuild, since the esps won't be in the order Merge Plugins originally saw them. For example, here is what I have in the left pane as it pertains to the Heads Up Display merge. Only the first mod (the merged one) is normally active, unless I'm rebuilding a merge: [Heads Up Display Merged] [Heads Up Display Merged] - A Matter of Time - A HUD clock widget [Heads Up Display Merged] - Equipment HUD [Heads Up Display Merged] - Extended UI [Heads Up Display Merged] - Go On Ahead [Heads Up Display Merged] - Immersive HUD - iHUD [Heads Up Display Merged] - Lock Overhaul If I need to update one of those mods it gets named the same, and then I reactivate them all, order them properly, and then run the merge. Thanks Lexy. I agree if you start putting notes in the guide about how to update mid-playthrough you're just inviting trouble. Even if you do everything "right" you can still break your save. -
SRLE Extended LOTD bugs and play through Issues
Eudeyrn replied to DarkladyLexy's topic in Skyrim Revisited (retired)
Thank you! I also tried a few things to fix it, but wasn't able to either. On the plus side only 6 eggs are actually required to complete the quest, so at least it's not game-breaking. -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
I'm curious if you know whether the steps I list below are still needed when rebuilding the DynDOLOD esp? I have noticed that if I skip that step my save file immediately increases in size after rebuilding, which makes me think duplicate scripts are getting added to the save. Here is the process that is recommended in GamerPoets' video and in the DynDOLOD FAQ: 1. Go to an external cell, open the MCM menu and disable DynDOLOD 2. Go to an internal cell and make a fresh save 3. Exit the game, remove DynDOLOD from your load order 4. Start the game and load the latest save, ignoring the warning about missing content 5. Wait 10 days in the internal cell and make another fresh save 6. Exit the game, update DynDOLOD and re-enable Needless to say this is pretty time-consuming, but I do them just to "feel" safer ... anytime you make mod changes in the middle of a playthrough you're playing a bit of Russian Roulette. That said, I don't see those steps anywhere in the guide (or in Neovalen's original guide) so I'm curious if it's really needed anymore or just a placebo. -
SRLE Extended: Legacy of The Dragonborn
Eudeyrn replied to Darth_mathias's topic in Skyrim Revisited (retired)
You create a separate profile for each merge which has the merged mods enabled, so you can switch back to that profile from your main profile (which only has the merged mod active) to easily re-enable all the individual mods. The "merge" profile can also have the plugin order set correctly for the merge, with all the individual mods in order at the bottom. Since you won't be playing with that profile it doesn't need to be in correct "playing order." So your main profile, the one you play from, has all the individual mods that were merged disabled, and has the load order correct. The individual profiles are only used to rebuild the merge - for example, your "Animals Merge" profile has the Skytest, NARC, etc. mods enabled, and in the right order at the bottom of the plugin pane. You switch to that profile, run Merge Plugins, rebuild merge, then when you switch back to your main profile the merged mod is updated but the plugin order is unchanged and all the individual mods are still inactive. -
SRLE Extended LOTD bugs and play through Issues
Eudeyrn replied to DarkladyLexy's topic in Skyrim Revisited (retired)
Minor spoiler for Inigo's quest:

