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Everything posted by berndaroy
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StackingWhales hi! Shadriss has laid this out so nicely and I agree with what he has said. I too load my added mods at the bottom, before finish line. Yes in answer to your question....i have some of my mods added into the miscellaneous merge or my own merge. Just be aware of what they do/change and remember to fix any conflicts prior to running the finish line i.e make your own mini CR patch, and check your bash and smash patches that the fixes have been carried forward to them (If any) PS Shadriss good to hear from you, been a while
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Ginginho hi! It is wonderful to see that you have an interest in a heavy modding experience, and i would like to encourage you to continue to do so!. However if you are still a little unfamiliar with the whole modding experience....may i suggest perhaps you start with this guide first..https://www.nexusmods.com/skyrimspecialedition/mods/10694. Firstly it will help you get used to working with the mod manager and the tools required to enhance the Skyrim experience. Secondly, this guide is brilliant, but it is aimed at people more experienced and familiar with the ins and outs of the whole guide/modding experience. Try the other guide first and then come to this one....this guide is also consistently evolving and being updated and will require you to know how to adjust and when to STOP modding in order to play the game....however it is your chose...best regards
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Liangshu hi! First my i encourage you to join Lexy's discord, there are some very knowledgeable people on the forum that may be able to help you. I use this guide and i have an fps around 45/50. My graphics card is older then yours Nvidia gtx 780..4gb vram. First i might say to drop your textures to 1k and test your game. When you generate your dyndolod, do standard trees and not ultra trees. You may be able to adjust your settings in xlodgen and dyndolod...but i stress that tha'ts not my field of expertise..hence why i encourage you to ask on discord
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Geo92 hi! If you have settled on all the mods you wish in this build, then run Wyre bash...it will auto deselect mods over the top(255), let it run with all the tags etc. It will again deselect mods that is merged into it, let it complete, and close. In MO2 re-select the ones it deactivated as too many, and rerun wyre bash(PS....important DO NOT re-select the mods that have been merged and deactivated...normally they are green) you only want the ones deactivated on the first run...again usually at the bottom(Those over 255). And don't merge the city/town mods unless you know how to deal with the navmesh conflicts
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NumberXer0 hi! Have a look on Lexy's discord channel, i vaguely recall someone having a similar issue in Dawnstar and Solitude and it having something to do with Carriages. You may have to use the search button for the posting and any replies(general help desk). One other thought, just check your statues folder, that all the statues that were changed in the guide are spelt 100% correct, for they are known to instantly ctd if spelt incorrect. Lastly in the mcm menu for immersive creatures, under additional spawns...do you have goblins ticked..this can lead to ctd as well...may not necessarily apply to you, but worth checking
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Memoso hi! This has been asked before on Discord, and to be quite frank: On the top of the guide its very clear: "Please note this guide best suited for Testers and Experienced Modders". Lexy has provided a guide for us to use, BUT IT IS NOT HER RESPONSIBILITY to install the guide for each and every person. There has been a heated debate around this, and yes, it might be easier for the end user to have everything neatly packaged and one click install etc....BUT how will a person ever learn how to install, merge ,fix problems etc this way? Lexy and the admin staff are not here to hold our hand and spoon feed us through the process,when there is clear instructions(and if unclear, they are proactive to adjust), a whole video series on how to go about installing this guide etc. Please understand "THAT I'M NOT AIMING THIS AT YOU PERSONALLY". If people find this guide hard, then it may be best to start first will some other guides out there, that do a similar job, but better tailored to the needs and skills of individuals. Thank you for your input and suggestion, but it not the first time this has come up and won't be the last either. Happy modding and hope you enjoy the guide and hard work put into it
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Mercury hi! If its a question of only changing texture files it should be ok...HOWEVER just looking briefly at the video of vivid landsacpes, it does what MM does. So chose which you like, again, IF its only a set of textures or just one, within vivid landscape you like, then set all the others textures within that mod to hide in MO2, and allow the chosen textures to overwrite or win over any similiar textures used by different mods. As for the roof, i personally use this, with all other textures in that mod hid, and just use the roofing ones.Hope this helps
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Looking at your posted log file, you are using a lot of mods not found in the guide. As has been stated here numerous times, adding mods on top of this guide, means its your responsibility to check for conflicts and fix them. Your best course of action is to start again with only the mods in the guide and get it up and running. Then add in a mod at a time checking/resolving conflicts as you go. Also(i stand corrected here if my facts are wrong), but mods like skyBirds - Airborne Perching Birds, are very script heavy on top of what is already a heavy modded/script guide and have been reported as a potential problem mod(at least the last time i looked at this mod)
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Licorice hi! Once you have created a blank mod folder called (Immersive College of Winterhold Patches) in your MO2 mods folder, then place it beneath Immersive College of Winterhold main mod folder in the left pane of MO2: Open the main mod folder(Immersive College of Winterhold) in explorer, and cut these .esps(cwibdspatch.esp, cwicrfsepatch.esp, cwielnfxsepatch.esp and cwiordinatorpatchsse.esp) that were installed into this main mod folder, close it and open the patches folder (that you have just created) in explorer, and paste the cut.esp's into it. You are NOT creating a mod.....this is done fora reason by Lexy to help with the merging section that will come later in the guide. It's as simply as that...hope that clears it for you
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BurdenCarrier hi! I would hold off for now with this mod, as there are a few issues with it at present, that have been brought to the author/porter of that mod. As LOTD is due a major update(LOTD v5), it has had the integration and support for that mod removed....a patch may follow later to support it again. If you can wait a little for it, that would be the course of action
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Thedodus hi! Have you tried the other option in troubleshooting section at the bottom: Report Masters Script (Use this Method if you have the esp plugin downloaded) This is a very useful little script that will help find all the Form Id's for a mod if you wish to remove a particular mod from this Conflict Resolution. Open TES5Edit. Select Only Lexy's LoTD SE OMEGA - Conflict Resolution.esp Right Click Lexy's LoTD SE OMEGA - Conflict Resolution.esp Apply Script. Select Report Masters then Click OK. In popup window chose the esp you want to remove. Then Click ApplyThis should now show you all form ids that are still linked to esp in question. I have found that sometimes with the other method some things are not removed as it not regarded as an error, but MO2 still will have red triangle stating that an issue isn't cleared/removed: This will mean you have to have ELE_Merged enabled, once all is removed from Smash(just follow the same for smash as if it were cr) and cleaned masters.....hopefully it should be good and then disable ELE_Merged
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j135 hi! No i haven't read or heard anything in that area..so just a random thought! Climbing the stairs you often meet bear, wolves and other creatures, so in your mcm skyrim immersive creatures menu, have you turned off goblin spawns etc in creature toggle section....a lot of people encounter ctd with goblin spawning on SE, as said just a thought
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SRLE Extended: Legacy of The Dragonborn
berndaroy replied to Darth_mathias's topic in Skyrim Revisited (retired)
Bare in mind too..if memory serves me right, the LOTD patch pre-built by Sirjesto, that used in this guide uses the CACO v 1.2.1. If you use v 2.0, you will need to grab the patch for it, from patch central and rebuild the patch -
Rayhne hi! Simply put, once you have your "Legacy of the Dragonborn - Special Edition" profile done, and you are ready to start merges, create a new profile....under configure profiles tab(looks like credit card)..click Legacy profile, on right copy and rename Animals Merge(for first merge) and exit. Open the Animal profile which will look exactly like your main profile, if left pane right click, in new box..All mods..disable all visible.This will disable all the mods in left pane..ON THIS PROFILE ONLY. Activate the mods under Animal merge as shown only and build your merge. Do the same for each merge. This way if ever you need to rebuild a merge, you just go to that profile WITHOUT IT MESSING your main profile.........I guess a simply YES would have sufficed lol..don't know why i have this compulsion to explain in depth

