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berndaroy

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Everything posted by berndaroy

  1. If i understand what you are saying.....once you install the guide, you will play it to the end? "then play the game for probably a year", and once done, not visit the game for a few years? All i can say is that the guide will ALWAYS be updated as mod authors change their mods and new one come available. You have to chose a point/place you are happy with i.e you like whats in the guide at that time, and then STOP modding and play. When you come to it again it might be a total different beast, that will require a new install etc. If you are going to wait....SORRY you are in for a very long wait! Just look at the guide and if you like the general feel, install, possibly add a mod or two you like(bear in mind you will need to check for conflicts and fix yourself) and play....worry about tomorrow, tomorrow
  2. Sorry guys, may i recommend that you join Lexy's Discord...many of the problems you are facing have been done by other people and fixes told there....as is with this case: The recommendation is to turn off the added/extra spawns i.e goblins etc in the MCM, as these ARE A KNOWN CAUSE OF CTD. There is this notice:"If you find yourself Crashing during Goblin Spawns consider deactivating those in the Creature Toggle Section", at the bottom of guide in MCM section. Its hard for Lexy(in my opinion) maintaining this guide and LE to a lesser extent, Trello board, Discord etc, and quickly responding here to post, not that she doesn't. Discord seems to be the place for a lot of answers Dreamer1986, just a thought with your lighting...did you change the i.n.i settings under Phoenixvivid ENB reshader to Lexy's recommended settings? Also if you did, and you still facing this issue, open ENB in game (shift + enter) and try changing the settings there for interiors and save when done. I can't say which setting off the top of my head, as i'm experimenting lighting interiors myself. If you have sorted the issues yourself, then just ignore this post....hope this helps and happy modding
  3. In answer to you question from Lexy's Discord channel:....@DarkladyLexy with the today update for QWINN's MOD, don't we have to regenerate CACO Patches Merged ? Lexy's answer:....@Mandalay I have already answered that question and no cos the patches we use didn't get updated. As for the new Animations...No they are only meshes so you don't need to do FNIS again
  4. Pezcl67 hi! No its not a mistake.....Sirjesto from the LOTD team re-formalized the LOTD patches fomod, so that it selects whats in your load order automatically, to avoid the continued problem of people loading in the wrong patch and then complaining about faults etc. By being at the end of the guide, all the correct patches will be loaded by the fomod, to allow you to then build your merged patch. ONCE THAT has been done then move it back up to where it should be placed. Trying to do the merged patch for LOTD earlier in the guide won't work, as you'll be missing mods...hope that clears that for you Beaten by Lexy yet again lol
  5. You can try this mod that i used to get back from Falskaar in place of the boat hatch that i too had problems with...https://www.nexusmods.com/skyrim/mods/38465
  6. You may have to wait a little while...the mod author may be working on them at the moment......they were there yesterday as i downloaded them yesterday
  7. Pezcl67 hi!(1) .esp's that are orange means: All the package files are installed, but the .esp/.esm plugins are not identical (eg. another package has overwritten them with another version of the plugins).....thus on the finish page, when you have run LOOT and have established your load order, you then need to open xedit and load the whole load order, when loaded, highlight ALL the mods from skyrim down to your last esp, right click and sort masters. This sorts all the esp's masters, and when you then open wyre bash they should show all green(green boxes and green ticks). Wyre bash than reports esps to be deactivated, they are the ones that are written in green, and they are merged by the tool into the patch....just press ok the tool will sort it.....when wyre bash is done LEAVE THEM deactivated in the right hand pane of MO2. You will know they are merged by the green + sign in green box in wyre bash. (2) Bear in mind the modwatch is out of date(21/10/18) and Lexy has mods in there that aren't in the guide or mods at the time not part of a merge....as i understand it, its a guide to help with hand placing mods that loot doesn't always get right...let loot do its thing and just give a casual glance to see if things are more or less the same(mostly the MERGED MODS order)...again loot often updates as rules, positions etc are adjusted by the makers for better sorting etc. (3) The patch from wrye bash can be placed in it's own file(like FNIS)...i prefer to do so to keep things neat and prevent any accidental overwriting in overwrite. Also when you need to rerun wyre bash, it easy to place the new files created, into this folder and overwrite as needed...and NO you DO NOT have to reactive the deactivated esps, to rerun wyre bash, the tool is "aware" of the mods in it that have been merged. (4) I don't think its necessary to make a pre-bash profile..........I'm sure Lexy or wiser heads will add to or correct me if i have anything wrong....hope this helps
  8. My personal favorite from Morrowind days..https://www.nexusmods.com/skyrimspecialedition/mods/2692/, but may be regarded as a cheat, but has huge amount of space, storage etc...just love it
  9. Valor hi! Yes it is possible, as i have finished this guide with my own favored added mods built on top of it. Took nine months of playing and completed the museum full (if i recall 3500) items....excluding any personal armors, in the other armory wings......i think and may be wrong(lord knows i have been before lol), that prior to crash fix, the build up in papyrus strings count or some such, brought about the instability, however with crash fix changing the way that works, no problems. To be fair and it may be the way i have the finding of loot setup in game, towards the last day or so had to "cheat", some items just never showed up in game or i never found...but that was a hand full of items...off the top of my head..the golden plate armor set from SUT. If your still unsure Icecreamassassin or Sirjesto would be able to shed a clearer picture, and this play through was the first time i've played from start to finish of any guide..Darth, Nozzer and Lexy really brought stability to this guide. Also a nice surprise awaits you on the completion of the museum, from quest point of view...continue to have fun...i'm on the SE build now
  10. My apologies, when i wrote this i had just been on the LE Darth guide and forgot that i had switched over to Lexy's guide. My above post was based on my LE setup, that had the mentioned mods and city expansions guide built on top of: Lexy has removed PCE from the trello board as there is a lot of issues/conflicts to fix...she would be best to advise in regards to this. AGAIN MY APOLOGIES for my previous post
  11. Well JK's Skyrim is lovely to look at, but it is a known resource hog and having that on top of a heavy guide would not be good. I personally had https://www.nexusmods.com/skyrim/mods/71018 this mod in its place. Again if you are comfortable with modding and fixing conflicts yourself, you could try https://wiki.step-project.com/Pack:Explorers_Guide, on top of this guide if you are selective....I've had this on my LE build with minor issues. As for PCE i love it and use it...but it conflicts with Snazzy's mod and you will have to adjust issues in game with Jaxonz positioner mod...AND YES you have to deal with the issues yourself...but tha'ts how we learn is it not...hope this helps happy modding
  12. To add to Shadriss comments in regards to these mods......on LE they were regarded as very script heavy/resource hogs. Whether they still are on SE and on x64 bit system I'm not sure...but if they still are on top of this build, may be taxing on a system
  13. Clockwork is a nice little mod, that in the end gives you a home, but doesn't (IMO) really add to the game set-up here....if you simply love quest mods and exploring, as i do....then yes by all means. For me it was simply a large dwemer crawl through, new world/dungeon to explore, BUT AS LEXY has said, it's your game to do as you wish
  14. Yep! one of the reasons i don't use immersion/realism mods...bar washing of the body mods.....when i first tried Frostfall, the amount of times i died being frozen or trying to search sunken boats in frozen water, is all great if you have the patience to set up camp and love this style of play..but for me nah...i wish to enjoy exploring without the hassle...then again I'm a strange duck lol
  15. Well you could read a book, watch a movie together, take the misses to diner, wash the dog, wash the car, decorate a bedroom....oh i don't know LIFE IN GENERAL perhaps.....just a little humor or at lest my warped sense of
  16. Lexy hi! Just so that i understand this a bit better. ESM still stays as a master file containing the core information, .esp has information like quest, scripts etc and acts like a secondary info source that can override .esm but is Hard limited by the game to 255 slots, .esl are like .esp, but have limited amount of information in them(hence light plugins), but the game allows them to extend the 255 slots. Esm and esl can have different flags added to them to adjust game info and loading orders, and .esl's are not included into bash patches.....do i have this right?
  17. Trust me, we have ALL DONE IT.............very often the thing right under our very noses and it will not be the last either
  18. Thank you Lexy.......ok so game play is still more or less the same and make more sense using Omega if Skeleton Jack has merged etc to reduce esp count and conflicts. My initial read and understanding was more combat/realism lean play through, but good to know that it isn't necessarily the case. As to the removing of mods etc that's a given and understood. Ta sweet lady
  19. Lexy hi! Forgive my misunderstanding, but with the inclusion of Omega, does this mean that the guide is more combat/realism based now.......I.e more based on fighting styles, skills, levelling up, training etc and realism in game.......similar to what Paulroot and J D Smith sort to bring about on their guide. Does it mean we have to spend more time worrying about having the right gear to survive the weather, food needs and dreading to go exploring in case a rat hands us our backside on a plate lol....bit of exaggeration. Or will there still be balance to the guide and should one chose to leave out part of the guide will this have have a detrimental effect on the guide build. At present on holiday so cannot fully see the differences on a small iPad and only as far as trees and landscape part of the guide and will wait for the finishing of changes to be done. Just really seeking some clarity me'lady "to be sure"....Thank you
  20. Jimbosi hi! Yes I hear what you saying in regards to showing it's an active build. There is technically a version already stored in the history tab at the top of the guide........true if a person stops modding, and chooses to play, they will need to record or remember the date they stopped modding and can then go into history on that date and it should reflect the guide as it was on that date. I had to use Neovalen's guide history, to intergrate Wyrmstooth, it's patches etc to fit into my LE build as an example
  21. Thank Lexy....not a problem I'll do a test run and compare this and majestic (that i still love), besides in 4k which might be a problem for me....just your thoughts was all i was looking for....forget sometimes that you are a very busy lady...you make it look so, so easy
  22. Lexy or dev team hi! Coming up to the section of Landscape and Enviroment...and wondered if you have made any thoughts, in regards to the above mentioned mod
  23. When you load this plugin with all the masters required in xedit, firstly when loaded, right click and select none. When clear, re-click "Obsidian Weathers And Seasons - Beyond Skyrim Bruma Patch" only. When loaded click on the + sign in the left pane next to it to expanded it. On file header click on it and in right pane right click Record flags, edit AND YOU SHOULD see a list of click boxes i.e at the top ESM, localized, esl and ignored. Simply uncheck the ESL tick box.......if you DON'T have any boxes, try reinstalling that mod again as they ARE DEFINITELY there.....i did this earlier today
  24. Shadriss hi! Thank you for that....it brought a huge laugh and smile to my face today....one of those best forgotten days. If what Lexy has suggested doesn't work, you could try using https://www.nexusmods.com/skyrim/mods/61685, to go though each mod that adds armor...if there is a mesh problem it should help you find and fix it, but yes it will take some effort to find Dear, dear Lexy i could kiss you for this(figuratively speaking), been trying to add a mod i love that works with PCE(palaces and castle expanded), that needed porting and a slight reassemble in CK, and though testing in a test game still showed slight problems, i kept trying to open console to find more info...only to realize how much i miss and depended on MFG console on LE. Even searching on the web for SE couldn't find a replacement....obviously searching wrong...THANK YOU KINDLY FOR THIS..PS Now i find "Better console" as well though it may become redundant by the one you mentioned..https://www.nexusmods.com/skyrimspecialedition/mods/5687
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