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Everything posted by berndaroy
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xxx78 Hi! I have always used unread books glow on my LE or classic build, with NO problems...i don't thus, foresee problems with this guild. That said,Ii'm still on the merge section of the guide, as i had a LOT of problems with MO2 right in the beginning and should have been further ahead then i am, and will have to check in xedit for any conflicts. As too the last three, i have never used them so unable to advise....that's not to say you cannot test them for conflicts in xedit with this guide prior to starting a play through. Lastly Extended UI is used on the LE guild, and this guild is not that far off in similar contents...BUT once ported, check for conflicts. Rule of thumb...if you wish to use other mods on top of this guild, you are welcome to do..it's your game, but problems found will need to be fixed by yourself....again thus said, there are many wonderful people here and else where that will be willing to help where possible. Happy modding
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Tommul55 hi! I don't usually use AAE in my game, but have just built the AAE merge to see what may be the problem you face. First on checking Lexy's LOTD SE - Patch.esp in xedit prior to building the merge i get this...[00:00] Checking for Errors in [0A] Lexys LOTD SE - AAE Patch.esp [00:00] All Done! i.e (No errors). Secondly, Merge tool built the merge successfully with no errors...HOWEVER i don't know if others have this, but when the tool loads, i have to right click "check all" as some of the mods don't auto check..namely Skyrim_Dragonborn and most importantly Animals merged.esp If you more comfortable to wait for Lexy Ok, but try to reinstall the mods needed and rebuild your merge again(if you haven't already)
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xxx78 hi! Unread books glow, if ported should be fine...i use it on LE with no problems. BSQBN if you chose to use, you may need to rebuild the LOTD patch( if you chose to merge) or download the patch found on LOTD patch central to use with LOTD. You could port extendedUI yourself: Here's how to convert this mod into SkyrimSE. This has been tested and works fine, for me(NOT ME, but on the web page) at least. Thought I'd also mention that I use Mod Organizer 2 as it's really quite stable now. For this to work you'll need 5 things; Bethesda Archive Extractor ( https://www.nexusmods.com/skyrimspecialedition/mods/974/? ) Creation Kit Mod Organizer 2 SKSE 64 SkyUI I'll try and make this as simple as possible; 1.) Download Extended UI manually. 2.) Add it to Mod Organizer 2. 3.) Download Bethesda Archive Extractor, Extract the file where ever you want. 4.) Run Bethesda Archive Extractor.exe 4.) Back to Mod Organizer, right click on the Extended UI mod and hit "Open in Explorer." 5.) Drag the .BSA file into Bethesda Archive Extractor, hit extract, browse to where Mod Organizer puts your mods (just copy what is in your search bar from step 4.) Two files should appear "Interface" and "Scripts" delete the .BSA file and close the explorer. 6.) Right now run the Creation Kit FROM Mod Organizer 2. Click File > Data, a window will pop up. Double click on Skyrim.esm, Update.esm and Extended UI.esp and click Ok. Wait for it load the files. NOTE: A lot of warnings will pop up during this process just hit [X] every time. The last warning that comes up should have "CLEAR" at the bottom of it, again just hit [X] 7.) Click File one last time and hit Save. 8.) Load Mod Organizer you should now have the Extended UI in the Overwrite folder open it up and drag&drop the new ESP back into Extended UI in mods pane. and your done yay!! xD If you're not sure if you've done it correctly; you can check it by doing the following; 1.) Run SSEEdit from Mod Organizer 2 2.) Select NONE 3.) Double click on Extended UI 4.) Once its loaded and says "finished" at the bottom of the right pane double click on Extended UI 5.) Click File Header, if you look through the information on the right side of the screen it will tell you the Form Version which should say 44.
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Tzefira hi! Yes believe it or not, some do.....UNLIKE US who tend to be hooked on messing around with our load orders, just a little bit more of this, oh and that mod looks gooooood, what happens if i do this. I call it being on skooma and it's withdrawn symptoms...and then if, like LEXY, you add a little red bull, then you JUST THROW TOGETHER a little guide like this in a month or two no problem. Then there are those who play believe it or not....I'M ONLY MESSING AROUND, Happy modding
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Tzefira hi! Interesting that you have MO2 working WITHIN the Skyrim Special Edition folder, as all videos and instructions here, instruct us to install MO2 in the COMMON folder to avoid problems with virtual filing system, AND you have steam folder on your operating C: drive, were they say to install(game) on a separate drive........hmmm i wonder if all this avoidance (c: drive etc) is a bit over the top....Sorry, if, you have your operating drive on another, I'm assuming C: is yours, as most people have it
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I guess from a complete museum point of view it would be......But not sure of the hassle having to fix a mod, the mod author themselves haven't addressed..if its them that's ported it to SE. Having played through once, well like Undeath, i can live without it, until the urge and compelling desire to see a full museum kicks in, that is lol
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Lexy hi! a few small mods you may be interested in personally for testing, fixing test game/s etc if you haven't seen them: 1. https://www.nexusmods.com/skyrimspecialedition/mods/11708; 2. https://www.nexusmods.com/skyrimspecialedition/mods/13090; 3. https://www.nexusmods.com/skyrimspecialedition/mods/13032
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Lexy/Darth hi! Playing catch up again and going from the top changing versions etc. Small query:... Map Markers Complete with DLC and OCS] COREMap Markers Complete with DLC and OCS - 3.0 - SarthesArai Link takes you to Hishutup edited version 1.2..https://www.nexusmods.com/skyrimspecialedition/mods/4138?tab=files OR SHOULD it be....https://www.nexusmods.com/skyrim/mods/25603?tab=files SarthesArai version 3.0 or is it irrelevant? Ta
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SRLE Extended: Legacy of The Dragonborn
berndaroy replied to Darth_mathias's topic in Skyrim Revisited (retired)
Pelleas hi! This is a very well thought out guide that brings balance, skills, combat etc together in one setup. But Darth, Lexy and Nozzer had always stated that this is a guide only.....every player will have mod/s that they wish to have, to add on top of this and it is your RIGHT TO DO SO...it's your game. The only criteria is that mods added on top of this guide, is for the player to fix any bugs etc themselves. That isn't to say people that follow this guide won't help were possible. Many bug fixing mods have been made redundant by USLEEP and you can check here: https://www.afkmods.com/index.php?/topic/3636-mods-made-obsolete-by-unofficial-patches/, for any you may wish to use. LOTD is more then just a museum mod. It is very lore based, immersive for all kinds of play through styles and is often stated by many as "I LOVE this mod--not even sure where the "real" game ends and this mod starts". In terms of airship..well Bethesda would be the ones to have first introduced it in "BloodMoon" Morrowind's third official DLC, and the one introduced by LOTD is really from Moonpath to Elsweyr, as Lexy has pointed out. Hang in there, it is REALLY worth it in the end...happy modding -
SRLE Extended: Legacy of The Dragonborn
berndaroy replied to Darth_mathias's topic in Skyrim Revisited (retired)
Fallenknighte hi! Personally i have never encountered this problem or seen it here, posted or addressed...if normal soulgems display fine then those mentioned should too, so not sure how to advise here. Do you have mfg console installed..https://www.nexusmods.com/skyrim/mods/44596, with this you can open console and click on these faulty soulgems and it will indicate any or last mod to change it.....possibly any faulty mesh/texture with that mod..just a thought....but i guess you will know later if starting a fresh rebuild. Lastly just in case i didn't come across clearly with LOTD patch(in previous post), if you are following this guide to the letter so to speak then the pre made patch by Sirjesto is fine.....the caco/lotd patch version mentioned was ONLY if you had to MAKE YOUR OWN patch. Even though English is my first language i sometimes don't express myself clearly...anyway happy modding -
SRLE Extended: Legacy of The Dragonborn
berndaroy replied to Darth_mathias's topic in Skyrim Revisited (retired)
Lexy hi! In terms of the horker display problem, its been fixed with the latest update 19.3.6. Iceman found that the script was looking for the wrong item/s. Fallenknighte hi! Stick with the patch for CACO 1.2 as per the guide, if you are making your own patch. It was chosen to stay with this version, as CACO 2.0 still remains in BETA, and has nothing to do with the horker display.....it was a script error: If you haven't updated, make sure you clean up the scripts as per instructions under the sticky post in posts of LOTD mod page, after you update...you should have v 19.3.01 CORE, overwritten with v19.3.6 update. Lastly if you have the CORE, but say v19.3.3 update on top of this, and then update to v19.3.6 ALL SCRIPTS indicted under LOGS/changelogs from that version up to latest, will need to be cleaned. But reading your posts, if you are doing a major update on all mods in the guide from the last time you played, I agree a new game would be best, plus avoids all the messing around on the above -
SRLE Extended: Legacy of The Dragonborn
berndaroy replied to Darth_mathias's topic in Skyrim Revisited (retired)
Nappilydeestruction hi! Glad to see you are interested in this guide by Darth...it been a stable for me for a long while. If you are unaware check out Lexy's guide for Skyrim SE while you are about it. Happy modding -
SRLE Extended: Legacy of The Dragonborn
berndaroy replied to Darth_mathias's topic in Skyrim Revisited (retired)
AstyanGaming hi! Sorry this hasn't helped, all i can then suggest is to post on the mods web page and see if the mod author may be able to help. As we haven't seen or had this problem posted here before......AT LEAST TO MY KNOWLEDGE, I'm not sure how to help further or you waiting for a reply. Best wishes -
Welcome back Lexy/Darth...how were the days in the "Dark Ages". Glad all is well. Out of curiosity guys/gals, i just converted RaceMenu via the video link kindly provided by Tzefira, and would like to know why the video author uses "save" and then "save push as plugin to pc" in CK when converting .esp? Does any body know what "push as plugin" does and do we need to do that on all conversions? Lexy no i had paid version, but has lapsed(Ccleaner), and it was on dev(MO2) page i found my answer, as this was a known bug to them...should have listened to you earlier...that's one rap on the knuckles. Strange though that i have had Ccleaner for years with advanced settings and never had a problem with MO1 and classic skyrim set-up, so i guess it's the new MO2 x64 set-up
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... and when I tried to start a game, it would crash before I got to the menu. Unchecking AIM and UIExtensions in the left pane stopped the crashes. I re-installed AIM amd UIExtensions, and in SSEEdit UIExtensions showed no masters (that seems a bit odd), and AddItemMenu showed Skyrim.esm and UIExtensions.esp as masters. Now I realize that I need to ESMifiy UIExtensions to port AIM, which I will do later, after I get some sleep. You will also need to run the .esp through CK and if memory serves me right, UIExtentions is included in EFF, so may not be needed, unless your add EFF as a master......that said i haven't got to that part yet to test this PS: is this the guide.. 04 October 2017, 3:53AM Holy crap I finally ported it to SSE Here's what you do Download all necessary files SKSE skse64_2_00_04 DLL for Special Edition v1.5.3(SKSE2.0.4 UIExtensions v1-2-0- AIM28-64905-2-8 Surely you already had skse 2_00_04 So make a new folder Put AIM28-64905-2-8 contents into the new folder then put the UIextensions contents into the new folder then patch with the DLL for Special Edition v1.5.3(SKSE2.0.4 by dragging it into the new folder Make sure you have FOMM (Fallout Mod Manager) Right click the BSA file from UIextentions which is currently in the new folder. open with FOMM select fallout 3 then click extract all select the new folder after thats done delete the BSA and archive the new folder (name the archive Add Item SSE or something) Then add the mod on the NMM pressing the add mod from file button install and activate the esp Hope this helps

