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fallenknighte

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Everything posted by fallenknighte

  1. heya my_summertim The way I use Merge Plugins, is to disable all plugins in the right-pane, move the plugins to be merged at the bottom of the Load Order in the indicated consecutive pattern then activate only the plugins that are required to be active for that particular merge. When all needed plugins are activated, I fire up Merge Plugins, click the profile and after it has loaded, select the pluging to be merged. Right-click on them and select the option Check for Errors. When that is complete, right-click the selected plugins again, select Add To, then New Merge. Give the New Merge the name indicated on the Merge Plugins section of the Guide, then click the hammer icon to build it. Wait for the Command window that runs in the background to complete and close, then close Merge Plugins. Back in Mod Organiser, refresh it my clicking the small tools icon on the top right of the left pane and click refresh. The Merge you just created will be there, then just place it as indivated in the Merge Section and activate it. You will need to run LOOT several times, as you complete Merges, in order to correctly place them in the Load Order, according to the user-defined parameters you enter in LOOT.
  2. Hey again, Pelleas Just remembered which mod it was... moreHUD. It only displays the corresponding Skill to which the book is linked, and whether read (by an eye symbol when read) or not. BSandQBN certainly provides more detail and don't think it would conflick with BoS or moreHUD, but more Technically skilled modders here could advise you better. Again, as with any guide, trial and error plays the greatest part in any Load Order - so by all means, give it a try and test, test then test again
  3. Hey there, Pelleas I'm by no means an expert on modding, especially as it pertains to SRLE Extended LOTD, so please don't take my word asfact here . By PM, I meant simply that you might ask for a Private Message for any advice regarding Wyrmstooth, thereby avoiding hijacking the thread. It is enitrely possible to simply avoid using Easy Wheel and just configure your hotkeys within the relevant Mod's MCM Menu to an unassigned key, in which case, adding something that increases the available amount of hotkeys may prove beneficial (as keys will be in limited availability) - More Hotkeys Please, as an example. As for Better Skill and Quest Books Names, Books of Skyrim by itself doesn't do that, as far as I'm aware (from reading description) however, I believe that one of the mods (can't think of it right now) that is used, allows you to at least see which skill is raised by which skill book and also if it has been read or not - though that might also be something in my personal Load Order .
  4. Heya Pelleas. I can't answer for everyone who utilizes this guide but, for me personally, I have never been one to simply discover a dungeon or cave and think "Oooh, let's see what we have going on here" I'm quite methodical and practical by nature, so usually need a "reason" to explore just about anywhere, let alone some potentially dangerous cave/dungeon, lol. Legacy of the Dragonborn provides exactly that, along with additions that add many hours of gameplay to an already substantial time-eater. As far as the Airship component goes... have no fear. Without spoiling things, dragons are not going to be an issue here. As for the mods you've listed:- 1. I've yet to encounter an inappropriately dressed Jarl 2. May be a matter of preference (a number of NPC overhauls are used, so would require more tinkering in CR) 3. I use this one myself in my personal Load Order. It can be tricky with dragon skeletons (minding where you kill them avoids most issues) 4. I believe is already addressed 5. As above. I don't believe its required anymore (I've never experienced that bug, and I tend to hop around Skyrim like a Kangaroo on a pogo stick) 6. I think is also addressed 7. Not sure on this one. I occasionally have issues with paralysis bugging out my camera (at least I did before wiping my game to start over). Wyrmstooth crops up from time to time throughout the comments in this guide. As the mod is no longer officially supported/updated and given the size of this guide already, I believe it was left out. I am sure that there are those users of this guide who use Wyrmstooth - maybe a request for a PM regarding this (so as not to hijack the thread) would help.
  5. Hey Berndaroy, thnx for the reply. Was going to check with Patch Central/LOTD as to whether this patch was needed (had pre-downloaded, just in case). Good to know that this is not required - one less esp to worry about. Incidently, I just wanted to touch up on the problem with Soulgems that are used in autcasting speel pillars, like the ones located in Hob's Fall cave, or the one (not an attack pillar per se, but linked to the barrier you need to pass through to get to the Skull of Corruption). As mentioned in an earlier post, any Soulgems that are at these points are invidible/nontargetable. This is for the most part not really an issue, but in the case of the one in Nightcaller Temple is quest-breaking, as you are required to remove the item from its position in order to drop the barrier. Soulgems in and of themselves appear fine and display properly - its only those used in conjunction with these autocast pillars or Nightcaller Temple. As I am working on a fresh install, I'm hoping that I can resolve this issue, but wanted to see if anyone had experienced this, or knew a likely cause.
  6. Just checking up on a couple things here. Is the Royal Armory CR needed at all, and while d/ling the LoTD files, I noticed that there's a compatibility patch for CACO 1.2 - 2.0 (hoping this might address the Horker Display problem).
  7. My thoughts were the same, a script not firing. AFAIK, the only mod affecting that would be MT Essentials (I was running the load Order prior to the addition of MT SE. Reinstalled MT Essentials, ran LOOT, redid all my patches and even loaded a save before I even joined the Companions. About the only thing I didn't do was make myself like Farkas, to see if the scripts fired on me. As said though, what with a few other minor issues and some mistakes in playthrough on my part, am reinstalling the load order from scratch as we speak (sucks as I had gotten pretty far, LotD wise - but thems the breaks ).
  8. Given the length of time I've been away and the amount that has been updated, I think I will just do a fresh install. A few minor annoyances (like building the wrong section in Lakeview Manor) were not necessarily game-halting. However, together with some other issues, despite the progress I had made, I feel that the best thing would be to start over. Feel free to ignore my previous post, unless (the divines help us) it crops up again.
  9. hey all, been a while. I've been on a break, visiting friends overseas and have only recently got back home to continue my playthrough. Still working on the load order prior to the last series of updates of mods. recently started going through the Companions questline and have run into a rather annoying issue during the Quest, Proving Honor. Without too many spoilers (in the unlikely event that someone who has never played through this questline), I pull a certain lever, Farkas has a laught which is interrupted by a group of people. Farkas does his thing, and helps me out of my predicament. But as soon as tha happens, Skyrim goes completely unresponsive and has to forceclose. Have tried this many times, reloading from earlier saves, completely shutting down game, restarting PC, etc to no avail. The moment Farkas stops doing his thing... bamm game freezes to unresponsive. Have managed to technically bypass it to complete the dungeon, but Farkas is stuck in his alter ego mode, which for obvious reasons means the trek back to and through Whiterun is gonna be, erm... interesting. Any ideas?
  10. Hello everyone, a belated Merry Christmas and Happy New Year to one and all. I have been reluctant to update my game as I have made significant progress, and don't wish to restart from scratch at this time, but wanted to clarify a few things. Firstly, has the issue surrounding the Horker Display and use of CACO been fixed? Have tried turning off the feature in CACO for swapping materials, but the display still refuses to appear. The issue seems to be with the Horker Meat required. Secondly, I am having an issue where a number of NPCs that are cosmetically changed by Bijin/Ordinary Women are not displaying. While not gamebreaking, its certainly distracting. I'm assuming that the changes applied through the NPC CR are not being carried forward into the Bashed Patch correctly, so some clarification on how I would fix this would be appreciated (via PM, if needed) Thirdly, I am also using the mods from the Good Guys series - namely, Thieves Guild and Namira and Dark Brotherhood, and noticed mention of some manual editing needed in CR. Could I get some clarification there as well, please? (PM is fine - don't want to hijack, lol). Lastly, I am using a mod that changes the way mannequins look, and it has always frustrated me that Breezehome is the only vanilla player home with no mannequin. I am thinking of using Breezehome - Fully Upgraded as I have used it many times before, but I appreciate that it might not exactly fit with this guide. Any suggestions on a fitting mod for Breezehome that includes a mannequin would be appreciated (currently consoling in a mannequin, but that has its own issues).
  11. Not sure I am doing it right, but I usually deactivate most plugins, except for an prerequisites when installing Faction Crossbows, open Wrye Bash and remove the tags, then close that. Once back in Mod Organiser, I then just delete the Bashed Patch eps from the overwrite folder, reactivate all the deactivated esps and continue with the guide. As said, not sure if that is the right way to go about it.
  12. As far as RRR enhanced goes, its not just a Navmesh issue, RRR enhanced makes some changes to the layout of Nightgate Inn, including a wall that separates the area where the bar is from the downstairs section, which is now converted to have more rooms, one of which is the bathing room. Since this removes the load area from within the Nightgate Inn Cell that leads to the basement, its a major conflict with part of the Dark Brotherhood questline (though I believe its still accessible from the outside). This often results with the newly added wall flashing in and out of visibility, depending on your angle and the aforementioned navmesh issue when navigating the area. While I quite liked the changes that RRR Enhanced made, I can understand why it was removed in favour of the Basic edition.
  13. Been using Floating Damage for a couple weeks now. Can't say as I've experienced any further CTD issues than those I was experiencing prior to installing it, but hey, maybe I just got lucky :P
  14. I get some of these too. I don't use the quicksave feature, and there's an SKSE plugin loaded near the beginning that disables that anyway, so that when you use the hotkey is does a full save. Most of what you are, like me, experienceing as far as crashes are concerned, can be attributed to Skyrim's quirkiness. For me, some may be attributed to the fact I have a well out-of-date PC System (AMD FX 8320 CPU, Geoforce GTX 750Ti 2gig Video card and 16gig DDR3 RAM). Honestly I sometimes wonder I can play Vanilla Skyrim, let alone heavily-modded as this guide is. Frustrating as it is, best just to put up with it... you'll never be able to prevent crashes from occuring, no matter how you re/configure your Load Order, invest in better, updated hardware. Save very often; if you die, close out of the game entirely, not rely on the auto-load from last save; Fast Travel as little as possible; Try not to run around like a blue-arsed fly everywhere - gives the game and/or your system to load the area you're traveling. Even with those tips and more, the occasional crash will occur, that's just Skyrim being Skyrim
  15. Thankyou for the rely, berndaroy. I know it isn't a bug, just an annoyance that triggers my OCD on incompleted/failed quests, lol. As I mentioned in my last post, I was using the original SRLE Build here on STEP, so there was no use of Disparity or Ordinator, so the PErks remained relatively Vanilla. In the Speechcraft Perk Tree, there was a perk on the bottom right side of it simply named Persuasion (can't remember how much it affected). With that activated, a reasonably high Speechcraft and other enchanted items that raise peechcraft/Persuasion like the aforementioned Amulet of Articulation, you are able to negotiate your entry into the dungeon. After some automatic dialogue, the Torturer (who is not happy about having to release his new toy) attacks. As I said, the outcome remains the same, whether you negotiate your way to this point, or fight your way through from the beginning. Its just an objective that, with the combination of Disparity and Ordinator: Perks of Skyrim cannot be completed. I agree with you about the Thalmor (and to an extent, the Altmer in general)... too pompous and haughty. There's a moment in Solitude where Taarie comments about your attire:- "If you're going to the Blue Palace, I suggest you rethink that outfit". If you have Sofia with you, she retorts with "And you may want to rethink that face, before I rearrange it" (or something along those lines). I was drinking a cup of coffee the first time I heard it, nearly ruined my monitor, LMAO.
  16. Thankyou for the reply, berndaroy. I have played Skyrim many times with ASLAL, so was aware of the conditions sirrounding that storyline... I just hate failing objectives, lol. Which inceidentally brings to mind another (slight) issue. During the Helgen Reborn questline, near the beginning where you are required to rescue one of Valtorius' men from the Thalmor Prison, you have an Optional task to "negociate" your way down into the dungeon where he is being kept. I have completed a this a couple of times before, but I was running an old SRLE profile that didn't use any Perk Overhauls. Since utilizing this guide, I have noticed that I am no longer able to complete this objective. I am uncertain as to whether the changes that Disparity makes to the mechanics based on your Race/Gender Disparity settings or, as I have noticed, the lack of a persuasion perk in Ordinator is limiting the effect high Speechcraft has on this effect. I have tried at various levels, with numerous Speechcraft-enhancing items (eg, Amulet of Articulation) to no avail. Now, given that regarless of your success/failure, the outcome is the same, it may be moot. Just annoying that I can no longer complete that objective, lol
  17. Please disregard my question about Sofia... seems random NPCs take issue with my player character's existence, lol
  18. A couple of questions, if I may. Firstly, with the Relic Hunter start, you get a quest after you talk to Auryen to retrieve some relics from three Locations - Helgen, Bleak Falls Barrow and Silent Moons Camp. With the one at Helgen, is it meant to fail due to its destruction by Alduin, or can it be completed if Helgen Reborn is completed. Secondly, I'm having a minor issue with Sofia. Every now and then, she will attract random aggro from NPCs for no apparent reason. As an example, I entered Solitude with her, to go to The Dragonborn Gallery and, after the Execution Scene had conclude, proceeded on my way, wherupon Jarree-Ra immediately attacked her. Prior to that, we were accosted by two Imperial Soldiers just outside Dragon's Bridge on the road to Solitude. Is this a Bug? or intentional as part of Sofia's background?
  19. Not certain if that is the cause, but I leave it unchecked, as a number of items get marked as owned in their respective locations. Just thought it might be a possibility.
  20. As for the issue surrounding the BadGremlins Jars, I think that may be a setting within Skyrim Unique Treasures. There is a Toggle Switch that enables/disables the ownership of Unique Items/Treasures. See if that is checked.
  21. Keep getting this ActivationPerkMenuFix.log appearing in the Overwrite Folder, part of the SKSE/Plugins. Anyone know which mod this is coming from?
  22. All sorted ty, I had not deactivated the Bashed Patch prior to running DynDOLOD Worlds Patcher.
  23. getting the following error when running DynDOLOD:# [DynDOLOD.esp] Adding master "Undeath.esp"[00:08:04.613] 2369 of 5921 done[00:08:20.995] 2961 of 5921 done[00:08:40.735] 3553 of 5921 done[00:08:58.508] Building reference info to verify if base records with missing models are used[00:10:23.995] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [8] TestCWRiverwood [CELL:0001B4F1] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,1) \ [3] DATA - Flags>[00:10:23.997] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags>[00:10:23.998] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags>[00:10:24.004] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [18] TestCWHoldStart [CELL:0001B513] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,0) \ [3] DATA - Flags>[00:10:24.016] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [7] GRUP Exterior Cell Block -1, 0 \ [3] GRUP Exterior Cell Sub-Block -1, 0 \ [20] [CELL:0001B4F3] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,-1) \ [2] DATA - Flags>[00:10:24.901] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [21] GRUP World Children of BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [2] [CELL:00020A3A] (in BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] at 2,0) \ [2] DATA - Flags>[00:10:26.290] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [2] [CELL:0002B111] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -29,5) \ [2] DATA - Flags>[00:10:26.296] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [9] [CELL:0002B115] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -30,5) \ [2] DATA - Flags>[00:10:58.773] [00:10:58.807] [00:10:58.837] Missing models were ignored by DynDOLOD.[00:10:58.865] [00:10:58.894] References using base records with missing models can cause CTD.[00:10:58.923] Below is a list of base records with missing models which are used by references:[00:10:58.951] [00:10:58.983] Dragonborn.esm DLC2RockCairn01Ash [sTAT:04032FF0][00:10:59.014] Dragonborn.esm DLC2RockCairn02Ash [sTAT:04032FEF][00:10:59.045] Dragonborn.esm DLC2RockCairn03Ash [sTAT:04032FEE][00:10:59.075] Dragonborn.esm DLC2RockCairn04Ash [sTAT:04032FED][00:10:59.104] Skyrim.esm VolcanicPlateauCSulfur [sTAT:000897D0][00:10:59.141] Skyrim.esm DirtCliffsIsland01VolcanicDirt01Sulfur [sTAT:000897C6][00:10:59.174] Skyrim.esm DirtCliffs02VolcanicDirt01Sulfur [sTAT:000897C5][00:10:59.205] Dragonborn.esm MountainCliffSlopeVolcanicAsh01 [sTAT:040299E3][00:10:59.233] Dragonborn.esm DLC2MountainCliff02_Ash [sTAT:0402956E][00:10:59.260] Dragonborn.esm DLC2RockCliff01VolcanicAsh01 [sTAT:040250A3][00:10:59.290] Dragonborn.esm DLC2RockCliff02_Ash [sTAT:040250A0][00:10:59.318] Skyrim.esm VolcanicPlateau01Sulfur [sTAT:000998CC][00:10:59.344] Skyrim.esm DirtCliffsCornerOutVolcanicDirt01Sulfur [sTAT:000998C9][00:10:59.371] Skyrim.esm VolcanicPlateau02Sulfur [sTAT:000998C8][00:10:59.399] Dragonborn.esm DLC2MountainCliffSm01_Ash [sTAT:0401E13B][00:10:59.430] Skyrim.esm RockCairnEvil01Sulfur [sTAT:000E9EAC][00:10:59.463] Skyrim.esm RockCairnEvil03Sulfur [sTAT:000E9EA5][00:10:59.493] Skyrim.esm RockCairnEvil02Sulfur [sTAT:000E9EA2][00:10:59.520] Skyrim.esm RockCairnEvil04Sulfur [sTAT:000E9E61][00:10:59.553] Dragonborn.esm DLC2MountainTrim03VolcanicAsh01 [sTAT:04019605][00:10:59.584] Dragonborn.esm DLC2MountainTrim01VolcanicAsh01 [sTAT:040195FD][00:10:59.614] Dragonborn.esm DLC2MountainTrimSlab_Ash [sTAT:04017EA7][00:10:59.649] [00:10:59.681] [00:10:59.707] (1) Verify that all required BSA files are loaded.[00:10:59.735] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe.[00:10:59.766] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename.[00:10:59.793] [00:10:59.823] (2) Install the missing nif and generate LOD again if LOD for this object is desired.[00:10:59.851] [00:10:59.880] [00:10:59.904] [00:10:59.904] Exception in unit userscript line 324: Duplicate FormID [00009389] in file [D0] DynDOLOD.esp[00:10:59.904] [00:10:59.904] Load entire load order in xEdit and check plugins for errors. Fix or remove plugins with errors.[00:10:59.904] If problem persists, post error report with contents of ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod Any ideas? Have followed the guide and cleaned Undeath as per the posted instructions.
  24. Ok, in the process of finalising this latest install (making the merges and all the SkyProc, DynDOLOD work, etc) but wanted to ask if anyone is having the same issue as I am. Over the past couple of iterations, when I play the game, I've run into a Missing Texture issue with the Redguard Knight Armor from Immersive Armors when being worn by female NPCs or as a female player character. I have looked in the Textures folder for Immersive Armors and there is a texture named chainmailf.dds which I presume is the corresponding texture for the rgk_f_1.nif in the Meshes folder (assuming that that is the correct mesh for the female version of the Redguard Knight Armor set). I'm unfamiliar with Nifskope, so wouldn't be able to check if it is correctly pointing to the right texture, as I can think of no other reason for it to be missing in-game. If anyone has experienced this issue, were you able to fix it and, if so, how?
  25. Just an FYI (if not already mentioned) Undeath Classical Lichdom 4.7 Patch For Ordinator has been set to hidden, as the Mod Author is currently updating to 4.8. He's currently taking time to rethink some design choices (a day or two).
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