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nickrud

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Everything posted by nickrud

  1. I've looked at most of the crash logs that got posted on the mod's site, and couldn't interpret all of them. meh321 said that most simple issues (ones that aren't game engine errors or dll type mods) will have the formid of the offending record at the top of the 'stack'. That's towards the end of the crash log. The top of the stack for my crash had (TESObjectREFR*) [0xC607E091 (Reference)] (BaseForm):[0xC605A55A (Static)] . C605A55A was the formid for a mesh in my merged No Snow on the Roof. I'd unticked the mod in the left pane in error at some point so I crashed when the game tried to load a mesh from that mod. If it's not that simple you can try posting your crash report on the mod.
  2. meh321 has put up a new mod that will definitely help with troubleshooting. I had a similar issue just outside Dawnstar a few days ago - crash approaching from any direction. I installed .NET Script Framework Framework , booted up, headed for the bad area and crashed. I looked at the crash report and the formid with the bad mesh causing the crash was sitting at the top of the stack. 21 minutes from install to fix.
  3. And my final dark face bug was tracked down to downloading but not installing NPC Retexture - Conflict Resolution.esp. The CR 'error' above just seemed to egregious for Lexy to have missed, or users to have missed for so long, so I kept looking. I hope my confessions above help someone else ;)
  4. I also have/had black face bugs on some npcs. Some I tracked down to my error when setting up the Loot rules for NPC Retexture Merge SSE - it was loading before specialeditionfollowers.esp. Jenassa still has a black face though. Her record definition in NPC Retexture Merge.esp is being overwritten by Lexy's LoTD SE OMEGA - Conflict Resolution.esp, which has the specialeditionfollowers.esp perks, etc. but doesn't have the NPC retextures forwarded. There's a few others, like the DB initiates. I double checked I downloaded the latest CR (1.02, Oct 4 per Nexus) and the file inside was dated 9/17.
  5. I finally made it to discord this morning. Wish I had earlier because the FAQ covers that deletion, could have pointed at it. Should have known it was covered.
  6. I am not really ready to really run merges, but I gave this one a shot. I got a lot of errors from things like the USSEP, BSHeartland.esm, 3DNPC.esp, and other masters for this merge. Those errors don't matter because those esms and esps are not going to be added to the merge. You only need to worry about errors in the esps that are going to be added to the merge. I didn't get an error thrown from kye_sreco_patch.esp. If you have a green checkmark next to that mod in merge plugins after checking for errors, which I do, then you did edit it correctly, and your merge will be good. What do you mean by "However, there's errors that pop up during setup that aren't mentioned in the guide" A final edit: I'm on Pacific coast time, and heading for bed soon. I'll check for a reply in about a half hour, otherwise see you in the morning ;)
  7. It just so happens I just a few minutes ago did this. You need to delete the layer that contains that missing value. Select the 'Layer' row right above the 'TINI - Tint Index' row that has '51 <Tint layer index not found ...>' as a value and delete that. Yours was a perfect post for me to quote. This the first time I've run across an instruction from Lexy that's not obvious to the casual observer, and wanted to suggest a change. I've done a lot of these guides, from Oblivion through New Vegas to Skyrim, and this is the second one I've done for Special Edition. The fact that I've gotten this far with only one obscure instruction is just f*n amazing. Thanks Lexy.
  8. There are two types of 'conflicts' that you can have in skyrim. First are 'asset conflicts', like the billboard conflict you're talking about. These are generally meshes and textures (which is what lods are), and are easily seen in the 'conflicts' tab you can see on mods listed on the left pane. These conflicts are handled by moving the mod you want to 'win' below the other mod. As a test, try moving the Orc Strongholds above the DynDOLOD Resources (remember exactly where you move the Orc Strongholds from, cuz you WILL want to put it back!). If you look at the 'conflicts' tab again you'll see that DynDOLOD now wins. So, the reason lexy has you load Orc Strongholds after DynDOLOD Resources is she wants Orc Stronghold LODs to win. Another example is 29.5 [Embers HD]. Lexy wants some of those meshes to win against SMIM and the Particle Patch, but there's some meshes she wants to keep from Revamped Assets. Thats why she has us delete some meshes so Revamped stays the 'winner' for those meshes. (FYI, just in case, meshes and textures make up the objects you see in the game. Very roughly, meshes are the frame for the object and the textures are the skins of the object). The other type of conflict is more complex, and is related to the esps/esms in the right pane. You can see the conflicts there only by running SSEEdit. If you have a CR that lexy made already installed, try this. Run SSEEdit, right click the mod list that opens and then choose 'select none'. Then checkmark the CR and click ok. Once it loads you'll be able to look around the CR esp and see what lexy's done to resolve conflicts. Explaining exactly what you see there isn't trivial ;) That's why, even though I've been modding for years I'm here to leverage someone else's work :)
  9. Heh. My very first post here was solved by extracting a bsa. I'll side with the age excuse.
  10. Sorry, my intent didn't come through. I already knew you would be making changes, I looked at omega and had a good idea of what was changing and am looking forward to it. I've done more than one of these builds, starting with Neovalen's back when, so I'm actually reasonably skilled. I've made my own requiem build from scratch (almost), an MLU build, even skyre. So doing the changes in real time is both a challenge and enjoyable for me. I'm one of those that enjoy the modding game almost as much as the skyrim game. If I mess up I won't hold you responsible in any way :)
  11. I'm both disappointed and excited. Disappointed because I started this build right when you're making fundamental changes to it. Excited because it feels exactly like when I ran a Debian unstable build. Thanks for the high granularity of your edits - it makes it very easy to see what I can work on and what I should wait for, and what I need to revise.
  12. Totally understandable - I'm the 'support guy' in my office. But, anything that keeps them from asking me directly is usually a plus in my life. That said, I'm going back to working on my install. Thanks again.
  13. Idiot checks are always welcome. Sometimes because it's not obvious to the casual observer, like the Havok Fix. Sometimes people need a clue bat. A good example: I know you go through what the labels attached to each mod mean early in the guide. May I suggest another idiot check? Add one to Ask Innkeepers To Show Room SE. Something along the lines of 'This is the first mod with a bsa that needs to be extracted. Did you look at the label above? They are important, you know.'
  14. I really like the looks of this build and look forward to completing it some time in October ;). While working my way through it I've come up with a suggestion and a question. First, you might want to mention on 17.1 [NVIDIA Profile Inspector] that if someone has a monitor that does better than 60hz and they plan on installing 11.3 [(SKSE64) Havok Fix], they may not want to use the frame rate limiter setting. Second, I'm a bit confused about 13.9 [Faster Mining Plus SE]. You say to remove fastermining6-3.esp and add the fixed script from Hazado. I read, some time ago, that the MO2 team decided to stop loading bsas without a matching esp. When I deleted fastermining6-3.esp the fastermining6-3.bsa was disabled on the archives tab and I couldn't enable it. That leads me to believe loading bsas with out esps is still not supported. A cursory google search didn't find any info about bsa loading being re-added. In any case, the loose mineorescript.pex script in Hazado's fix overwrites the one in the bsa. Since that's the only script in the bsa anyway, why not drop the nexus download and just use the fixed scripts alone?
  15. [skyrim Immersive Creatures - Unofficial Patch CCOR version]has been updated - looks mostly like just an addition of a fomod installer.
  16. I think I've found another documentation bug and potentially, depending on how aggressive someone is, a real bug this time. In the Legacy of the Dragonborn Patches merge guide, both DBM_IWIA_Patch.esp and DBM_HeavyArmory+IWIA_Patch.esp are listed as part of the merge. If we follow the guide for [Legacy of The Dragonborn Patch Central] only the latter is installed. If someone is anal like me and pulls the former out of the archive and adds it to the the Patcher mod (and doesn't double check in Tes5edit), then there's going to be duplicates of the activators, some cell edits, globals and more.
  17. Documentation bug report ;) Farmhouse Chimney Merge: Farmhouse Chimneys 2.8 has changed the way it handles Arthmoor's villages. If you select all of them they're rolled into FarmhouseChimneys.esp rather than FarmhouseChimneysLAL+CRF+ArthmoorVillages.esp . The current esp is FarmhouseChimneysLAL+CRF.esp (checked with Tes5edit).
  18. no, the first two need to be 00. The game engine will add the correct load order to the nif file name.
  19. I had that wrong.The folder name needs to be the same as the esp/esm that initially defines the npc. I did a quick check using RS Children and the updated meshes and textures were in <path>skyrim.esm Check to see if the ETAC meshes and textures are in <path>/ECTV Merged.esp
  20. I can see the bug - hands brown, face grey. Grey face bugs are caused by mismatches between the face definition in the last esp defining the npc's face, and the meshes in /meshes/actors/character/facegendata/facegeom/<espname>/<npc formid> and /textures in /textures/actors/character/facegendata/facetint<espname>/<npc formid>. My first guess is that somehow those mesh and texture files didn't get copied correctly during your merge. Edit: updated to clarify the folders should have the same name as the last esp.
  21. I'm also at this point. Any help would be appreciated. Also, a new version of Heavy Armory went up yesterday, 3.2
  22. Heh. Yeah, people that write documentation do expand the definition of 'bug' a bit from what coders would consider to be one. For us, a bug is anything that makes users call support, which is usually us ;)
  23. This I do think is a bug: Your instructions for cleaning SpiceOfLife - Fences-Arthmoor.esp are placed after the Darkwater Crossing installation, but the Arthmoor patch to Fences has both Ivarstead.esp and Karthwasten.esp as additional masters. You can't complete the cleaning until after installing those two mods.
  24. Another old guard scold : Northfire's Mountains and More Shipwrecks are swapped I guess I should have mentioned - that project was Ubuntu's documentation wiki back in the Hoary Hedgehog days - we were paid in kudos!
  25. Yeah, I already knew that - it's why I called it an inconsistency rather than a bug ;) Although, one of my old documentation project managers would have given me a withering side eye if I let that past me when we were struggling to exit beta
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