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ButchDiavolo

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Everything posted by ButchDiavolo

  1. Oh great... another version. And we'd have to BUY it all over again. Sounds like a good idea to me...
  2. I noticed Address Library AND SKSE64 have had updates for a "GOG version game version 1.6.659)"? Does anyone know what the heck this is? Has Skyrim had another update?
  3. I don't use Arthmoor's Oakwood and Helarchen for this reason. It is nothing but filler. So I would support dropping them both. I have tried Schlitzohr's Oakwood and it looks and works better than Artmoor's version, in my opinion. But that is personal preference I guess.
  4. Racemenu has been updated in a "testing stage". Update is currently only on Patreon. Those not wanting to look for possible adjusted updates, should wait until Racemenu is updated on Nexus.
  5. Fuz Ro D'oh has been updated.
  6. Papyrus Util has been updated.
  7. More Informative Console has been updated.
  8. MCM Helper has been updated for 1.6.629 and 640
  9. Rumor has it ( haven't been able to confirm this though) that another Skyrim update is incoming next week...
  10. I removed the custom rules and now RWT is loaded right áfter ACMoS... Such a massive change *chuckles*... As far as I can see, no patching is needed, since Wrye Bash takes care of that with the bashed patch, which uses RWT2's settings. So all good. Thanks for your answers
  11. I managed to sort it out. It was indeed a rules setting, but a custom rule I forgot to set for the Myrwatch patch *blush* I have RWT2 (and the patches) set with a custom rule as "Worldspace settings" so they load near the bottom (right after ACMoS). Since I forgot to (re)set it for the Myrwatch patch, LOOT gave the cyclic error. Which now begs the question for me, where should RWT2 be sorted? I have (apparently) had that custom rule set up for ages, though I can't remember why. Should I just remove that rule and let LOOT sort it?
  12. Heyas Tech, I am not sure where to post this, but I suddenly get a Cyclic LOOT error involving the RWT2 - Myrwatch patch? I haven't changed anything in my load order, besides re-running DynDOLOD with the latest version. I (tried to) check the error message, but I don't see how there would be a "cyclic interaction" between them? Is this something I should report to the LOOT team or something you need to know? FYI, I don't use the STEP patches, because my setup is STEP 2.1.0+ (= missing some STEP recommendations + non-STEP mods) From the error log:
  13. Hey Tech, I downloaded the latest version or RWT. You mentioned that the Official Patch page is now included in the mod (and so it is!). However, while installing, there was no mention of the Saints&Seducers patch. Is that no longer needed?
  14. One way to speed up the generation, is to make sure all unneeded background programs are turned off. Things like Nvidia Experience should be turned off. Then start DynDOLOD and, well, sit back, grab a coffee, maybe knit a sweater and just let it run. It can take a long time, depending on the settings you use. I remember that sometimes it can appear like it is frozen, but it is still running in the background. If after i.e. 1 hour it still isn't moving forward, then you can assume it has frozen.
  15. *chuckles* Been there, done/doing that. My mod list is in a perpetual state of flux, because I keep finding mods that look interesting, on top of the STEP install. So I am basically having to redo TexGen and DynDOLOD regularly. A rule of thumb that I use (whether correct or not) is that missing texture and mesh errors need to be fixed (unless if you use CACO, that has missing textures from items in its unused in the game test cell); the above mentioned script error for almsivi is "normal); large reference errors can be ignored, though can/will cause flickering in game.
  16. That too is a known error. The property is (apparently) missing from the mentioned script in the Creation. I *think* I read a while ago that someone (USSEP?) has it on their fix list, but I can't be sure. I have yet to delve into the "Ghosts of the Tribunal" CC, so I don't know if it is an issue in game.
  17. While I am (again) not sure if this will fit into the STEP Guide, I thought I'd post this (and some patches already made for it). The blurb pretty much explains what it does. It works with ini files, which lists forms and adds those forms to formlists. If it find multiple entries for the same form, it skips those, so no multiples are added to formlists. I have been using this for a while with the "more plantables" and it works like a charm so far. Recently (today) GroundAura started posting "patches" for multiple mods to be used with FLM. I think this would be a great addition to STEP to resolve patch conflicts and the like.
  18. Discussion topic: More Plants and Recipes SE by MaskedRPGFan Wiki Link More plants and recipes for Hearthfire by Numberland ported to SE, using FormList Manipulator - without scripts or conflicts with other mods. Compatible with everything. ESPFE
  19. Discussion topic: More Plantable Plant for Creation Club by MaskedRPGFan Wiki Link Additional plants to plant from Creation Club Content ingredients: Bittercup, Goblins, Rare Curios, Saints and Seducers, The Cause using FormList Manipulator - without scripts or conflicts with other mods. ESPFE.
  20. Discussion topic: FormList Patch Collection - FLM by GroundAura Wiki Link A collection of FormList Manipulator INIs to make sure the formlist changes from several mods are carried forward. Basically improves compatibility for some of the features of patched mods.
  21. Discussion topic: FormList Manipulator - FLM by MaskedRPGFan Wiki Link SKSE plugin that allows you to add Forms to FormLists at game startup using configuration files In order to reduce the number of conflicts between mods.
  22. Yes, they are "normal", meaning that those mods will throw out "large reference" errors. The mod authors would need to resolve the large references in their mods, but that is highly unlikely to happen. It is safe to ignore those errors. It will/ can cause graphic anomalies in game, however.
  23. Try creating a new bashed patch, not recreating it. Wrye bash saves a copy of the mods used to create the bashed patch. Perhaps you removed a mod from your load order, so WB can't find it? Does the error message specify which file is missing/ changed?
  24. Check the integrity of the game files on Steam. Anything faulty will be redownloaded.
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