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DarkladyLexy

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Everything posted by DarkladyLexy

  1. can I ask is the zMerge test on the same install of MO as your Merge Plugin build or a totally separate install?
  2. that is a known problem with zMerge: The current Version of zMerge has issue with MCM's. Copy the MCM you need, open the translations file, copy and paste the info from the original mod txt file to the Merges. This should hopefully be fixed in v0.5.4 Example Extended UI: you open extended ui_english.txt (or wherever your language is) and open heads up display merged_english.txt, copy and paste the info from the extended UI txt file to Heads up Display txt file and save. I do actully leave the Heads display mods active so much easier now.
  3. this normally happens due to renumbered formID in the Lexy's LoTD SE OMEGA - Conflict Resolution use xedit and check for errors then fix the ones in spew out. Normally in the tome from of meditation found in one of the container records from Miscellaneous merge. have you made sure on your zMerge profile all mod remain active in the left pane but the esps are moved to optional? that definitely isn't right when in dyndolod you set TreeLod=1 in DynDOLOD_SSE.ini and when you run Dyndolod you ticked the generate Tree LODs?
  4. you haven't done anything silly like not rebuilding all your merges in zMerge? EVERYONE SERIOUSLY TAKE NOTE ALL MEGRES MUST BE REBUILT IN MERGE IN ORDER FOR RELINKER INSIDE ZMERGE TO WORK NO IF OR BUTS OR SHORTCUTS.
  5. MO2 and zEdit shouldn't be anywhere near AppData MO2 would only be there if you ignored me and selected the instance version of Mod Organizer instead of Portable. The zEdit Pachter aren't on the prerequisites page they in the main guide cos you install then the same time you install KYE.
  6. Lexy's LOTD SE OMEGA - Conflict Resolution.esp should definitely not be deactivated by the bash Patch so is wrong there so could be that you are over the 254 plugin limit cos if you are Wrye will deactivate stuff to bring you back under it. Yes, need to run zEdit to create the KYE Armour and enemy plugins.
  7. well, I checked my game it there and then check the Modwat.ch and not that from like November so back then it would have been merged so I have updated it. But in all honesty I don't think a modwat.ch Profile is very helpful as LOOT can provide 2 different load orders even if you the exact some mod installed.
  8. no, you no longer need KYE Patches at all cos the new zEdit Patcher take care of that.
  9. hey guys here is my first monthly update blog of sorts I am going to try and do one these once a month https://www.patreon.com/posts/january-2019-24193142
  10. they are there and no they are not merged not just let LOOT do its thing. 9 time out of 10 this is caused by stunning statues of Skyrim so check that. no cos they merge into the bash Patch (thou I am having a change of mind on this). mmm, I don't get an error try clearing the user meta data for NSUTR and BDS and readding. doesn't matter for Mod Organizer the can be separate.
  11. delete the Merge in zMerge and redo if the problem persist you to talk with Mator.
  12. this I am actually not 100% sure of but as far as I am aware they use the same library so I don't think it matters (in fact either author have confirmed either). I just tended to use whichever one is newer
  13. that OK it took me a few days to get used to the new way as well
  14. no, you do not deactivate the merged mods anymore you instead leave the mods active in the left pane but move the merged ESPs to optional within MO. you can either do tey yourself or use Merge Plugin Hide.
  15. added a link on the merge page to some sexy screenshots on how to create a merge hopefully it will those of you unfamiliar with zMerge
  16. found a quick tutorilaon how to swtup and run zMerge
  17. this is my Modwat.ch profile https://modwat.ch/u/Darkladylexy/plugins
  18. yeah don't do that you only need to select the plugins tab the esps you wnat to merge now
  19. cancel it and close MO the restart MO cos that is not right
  20. no, it wouldn't now it used a zEdit Patcher no, it should definitely not be taking that like for me the animal merge take second. You are using profiles and not trying to do all your merges are once?
  21. Up to you really that all that is is deactivate the Plugin post-merge. It won't affect what we do cos we eventually move the merged esps to optional
  22. nope that is correct you don't merge OMEGA Enai Patch
  23. did you setup your MO Integration setting s properly? Edit: ah sorry I realized I miss a step: Navigate to Merge Settings. Under Merge Output path fill in the file path to where your Mod Organizer 2 mods folder is (this should be located inside the Mod Organizer 2 main folder)
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