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About Pheyne

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  1. After I start the DynDOLOD Worlds script, I get this in TES5Edit. Is this ok or is something wrong? I am using Vanilla, SFO and Realistic Aspen Trees billboards (in this order) and the installation follows the SR:LE guide.
  2. After full installation I am getting five warnings from LOOT. All dirty plugins. Should any of these be cleaned with TES5Edit? EnhancedLighsandFX.esp ELFX - Exteriors.esp ORM - Arvak.esp Brows.esp Skyrim Immersive Creatures.esp
  3. Yes, plenty. I figured the four files you name in the guide (Vanilla Optimized, Dawnguard Optimized, Hearthfire Optimized, Dragonborn Optimized) are now merged into one and should be loaded after the DLCs, no?
  4. After optimizing all the files in DDSopt, I am left with four folders (mods). According to the guide, they are named HRDLC1, HRDLC2, HRDLC3 and STD. Where should the STD mod (contains the Skyrim - textures.bsa) be loaded? Is the following final load order ok or should I load it before the Unmanaged DLCs? Unmanaged: DawnguardUnmanaged: HearthFiresUnmanaged: DragonbornSTDUnofficial Skyrim Legendary Edition PatchUnmanaged: HighResTexturePack01HRDLC1Unmanaged: HighResTexturePack02HRDLC2 Unmanaged: HighResTexturePack03HRDLC3 Unofficial High Resolution Patch
  5. 0000003C Tamriel > Block 1, -1 > Sub-Block 4, -3 > 0000BC34 DLC1RedwaterDenExterior Conflict Resolution: Use record from Dawnguard.esm. Problem Resolved: Location record from the Dawnguard DLC was not properly forwarded. When you have a conflict like this, is there a difference in accesing the final record (0000BC34) through Skyrim.esm and Dawnguard.esm? Like so: a) Skyrim.esm > Worldspace > 0000003C Tamriel > Block 1, -1 > Sub-Block 4, -3 > 0000BC34 b) Dawnguard.esm > Worldspace > 0000003C Tamriel > Block 1, -1 > Sub-Block 4, -3 > 0000BC34 It seems to me that if I do changes one way, and then check the record in the other, it changes it as well (for example copying as overrite to) but I just want to make sure as this is quite a big deal while dealing with conflicts.. Also, if I just use the FormID to search for the record, it will usually give me the first path.. Thanks.
  6. Sure, do it your way.. But how is your preference any relevant here? I asked about the load order... Plus, I've read some comments that using the pre-made pack can cause issues for some people and in general doing this through DDSopt should just provide the best possible results. And even though it can be tedious, it is actually very easy process. And all the textures that shouldn't be inluded are mentioned in the guide and you deal with them while installing various mods.
  7. Anybody has an idea about the matter above? And one more a little unrelated question. In the SR:LE guide, there is the Optimizing Vanilla section and at the end, there is an example of how the load order should look after going through the process. * Vanilla Optimized* Unmanaged: Dawnguard* Dawnguard Optimized* Unmanaged: Hearthfire* Hearthfire Optimized* Unmanaged: Dragonborn* Dragonborn Optimized* Unmanaged: HighResTexturePack01* HRDLC1 Optimized (Created only if using DDSOpt method.)* Unmanaged: HighResTexturePack02* HRDLC2 Optimized (Created only if using DDSOpt method.)* Unmanaged: HighResTexturePack03* HRDLC3 Optimized (Created only if using DDSOpt method.)* Cleaned Vanilla ESMs* Skyrim Script ExtenderNow there are two ways, either the DDSopt method or downloading the MO ready HD package. I wanted to do it all by myself so I went with DDSopt, but when you are done processing the files in DDSopt, you are left with four folders. Following the DDSopt guide, they are named HRDLC1, HRDLC2, HRDLC3 and STD (this one contains the Skyrim - textures.bsa) and this is not mentioned in the load order anywhere. Same as the Dawnguard/HearFires/Dragonborn - Optimized mods. Those are not part of DDSopt process and. Am I correct to assume the STD replaces all of them (and those four mods are only created by using the second method) or is it something different? If that is the case, should the STD mod be placed under all the "Unmanaged:Dawnguard/HeartFires/Dragonborn" mods? And where in all this should the USLEEP be loaded? Here's my load order, anything that should be changed?
  8. What would be the master in this situation? Should it be the EnhancedLightsandFX.esp? If so, then that is not getting added to the masters in the header of SR Conflict Resolution.. If the master is supposed to be just Cutting Room Floor then that is already in there. And if you mean the FormID 870098A3 then that is something under ELE_Legendary_Lite.esp and is not getting added into the header masters either. Pretty much the only master that gets added by only copying as override to is Skyrim.esm and with merging those changes in the right pane Cutting Room Floor.esp.
  9. I don't feel like that at all. If I spend two days modding and then play the game two weeks straight then it is imo more than worth it. Plus the modding part can be fun, especially if you are trying out new things, figuring out how they work etc. One thing I now for sure is that if you install STEP properly, you should get pretty much no errors whatsoever (apart from some intended/false positive warnings in LOOT). I don't know what mod manager you use, but if you mean business and use Mod Organizer you can use profiles and have both fully modded Skyrim and vanilla Skyrim (and anything in between) accessible at the same time with just two clicks of the mouse.
  10. If you are asking me I did decide to go with SR:LE instead of STEP simply because I always planned to go in that direction. But I did have STEP: Extended fully installed at one point and there is no need to merge anything other than merging plugins during creating the bashed patch with Wrye Bash. The guide doesn't even mention MergePlugin.exe and even if you wanted to merge some mods, I see absolutely no reason to inlude USLEEP.
  11. Oh, for some reason I thought it was referrencing other plugins, not the SR Conflict Resolutin.esp.. Also two more things that are unclear in CR.. 1) When the description says only this: Conflict Resolution: Use record from Dragonborn.esm. Problem Resolved: DATA - Flags from the Dragonborn DLC was not properly forwarded. Should I just copy that to override or do I need to also drag the DATA - Flags from the Dragonborn DLC to the SR CR in the right pane afterwards? 2) Block 2 > Sub-Block 4 > 00071FFE SolitudeJusticiarsHeadquarters > Temporary > 00015F44 Conflict Resolution: Use record from EnhancedLightsandFX.esp then move the XLRL - Location and DATA - Position/Rotation records from Cutting Room Floor.esp. Problem Resolved: Changes from Cutting Room Floor and Enhanced Lights and FX needed to be merged. When I right click 00015F44 and try to copy as override to SR it gives me this error message: "FormID [870098A] references a master which is not available in file [8C] SR Conflict Resolution.esp" After closing the error and doing the same thing again it works just fine. I didn't save as I had no idea if that was supposed to happen. Should I first copy the header (00071FFE) as override to and then do it again with 00015F44?
  12. Just noticed one more thing, this is what you say at the end of Conflict Resolution: Add Bash Tags When leveled lists are fixed manually in the SR Conflict Resolution.esp these changes need to be retained in the Bashed Patch. This requires proper bash tags to be applied to the esp. Following the Bash Tagging Guide to add DELEV and RELEV tags to SR Conflict Resolution.esp. The Bash Tagging Guide says this: Run Wrye Bash. Select the mod file to be tagged. In the bottom right pane labeled "Bash Tags:", right click and apply the tags specified in the guide. Exit Wrye Bash. Where exactly are the tags specified in the guide? Never noticed them anywhere.
  13. Oh I get it. So in this case I first take the XX00130A SteelCuirassAAWhite_AMB, copy it as override into SR CR in the left pane. Then I'll drag the Female World Model into SR CR in the right pane and change the values in the SR CR. Basically whatever edits I do, it is always in the SR CR column. Block 2 > Sub-Block 4 > 00071FFE SolitudeJusticiarsHeadquarters > Temporary > 00036423 Conflict Resolution: Use record from Cutting Room Floor.esp. Here I need to copy as overrite to just the 00036423 or do I need to do anything with the header (00071FFE)? My mod list is full SR:LE minus Falskaar, Wyrmstooth, Campfire, Frostfall, iNeed, Alternate Life Start and The Notice Board (obviously in various installers I never installed anything for those mods and skipped the patches for these mods) up to the Conflict Resolution section :) Load orded https://textuploader.com/5zq68 if it was any use by a chance..
  14. Conflict Resolution: Use record from aMidianBorn_ContentAddon.esp then change the Female World Model > Alternate Texture > 3D Name to "SteelArmor" and the 3D Index to "0". Problem Resolved: Error in the aMidianBorn Content Add-on plugin prevented display of the female steel armor with white fur texture. Here I don't move anything in the right pane, only change names/values, yes? It's not implied that you always move it into the SR Conflict Resolution.esp at the end, is it? Also when I am exiting TES5Edit and it asks me to save other plugins along with SR Conflict Resolution.esp, should I? Or here: Block 0 > Sub-Block 5 > 0003B696 RiftenEsbernsVault Conflict Resolution: Use record from ELE_Legendary_Fs_Wt_Lite.esp then move the DATA - Flags and XCCM - Sky/Weather from Region records from EnhancedLightsandFX.esp.I do not have or want Falskaar/Wyrmstooth but I do havfe ELE_Legendary_Lite.esp and it does contain 0003B696 RiftenEsbernsVault. Is it still safe for me to proceed using the ELE_Legendary_Lite.esp instead? Here it shouldn't be a problem to just edit it, no? Since the name of the plugin is only different because of some installation option. Am I wrong? Should I be skipping anything Falskaar/Wyrmstooth related?
  15. Yes I actually do that, I said that just to indicate it is under that plugin. I attached an image to my last post just in case it wasn't quite clear what I wanted to say.
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