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Pheyne

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Everything posted by Pheyne

  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.
  16. One more, hopefully last, thing. Regarding the conlflicts resolutions.. I think I now what I need to do, but better safe than sorry so here we go. I'll use the first conflict from the guiide... Armor 0403C819 DLC2SkaalClothesChild Conflict Resolution: Use record from Clothing & Clutter Fixes.esp then move the RNAM - Race from RSChildren_CompleteUSKP.esp. Problem Resolved: Changes from Clothing and Clutter Fixes and RS Children Overhaul needed to be merged. Now what I do is look up 0403C819 DLC2SkaalClothesChild in the left pane under Clothing & Clutter Fixes.esp. Right click it (still in the left pane) and select "Copy as Override to" and put it inside SR Conflict Resolution.esp. Then I look in the right pane and in the RSChildren_CompleteUSKP.esp column I find the RNAM - Race. I'll drag this to the right, into the SR Conflict Resolution. esp and I can move onto the next conflict. Anything wrong with this or something I should now?
  17. Yes, that is what I meant. Thanks;)
  18. Okey. So just to be clear, using the example from before. First I'll merge the following mods. ClimatesOfTamriel-Dawnguard-Patch.esp (Project Reality - Climates Of Tamriel)ClimatesOfTamriel-Dragonborn-Patch.esp (Project Reality - Climates Of Tamriel)ClimatesOfTamriel Falskaar.esp (Falskaar - Climates of Tamriel Patch)MintyLightningMod_COT_Patch.esp (Lightning During Thunder Storms - Climates of Tamriel Patch)Then I will place the Climates of Tamriel Merged at the end of Weather Section and disable Climates of Tamriel and Lightning During Thunder Storms mods. I will manually move the ClimatesOfTamriel.esp into the merged mod (since its not included in the original merge) and activate it. Done?
  19. Got it. Also, in the opening Plugin Selection window after choosing SkyrimProfile in Plugin Merge Standalone, is there some correct way what plugins to load? Is it enough to select all the ones you want to merge and then check all the required ones (bright red ones) so the window lets you click OK? Or should I check the dark reds as well?
  20. I've recently started using Mod Plugin Standalone. Neovalen is using it in his SR:LE and this is the description what should one do after creating the merge: "Uncheck the source mods in the left pane of Mod Organizer as they are now included in the new mod folder. If there are other plugin files in those mods not included the merge they must be manually copied to the new merged mod." Isn't that a little odd? Why would you uncheck the mods in the left pane? They often provide more than just the plugins, don't they? I can see why would you then wanted to manually move all the plugins not included in your merge inside but again, wouldn't it be just better to move all the plugins that are used in the new merge in the Optional ESPs in MO and deactivate them this way? Now you shouldn't have to manually transfer anything, no? Also, is it necessary to load the new merge after all the mods it includes in the left pane? One example from SR:LE page is this: Files to merge: ClimatesOfTamriel-Dawnguard-Patch.esp (Project Reality - Climates Of Tamriel)ClimatesOfTamriel-Dragonborn-Patch.esp (Project Reality - Climates Of Tamriel)ClimatesOfTamriel Falskaar.esp (Falskaar - Climates of Tamriel Patch)MintyLightningMod_COT_Patch.esp (Lightning During Thunder Storms - Climates of Tamriel Patch)Left pane placement: Bottom of Weather Systems section. The bottom of weather system is higher in mod orded than Lightning During Thunder Storms - CoT Patch which is furter down the line in the guide and as a result the merge would be loaded after CoT but before Lightning During Thunder Storms. Is that not a problem?
  21. Thought so.. I'll look into creating the custom patch, but isn't that basicly what merged patch is already doing? Going back to SF+SM, you said I can leave it out, did you mean the whole mod or should I just disable the plugin? https://wiki.step-project.com/Basics_of_Resolving_Conflicts Is it enought to follow this guide? Ater S.T.E.P. installation, there are plenty of conflicts but those don't need any special care so how can you tell which ones actually need adressing?
  22. Thank you for taking the time to do this. As for the "custom patching in TES5Edit".. All I've ever done in that program was cleaning and applying some scripts (and merging patches but in WB is used for that in S.T.E.P.) so will I need to do anything extra? And what mods are making it necessary to reinstall DynDOLOD here?
  23. Looking forward to it and thanks in advance. I'll one more simple question in the meantime. With MO and profiles.. I have created a copy of S.T.E.P. Extended that I want to try mod a bit more but I noticed that when I switch to the copy of the profile some conflicts appear that are not present in the original profile. To give an example, the mod Cutting Room Floor has no conflicts shown (left pane of MO) in my main profile, then I switch and is suddenly overwriting several files from USLEEP and is being overwritten by some files from The Choice Is Yours and SkyFalls + SkyMills at the same time. I thought it was something like hidden files from the original profile, that the hidden status doesn't transfer but I've checket that and it is not the case. So what are all the things I should be looking out for when switching profiles? Is there something that doesn't save?
  24. Why on Earth would you ask this in my topic? But yes, you should be just fine with an older version of ENB... Can somebody delete this please?
  25. I believe I can manage with some of the less complex mods but I would really apreciate some input about the stuff I mentioned at the begining of my first post. Especially all the mods that require some different settings in the FOMOD installers of some S.T.E.P. mods. For example with W.A.T.E.R., there is an option for it in SkyFalls and SkyMills installer but it was left unchecked in S.T.E.P., because it uses RWT. Since I haven't got full understanding of how S.T.E.P. patches (Compilation) work, I don't know if I can modify this and not break something by doing it. And I would need to shine some light on that ENB matter as well.
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