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Bircangelo

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Everything posted by Bircangelo

  1. Thank you so much paul!You basicly answered every question.However in question 3 what i asked was exactly what you said : '' That's because not always all the esps from a mod folder are in a merge.So when a mod contains for example Main esp + Plugin esp and in the merge guide only you see Plugin esp then the Merge Plugin Standalone copies everything from that mod (all folders) but not the Main esp. So you have to manually copy Main esp to the merged folder and deactivate the original mod.'' This confused me even more!lolol But let me simplicify it: there are 3 mod folders that containing the 4 esps that i require to merge: Bathing in Skyrim (which contains the main.esp and realistic rental room.esp) Followers Only (which contains followers only.esp) CACO Soaps for Bathing in Skyrim (which contains CACO_Bathing in Skyrim.esp) So i go in to merge plugin and merge the 4 esp's without any problem leave the plugin and now im in mod manager looking at my newly created merged folder right? I right click on it and select open in explorer/merge/plugins and i see all 4 esps in it however they are like ''Bathing in Skyrim - Main.esp.merged'' they became .merged files not esps which are basicly 0 kb and i can see the newly created esp as Bathing in Skyrim - Merged.esp when i just select open in explorer. Now my question is , since i can see the main.esp in the open in explorer/merge/plugins as a .merged file(which is exactly this : Bathing in Skyrim - Main.esp.merged) does this mean that the main.esp is included in the newly created Bathing in Skyrim - Merged.esp so that i don't need to copy and paste the original main.esp in Bathing in Skyrim folder? AND this should also answer my second question as well.If the answer is yes the main.esp is included in the newly merged Bathing in Skyrim - Merged.esp file and i DO NOT need to copy paste the main.esp THIS should also mean that i can deactivate the Bathing in Skyrim mod folder in the left pane that includes the main.esp right? I really hope i didn't confuse you more :D
  2. Yeah...well at least im nearly there so please be patient!lol So .... i did read and watch all the guides but since im dumb and all, i need someone to correct me in an absolutely specific way if you have the patience and time, i would be VERY grateful! https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition/Mod_Merging Everything is optimized for the optionals panel(champollion gave me some trouble because i had the 64 bit version but i fixed it) (Question 1)So i start the merge plugin standalone from mod organizer as instructed of course, i check skyrim profile , and the plugin selection window : When i choose only the required eps's to merge, the Ok button is not clickable/grayed out.But when i leave it as the way it is(which is basicly every esp) it works fine except for the long wait time for the program to get ready.So if im doing anything wrong there could you please tell me? Now i need to give you the first one as an example which is : Bathing In Skyrim Files to merge: Bathing in Skyrim - Main.esp (Bathing in Skyrim)Bathing in Skyrim - Followers Only.esp (Bathing in Skyrim)Bathing in Skyrim - Realistic Room Rental.esp (Bathing in Skyrim)CACO_Bathing in Skyrim.esp (CACO Soaps for Bathing in Skyrim)Merge name: ----- Bathing in Skyrim MergedFilename: Bathing in Skyrim - Merged.espLeft pane placement: Directly after Bathing in Skyrim. So i create the merged ----- Bathing in Skyrim Mergedas instructed and leave the merging tool without any errors what so ever!(yay me) i refresh the left panel and see my merged mod shining beatifully. Now on to my REAL question : Left pane placement: Directly after Bathing in Skyrim.i do this but when i need to deactivate the source files i got confused : i deactivate these ones CACO Soaps for Bathing in Skyrimand the one with Followers Only.esp (Question 2) BUT do i need to deactivate Bathing in Skyrim (which has both main.esp and the realistic room rental.esp in it)as well?Since i did merge the Main.esp too...is it necessary for it to stay activated as the master file? Now about to my last(hopefully) question about merging : ''If there are other plugin files in those mods not included the merge they must be manually copied to the new merged mod.'' (Question 3)yep...you lost me there sorry Neovalen!So for example when i enter my newly created merge file ''----Bathing in Skyrim Merged/merge/plugins'' folder via open in explorer i see all the 4 old esps in it, which basicly means there are no other plugin files that i missed.But am i looking at the correct folder to check the missing plugins?Because when i watched Gamerpoets video about this he double clicked the merged folder , opened optional ESP's tab and found the ESP's he just merged in the available ESP's and moved them to the Optional ESP's tab which got me VERY confused...(I know i get confused VERY easily)In Dreadflopp's guide it says : Select the original mod in Mod Organizer. Right click/Open in explorer. Select the plugins you need to copy. Right click/copy Select the new merged mod in Mod Organizer. Right click/Open in explorer. Right click/paste the new plugins into the new merged mod folder. Yep got that part, however i do not understand the concept of copy pasting the esp's(missed???how can it be not included?Like it doesnt allow me to merge that esp or something?)next to the new merged.esp since instead of merging compatible esp's in to one esp, this just makes it merged.esp + 1 extra esp that i could have merged in the first place with the other esp's right?? Well if you read so far i thank you for your patience and sorry about my faulty language(english is not my first language but still no excuse!)
  3. Ok thank you very much again Nebulous!I will mark this as solved and hopefully i won't be asking anymore dumb questions :)
  4. Oh i see thanks so much for the clearification alternity!and thank you as well nebulous! However now im left with another question...sorry In the skyrim revisited legendary edition guide 'dyndolod patches 2.0' is not mentioned but we are installing the mods that those patches are for (e.g. SMIM) at least thats what it says in its nexus site! BUT in the BETA post only Revamped Assets Skyrim is mentioned in 'some assembly' required... So to make it simple for anyone reading this as a follower of the neovalens guide and going to be follower of the darth mathias' SRLE Extended , do i NEED the beta patches file for any mods included in them?
  5. thats WHY im confused because there are no MAIN beta files : there is dyndolod 1.49 MAIN FILE , there is dyndolod 2.07 beta in the OPTIONAL panel and there is dyndolod resources 2.07 beta.... so wait ok i think im starting to understand my idiocy but i want to be sure : is it suggesting that i should IGNORE the dyndolod 1.49 main file? Edit : Because it says REQUIRED near the beta files so my stupid brain thought maybe they are required for the MAIN 1.49 file...
  6. First of all a very BIG THANK YOU to creator of this guide and the step family! Now on to my question : I am using the guide right now and im stuck at one small but HUGE detail because of my idiocy so please help? https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Dynamic_Distant_Objects_LOD_-_DynDOLOD When i get on to nexus link provided i really cant tell which files i need to install?I mean theres Dyndolod 1.49 , 2.07 beta and resources 2.07 beta... I know it is a very stupid question and i would deffinetly won't mind insults towards my intellect but please help?
  7. It looks like it works now!(no idea why though) thanks for the help zilav now i can finally move to step packs!
  8. Thanks again for the reply Zilav. Yeah i already tried that and it worked for that file but afterwards it gave me another error so i decided to delete dyndolod all over again but this time i uninstalled xedit as well and resintalled all of them. Right now it looks like it works just fine however i have my doubts that even if it will install and show no errors when i start a new game it will CTD after ten minutes as well. Do you know anything about this that can help me?
  9. Thanks for the reply Zilav! I already made sure every exe in my skyrim setup is run as administrator(maybe it's a bad thing to do considering i saw some posts saying you shouldn't have) and unfortunatly no other application is running it...honestly it might be some very simple and stupid thing im missing but after 3 days of step im at a dead end and i want to finally be able to have a step experience for the first time myself... Edit : I should also mention that when i checked the aaa document it didn't even created the SKSE folder within maybe there is something in to that? and considering how i installed it the first time without errors but CTD after new game laucnh screen is making me really confused.
  10. Hello to you all, I just started modding my skyrim and used step: extended to the letter. The game worked perfectly when i tested it till i installed the last one : DynDOLOD When i first tried going in a new game (after LOOT of course) it made me wait for 10 minutes in loading screen and crashed to desktop. I uninstalled DynDOLOD in mod organizer and deleted the directories and downloaded again to try it again if i missed anything. After that when i was creating the worlds in Xedit i got this message : Cannot create file "D:\Skyrim\aaa\skse\plugins\StorageUtilData\DynDOLOD_Blackreach_Objects.json". Sistem belirtilen yolu bulamıyor.(System cannot find specified path , its in turkish) BTW aaa is just the folder i created as it specified to use diffrent folder in step. So i searched in the net and i couldn't find anything that looked like this.Oh and i should say that i also unticked birds and flocks from the left pannel in mod organizer and i have the legendary edition. Please help?(The attached file is the bug report) Edit: Sorry forgot to attach the file TES5Edit_bugreport.txt
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