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jdsmith2816

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Everything posted by jdsmith2816

  1. On phone apologies for brevity. Look into immersive sound compendium to load after aid to finish off sfx. It has patches for everything. For music fantasy soundtrack project and combat music is solid. Both are trivial installs
  2. Thanks for the CR suggestions. Please note that for 0001FAE2 you can NOT just let CCF win. That particular field does not follow the rule of one. I'll check to see which patch it was maybe ti was aae. Or maybe I have a corrupt patch lol. In either case I'll check and update. IIRC all you 'need' to CR are the quest and dialogue entries and I think the SRLE Extended guide still covers those. There are other minor things that could be resolved but nothing game breaking. <-- is running CWO
  3. While you're looking at the CR patch... here's a few notes I made earlier today while checking some things. I wasn't sure about the answers so I haven't done naything to them yet in my CR. AAE STRAP -> 00023AB4 ignoring packages from SkyTEST Animals MergedAAE STRAP -> 00023ABF ignoring packages from SkyTEST Animals Merged 000DD64100101580 -> why do we let HLE - SIC control mammoth AI and Stats rather than go with SkyTEST?00101581 000C8912 -> needs cr entry 0004B2D9 -> is it ok that ESFCompanions just wins this? 0001FAE2 -> 3DNPC NAM0 edit ? (-3 to -8 NAM0 Min X) 216600BF -> Verify errors on EITM and KWDA in LOTD Patches MErged... probably carry over ale keywords21600B10 -> 0002065b -> I this should not be resolved.. SCRR is removing those records on purpose to replace them with dumacs.. Also the latest LOTD Patches Merged seems to contain errors; SirJesto may need to rebuild it.
  4. I group my left panel 'sections' by what overwrites what.. alphabetically within those inner groupings. Example: NPC Retextures Section -> a c d | b e f g where the B had to overwrite the D so it was moved down a bit and a new alphabetical listing started... I also prefix all of my mod names int he left with a merge key.. for the hud merge all of my mods are HUD - mod name etc so i just type hud in the little search box and there's all the mods to turn on/off Works well for me but each to his own. Ultimately all that matters is that the right files are overwritten.
  5. Yes, that's what I was looking for. I don't have WB in front of me so I couldn't look it up. Thanks! Also what I meant by usually but not always is that sometimes there may be other CR you need to do on that particular record... Maybe the entry in the CR subguie is merging 3 or 4 plugin conflicts and you're just removing one piece of that merge... You still need to do the rest of it ya know? Also maybe the correct record is actually 2 plugins back in a stack of four and you need to forward it... still the most common situation is you just grab the one the CR patch is directly overwriting. It should be obvious what you need to do based on what you see in xedit and what you read in the CR guide for that record.
  6. I'm not a fan of this method... You only end up removing the overrides that directly reference a formid coming from the master in question. This does nothing for all of the overrides that may be using DATA from that master which you will also no longer need. I've also had this method fail to find everything required to clean the master. The way I suggest removing plugins from the CR is to uncheck the plugin, use Wrye Bash to generate a stub, check the newly generated stub and drag it above CR patch. Load XEdit, right click CR patch, find errors... Use the list of formid's it throws into the Messages tab to lookup the offending record in the CR Patch and remove it. Next pop open the CR subguide... find all entries in the subguide for the plugin you're removing... look up those formids in the CR Patch and copy the correct data (USUALLY but not ALWAYS the record just to the left of the CR record) into your own CR patch. This removes all traces of the plugin from your load order and it means as Darth updates the CR patch you don't have to keep editing it to remove the data over and over as your CR patch will handle it for you. Now clean masters, close xedit, and delete the stub from override. Unfortunately both methods require you to repeat the removal of hard references each time he updates the CR... I don't htink there's any way around that. The second method though always works and makes sure you're not left with weird data for a plugin you don't use in your CR. Finally... the fact that it removed multiple masters just means that the CR patch has changed since he first made it and no longer contains the formids that forced it to have those masters... the cleaned result is fine.
  7. Hey! Sorry for the delay in responding... been busy IRL and what time I've had for Skyrim has been busy putting together a lean but strong loadout based around YASH + LOTD + SMC I want something that has all of the relevant 'fixes' in place to fix broken Skyrim but is VERY... consistent... with itself gameplay wise. If that makes any sense? Anyways... on to your question. Removing the dependency on ELFX is pretty trivial only takes like 10m. Toggle off ELFX, load up WB, right click on the CR patch and choose file -> generate stub for missing masters (paraphrased text...) this'll create a blank .esp for you so you can then... Move the stub above the CR patch, enable it, and load up XEdit. right click on the CR patch and choose check for errors... for each error (last i checked there is only one) copy the formid , paste it into the box at top left, hti enter... it'll take you to the relevant form. Right click on the far right column header (should be the cr patch) choose jump to record... then just delete that record from the CR. Lastly go through the CR guide and find the edits for ELFX... Use the form id's to look the edit up in XEdit and just copy the record BEFORE darth's CR patch as an override into your own CR patch. This means your CR patch will always overwrite that file from now on thus you won't have to keep editing the 20 or whatever edits everytime he pushes out a new CR. Does that help? How are things going nealredding? Do you have a glorious skyrim installation yet? :D
  8. In your experience is the tutorial video mator put up still relevant with the newer versions or is there better documentation/examples elsewhere? It's on my list to figure out how mator smash works this weekend. Crawling through the npc retexture | end game npc overhaul CR by hand almost crushed my soul.
  9. Correct. However even after removing all the conflicting mods you're still gonna have 30+ esp coming from SMC. That's alot of functionality you're missing. Having said that.... the base textures are a solid improvement regardless. :) People like their pretty skyrim? :P Hope you had a nice vacation!
  10. I just checked into this... I think you should add a loot rule guaranteeding better vampires to sort after RaceCompatibilityUSKPOverride.esp Look at https://sites.google.com/site/bettervampires/faq/racecompatibility-mod-and-bv for details
  11. Holy hell Darth, how long did it take you to finish the NPC Retexture | Endgame NPC CR the first time? I swear it feels like i'm never gonna be done lol I wonder if Mator Smash would automate this sort of thing? Does anyone here have much practice with Mator Smash?
  12. Hmm, I don't see a CR entry on 000EAFD5 PlayerVampireQuest between Better Vampires and RaceCompatibilityUSKPOverride Does anything need to happen there?
  13. Coranthir is great I have it installed on a different load out. Such a great mage home. I'm curious, why would a player home affect our overall script load... aren't it's scripts only in effect when interacting with it?
  14. It's more about the retexture and additional bugs and less about the alchemy aspect. I just haven't bothered making a patch. You're free to remove if you like but you'll need to add a different bug texture/mesh replacer.
  15. There's no reason you HAVE to delete/disable if they are showing the silver lightning bolt... but you're more likely to cause weird **** when moving mods around/updating things if you don't have extra stuff floating around. If you are wanting to keep them there for multiple profiles then just disable and then click in the priorty field, type in like... 700... and let it fly to the bottom of your list out of the way. To find conflicting mods click on SMC... the entries that show up in green are being overwritten by SMC and the entries showing up in red are overwriting SMC. From the list of red mods you determine if you installed it as part of smc... if so disable/remove. If not you have to look at it to see how it conflicts... Telvani reborn for instance retextures some DLC assets and heavily conflicts with SMC but SMC has alternative textures picked out so you can just remove it. Some of the UNP armor packs IIRC conflict partially... I noticed a few of them were only conflicting on textures but still providing meshes so I moved them above smc so that smc textures would win out but I'd still get the updated armor meshes. It's just a judgement call really. Your game isn't going to break because you let some other texture/mesh mod override SMC.
  16. I was using northfire before switching to srto mountains. Make sure you have the right version and relevant optionals.
  17. Be careful what you pull out... anything scripted will not merge correctly unless you pull out the scripts as well. If it's not a scripted mod then as far as I know there's no reason you need to do anything other than grab the esp. Same reason the NPC Retexture merge works fine.
  18. Thanks mono. I'll check it out once I have my skyrim install in working order again. Currently in conflict resolution hell heh. Decided to change up alot of installed mods on a second profile for a different sort of playthrough.
  19. No. There is no performance gained from disabling/removing fully overwritten mods. By fully overwritten i mean FULLY.. has to have the little silver lightning bolt flag. I personally don't like the clutter and it leads to less change for mistakes to happen when you move things around in your left pane.
  20. No harm done Matts. I just wanted to make sure that we are in the right frame of mind moving forward. My process was to put every mod SMC asked for into the folder except for BCS, TreasureMaps, PhotoReal, and Smelters. BCS becuase it's in DBM, TreasureMaps because it's already contained in BCS, PhotoReal because I wanted to utilize SRTO Mountains, and Smelters because of SMIM. After combining I copied the whole folder into my SRLE LOTD mods directory, activated it and determined a rough starting location for it. Afterwards I spent 2-3h removing duplicated and conflicting mods from SRLE, moving some conflicting mods ABOVE smc and pulling relevant esp into seperate folders for merging. This has been documented a bit more thoroughly further back in the thread including screenshots. Did that answer your question? If not try to restate it differently as I'm probably not quite understanding what you are asking.
  21. Sweet, hook me up! :)
  22. Oh, I thought you meant that you didn't include ruffled feather in your SMC merge... By all means turn off the stand alone version you might have in MO from SRLE. As for those rocks I'm not sure. I do know that they are properly textured with the correct versions of SMC rock/mountain replacers. To isolate the problem I'd start by clicking the backup button for your mods in both panes. Next disable all mods in the left pane except for vanilla + SMC. Once this is done you should load your save or coc to whiterun and see if the problem persists. This identifies whether the problem is with your SMC combination or some conflict you're having with SRLE mods. Once you've verified whether or not you still have purple textures just click the restore from backup button on both panes. This restores the enabled and sorting state of your mods and plugins.
  23. I just wait on the messages to disappear and then make the save. I don't bother setting up MCM except on a real character. You don't have to disable ruffled feather... SMC will properly pick what it needs out of ruffle feather and what is needed out of photoreal. Just let it do it's job. :) When photoreal is available it skips ruffled feather moss rocks.. you can confirm that by looking at https://bitbucket.org/drigger/smc/raw/cf8e8a960c232ea41878f1d47e1e44efbab2613f/List/SMC.ini search for The Ruffled Feather|092 Moss Rocks and look at the end of the lines... you'll see -Northfire's Photoreal Mountains
  24. I just coc Riverwood from the main menu, wait on MCM messages to stop, and make a save so that I don't have to keep sitting through MCM delay. You can open the console and do the coc command directly from the main menu.. no need to do new game or anything. It'll generate a character for you.
  25. I don't mind helping you resolve whatever problems you're having but you have to accept responsibility for your own actions. I didn't break your skyrim and I certainly didn't force you to go down this path. Now, having said that, how can I help you? I'm not for sure when/if I'll write a SRLE LOTD SMC guide. Right now I'm in the process of retooling my SRLE install to be PerMa based. In the process I'm ripping out some fluff I don't need/want and installing Warzones 2015, Warzones 2015 Assault Attack, and CLARALUX. This takes time. I feel like a guide is worth writing but I'm still stumped by the fact that mods like SRTO are really NEEDED to get the right feel out of it and I can't recommend their acquisition or even tell people where/how to find them.
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