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Smokingjoe1982

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Everything posted by Smokingjoe1982

  1. Pretty sure Lexy will mention if this step needs to be done or not. I remember awhile back one mod needed a master changed to an esm, then back to an esp. That step is no longer needed for that mod, or any mod in the guide as far as I am aware, but the warning about it was likely left in as a "future proof" thing I imagine. Just a guess on my part.
  2. Ummm... that mod is already in the guide, and has been in it for a LONG time.
  3. OMG Merge Plugins Hide is so nice! Took me a minute to realize I need to right click on each merge mod in the merge hide box and choose disable to get it to work, but once I figured that out I fell in love! Quick question about zEdit... is there a way to make it stop making a backups folder everytime I run it? The folder keeps appearing in my overwrite folder, but is always empty. Slightly annoying having to constantly delete it, as I hate having anything sitting in my overwrite folder.
  4. That, I believe, is the section of the guide that has all the coloured bars and there tags, i.e. "Core", "Tool", "Optional", etc. It is in the "Getting Started" section, right before the "prerequisites" section of the guide. Assuming you are asking due to ESL being added. It is shown in the legend as having a blue bar. If memory serves me correctly, Lexy mentioned on discord that she forgot to edit that part of the guide when she did the updates, so would be adding/editing it during her next update.
  5. Considering it says on the mod page there is no esp or scripts in the mod, I don't think it has any effect on the Bash/Smash patch as there is no esp for those to detect and roll in. Could be mistaken though.
  6. There is a slight instruction missing in the guide. When you right click on the ESL flag in the file header, you need to choose "Edit". Then you will be able to uncheck "ESL". Maybe Lexy or one of her team members can add "left click on "Edit"" to the instructions?
  7. It seems the latest masterlist revision has rectified this, and USSEP is now being placed right under the High Def Audio mods, with LOTD right under USSEP.
  8. With all the changes happening, I decided a fresh install was in order. Am noticing something odd with LOOT though. It keeps putting USSEP at the bottom of the ESMs, only being above LOTD, but below everything else. If memory serves me, I thought USSEP was always under the UHDAP mods, up near the top of the ESMs. I assume this is a behavior caused by the LOOT update, but am curious if this is safe to ignore, or if there is some way to fix it if it's not ok.
  9. As long as you follow the guide, and don't add anything extra, Lexy and her team sort out all the conflicts for you by the end of the guide. If you add any extra mods over and above the guide, then you would be responsible for the conflict resolution of those mods yourself.
  10. The normal uncapper was NOT removed. The uncapper preset by dreadflopp is what has been taken out of the guide. The uncapper by Dreadflopp used to be installed after the normal uncapper, overwriting it with Dreadflopps preset. There used to be 2 uncapper mods in the guide.
  11. It does actually. Little blue and pink box under the name of the mod that says "BSA Extracted". Can be hard to notice, as I have missed them myself once or twice, but it is there, and that box means you need to extract the bsa. Lexy, may I request a mod to be added since we now have both Zim's Artifacts and Thane Weapons Reborn in the guide? Legacy of the Dragonborn Patch - Zim's Thane Weapon Displays - https://www.nexusmods.com/skyrimspecialedition/mods/18007 Allows the artifacts from both mods to be displayed in the armory next to there respective armor mannequin.
  12. Is it bad that I am more excited for WACCF then I am for OMEGA? Just to bad Forza Horizon 4 is out next week, and I get early access, so that will be taking up my weekend, but at least I can keep Skyrim updated and ready! :D
  13. For some reason placing the items into the respective chest never actually worked for me. Extra materials provided via Hunterborn, and extra edibles from the Forage skill never got taken out of my inventory. I'd place them into the chests, and either come back later or do some crafting before leaving and they would just end up right back in my inventory.
  14. Sad to see Hunterborn go, but at the same time also not to fussed. The extra alchemy mats were nice to for an alchemist play through, but far from needed, and half the food items and alchemy mats weren't getting sorted by the museum auto-sort anyway which grew VERY annoying. After awhile Hunterborn did get tedious.
  15. Moonlight Tales is already part of the guide, and for Vampires Sacrosanct is in it. As for adding others, I am unable to answer.
  16. Just did some light testing to ensure everything is working fine, and to check out DYNDOLOD High preset, and I gotta say know your enemy is going to take some getting used to. Did the Relic Hunter start, using heavy armor and a sword, and got wrecked multiple times by the skeletons at the start. Starting to wonder if my assassin I plan to do will even be viable, but should be interesting, and at times frustrating, to find out!
  17. With xLODGEN being updated, is it worth it to rerun it, or is the beta 22 version of it good enough for now?
  18. Where in the left pane do we place Miscellaneous Merged now? The Merge guide states after Cinematic Dragon Soul absorbtion, but it has now been removed. Also, in the install guide, the Falskaar patches says to tick the wet and cold esp, but there is no wet and cold esp in that installer.
  19. Happy to see CACO is out finally. Yet another mod I am excited to see added to the guide, along with WACCF and OMEGA (although admittedly I am still unsure what exactly it is, but it seems to be really popular), so think I will wait for those to be added. Have Spider-Man on PS4, and Shadow of the Tomb Raider to keep be busy for awhile, and thanks to limited play time with work, they will take me awhile to complete.
  20. I can promise you they are there, as I just did this step a couple hours ago. Not hard to find, so I didn't even bother searching for them, and found them manually, since the only tab to open is the Non-Player Character one.
  21. This error is easily fixed, as it is mentioned in the main guide to remove those 2 tint 51 layers in the kye_srceo_patch.esp after installation. I was debating on just doing this, but decided to wait for official word from Lexy and her team on a course of action before doing anything.
  22. MLU - NPC Retexture Conflict Resolution.esp is showing errors in Merge Plugins. Is it safe to ignore the errors? Merge Plugins gives the following when clicking fix errors Fixing errors in MLU - NPC Retexture Conflict Resolution.esp Unhandled error: NPC_ \ Head Parts \ PNAM - Head Part -> Found a ARMA reference, expected: HDPT Unhandled error: NPC_ \ Head Parts \ PNAM - Head Part -> Found a ARMA reference, expected: HDPT
  23. Shadriss, I had a mini panic attack when I realized I accidentally linked straight to the images for that exact reason, and couldn't edit it due to not noticing it soon enough. I was worried something like that would happen, and I truly am sorry. That was first and foremost my mistake.
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