SkoomaDealer Posted July 10, 2017 Posted July 10, 2017 Easy way to know is run LOOT that will tell you if they are still dirty.Oh, they are clean. I guess I can just restore the vanilla ESMs from the archive that I made of the vanilla data folder. OK, so I just want to be sure you are running 2 seperate installs of MO? cos if not you really should be. You really should clean the ESMs otherwise bugs will appear. Personally, I have never actually cleaned my ESMs through MO I know STEP suggests this and that why we do also but I have always cleaned my ESMs right after installing vaniila Skyrim and even before downloading MO that way the ESMs are clean right from the get go (cos why would you even want dirty vaniilia ESMs in the first place). No, I only have one. I think I solved the issue though. Thank you!
cybexgames Posted July 11, 2017 Posted July 11, 2017 (edited) This might be a dumb question but... I am currently working my way thru the guide and I am at the NPC Retextures - Option 1 Vanilla section. I have followed the guide, but when I activate SRLE Extended LOTD - NPC Retextures - Core - Conflict Resolution.esp, I am missing a master, the master is NPC Retextures Merged - Core.esp. I can not seem to find the download on the SRLE Extended Legacy of The Dragonborn Patches page on nexus, am I just going blind or has it been moved somewhere else. EDIT...Found it, it on the Merges page, just there was no reference to it in the guide. EDIT AGAIN..Do I create a separate mod that only has the esp's in, and then create the merge, use the same steps as for Snazzy Furniture. Edited July 11, 2017 by cybexgames
Monobloc Posted July 11, 2017 Posted July 11, 2017 (edited) I have a question, is the moonpath to elsweyr included in LOTD has this included : https://www.nexusmods.com/skyrim/mods/81085/? if not I must say the fake bloom/lights is absolutely awful. Edited July 11, 2017 by Monobloc
DarkladyLexy Posted July 11, 2017 Posted July 11, 2017 I have a question, is the moonpath to elsweyr included in LOTD has this included : https://www.nexusmods.com/skyrim/mods/81085/? if not I must say the fake bloom/lights is absolutely awful.well since i have not as yet got around to playing Moonpath I can't say but I would suspect no but to be sure might be worth to asking on the LOTD mod page.
ram911 Posted July 11, 2017 Posted July 11, 2017 I finally decided to come back to modding Skyrim again after 9 months of playing ESO, and after one week I have made it to the Relinker section of this guide and I am reciving this error message. File "<string>", line 268, in <module> File "c:\miniconda\envs\relinker\lib\encodings\cp437.py", line 19, in encode <class 'UnicodeEncodeError'>: 'charmap' codec can't encode characters in position 16-18: character maps to <undefined> Press Enter to exit... I have read thru the Relinker topics and searched thru this topic for some help and came across this suggestion below.... https://forum.step-project.com/topic/11168-relinker/?p=201045 I followed these instructions and re-ran Relinker (both ver40 and ver44) Relinker finishes with a message of 100% complete no merges found, but when adding back any merged plugin I get the above error once again. does anyone have any suggestions??
Eudeyrn Posted July 11, 2017 Posted July 11, 2017 Relinker finishes with a message of 100% complete no merges found The point of the instructions is to disable all of your merged plugins by removing them from MO's mods folder, then add them back one at a time until you find the one causing the error. If you run Relinker against your entire load order, you have no way of knowing which folder is causing the issue. It sounds like you ran it against your unmerged load order just fine, and it found no merges as expected. Now, if you add a single merge folder back and Relinker throws an error, you should redo that merge and then make sure Relinker succeeds. Repeat with each merge until your mods folder contains all the merges again, then re-enable everything in MO.
Toastedsnow Posted July 12, 2017 Posted July 12, 2017 Had a few questions:1. What exactly is the difference between LOTD and the SRLE by Neovalen? Sure, there's a few mods in one that aren't in the other but as far as "base" game modifications (bugfixes, retextures, etc) are concerned, they appear to be very similar. LOTD just adds more ancillary features such as perks, more spells, quest expansions, and so forth.2. If the above, i.e. both guides are more or less identical with respect to base Skyrim, is true, which guide will yield a more stable platform? I ask because SRLE has not been updated for over a month - not sure how much of an issue that presents.3. How modular is LOTD? Can I leave out some mods and still have a stable game? Some things I wanted to cut were The Ruffled Feather and Cutting Room Floor, among others.4. To build upon the previous, can the weather/lighting/ENB be replaced? More specifically, I would like to use Tetrachromatic ENB instead of Vivid. However, the former expressly advises against using any lighting mods. Similarly, if I wish to use an ENB that makes use of RLO or CoT, will such replacements cause problems with the rest of the guide? What if I use an ENB that specifically angles for vanilla lighting/weather only?5. How script-heavy is LOTD at completion? Can additional script-using mods still be introduced or does LOTD approach the point where more would increase the likelihood of problems?6. SRLE says extract all BSAs. LOTD says keep your hands off some of them, such as the unofficial legendary patch or optimized dlc. Is there a reason for the disparity?
paul666root Posted July 12, 2017 Posted July 12, 2017 (edited) 1. this guide was first made as an expansion of SRLE that's why it's similar but since SRLE is no longer updated for a long time this guide became standalone. 2. this guide contains a lot more than base SRLE as it expands gameplay, visuals and others. It is being updated on a regular basis and lots of people use it. It is very stable and even if some issue appear people in this thread are very very helpfull.3. it is not modular since it contains a large Conflict Resolution at the end. If you want to cut out mods then you need to cut out from the CR aswell the dependancies or make you own CR.4. as i said above if some mods are replaced or cut out you need to modify the CR but yes it is possible if you know how to do it or you want to learn.5. i don't think the scripts are a problem since crash fixes and if you add more mods be aware of your vram.6. this is a topic discussed over and over again... you can do as you want. It does not really matter. Edited July 12, 2017 by paul666root
Nozzer66 Posted July 12, 2017 Posted July 12, 2017 Well said paul. I'd like to add:6) We suggest extracting BSA's cause on several occasions we recommend files be hidden or deleted cause other ones for the same job are better, etc. You cant do that if they're all in BSA's. I've been extracting BSA's since I stated modding and haven't ever had an issue.
teremol Posted July 12, 2017 Posted July 12, 2017 (edited) I've been following this guide to the letter and finally just got to the section of merging. This isn't anything I've ever done before as usually I run with about 100 plugins, so I was wondering if the clever people here would answer some of my questions. The merge guide mentions left pane placement for merges. Does this mean in MO's left pane? In Merge Plugins' options menu there is an option "Copy general assets" under the Integrations tab. Should I have this ticked? Assuming I have it ticked, should I then disable the mods in MO's left pane after creating the merge? Edit: Remembered something else I'm probably being dumb about. I've been leaving the mod priority in MO's left pane alone, should I be organising this beyond what the merge guide suggests or is the order of installation in the guide good enough? Thanks. I'd just go along with what I think is right but I don't want discover I've messed everything up later and have to redo it. Edited July 12, 2017 by teremol
Darth_mathias Posted July 12, 2017 Author Posted July 12, 2017 (edited) I've been following this guide to the letter and finally just got to the section of merging. This isn't anything I've ever done before as usually I run with about 100 plugins, so I was wondering if the clever people here would answer some of my questions. The merge guide mentions left pane placement for merges. Does this mean in MO's left pane? In Merge Plugins' options menu there is an option "Copy general assets" under the Integrations tab. Should I have this ticked? Assuming I have it ticked, should I then disable the mods in MO's left pane after creating the merge? Edit: Remembered something else I'm probably being dumb about. I've been leaving the mod priority in MO's left pane alone, should I be organising this beyond what the merge guide suggests or is the order of installation in the guide good enough? Thanks. I'd just go along with what I think is right but I don't want discover I've messed everything up later and have to redo it.Yes Left Pane Placement is the left-hand side of MO.Yes have "Copy General assets" ticked this will copy all files such a textures, mnehes, soundfile etc. to the new merged mods.Yes once the new merged mod has been created the orginal mods should be deactivated in MO (unless otherwise stated).Follow the placement and mod order the guide states if unsure double check my Modwat.ch Profile https://modwat.ch/u/Darth_mathias Edited July 12, 2017 by Darth_mathias
teremol Posted July 12, 2017 Posted July 12, 2017 Thanks, good to know I've been doing the right thing. Looking forward to getting this pack running, I've discovered so many mods and fixes I never knew existed during my install.
ram911 Posted July 12, 2017 Posted July 12, 2017 Now, if you add a single merge folder back and Relinker throws an error, you should redo that merge and then make sure Relinker succeeds. Repeat with each merge until your mods folder contains all the merges again, then re-enable everything in MO.Thanks for your response Eudeyrn, I agree with you 100% as that is how I interpreted the post. I started that process and after 3 merge rebuilds I noticed Relinker was now working and realized this was unmitigated "OPERATOR ERROR". In an effort to make my load order on the left side of Mod Organizer look pretty I preface all merges with the keyboard symbol Alt-16 (►►►) rather than simple dash marks. For some reason the second Relinker tried to read these symbols I received the error message above. So I moved all merges back to the mods folder and reloaded a back up copy of my profile then made changes to all of the symbols replacing them with dash marks and re ran Relinker with success. Awesome.
Toastedsnow Posted July 12, 2017 Posted July 12, 2017 Well said paul. I'd like to add:6) We suggest extracting BSA's cause on several occasions we recommend files be hidden or deleted cause other ones for the same job are better, etc. You cant do that if they're all in BSA's. I've been extracting BSA's since I stated modding and haven't ever had an issue. So then there isn't any noticeable downside to extracting all BSAs and, depending upon the situation, it's probably more beneficial to do so anyway?With that in mind, in those cases where the LOTD guide indicates that the BSAs should not be extracted (the optimized vanilla textures and USLEEP), it's more of a preference thing than any significant need to keep them packed up?
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