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SRLE Extended: Legacy of The Dragonborn


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Posted

with low CPUs the loading times increase when everything is unpacked. I now got half unpacked and half packed. I only unpacked those that needed to overwrite with something and those i needed to change things inside the bsas. 

PS i am not using Oldrim i use SSE.

Posted

I've noticed no real major difference between having them packed or unpacked. But as Paul mentions above, YMMV depending on your machine.

 

Some of the ones we suggest you keep packed is because the mod authors have suggested it be kept as such, or an error was encountered when doing so.

 

If you do decide to keep them packed aside from times when we expressly suggest not to, make sure you check the Archives tab in MO and ensure all still packed BSA's are ticked. You really don't want to see what happens if they're not. Trust me, you don't. It's very unpretty. :)

Posted

Hey guys running into a little issue here. I've just finished walking through the guide completely and started up a game. I made the decision to go for camping in the woods for the survival aspect and simply for the fact that i added hunterborn into the mix. But whenever i decide to start the hike towards helgen the game crashes and crash fixes reports:

 

13 Jul 00:42:06 Skyrim has crashed because an object reference with form ID: 0x97869, base form ID: 0xCB007547 and type: 0x22 failed to produce loaded node most likely due to corrupted mesh or other reasons.


I tracked the error form id down and here is a screenshot of what xedit shows me.

 

i googled the error and found that reinstalling the statues of skyrim and redoing the texture moving for no snow under the roof might fix it. Tried that but didn't help crashed near the same spot again with the same error message. i've also done a rerun of dyndolod to see if that fixes it

post-6345-0-43169900-1499900746_thumb.jpg

Posted (edited)

Yes once the new merged mod has been created the orginal mods should be deactivated in MO (unless otherwise stated).

Just my 2¢, Darth, but I've ran into issues a few times in the past with Merge Plugins not copying all the assets properly. The problems seemed to start around the time FO4 support was added to the tool.  I do keep copy assets checked, but I also just move the esps in the original mods to optional, leaving the mods themselves checked.  This way I know for sure there are no missing meshes, textures, etc.

i googled the error and found that reinstalling the statues of skyrim and redoing the texture moving for no snow under the roof might fix it. Tried that but didn't help crashed near the same spot again with the same error message. i've also done a rerun of dyndolod to see if that fixes it

Double check the meshes that you copied from Stunning Statues of Skyrim into the NSUtR folder.  Two common problems are moving the files instead of copying them (the meshes need to be in both places) or naming the new folders in NSUtR folder wrong - it's /statuessnow/ with two s's.

Edited by Eudeyrn
Posted (edited)

with low CPUs the loading times increase when everything is unpacked. I now got half unpacked and half packed. I only unpacked those that needed to overwrite with something and those i needed to change things inside the bsas. 

PS i am not using Oldrim i use SSE.

This might explain the problem I've been having. I have a relatively powerful rig (i5 6600K @ 4.5 GHz, 16 GB ram, GTX 980 Ti) and I even have two Samsung 850 EVO SSDs, with my OS on one and my Steam / modding folder on the other.  Even with that, from the time I launch SKSE from MO, it is over a minute and half until the menu appears and I can load my game.   The same machine loaded the original SRLE profile in under 20 seconds.

Edited by Eudeyrn
Posted

This might explain the problem I've been having. I have a relatively powerful rig (i5 6600K @ 4.5 GHz, 16 GB ram, GTX 980 Ti) and I even have two Samsung 850 EVO SSDs, with my OS on one and my Steam / modding folder on the other.  Even with that, from the time I launch SKSE from MO, it is over a minute and half until the menu appears and I can load my game.   The same machine loaded the original SRLE profile in under 20 seconds.

i was talking about loading times ingame. Starting the game is normal 1-2 minutes with this massive mods collection.

SSE does not have this problem with loading mods at start with many mods. It is very fast (10 secs)

  • +1 1
Posted

There will be an upgrade shortly (ie next day or so) to update all mods with new versions, as well as update RS Children and anything else needing new instructions and merge changes.

Hi all. So Ive come back to Skyrim after a year or so. I had Neovalens guide installed the last time and it was marvelous. So my question is should I wait for the above update to go through or can I start the guide (I just finished the prerequisites page)?

Noticed that Interesting NPCs has a full updated version on their site but not on Nexus for now :)

Posted

Hi again, finished my install, started playing and everything works well. Before I dive into the game and don't see the sun again for a few months would anyone be willing to help me remove the mods that add skimpy armors and naked npcs/corpses? They're not really to my tastes and I'm not sure what mods add them and how I would go about removing them without breaking everything. I'm using Option 1 of the NPC Retextures and I've not removed any other mods in the guide if that helps.

Posted (edited)

Hi all. So Ive come back to Skyrim after a year or so. I had Neovalens guide installed the last time and it was marvelous. So my question is should I wait for the above update to go through or can I start the guide (I just finished the prerequisites page)?

Noticed that Interesting NPCs has a full updated version on their site but not on Nexus for now :)

 

you can start now there some updates coming when Nozzer is ready but these are much lower down.

 

Hi again, finished my install, started playing and everything works well. Before I dive into the game and don't see the sun again for a few months would anyone be willing to help me remove the mods that add skimpy armors and naked npcs/corpses? They're not really to my tastes and I'm not sure what mods add them and how I would go about removing them without breaking everything. I'm using Option 1 of the NPC Retextures and I've not removed any other mods in the guide if that helps.

mmmm since i don't use Windsong I am not 100% sure about this plus i can't check for myself but does the Windsong fomod under the body section have a nevernude Option? if it does select that.

 

Also there should be any overly skimpy armours in the guide anymore since I made Darth get rid of them ages ago.

Edited by DarkladyLexy
Posted

you can start now there so updates coming when Nozzer is really but these are much lower down.

 

mmmm since i don't use Windsong I am 100% sure this plus i can't check for myslef but does the Windsong fomod under the body section have a nevernude Option? if it does select that.

Unfortunately I couldn't find an option like that neither in the fomod installer or the page for Windsong itself. It has a vanilla body option but I don't know if that would break the conflict resolution for option 1. I think TMB Vanilla Armors does the skimpy armors, so would break anything if I removed that? I guess there's not too much harm in giving it a go as I can always revert it. I'll report back if my game breaks horribly.

Posted

Unfortunately I couldn't find an option like that neither in the fomod installer or the page for Windsong itself. It has a vanilla body option but I don't know if that would break the conflict resolution for option 1. I think TMB Vanilla Armors does the skimpy armors, so would break anything if I removed that? I guess there's not too much harm in giving it a go as I can always revert it. I'll report back if my game breaks horribly.

i don't think it would since the body is only meshes. Ah yes there are some Skimpy hide and fur armours from TMB Vanillia armours I was going to make Darth get rid of those but he won the arugment to keep them.

you can keep TMB vanillia armours and remove the Skmpy meshes you don't like but i am unsure which once those would be sorry I couldn't be more help.

Posted

i don't think it would since the body is only meshes. Ah yes there are some Skimpy hide and fur armours from TMB Vanillia armours I was going to make Darth get rid of those but he won the arugment to keep them.

you can keep TMB vanillia armours and remove the Skmpy meshes you don't like but i am unsure which once those would be sorry I couldn't be more help.

I went with WCSO Vanilla and removed TMB since as I understand it's meant for UNP which I no longer use. Redid the merged patch, rebuilt my bash patch as well just in case and so far my game hasn't broken or done something bizarre. Thanks for the help.

Posted (edited)

Just my 2¢, Darth, but I've ran into issues a few times in the past with Merge Plugins not copying all the assets properly. The problems seemed to start around the time FO4 support was added to the tool.  I do keep copy assets checked, but I also just move the esps in the original mods to optional, leaving the mods themselves checked.  This way I know for sure there are no missing meshes, textures, etc.

Double check the meshes that you copied from Stunning Statues of Skyrim into the NSUtR folder.  Two common problems are moving the files instead of copying them (the meshes need to be in both places) or naming the new folders in NSUtR folder wrong - it's /statuessnow/ with two s's.

That is what i thought aswell so i tried that and it didn't fix the problem. Just did a coc winterholdcollegeexterior to see if i would crash there aswell to verify if the statues are the issue. but it isn't the statues at all that are causing problems. it is this

"PROMETHEUS\Architecture\AncientNordSnow\towers\nortowerruins01_Snow.nif" <<< Near Helgen

"PROMETHEUS\Architecture\farmhousesnow\Walkways\walkwaystairs1_Snow_Heavy.nif" <<< at the college grounds

 

EDIT!!

 

It appears that there have been issues running dyndolod. i have a bunch of errors stating missing model in relation to the no snow merged patch. I didn''t see those last time as i would start it while making dinner or doingg something else. Ill rerun dyndolod to see if that fixes the issue

Edited by crazyjoery
Posted

Just my 2¢, Darth, but I've ran into issues a few times in the past with Merge Plugins not copying all the assets properly.

This only happens if you have an esp overwrite in a later mod. 

 

Mod Folder 1: Contents + modname.esp

Mod Folder 2: modname.esp

 

Copy assets will only grab the contents of the folder containing the esp actually being loaded.  In this case all of the contents of Mod FOlder 1 will be "missing" if you deactivate the folder after merging.

 

The proper procedure is to merge all updates/replacers into the original mod folder rather than keeping them as seperate mods in the left pane.

Posted

 

The proper procedure is to merge all updates/replacers into the original mod folder rather than keeping them as seperate mods in the left pane.

That may have been the problem, I don't recall how I did it last time I went through the guide 6-8 months ago.  The most recent time I started from scratch, I had no duplicate .esps in my load order, but I was already under the impression copy assets was troublesome, so I just used the optional feature for .esps.  I think either way it's functionally equivalent, the way the mods and merges are arranged in the left pane means that there's no mesh/texture conflicts that aren't winning out properly.

i was talking about loading times ingame. Starting the game is normal 1-2 minutes with this massive mods collection.

SSE does not have this problem with loading mods at start with many mods. It is very fast (10 secs)

Thanks Paul, glad to know it's normal for Oldrim and not an issue on my end.  I've not given SSE a try, was originally holding out for SKSE64.  Starting to look like that not might happen in my lifetime, so I may look into the thread you started with SSE suggestions.  I'm quite comfortable with CR and troubleshooting, so after my in-progress playthrough is complete it might be fun to play around without a step-by-step guide.

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