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SRLE Extended: Legacy of The Dragonborn


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Posted (edited)

hey guys I am about to get told off by Nozzer and Berndaroy here but I just can't help it all I am going to say is:

 

3 days an Innings and 209 runs VICTORY Against the West Indies :clap: .

Edited by DarkladyLexy
Posted

Hello,

 

I am working through the guide and have two questions regarding this step for the mod "Unique Flowers & Plants":

 

"Then run the Hishy_Remove_LAND_Record script on Unique Flowers & Plants.esp:

Land edits need to be removed:

  1. Open TES5Edit and load only Unique Flowers & Plants.esp
  2. Once loaded Right click and apply script
  3. Locate Hishy_Remove_LAND_Records
  4. From the drop down menu select Unique Flowers & Plants.esp
  5. Press CRTL+S to save
  6. Next we need to Clean the ITMs
  7. Right Click on the esp and Apply Filter for Cleaning and wait until finished processing
  8. Right Click and Select "Remove Identical to Master Records"
  9. Exit and Save."

 

 

After the completion of these steps, a file is sent to the overwrite folder titled "Unique Flowers & Plants.esp.save(timestamp)"

 

1. Do I need this file that generated in the overwrite folder, or is it a backup of the .esp before running the Hishy script?

 

Also, is it ok to merge the ".esp file" mod with the main "Unique Flowers & Plants" mod shown here:

 

  • MAIN FILES - Unique Flowers and Plants 1.3
  • OPTIONAL FILES - esp file - Do not use both esm and esp

 

Or should these be separate mods?

 

Thanks and loving the guide thus far.  Can't wait to play!

-bmccarti

Posted
  On 8/20/2017 at 8:57 AM, bmccarti said:

Hello,

 

I am working through the guide and have two questions regarding this step for the mod "Unique Flowers & Plants":

 

"Then run the Hishy_Remove_LAND_Record script on Unique Flowers & Plants.esp:

Land edits need to be removed:

  1. Open TES5Edit and load only Unique Flowers & Plants.esp
  2. Once loaded Right click and apply script
  3. Locate Hishy_Remove_LAND_Records
  4. From the drop down menu select Unique Flowers & Plants.esp
  5. Press CRTL+S to save
  6. Next we need to Clean the ITMs
  7. Right Click on the esp and Apply Filter for Cleaning and wait until finished processing
  8. Right Click and Select "Remove Identical to Master Records"
  9. Exit and Save."

 

 

After the completion of these steps, a file is sent to the overwrite folder titled "Unique Flowers & Plants.esp.save(timestamp)"

 

1. Do I need this file that generated in the overwrite folder, or is it a backup of the .esp before running the Hishy script?

 

Also, is it ok to merge the ".esp file" mod with the main "Unique Flowers & Plants" mod shown here:

 

  • MAIN FILES - Unique Flowers and Plants 1.3
  • OPTIONAL FILES - esp file - Do not use both esm and esp

 

Or should these be separate mods?

 

Thanks and loving the guide thus far.  Can't wait to play!

-bmccarti

it's be awhile since i have done but if i remember the fiile in the overwrite folder is just a backup and not needed.

 

No don't merge the esp file it needs to be seperate mod cos later you will be merging alot of the esp from that section and all the esp need to seperated so texture and meshes DO NOT merged together. That is explained much further on in the merge plugins section.

  • +1 1
Posted

Hmmmmm! SO MUCH for a hurricane about to be unleashed, upon poor pale eyed boys from northern climes...more like a whimper with tail tucked between the legs, scampering off for the nearest shelter. More like faltered puff of air....Congrats the the English boys they are playing brilliantly at the moment....STILLL there is the small matter of a "LITTLE URN" with burnt ashes to put a spike into the English proceedings... "Any one for tea, i say what, what!" LOL

 

Berndaroy PS it would seem that it was the PUMAS that were laying in wait for an unsuspecting springbok to happen by(rugby championship) tsk tsk.

Posted

I was about to report here a bug I experienced with BadGremlins' mods and their integration with Legacy but instead I posted it on the Legacy forum and the guys quickly pointed me to the right fix. So here it goes, problem and solution: all 4 badgremlins' mods were working fine but the respective displays in the museum were always missing throughout my game. Turns out I had them merged into the bashed patch, not with merge plugins (because I'm a smart ass and thought why should I go through the trouble if wrye bash does its magic for me). But Legacy needs to detect each esp from the supported mods in order to integrate them, or have them pointed to by relinker. Here's where my build differs from most: I used wrye bash, not mod organizer and thus couldn't use relinker. I even discussed relinker here and someone referred that relinker was specifically mentioned regarding the treasure hunt mods. But I ASSUMED that not merging them with merge plugins standalone, instead letting wrye bash do its merger as it does, by default, the link wouldn't be lost... But it's pretty obvious it is lost, so, if anyone is using wb and not mo like me, those mods have to be tagged NOMERGE. You just have to live with the extra esp's because I don't know of any way to run relinker except with mo.

Posted

USLEEP has been updated yesterday to version 3.0.10, should it be safe to use that version instead of 3.0.9? Since I'm making a fresh install and my previous downloaded version was 3.0.8, and since Arthmoor doesn't leave older versions on the nexus, using the latest seems like the best option. Here's the changelog for version 3.0.10, seems extensive compared to previous updates.

 

 

  Reveal hidden contents

 

Posted

Bug Fixes - anything bad to expect if I use version 2 beta 2 instead of 1.0? The mods forum mentions something about horse camera ini settings and I always used to think the camera went too far back, maybe that's what it addresses? Might give it a try.

 

Disable Quick Save - was updated to version 1.0.1 on Jul 16, changelog doesn't seem to do much of a difference but still, is there any reason not to take the update?

Posted

Vigilant - voiced addon has been updated to version 1.13. Can you explain why you recommend using the uncompressed version, is the quality drop very noticeable in the compressed version? Which one is the standard for sound files in other mods?

Posted

@Corros,

 

Just to let you know that I too am have the same issue as you, so you are not on your own.

 

I attempted to troubleshoot this, but have not found an answer.

 

One thing, I used the new Relic Hunter mod, and started as the Guild Master, did not crash until I used the carriage from Whiterun to Solitude, than CTD.

Posted (edited)
  On 8/20/2017 at 9:57 PM, Corros said:

After a whole week of trucking along and getting through the guide I have finally finished...but not really. I have managed to get the game running but only if I disable DynDOLOD from the modlist. The only extra mod I added was Bound Armory for the addition bound weapon spells other wise it was all per the guide with option 2 for NPCs.

 

While going up the stairs of the solitude dock I always crash at the same spot on the top set of stairs, but only when DynDOLOD is active. According to Skyrim Performance Monitor I'm typically at 2300MB VRAM while in the cell then 4300+MB at the Docks. Disabling DynDOLOD drops me down to 4100+MB. I'm not sure If its because I'm hitting the Vram limit or not but I dont understand why I would as i only installed what the guide instructed for graphical mods. I'm curious id that's normalish of if I have messed something up. 

 

https://modwat.ch/u/Corros

 

System Specs:

Windows 10

i7-6700K

EVGA 1080 FTW

16G Ram

dual 1080p 60hz monitors (with just text based websites open on the 2nd screen, no video playing) 

While we have tried our best to keep the VRAM below 4GB for Windows 10 users we actaully do not guarantee this as there are some spots where the VRAM does go over 4GB. As I under it the VRAM issue for Windows 10 users will be done soon anyway.

 

  On 8/21/2017 at 12:54 AM, godescalcus said:

Bug Fixes - anything bad to expect if I use version 2 beta 2 instead of 1.0? The mods forum mentions something about horse camera ini settings and I always used to think the camera went too far back, maybe that's what it addresses? Might give it a try.

 

Disable Quick Save - was updated to version 1.0.1 on Jul 16, changelog doesn't seem to do much of a difference but still, is there any reason not to take the update?

I am still on my vaccation from Skyrim due my chldren being off School for Summer Holidays and house renovations, Nozzer has also just moved house so that why updates ground to a halt. Nozzer is now back and will be on the updates soon.

 

  On 8/21/2017 at 2:45 AM, godescalcus said:

Vigilant - voiced addon has been updated to version 1.13. Can you explain why you recommend using the uncompressed version, is the quality drop very noticeable in the compressed version? Which one is the standard for sound files in other mods?

The Uncompressed version was chosen by our resident Sound Enginner (Darth). Simply he prefers it cos it uses Uncompressed WAV Files. The average User many not notice a difference between the compressed and uncompressed versions but Darth did but then again he is trained. If I remember correctly other mods also use WAV Files.

Edited by DarkladyLexy
Posted (edited)
  On 8/21/2017 at 12:54 AM, godescalcus said:

Bug Fixes - anything bad to expect if I use version 2 beta 2 instead of 1.0? The mods forum mentions something about horse camera ini settings and I always used to think the camera went too far back, maybe that's what it addresses? Might give it a try.

 

Disable Quick Save - was updated to version 1.0.1 on Jul 16, changelog doesn't seem to do much of a difference but still, is there any reason not to take the up

Disable Quick Save update is really useful, you can set the max number of saves and it will automatically delete the oldest one when u save. I have set it to 150 and it helps a lot as I save very often and saves are quite big (already 25mb+ for me).

Edited by Loreth
Posted

I'm sorry for stirring this subject, but I remember at some point all of Arthmoor's mods had a warning about not unpacking their bsa's. Since I've known him to defend leaving bsa's alone in the past, I imagined there was some ongoing discussion with him on this subject. If so, I'm assuming that the outcome was that it's ok to unpack those bsa's since the warning has been removed.

Posted (edited)

If you guys allow me a few lines of "hate speech", I'm hugely frustrated with undeath and the way it's built. The fact that I chose not to kill the priest of Arkay means that I now have THREE bloody quests forever hanging in my journal, "Arkay the Enemy" itself which halts instead of completing, "Lost Knowledge" because I need the damned priest's heart to proceed (which, by the way, I know because I read some spoilers because no clue is given and if you don't get the guy's heart, you'll be wondering forever where the barrow is) and an associated quest in the miscellaneous section that also requires me to find the black book. This is no way to tie things up... I also don't like the way the Lost Knowledge quest is proposed by Neloth but no clue is given as to how to find the book's location, you don't even know it's related to undeath (unless you look for it using xedit). The quest just hangs there until you progess with undeath's main quest line... Or not, in which case you'll be forever wondering where the damned barrow is. Kinda irritating. The reason I post this here is because undeath stands out as less tied up than all other quests included in this guide and given the sheer amount of patches it needs, I wonder if the gameplay and legacy items are worth the bother. At the moment I'm wondering whether to install it or not on my next playthrough. It's true, even the main game has this kind of thing (like you need to kill grelod the kind first, then have a sudden burst of conscience and decide to finish off the dark brotherhood, otherwise you'll have the quest hanging in your journal forever). Still, it's irritating!

Edited by godescalcus
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