berndaroy Posted September 2, 2017 Posted September 2, 2017 (edited) Lexy or Nozzer hi! So awhile back you made adjustments to the CR due to problems reported about dragon masks not fitting/showing on a player if equipped. I've just finished Konahrik's Accoutrements - Dragon priest mod, and cleaned robes of curses, made replicas of masks and placed them on mannequins in the Dragon hall. However 8 of the mannequins refuse to show the masks whilst the rest do. The eight are.....Heninorraak, Morokei, Otar, Rahgot, Vahlok, Vokun. Volsung, and Vahkriin( sorry if spelling mistakes). I tried them on my other house mod thinking it may be the mannequins in Dragon hall, but the same results. So which records do i need to look at to forward or adjust in the CR to fix this...or am i going about this wrong. Appreciate any help/pointers Berndaroy Edited September 2, 2017 by berndaroy
Monobloc Posted September 2, 2017 Posted September 2, 2017 (edited) it wasn't in the CR, it's the Undeath imp helm legend Patch that has been updated. in my game rahgot displayed correctly on mannequins. if you did run the bashed patch after updating it you shouldn't have this issue Edited September 2, 2017 by Monobloc
reddvilzz Posted September 2, 2017 Posted September 2, 2017 May I know what's changed in the 1.35 CR? I'm maintaining my modified LotD so it's quite complicated if I just update the CR and checks it manually. Sent from my Nexus 5 using Tapatalk
Monobloc Posted September 2, 2017 Posted September 2, 2017 May I know what's changed in the 1.35 CR? I'm maintaining my modified LotD so it's quite complicated if I just update the CR and checks it manually. Sent from my Nexus 5 using TapatalkYou can download the cr, rename it, load it after yours and check whatever is different ? I think I used to do that. On another note, Nozzer, if for whichever reason you decide to keep sfo 1.91 for the expanded diversity, don't forget about the lods thingy from the custom placed trees megapatch, personally it bothers me when I don't have the appropriate lods for trees and they just pop in, but that's as you like.
berndaroy Posted September 2, 2017 Posted September 2, 2017 Monobloc thank you for the answer. I haven't updated for a little while and might have missed the undeath update. You only mention Rahgot...i assume it applies to all Dragonborn priest masks? Berndaroy
Monobloc Posted September 2, 2017 Posted September 2, 2017 Hmm I might have mixed things up tho, the masks are working on your character right ? do you play a beast race ?
berndaroy Posted September 2, 2017 Posted September 2, 2017 (edited) Monobloc hi! I have not tested it on my character...never had any interest to do so...prefer to play without head gear. No never ever played as a beast race. I looked in xedit LOTD, CR, Kon/acc and ich helm/patch, and the only thing i can see, bearing in mind I'm not good with it, is head 30 record in LOTD not carried over into ich helms or CR. Not sure if it relevant, any way taken the plunge to rebuild, fresh install of Skyrim to update to LOTD v19 seems to have stabilized. Out of curiosity i have win8.1 64 bit, to play SSE do i need to upgrade dx drive to 11(i think its 11), as LOTD has beta version to work with SSE, but i see win 10 uses higher dx drive with SSE Berndaroy PS Ignore last comment..checked my system what version dx i had and requirements needed for SSE...age showing it ugly face again Edited September 2, 2017 by berndaroy
Monobloc Posted September 2, 2017 Posted September 2, 2017 you should try to equip it, if you have the bald head bug, it's indeed the undeath ICH patch not updated and/or bashed not rerun after that. To play SSE you don't need to upgrade your OS, you could do it for better comfort however, but windows 7 already handles direct x 11 so anything afterwards is fine as well.
reddvilzz Posted September 3, 2017 Posted September 3, 2017 (edited) You can download the cr, rename it, load it after yours and check whatever is different ? I think I used to do that. On another note, Nozzer, if for whichever reason you decide to keep sfo 1.91 for the expanded diversity, don't forget about the lods thingy from the custom placed trees megapatch, personally it bothers me when I don't have the appropriate lods for trees and they just pop in, but that's as you like.Yes I can but that would be painful to check with the amount of CR made, but looks like the CR isn't updated? Because the latest version still from 7 July. Edited September 3, 2017 by reddvilzz
bmccarti Posted September 3, 2017 Posted September 3, 2017 If I change the body type for my character and for npcs to something other than unpb (such as Uunp with bodyslide), do I need to rerun fnis, asis, and dual sheath redux? What about wrye bash? Thanks-bmccarti
Echosong434 Posted September 3, 2017 Posted September 3, 2017 Hello! So I've been going through this guide diligently and have run into few problems, but I'm having trouble at this portion under Enhanced Lights and FX; Post Installation: The CWIELnFXPatch.esp installed earlier needs to be made compatible with the latest version of ELFX by doing the following:Open TES5Edit and load ONLY CWIELnFXPatch.esp. Navigate to CWIELnFXPatch.esp\ CELL \ Block 4\ Sub-Block 5 \ 000CAB92 <WinterholdCollegeArchMageQuarters> \ Temporary\ 0403D42F <FarmInteriorLight01>. Right Click and Select Change FormID. Enter xx1670C3 into the box (xx refers to the same number as EnhancedLightsandFX.esp replace the xx part with these 2 number). Close TES5Edit and save changes.JUST REMEMBER THE FORMID'S CHANGE NEED TO BASICALLY POINT TO EnhancedLightsandFX.esp IF IT JUST GREEN YOU'RE GOOD TO GO. When I go to load the plugin within TES5Edit this error message pops up and the plugin doesn't load. TESEdit 3.2An error occurred while loading modules. Editing is Disabled.Check the message log and correct the error.When I check the message log as instructed I receive this; Background Loader: Fatal: <Exception: "CWIELnFXPatch.esp" requires master "EnhancedLightsandFX.esp" to be loaded before it.>Any idea on what I should do to fix it? :(
Echosong434 Posted September 3, 2017 Posted September 3, 2017 I'd also like to know if I'd be safe in adding these three mods to my load order and how/where; Illustrious HDT Cloaks of Skyrim, HDT Equipment, and KS Hairdos - HDT Physics
reddvilzz Posted September 3, 2017 Posted September 3, 2017 (edited) If I change the body type for my character and for npcs to something other than unpb (such as Uunp with bodyslide), do I need to rerun fnis, asis, and dual sheath redux? What about wrye bash? Thanks-bmccartiYou shouldn't really needed to rerun everything IMO, but if you add a couple of UUNP armors then you might need to rerun bash and dsr if they have patch for DSR and/or have leveled lists. But by changing the body only you don't need to rerun everything because the body mod usually don't have anything related to animation (fnis), npcs (asis), weapons (dsr) and leveled list (bash) I might be wrong, but if you want to be 100%/ have OCD about it, sure just rerun everything.I'd also like to know if I'd be safe in adding these three mods to my load order and how/where; Illustrious HDT Cloaks of Skyrim, HDT Equipment, and KS Hairdos - HDT PhysicsShould be fine, in my LO I separated my extra mods with (++) sign and just put it where it fits in the categories from the guide so I know when there's problem after I add those mods I can easily disable my extra mods first. About your xEdit, I think that errors have something to do with the load order, where certain mods have to be loaded first before it can be loaded. Sent from my Nexus 5 using Tapatalk Edited September 3, 2017 by reddvilzz 1
Echosong434 Posted September 3, 2017 Posted September 3, 2017 You shouldn't really needed to rerun everything IMO, but if you add a couple of UUNP armors then you might need to rerun bash and dsr if they have patch for DSR and/or have leveled lists. But by changing the body only you don't need to rerun everything because the body mod usually don't have anything related to animation (fnis), npcs (asis), weapons (dsr) and leveled list (bash) I might be wrong, but if you want to be 100%/ have OCD about it, sure just rerun everything.Should be fine, in my LO I separated my extra mods with (++) sign and just put it where it fits in the categories from the guide so I know when there's problem after I add those mods I can easily disable my extra mods first. About your xEdit, I think that errors have something to do with the load order, where certain mods have to be loaded first before it can be loaded. Sent from my Nexus 5 using TapatalkOh my goodness yes! How did I not think of that? I'm able to access it in TES5Edit now and I successfully changed the formid as the guide said. Now only the last few steps in total! I'll try adding the few extra additions I have after seeing that everything worked in base, but tagging them with the ++ is a good idea. I've been working on this off and on for about 4 days now, download and setting up, so I really hope it works first try haha. Thank you for your help!
Nozzer66 Posted September 3, 2017 Posted September 3, 2017 Hello! So I've been going through this guide diligently and have run into few problems, but I'm having trouble at this portion under Enhanced Lights and FX; Post Installation: The CWIELnFXPatch.esp installed earlier needs to be made compatible with the latest version of ELFX by doing the following:Open TES5Edit and load ONLY CWIELnFXPatch.esp. Navigate to CWIELnFXPatch.esp\ CELL \ Block 4\ Sub-Block 5 \ 000CAB92 <WinterholdCollegeArchMageQuarters> \ Temporary\ 0403D42F <FarmInteriorLight01>. Right Click and Select Change FormID. Enter xx1670C3 into the box (xx refers to the same number as EnhancedLightsandFX.esp replace the xx part with these 2 number). Close TES5Edit and save changes.JUST REMEMBER THE FORMID'S CHANGE NEED TO BASICALLY POINT TO EnhancedLightsandFX.esp IF IT JUST GREEN YOU'RE GOOD TO GO. When I go to load the plugin within TES5Edit this error message pops up and the plugin doesn't load. TESEdit 3.2 An error occurred while loading modules. Editing is Disabled.Check the message log and correct the error. When I check the message log as instructed I receive this; Background Loader: Fatal: <Exception: "CWIELnFXPatch.esp" requires master "EnhancedLightsandFX.esp" to be loaded before it.>Any idea on what I should do to fix it? :(Exactly what it says. Change the order of the files so EnhancedLightsandFX.esp is before the patch. You can do that manuall by just drag and drop for the purposes of that fix, or doing a LOOT run would fix it too.May I know what's changed in the 1.35 CR? I'm maintaining my modified LotD so it's quite complicated if I just update the CR and checks it manually. Sent from my Nexus 5 using TapatalkTo be honest you're going to have to ask Lexy. I've not caught up to find out just yet.
Recommended Posts