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SRLE Extended: Legacy of The Dragonborn


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Posted

I had to uninstall the creation kit to reinstall it and it completely deleted Skyrim. I think I may cry.

 

Deleted everything ... TES5Edit, Merge Plugins, the whole nine yards.

 

Damn it! All my hard work with installing this guide is all gone!

 

oh well **** I feel your pain

question.  I'm actually current up to the newest changes in guide and am about 1/2 though a playthrough.  I don't want to monkey with Undeath changes, do u think there's a safe way to just update Legacy to the newest version without starting a new game??

I wouldn't change anything not if your playing.

 

I am just at the Arthmoor's Village section of the SRLE guide and have a qeustion - when loading the Farmhouse Chimneys and it mentions a bunch of these Arthmoor's Village things - but why not the Dragon Bridge?  The village expansion has everything else checked but that.

 

Just curious.

because of the landscape edits from dragons bridge there are a lot and mean lot of annoying clipping grass and it need the CK to fix. So to save my sanity i decided not to use dragons bridge 

 

I have been thinking about replacing the grasses with Veydosebrom - Grasses and Groundcover.

Posted

I have been thinking about replacing the grasses with Veydosebrom - Grasses and Groundcover.

This looks very good, I'll give it a try. Since it's very recent I wonder how Loot will handle it. Any ideas as to where in the load order it should go? Maybe try to make it go in the same position as Verdant?

Posted

This looks very good, I'll give it a try. Since it's very recent I wonder how Loot will handle it. Any ideas as to where in the load order it should go? Maybe try to make it go in the same position as Verdant?

well if you up for a bit of testing what i did was I merged in the tree and flora merge using the following Load Order:

 

fallentreebridges.esp

Unique Flowers & Plants.esp

Veydosebrom - Grasses and Groundcover.esp

SRG Enhanced Trees Activator.esp

Grass Clipping Fix.esp

 

This means that Verdant and also Unique Grasses and Groundcovers - Nature and Landscape Enhancement was removed.

 

Veydosebrom comes with a ini file so what I did was to CUT and PASTE from the original mod into --- Trees and Flora Merged and renamed it to Trees and Flora Merged.ini

 

I did read that verdant can be used to replace vanilla textures not covered by Veydosebrom all you need to do it lose the esp (so what we do for SFO) not tested thou.

Posted

Veydosebrom is nice but I've noticed that it causes more noticeable tiling that I never saw with Verdant or Unbelievable Grass 2

Do you mean terrain texture tiling? Or the clumping of the grass itself? Maybe veydosebrom needs different grass settings than those we use with verdant+unbelievable?

Posted

oh well **** I feel your pain

I wouldn't change anything not if your playing.

 

So, just heard from SirJesto that it would be fine to update LotD without staring a new game, but there are some scripts that I would need to clean.  I've never done any script cleaning before, anyone point me to best instructions for this?

Posted

So, just heard from SirJesto that it would be fine to update LotD without staring a new game, but there are some scripts that I would need to clean.  I've never done any script cleaning before, anyone point me to best instructions for this?

well first you a tool to remove you script try https://www.nexusmods.com/skyrim/mods/76776/? this

 

then follow this https://www.nexusmods.com/skyrim/articles/50442/?

Posted

well first you a tool to remove you script try https://www.nexusmods.com/skyrim/mods/76776/? this

 

then follow this https://www.nexusmods.com/skyrim/articles/50442/?

Last time I try cleaning a scripts ended up with my equipment hud broken because unfortunately some the equipment hud got cleaned even though I don't do anything to equipment hud.

 

Also lexy about falskaar, I've noticed one of the shield from the mod have purple texture because the texture used in the shield points to the wrong folder. It is a simple fix by changing the texture path in xEdit though just an FYI if you encounter things like this.

 

I can't check yet but it is something like TSALGARshield or something like that. Found this bug while I'm play testing and forgot to mentioned it here.

 

Sent from my Nexus 5 using Tapatalk

Posted

Optimized vanilla textures - are these necessary at all? I'm very confused as I don't see how this works without mod organizer. MO has an archive management feature that does away with the need to have dummy plugins in order to load bsa files. But for wrye bash or manual install, when I install the archives there are still no dummy plugins (thankfully, in a way), so I don't see how these bsa's get loaded at all.

Posted

Thx Lex.  So the 2nd link to the cleaning intructions by ICA doesn't say anything about using the script cleaner in your 1st link.  Are you adding that cuz u think it's a better program, or does ICA's cleaning instructions leave this out?

The clean I mention is more up to date and works with the new format from crash fixes. The cleaner Icecreamassasin says to use is old and doesn't work with the new Crash Fixes format. In fact the mod author Save game script cleaner (this one Icecreamasssin  say to use) recommends using the one from my first link (I hope all that made sense).

Posted

Oh well. At least I can do a completely clean rebuild and I had done a backup like 3 weeks ago.

 

Is anyone interested in helping me do/text an alternate NPC/New Armor section? The NPC would be close to vanilla and the armor would be Less sexual female armor/Practical Armor.

Posted

Is anyone interested in helping me do/text an alternate NPC/New Armor section? The NPC would be close to vanilla and the armor would be Less sexual female armor/Practical Armor.

I had mentioned before my take on non-skimpy armors, it's pretty solid but involves bodyslide to convert vanilla armors and clothes to UNP/B or whatever shape you may want. So it's added complexity (but nothing compared to other sections in this guide). As for NPC's, I like Bijn in everything but hairs... But never replaced them because that would have to be done character by character... I wonder, now that there's no esp involved (new version doesn't require all-in-one esp), if I simply deleted the hairs from the mod files, they'd default back to vanilla?

Posted

After much fiddling with armor types and really wasting time looking for a non-skimpy, full armor replacer, I found the simplest solution to be vanilla armor and clothing and... bodyslide ;) For a long time nobody cared to make sliders for vanilla (I even read somewhere that sliders for non-skimpy apparel defeats the purpose... whatever...) but there are now. So the easiest way to maintain coherence over the whole apparel is to load the slider files for vanilla apparel, immersive armors and every armor you add to the game, and just run bodyslide with for UNP or UNPB or whatever custom fit you want. Almost down to a couple of clicks. And yes, there are "UNP family" sliders for all the armors in this guide. Vanilla apparel actually makes a better use of the rustic/AmB textures than most other replacers, in my opinion.

 

Danh... I was too busy playing, sorry for not casting my vote LOL I still won't use undeath and its battery of patches, though ;)

Uh. Missed that and have no idea how that even works. I'd have to try and figure out Bodyslide. Does that get rid of tit cups?

Posted

Uh. Missed that and have no idea how that even works. I'd have to try and figure out Bodyslide. Does that get rid of tit cups?

If you use bodyslide to adjust meshes to UNP/B, it will make armors look more "shapely" than vanilla. But you can use it to fit any armor to any shape, so if you use a flat-chested preset (or make it yourself using the sliders) that's similar in all the rest to your character's mesh, then convert all the armors to that shape, you could in theory get what you want. But I think bodyslide will also fit armor meshes to waist/hips, which might spoil the "practical" look you're pursuing. In that case, the only way seems to be to fetch armors that were originally designed to look that way.

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