DarkladyLexy Posted November 4, 2017 Posted November 4, 2017 Also it looks like the "The Ordinary Women - USLEEP.esp" plugin required by the [sRLE Extended LOTD - NPC Retexture Merged] plugin isn't listed anywhere in the SRLE guide - maybe add https://www.nexusmods.com/skyrim/mods/79112/? somewhere in that section, and remind users to delete the esp after installing.no it is already included in the Merge and thus a separate mod is not needed that is only there for those that for some reason don't want to use all the mods and thus need to create there own merge.If I want the "Domestic" version of SkyTEST, since the .esms are named the same, can I just delete the .esm in the original file, and cut+paste the "Domestic" .esm into the original mod's folder? Does the meta.ini from the domestic version matter?again it doesn't matter if you install as it own mod or copy and paste into the orginal. if own mod it will overwrite the the original in the Left pane anyway that the beauty and power of MO. the Meta.ini file isn't needed that auto created by MO i just forgot to delete when i last updated that mod. Also alphakey the Modwat.ch Profile isn't there to be religiously followed it there more as a reference to see what i did. Also the reason why some optional mod are merged and some aren't come back to the fact that our own setup was put together y both me and Darth (my Husband). He has the habit of merging optionals while I don't. few more thing i noted the ++++mod name++++ are actually my way of creating header in Mod Organizer they basically just empty folders.Also with regarding Majestic Mountains - Darkside LOD Pack I actually suggest you merge that with the original cos of what happens in the "Merge Plugins Standalone" Section later on.I thought that was kind of obvious but I make a note of that.
Nozzer66 Posted November 4, 2017 Posted November 4, 2017 As a general point: If you want to merge ALL of the files for one mod into one folder on the left hand pane, feel free. Nothing specifically stopping you. If you don't want to and want every single file for a mod installed as a discrete folder on the left hand pane that's also fine. Doing it the first way means a smaller list on the left pane, less clutter. Doing it the other way means you can individually control each fine, which may be more helpful in fault finding etc. The suggestions made in the guide are just that, suggestions. It's what WE think is the best way of doing things. Note 'suggestion' it's not a hard rule that it be done that way. If you're having issues understanding all this, might I suggest looking up Gopher's videos on Mod Organizer on You Tube.
berndaroy Posted November 4, 2017 Posted November 4, 2017 (edited) If I'm reading correctly "The Ordinary Women - USLEEP.esp" is not required here, as Darth has already merged it into the SRLE Extened LOTD - NPC Retexture merge: As i understand from the guide under the former mod installation....Mod notes: This mod merges together all the NPC Retexture mods used in this section.Please note the merged patch contains the following espsNPC_Overhaul_V_3_.esp (USLEEP Version From Endgame overhaul)Men of Winter.espMen of Winter - Compatibility Patch.espFHH_LEGENDARY_VE_USLEEP.esp (SkySkins Version)The Ordinary Women.espThe Ordinary Women - USLEEP.espFollowerCynthia_asElisif.espBijinAIO-2016_3.1.1_SV.espSorry my bad did not read the last page and already answered by sweet Lady Lexy Edited November 4, 2017 by berndaroy
AyaJulia Posted November 4, 2017 Posted November 4, 2017 If I may make a suggestion for the guide. In the prerequisite section, there's a bit about configuring your .ini file to disable autosave on wait/travel/rest. And there's a mod in the main guide to disable quicksave and force it to create a new manual save instead. I found myself thinking "well, that just looks like the guide author's personal preference; I don't want my saves to behave that way" and intentionally chose not to follow that advice. Later, when I was researching why my quicksaves were taking up to 2-3 minutes to create, I found out this is why the guide had the recommendations it did. That it was an issue with overwriting save files when using a skeleton mod, and that disabling auto/quick saves was the commonly accepted workaround. My suggestion is just to toss a quick sentence in the prerequisite section about why these changes are recommended. Something like "These changes will prevent a bug that causes saves to take an unusually long time to create." Whether you take the suggestion or not, thanks for listening :)
DarkladyLexy Posted November 5, 2017 Posted November 5, 2017 Oh ok while looking at the new USLEEP changes i noticed something odd with Craftable Horse Barding for some weird reason that esp has NPC Edits why would a mod that adds horse saddles edit NPC's?
DarkladyLexy Posted November 5, 2017 Posted November 5, 2017 Ok it look like i will have to issue an update the the NPC Retexture CR cos of the latest USLEEP Changes. I'll get on that a try and get out today if not it will be tomorrow.
DarkladyLexy Posted November 5, 2017 Posted November 5, 2017 OK USLEEP update doesn't look like anything major has broken in the main CR I have updated the NPC Retexture CR available on Nexus.Started a new Update for 1.56 (TESTING) CR download from the dropbox as usual test CR is bleeding edge and will be subject to change as we find things.
Nebulous112 Posted November 5, 2017 Posted November 5, 2017 Hey Lexy, Just noticed that Blocking Animation Pack was updated to v1.7.
Nebulous112 Posted November 5, 2017 Posted November 5, 2017 Also Lexy, is there any reason we use the super old 2013 version of High Level Enemies? The SIC-enhanced version I think is what Neo used, and was here but is now on the SIC Nexus page's optional files. I could be wrong, but I am pretty sure the SIC-released version covers things the HLE-released version doesn't.
DarkladyLexy Posted November 5, 2017 Posted November 5, 2017 Hey Lexy, Just noticed that Blocking Animation Pack was updated to v1.7.ok thanks i'll sort that out. Also I have what i think is a bug on a quest for Anum-La where we have to go to Falkreath upon entering a guard approaches about the dog for the dog blacksmith and then all guards immediately become hostile. As far as i know don't have any bounty in Falkreath.
DarkladyLexy Posted November 5, 2017 Posted November 5, 2017 Also Lexy, is there any reason we use the super old 2013 version of High Level Enemies? The SIC-enhanced version I think is what Neo used, and was here but is now on the SIC Nexus page's optional files. I could be wrong, but I am pretty sure the SIC-released version covers things the HLE-released version doesn't.yes i have explained that is cos AAE Patches requires the older version of HLE as a master SirJesto changed when it went MIA. I haven't been bothered to change it back I could but I am being lazy about cos i don't think a big deal.
Nebulous112 Posted November 5, 2017 Posted November 5, 2017 yes i have explained that is cos AAE Patches requires the older version of HLE as a master SirJesto changed when it went MIA. I haven't been bothered to change it back I could but I am being lazy about cos i don't think a big deal.Ah, sorry I must have missed that. I've been MIA myself, lol.
DarkladyLexy Posted November 5, 2017 Posted November 5, 2017 Ah, sorry I must have missed that. I've been MIA myself, lol.it ok if you want to confirm that the SIC version doesn't break AAE patches then we could change it back you'll have to change the master name in AAE patches to point to High Level Enemies - SIC.esp but that is easily done in xedit. I might have a look when i get some time on that
Nebulous112 Posted November 5, 2017 Posted November 5, 2017 Sure thing, thanks Lexy. I'm still in the midst of updating my months-old install...I haven't even gotten to AAE yet, lol. I'll take a look as soon as I get a chance, though. One other thing I noticed was that there is no version number in the guide for Immersive Citizens. Pretty sure you updated everything for v0.4 (as it's in the changelog), but I didn't want to edit it myself just in case.
DarkladyLexy Posted November 5, 2017 Posted November 5, 2017 Sure thing, thanks Lexy. I'm still in the midst of updating my months-old install...I haven't even gotten to AAE yet, lol. I'll take a look as soon as I get a chance, though. One other thing I noticed was that there is no version number in the guide for Immersive Citizens. Pretty sure you updated everything for v0.4 (as it's in the changelog), but I didn't want to edit it myself just in case.yes I did update ICAIO so that's a typo I must of removed the version number by mistake when i updated it.
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