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SRLE Extended: Legacy of The Dragonborn


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Posted

Has anyone tried to use WICO as a character base in the same way as in Lexy's SE guide? Would that break the NPC retextures CR? I've always been happy with the current mix for existing NPC improvement but generic NPCs and those added by mods that have not received any special attention just use a dull default face that still looks ugly even with better textures. New base character face meshes needed...

Posted

I repeatedly (not always) have this ExceptionAdress in my crash logs:

ExceptionAddress: 006aacb0 (TESV+0x002aacb0)

I tried to find solutions to it, found it mentioned in another blog somewhere, but no tipps how to solve it.

I opened xEdit and looked for the formID (2aacb0), but it can't be found.

I started to go through the merged mods, looking for the formID, but no luck so far.

I'd appreciate any help.

Posted

I repeatedly (not always) have this ExceptionAdress in my crash logs:

ExceptionAddress: 006aacb0 (TESV+0x002aacb0)

I tried to find solutions to it, found it mentioned in another blog somewhere, but no tipps how to solve it.

I opened xEdit and looked for the formID (2aacb0), but it can't be found.

I started to go through the merged mods, looking for the formID, but no luck so far.

I'd appreciate any help.

9 times out of 10 this is to do with Stunning Statues of Skyrim and not naming the folder correctly it should be statuessnow note the double ss.

Posted

Hey! It's been a bit since I last posted on here, still have the same problem with the floating grass the mod that's causing it is - Unique Grasses and Groundcovers and more specifically the meshes folder in that mod, well I've hidden and it seems to have remove issue sadly it's gotten rid of some of flora. My question is it safe to remove the Meshes?

Posted

9 times out of 10 this is to do with Stunning Statues of Skyrim and not naming the folder correctly it should be statuessnow note the double ss.

I rechecked those entries, they are all properly named. Douple s in the folder name included.

Posted

ELE_Legendary_Fs_Lite's records are being overridden by the bashed patch. It doesn't show in the picture below, but the settings that are carried into the bashed patch are first set by USLEEP, and used sbsequently by all the other mods. But ELE makes changes to these settings and I'd like to have those carried instead of USLEEP's. USLEEP has a ton of bash tags... Can we set some tags on ELE to make its records override USLEEP's? I don't know how to choose the necessary tags.

 

d193665c7f13ebb6e0bef6ff45a32d00.png

Posted

I rechecked those entries, they are all properly named. Douple s in the folder name included.

Double check everything's spelled correctly inside the folder as well and the correct files are hidden as per the instructions.

Posted

Two notes on Relinker: you may want to add the "this merge requires you to run Relinker" on the miscellaneous merge section (because Dynamic Things has a whole lot of scripts that call the main wizDynamicThings.esp plugin) and, if you want, also on the DBM patches merge on the main page, referring that including DBM_MAS_Patch.esp on a custom merge will also require you to run relinker since it's called by dbm_mcmscript.pex. These are the only two changes I noticed with my build, besides the treasures merge.

Posted

For those who got spoilt by SSE and *need* DoF working, mine wasn't, even if I tried the Normal preset for Vividian ENB instead of Performance. Couldn't fix it in any way till I found this discussion and this, too. Turns out Vividian was last updated before ENB v.3.15 and, apparently, DoF is handled differently since that version. The solution presented in both discussions is to "rename old enbeffectprepass.fx to enbdepthoffield.fx" (in Boris' own words). That I did, and DoF is working like a charm.

Posted

After playing with this build for a while now and CTDs aside that I'm stilling trying to figure out, I was wondering how difficult it would be to leave out mods like iNeed, you Hunger, Frostfall and such, cause I'm not a big fan of these types of reality mods. I actually enjoy the levelling in cooking and alchemy with CACO, but I hate that I have to look for a place to sleep or eat or drink all the time, even if I lower the settings in MCM to as low as possible.

I simply haven't enables Frostfall in MCM, so that was easy. Are there similar options for the other mods? (see above)

Any suggestions or insights, which merges would have to be changed, or which patches might become moot?

Would it be possible, that I just disable these mods and the build still works?

Posted

I'm currently reinstalling this build from scratch. One question on an esp I have to delete/not install:

 

For "Followers, Hirelings and Housecarls" it says to delete the esp (FHH_LEGENDARY_VE_USLEEP.esp).

Should I do that just for the main file or the optional file (FHH_LEGENDARY_VE_USLEEP_SS) as well?

Because there's exactly the same esp included.

Currently I have left the second one from the optional file undeleted.

Posted

I'm currently reinstalling this build from scratch. One question on an esp I have to delete/not install:

 

For "Followers, Hirelings and Housecarls" it says to delete the esp (FHH_LEGENDARY_VE_USLEEP.esp).

Should I do that just for the main file or the optional file (FHH_LEGENDARY_VE_USLEEP_SS) as well?

Because there's exactly the same esp included.

Currently I have left the second one from the optional file undeleted.

Nevermind. I just saw the esp is included in a merge file later on.

Posted (edited)

For the Merges:

Is it enough to put the master esps in front of the merges, or should I run the list through LOOT all the time beforehand? Sometimes LOOT puts the to-be-merged esps in different orders again.

 

Also, I believe the placement for the PYP merge isn't completely straight-forward:

It says "Left pane placement: PyP - Interesting NPCs"

 

PyP isn't named anything like that and doesn't have an Intersting People patch or such. And Interesting People is a completely different mod and somewhere else in the mod order.

Where should the PYP-merge placed?

Edited by spartanflame
Posted

You should also mention that the Update file for "Improved closedfaced helmets - Patches" should not be merged into the main file, but it should be installed in a seperate mod. Unlike in your general installation rules stating at the beginning.

Otherwise the instructions on the merged page are slightly confusing and might require a reinstall of the aforementioned mods.

Posted

The guide mentions that we don't have to change the bash tags for the LOTD patches merged file, provided we use the original one and don't ake one of our own.

 

In Wrye Bash this file has only a RELEV tag. Yet in the "idiots guide" you mention we need 5 tags in total.

Which one is now the correct setting?

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