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SMC with SRLE Extended: LotD


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Posted

After a bit research on the 101 bugs, looks like CACO doesn't touch it at all so in the end the bugs won't work on CACO alchemy, that's my conclusion.

 

Looking at the records on xEdit shows no conflict but no CACO attributes in the bugs, maybe I'll just drop it as well unless there is someone who make the patch.

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Posted

It's more about the retexture and additional bugs and less about the alchemy aspect.  I just haven't bothered making a patch. You're free to remove if you like but you'll need to add a different bug texture/mesh replacer.

Posted

I'm not running complete SRLE extended, and I'm not using LotD yet, but I am running a heavily modded version of mostly SRLE, and I wanted to try SMC again, after not using it for a couple of years.  I gathered all the mods I could find,  let SMC combine them, and stuck the SMC output mod in my left pane below most of the stuff it conflicts with.  Included in it are about 50 esp's. I knew I had a lot of them, I knew that many were already included in my merged esp's, and I knew some of them I didn't have before.  But just for the heck of it, I moved ALL the esp's in SMC up to the optional folder.  I figure I'm basically just using SMC for textures anyway, right?  

I fired up the game. My save was inside an inn. I went outside, roamed around a bit with my followers, killed some stuff, entered a dungeon and played all the way through it. The game runs great and looks great, and I haven't seen anything odd or out of place. 

I will of course go back and do the esp's correctly, but if someone else is just looking for a quick solution to what to do with all the duplicate mods that they already have when using SMC, this certainly seems like an acceptable route.  

Posted

Except you won't be getting any of the new unique meshes/textures/effects etc added by any of the mods, only the vanilla replacement meshes and textures.

Posted
  On 8/7/2016 at 2:43 PM, dunc001 said:

Except you won't be getting any of the new unique meshes/textures/effects etc added by any of the mods, only the vanilla replacement meshes and textures.

But just for the few that I don't already have the esp's in my load order for, right? 

Posted

Correct.  However even after removing all the conflicting mods you're still gonna have 30+ esp coming from SMC.  That's alot of functionality you're missing.  Having said that.... the base textures are a solid improvement regardless. :)


  On 8/7/2016 at 4:04 PM, paul666root said:

wow this topic had 3 pages when i left for my vacation...

People like their pretty skyrim? :P 

 

Hope you had a nice vacation!

Posted

well, time to get to work again!   :)

 

  On 8/7/2016 at 4:36 PM, jdsmith2816 said:

Correct.  However even after removing all the conflicting mods you're still gonna have 30+ esp coming from SMC.  That's alot of functionality you're missing.  Having said that.... the base textures are a solid improvement regardless. :)


 

Posted (edited)
  On 8/9/2016 at 9:39 AM, reddvilzz said:

So anyone still keeping ELFX - Exterior.esp if they're not using the main ELFX? I'm trying NLVA but the LotDB CR need ELFX - Exterior as a master

Hey!  Sorry for the delay in responding... been busy IRL and what time I've had for Skyrim has been busy putting together a lean but strong loadout based around YASH + LOTD + SMC   I want something that has all of the relevant 'fixes' in place to fix broken Skyrim but is VERY... consistent... with itself gameplay wise.  If that makes any sense?

 

Anyways... on to your question.  Removing the dependency on ELFX is pretty trivial only takes like 10m.  Toggle off ELFX, load up WB, right click on the CR patch and choose file -> generate stub for missing masters (paraphrased text...)  this'll create a blank .esp for you so you can then...

 

Move the stub above the CR patch, enable it, and load up XEdit.  right click on the CR patch and choose check for errors... for each error (last i checked there is only one) copy the formid , paste it into the box at top left, hti enter... it'll take you to the relevant form.  Right click on the far right column header (should be the cr patch) choose jump to record... then just delete that record from the CR.

 

Lastly go through the CR guide and find the edits for ELFX... Use the form id's to look the edit up in XEdit and just copy the record BEFORE darth's CR patch as an override into your own CR patch.  This means your CR patch will always overwrite that file from now on thus you won't have to keep editing the 20 or whatever edits everytime he pushes out a new CR.

 

Does that help?

  On 8/7/2016 at 4:46 PM, nealredding said:

well, time to get to work again!   :)

How are things going nealredding?  Do you have a glorious skyrim installation yet? :D

Edited by jdsmith2816
Posted (edited)

That's a new thing to do never know that way to resolve the master.

 

But my question mainly was about ELFX - Exterior itself, does it still worth to keep if I've used NLVA and also the Full version of Relighting Skyrim?

 

Edit: what's YASH again?

Edited by reddvilzz
Posted

 

How are things going nealredding?  Do you have a glorious skyrim installation yet? :D

 

thanks for asking!  yes I got done adding the missing esp's back in, (if I already had the mod before I just kept it and moved the new SMC esp up to optional), and merged a good batch of them.  Game looks great and runs nicely so far, but I haven't had a lot of time with it yet. I'll get back to it this weekend.   I got a GTX1080 that replaced two 980's, so it's doing well. Haven't started overclocking yet.   

Posted (edited)

Changed textures like Alluistras I find it blends better with NLVA.

 

Well I don't think I'll use SMC as it's a lot of work with incompatibilities and overwrites and such but I still see how ingame graphics can be improved.

 

And tried 3d lods and it's damn fine :

 

1470969627-screenshot38907.png1470970360-screenshot38526.png1470970401-screenshot33191.png1470970396-screenshot27303.png1470970387-screenshot15102.png

Edited by Monobloc
Posted
  On 8/12/2016 at 2:58 AM, Monobloc said:

Changed textures like Alluistras I find it blends better with NLVA.

 

Well I don't think I'll use SMC as it's a lot of work with incompatibilities and overwrites and such but I still see how ingame graphics can be improved.

 

And tried 3d lods and it's damn fine :

 

1470969627-screenshot38907.png1470970360-screenshot38526.png1470970401-screenshot33191.png1470970396-screenshot27303.png1470970387-screenshot15102.png

I assume this is a variation on ultra trees from DynDOLOD? I've always wanted to try it for SR:LE but never had the time to look up how to do it.

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