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SRLE: Legacy of The Dragonborn Reqtified


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Posted

If you have multiple npc visual mods then you need to run the AT QuickChange script multiple times... once per visual mod.  Run the script in load order priority...

 

This is required until Reqtificator is updated in 1.9.5 to fix the bug related to visual merging.

Posted

Hrm, I did do all of these things exactly as the guide instructs.

 

However, I was just thinking, should I also re-do AT Quickchange using just Restore "Head Parts" NPC Visuals Merged.esp? I think the AT Quickchange script might be the culprit here, since it restores the Head Parts records from NPC Retextures.

you have to run at quickchange twice. Once for the NPC retextures merge and a second time for your NPC visual merge

Posted (edited)

Hi. After all the work i was hoping to start play, but i got amused for the appearance of all elfs in the game, my daughter 5 years old got scared  they look almost like hargravens, but uglier like a hargraven vampire. And my game crashed before i leave the Brezehome, not enough memory in the crash fix message.  Someone as already report this. Will wait for a fix. Im using only those mods in the guide. Only NPC texture core.

Edited by CVkiller2013
Posted

you have to run at quickchange twice. Once for the NPC retextures merge and a second time for your NPC visual merge

I did exactly this, including the Head Parts, HCLF, FTST, NAM9 and "Tint Layers" records for NPC Visuals Merged.esp as well.

 

However, doing this introduces an annoying grey-faced bug with certain NPCs (notably Beirand, Noster Eagle-Eye, Jala, and a few others I came across in Solitude alone).

 

I found the fix though..., not sure if it is the "proper" fix, but holy **** it worked:

 

1) Keep MO load order as it is according to Integration Page.

2) Perform AT Quickchange and such according to instructions. Perform a second time, using the same instructions, except change "NPC Retexture Merged.esp" to "NPC Visuals Merged.esp".

3) Normally, after merging NPC Retex, you would disable the mods that were merged in the left pane. Don't do this for NPC Retex. Leave the mods enabled. However, do move the .esps in the Information window to "Optional" for mods that have folders in them (i.e., the mod isn't just a bunch of .esps, e.g., Inhabitants of Skyrim), and disable the mods that are only .esps (i.e., patches, etc.).

 

For some reason, I guess Merge Plugins did not copy over some files for NPC Retex. Enabling just the meshes and texture files seems to have fixed this.

Posted (edited)

I did exactly this, including the Head Parts, HCLF, FTST, NAM9 and "Tint Layers" records for NPC Visuals Merged.esp as well.

 

However, doing this introduces an annoying grey-faced bug with certain NPCs (notably Beirand, Noster Eagle-Eye, Jala, and a few others I came across in Solitude alone).

 

I found the fix though..., not sure if it is the "proper" fix, but holy **** it worked:

 

1) Keep MO load order as it is according to Integration Page.

2) Perform AT Quickchange and such according to instructions. Perform a second time, using the same instructions, except change "NPC Retexture Merged.esp" to "NPC Visuals Merged.esp".

3) Normally, after merging NPC Retex, you would disable the mods that were merged in the left pane. Don't do this for NPC Retex. Leave the mods enabled. However, do move the .esps in the Information window to "Optional" for mods that have folders in them (i.e., the mod isn't just a bunch of .esps, e.g., Inhabitants of Skyrim), and disable the mods that are only .esps (i.e., patches, etc.).

 

For some reason, I guess Merge Plugins did not copy over some files for NPC Retex. Enabling just the meshes and texture files seems to have fixed this.

for point 2. Well this is what i said to perform the AT quickchange for both npc retexture merges and i thought that this implied ofc that you need to change in at quickchange window instead of npc retextures merged.esp to npc visuals.esp...

for point 3. either you just merge the esps or with all the assets should have the same result. I don't know why in your attempt to merge the additional retextures MP did not copy all assets. Anyway i'm glad you resolved your issue.

FYI

 

ELFX SMIM ENB Performance Patch is listed twice in the integration guide

  • Unofficial ELFX SMIM ENB Performance Patch (MOD MERGED, INACTIVE POST MERGE)
  • ++++ ELFX Patches Merged
  • ELFX SMIM ENB Performance Patch - Riften BeeBarb Show Sunlight Fix

no it's not.... first one is the esp we merge and the second are only assets you install from the optional for beebarb in the mod page.

Edited by paul666root
Posted

no it's not.... first one is the esp we merge and the second are only assets you install from the optional for beebarb in the mod page.

Got it. Your guide is idiot proof, I would miss that.

Thanks

Posted

for point 2. Well this is what i said to perform the AT quickchange for both npc retexture merges and i thought that this implied ofc that you need to change in at quickchange window instead of npc retextures merged.esp to npc visuals.esp...

No, no....., I didn't just rename the esp. I meant change the esp in the Quickchange window.

 

Anyway, I'm happy with the build now. I'm adding the Hott series to the Visuals too. See how that goes.

Posted

Hello, is it intentional or a mistake that your loadorder.txt contains the imp_helm_legend.esp from ICH instead of the imp_helm_legend merged.esp from the merge? The first one should be inactive following the guide, right?. I'm also a little confused that in the requiem merge there is only imp_helm_legend.esp as a master. For the patch from requiem patch central that's correct of course, but shouldn't the patches you provide like the consistency patch at the end have the merged esp as master instead of the original?

Posted

Hello, is it intentional or a mistake that your loadorder.txt contains the imp_helm_legend.esp from ICH instead of the imp_helm_legend merged.esp from the merge? The first one should be inactive following the guide, right?. I'm also a little confused that in the requiem merge there is only imp_helm_legend.esp as a master. For the patch from requiem patch central that's correct of course, but shouldn't the patches you provide like the consistency patch at the end have the merged esp as master instead of the original?

i think you missed this part in the merge:

Post Merge: Rename imp_helm_legend merged.esp to imp_helm_legend.esp

Posted (edited)

Hey guys, a small question if you don't mind.. what your thoughts are about Aurlyn Dawnstone as a follower? I'm not a big fan of Vilja, Sofia and Arissa, but I like Inigo. How does Aurlyn compare to them?

Edited by Pretendeavor
Posted

Hey guys, a small question if you don't mind.. what your thoughts are about Aurlyn Dawnstone as a follower? I'm not a big fan of Vilja, Sofia and Arissa, but I like Inigo. How does Aurlyn compare to them?

I haven't used her yet.  We needed a mage option for followers and she seemed to be a Requiem supported popular choice.

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